[ARCHIVE] Custom Jutsu Submission - II

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System001

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Re: ±±Custom Jutsu Submission±±


(Ninjutsu: Kifu Heri Osu) | Ninja Style: Helios' Endowment

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: (80)
Description: An advanced Ninjutsu technique that utilizes the concept of 'Hiding In Camoflauge Technique'. By releasing chakra into the sky while performing a single handseal, the user is capable of shrouding an area in the sky with up to a short range radius in darkness. This is done by creating a cloud like coating of chakra within the specified area, this chakra bends the natural light and prevents it from passing through, thus creating a 'black spot' in the sky. However the darkness created by this technique is simply a byproduct, as the chakra's true purpose is to focus, magnify, compress and store the suns rays within the swathe of darkness. By performing a basic hand gesture, such as a wave of the hand or a flick of the fingers, the user can release the gathered suns rays downwards in the form of a blindingly bright beam, that burns and incinerates through all within its path with explosive power. The strength of the beam is determined by how long the user waits before calling it down. If called down in the same turn the technique will be S ranked in power, and for each turn after that the technique gains an additional + 10 in power. If not called down by the end of the third turn, the technique disperses in a vigorously blinding flash that illuminates and heats the battlefield. The size of the beam is proportionate to the users wishes, and can either be thin and extremely concentrated, or thick and less concentrated. Although the maximum size of the beam would be limited to the size of the 'black spot' created. Multiple beams can also be created, although they naturally all travel in straight lines in the users desired direction, making them extremely predictable yet notably fast. Due to the properties of this technique, it follows the weaknesses and strengths of fire, although due to being more heat focused rather than flame orientated, its entire contents can't necessarily be doused, meaning that waters strength against it is only half effective. However on the flip side its strength against wind is also halved, due to not being centered around flames but rather heat and light.

Note:

- Can only be used 2x
- During the time that the darkness harnesses the suns rays, the user is incapable of using basic Ninjutsu above A rank, and incapable of using elemental jutsu above S rank.
- Can only be taught by Scaze

________________________________________________
 Declined 
This isn't making much sense for me tbh...




(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra

Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.

Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to mid range through medium of water or air.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.


‡ Declined ‡ there needs to be a limit to the size and speed of the tail growth, as well as the regenerative properties of your summon



(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra

Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.

Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to long range through medium of water or air.
- Expansion size is slightly faster than Akimichi's, while regrowth is slightly faster than that.

- Only three sets of regrowth can be done, a set being defined by when all tails are fully restored. Sets occur irrespective of Hydra's wishes, being passive and automatic in nature, therefore they're liable to run out quickly.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.

________________________________________________
 Approved 
hum...use it responsibly



Genkotsu Kamakiri: Ofīria o Namiutsu | Mantis Fist: Rippling Ophelia
Rank: B
Type: Supplementary
Range: Self
Chakra cost: 20
Damage points: N/A
Description: A technique which accentuates on Mantis Fist's element of unpredictability so as to effectively create a form that would make visual prediction and forecasting obsolete. Made possible by making full use of a Mantis Fist users muscle control, their capability to swiftly transition from flexibility to rigidity with ease, and their rather inhumane sense of movement. Unlike most Mantis Fist techniques, this would require a weapon; any weapon, although the longer and more balanced the better. In short, through use of flexibility and movement, the user is capable of rapidly vibrating and undulating their held weapon, making it move in such a manner that it would resemble a rippling snake. Chakra being utilized so as to give a non-forceful augment to the users body while also reverberating throughout the used weapon so as to increase the vibration and undulation speed. The movement essentially creates an optical illusion which bears resemblance to a rippling snake, the illusion makes blocking, dodging and prediction extremely difficult. Prediction of the blades true trajectory would be a practically impossible feat for a Ninja without a doujutsu, as each undulation would be different in both magnitude and speed. Thus dodging with finesse would be virtually impossible, therefore opponents would likely be forced into making large, exceptionally wide dodges that would likely leave them off balance. Lastly, blocking with a similar weapon would also be extensively difficult, as the users weapon would have a habit of 'weaving' through defenses as is befitting of its looks and epithet; rippling snake. This technique can be sped up, slowed down, or even paused according to the users wishes, thus making this technique exceptionally versatile in terms of pace and weapon choice. Lastly, the properties of this technique allows for faster acceleration of a weapon, thus allowing this technique to boast enhanced 'speed' and force.

Note:
- Can only be used 2x
- Once used, this technique lasts for up to three turns.
- Link to visual representation;
- Using this technique for the entirety of the three turns would mean that there would be a two turn cool-down between uses of the same arm, and the speed of the users movements with said arm would be reduced to 75%.
- Sharingan of three tomoe and above is capable of reducing the visual ripple, almost nullifying it, thus making dodging and blocking easier.
- A user below Southern or Northern Praying Mantis rank would have lowered accuracy, while they could aim to strike the enemies torso, where exactly it will strike would be harder to control. Users above the S/N Praying Mantis rank would suffer likewise, albeit for a smaller area such as the upper chest, while Legends or above would have much greater accuracy. The inability to completely control the attacks accuracy further personifies and animalises this technique in conjunction with it's name and epithet. (Based upon opponents of the size of Naruto in p1.)

________________________________________________
 Declined 
Why is this a mode? And why the vibration part? Ondulating is not vibrating... Its not a move for you CFS but a mode...




Genkotsu Kamakiri: Ofīria o Namiutsu | Mantis Fist: Rippling Ophelia
Rank: B
Type: Offensive/Supplementary
Range: Short
Chakra cost: (20)
Damage points: N/A
Description: A technique which accentuates on Mantis Fist's element of unpredictability so as to effectively create a form that would make visual prediction and forecasting obsolete. Made possible by making full use of a Mantis Fist users muscle control, their capability to swiftly transition from flexibility to rigidity with ease, and their rather inhumane sense of movement. Unlike most Mantis Fist techniques, this would require a weapon; any weapon, although the longer and more balanced the better. In short, through use of flexibility and movement, the user is capable of rapidly undulating their held weapon, swinging it to and fro in such a manner that it would resemble a rippling snake. Although not required, Chakra can be utilized so as to give a non-forceful augment to the users body while also reverberating throughout the used weapon so as to help control the balance of the held weapon. The movement essentially creates an optical illusion which bears resemblance to a rippling snake, the illusion makes blocking, dodging and prediction extremely difficult. Prediction of the blades true trajectory would be a practically impossible feat for a Ninja without a doujutsu, as each undulation would be different in both magnitude and speed. Thus dodging with finesse would be virtually impossible, therefore opponents would likely be forced into making large, exceptionally wide dodges that would likely leave them off balance. Lastly, blocking with a similar weapon would also be extensively difficult, as the users weapon would have a habit of 'weaving' through defenses as is befitting of its looks and epithet; rippling snake. This technique can be sped up and slowed down according to the users wishes, thus making this technique exceptionally versatile in terms of pace and weapon choice. Lastly, the properties of this technique allows for faster acceleration of a weapon, thus allowing this technique to boast slightly enhanced 'speed' and force. Thus the user is capable of unleashing multiple, elusive and fast paced strikes, slashes and thrusts towards the opponent, relying on the 'trickery' of the technique to break through, and shatter the enemies defense.

Note:
- Can only be used 2x
- Link to visual representation;
- Sharingan of three tomoe and above is capable of reducing the visual ripple, almost nullifying it, thus making dodging and blocking easier.
- A user below Southern or Northern Praying Mantis rank would have lowered accuracy, while they could aim to strike the enemies torso, where exactly it will strike would be harder to control. Users above the S/N Praying Mantis rank would suffer likewise, albeit for a smaller area such as the upper chest, while Legends or above would have much greater accuracy. The inability to completely control the attacks accuracy further personifies and animalises this technique in conjunction with it's name and epithet. (Based upon opponents of the size of Naruto in p1.)

________________________________________________
 Declined 
I still maintain this isn't a "move". The description is too "generic" and seems to describe a "mode" of movement and not a move itself.
 
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Icemyster

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Re: ±±Custom Jutsu Submission±±

(Hyouton: shinsei hyou) Ice release: Pure Ice
Rank: Forbidden
Type: Supplementary
Range:Short/Long
Chakra:50
Damage:90(-45 to the user)
Description: The user, focuses pure Ice chakra into his palm, and slams it into the ground, releasing a shockwave of pure ice chakra across the field. While the Jutsu itself is not a shockwave of Ice, but of Ice chakra, the field will not freeze unless there is a source of water to be frozen etc. What this jutsu does is change the entire climate of the field, causing ice jutsu to form twice as fast. The hand used by the user to perform this jutsu gets frozen, literally killing the muscle tissue in the hand, and the hand becomes extremely frostbitten, rendering the muscles in the hand useless and immobile.
*Lasts three turns
*while this jutsu is in use, the user cannot use fire or lightning jutsu.
*the user cannot use any forbidden ranked jutsu after this is performed
*can only be used once
~Declined~ First of all, how do you plan forming hand seals without the use of one hand? Second of all, why does this do damage? There's no mentioned effect on the opponent.

(Hyouton:kenjitsu kitei) Ice Release: Solid Ground
Rank:A
Type:Supplementary/Defensive
Range:Short/Long
Chakra:30
Damage:0 (+15 to ground based ice jutsu used by user)
Description:
The user channels his ice chakra into the ground, freezing the moisture in the ground. (If in an arid area like a desert, this jutsu will not work). Once the moisture is frozen, the ice that is holding the earth together makes it harder for the opponent to use earth based jutsu, or jutsu that require channeling different chakra natures aside from Ice jutsu, severely slowing the jutsu speed of such jutsu. The user's own ice jutsu are empowered by the mixing of the elements, however the user is restricted by the same means, causing the user's own Fire, Lightning, Water, and Wind jutsu have problems traveling through the ground.
-Can only be used twice per battle
-Jutsu lasts three turns before the ice in the ground melts back to it's original form of normal moisture.
~Approved~

(Hyouton:Toride Yuukyou) Ice Release: Fortress of Solitude
Rank:Forbidden
Range:Short/Long
Type:Offensive/Supplementary
Chakra:50
Damage:90(+10 to wind jutsu used by the user)
Description:
The user channels a large amount of Ice chakra into his hands and feet, uses the Bird Seal, releasing the chakra into four corners around the user and opponent, causing massive pillars of ice to form a fortress around the user and opponent, creating a makeshift arena around the user and opponent. The top of the fortress is like a tent, meeting at the center above the user (shaped like a pyramid.) The Air in the fortress causes pain to anyone not used to cold air, causing wind jutsu used by the user against a non ice user +10 damage due to the chilling effect. The ice used in this jutsu cannot be used to make any jutsu, without causing the entire structure to fall on top of everyone within the fortress. Ice jutsu used inside the arena are colder than usual, causing numbness to limbs that are hit with Ice Jutsu. After four turns, the jutsu falls apart, causing massive chunks of ice to fall on the user and opponent.
-Can only be used once Per battle
-The user cannot leave the fortress unless the jutsu is broken.
-The user is limited to water, Ice, and wind jutsu while the fortress is up, along with ninjutsu, taijutsu, and genjutsu, until three turns after the technique is over.
~Approved~
Hyouton: shinsei hyou) Ice release: Pure Ice
Rank: S
Type: Supplementary
Range:Short/Long
Chakra:40
Damage:0
Description: The user, focuses pure Ice chakra into his palm, and slams it into the ground, releasing a shockwave of pure ice chakra across the field. While the Jutsu itself is not a shockwave of Ice, but of Ice chakra, the field will not freeze unless there is a source of water to be frozen etc. What this jutsu does is change the entire climate of the field, causing ice jutsu to form twice as fast.
*Lasts Four turns
*while this jutsu is in use, the user cannot use fire or lightning jutsu.
*can only be used once

________________________________________________
 Declined 
You need to bold changes on resubmissions.

(Ninjutsu: furikushon shuuryou) Friction Termination
Rank:A
Type:Supplementary
Range:Short/Mid
Chakra:40
Damage:0
Description:
The user manipulates his/her own chakra into the area around them, a jutsu, or person, making all surfaces affected as smooth as possible, as the chakra fills in the surface's cracks and crevices, making everything slippery as if it was lubricated. This jutsu is great for escaping holds, or making it hard for an opponent to stand properly near the user without sliding. The user must specify the affected area/item and cannot affect more than one target at a time. If used on an item or jutsu, it will speed it up by reducing the air friction it would experience.
*Can only be used three times per battle
*Lasts three turns on the affected area

________________________________________________
 Declined 
Incorrect chakra info. This isn't nearly a B-Rank let alone an A-rank or S-Rank. I don't also get how you can do this with just chakra... Water? Oil? perhaps...but just chakra?

(Ninjutsu:furikushon engi) Friction Amplification
Rank:S
Type:Supplementary
Range:Short/Mid
Chakra:40
Damage:80
Description:
The user manipulates his/her chakra, to generate an artificial, sand paper like texture on the ground around him, or his own body/jutsu, to create added friction. Utilizing this, it causes added shearing damage with objects that come into contact with. The ground, once affected will slow the targets movement. Physical objects coming into contact with the affected area will be ripped as if it were actually being torn apart by friction. The target must be specified and cannot affect any more than one target at a time.
*Can only be used twice
*Lasts three turns

________________________________________________
 Declined 
Again, to high of a rank and not only that but I don't see how this can be done with simple non elemental chakra.
 
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Akuma

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Re: ±±Custom Jutsu Submission±±

[Ameton: Okami Fuwarufu] - Rain Release: Stark's Enlightenment
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A simply yet efficient technique. The user will first grasp a set of seals (Boar > Tiger) and release chakra into the falling rain drops (after creating rain or using preexisting rain) and use extreme chakra control to be able to insert chakra into the center of the rain drops. Doing this, the chakra will them emit a white fashion light from the rain droplets. One alone won't do anything, but due to being used on a large amount of raining drops, together they create blinding white light in every direction around both the user and the target(s). This will cause them to lose eyesight due to only seeing bright light everywhere, serving as a distraction. The user is affected as well, however, if the user is using rain created by himself (with Rain Tiger at Will) he will be able to sense the opponent with the raindrops, which means they will be able to locate the target and maybe even attack while the bright droplets keep raining upon the field. This technique only covers up to mid range because of the chakra control effort put into it. The technique only lasts 1 turn, meaning it ends at the end of the turn, and the rain turns back to it's regular state.
Note: Must be a rain user.
Note: No A rank or higher rain technique may be used the same turn.
Note: Only lasts 1 turn.
Note: Useable x4 per battle, not in consecutive turns however.

________________________________________________
 Declined 
Doesn't make sense you'd be able to do this.

[Genjutsu/Ameton: Jibinkousen Jishin] Illusion/Rain Arts: Ear of Odin
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 30
Damage: 60
Description: Yet another technique branched of using long distance genjutsu (if required) via the Rain controlled by the user. After waving the commanded hand gestures (Boar > Tiger > Snake > Tiger) the user will adjust a certain amount of chakra into a rain droplet above the victim. Upon contact, the chakra will pour into the target's mind; Successfully placing them under a magnificent illusion. Within the illusion, the opponent's hearing ability will be vastly increased, to the point where a single rain drop that touches the ground will sound like a cannon ball fired right next to their ear, annoying and frustrating enough, their hearing also reaches long distances, for example; If the user were to snap their middle and index finger, the target would hear a high pitch noise right in their ear. After a moment, due to the constant falling rain, with each drop creating a tremendous noise, and anything else that gives birth to noise, the target will start to hear a ringing sound in their ear (tinnitis) shortly before they lose their hearing ability (within the illusion only) and won't be able to concentrate on the battle.
Note: May only be used x2 per battle.
Note: Must wait 3 turns before using again.
Note: No B rank or higher Genjutsu may be used the followed 3 turns.
Note: No A rank or higher rain techniques may be used the followed 2 turns.

________________________________________________
 Declined 
You don't have the ability to submit elemental genjutsu. DNR.
 
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House

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Re: ±±Custom Jutsu Submission±±

(Himitsu no gyaku kaiten) –8 trigrams: Secret Reverse Rotation
Rank: S-Forbidden
Type: Offensive/Defence
Range: Short to long
Chakra cost: 40-50
Damage points: 80-90
Description: As the name denotes this is rather an abnormal kind of Rotation that doesn't push away objects but instead sucks them in. The user takes the normal rotation stance then spins continuously anti-clockwise which drags in everything around the user,the rotation enlarges both in length and weight by the minute, anything caught in its vacuuming current is helplessly dragged into it because of its intense pressure thus shredded into bits
-S-ranked in the same turn: it's size is at short-range and is able to pull most things at mid-range. If ended in the same turn, user can't use S-ranks or above Jyuuken in the next turn.
-F-ranked in the second turn: it's size is at mid-range and width is roughly size of a giant summon and is able to pull anything at long range. The user won't be able to use B-rank or above Ninjutsu and no Taijutsu in the same and the next two turns. -50 damage applies to user because of the intensity of the jutsu.
-Last ti'll next turn.
-Useable once per battle

________________________________________________
 Declined 
Pick one rank and resubmit. Then I'll look into it with more detail. Though this is seeming a bit "unwise" to use...


(Ke sākuru) Secret Hyuga Illusion: Trigrams Circle
Rank: S
Type: Offensive
Range: short-mid
Chakra cost: 40
Damage points: 80
Description: The user makes a unique pose by lifting his left arm behind him while reaching towards with his right and bending his legs. When the user reaches out with his hand towards the victim, a dark leaf green Eight Trigrams circle appears around him on the ground with the user having the unique stance. Then the user moves from the middle of the circle and starts palm striking the victim with bone breaking violent palm blows ti'll either the mind or the body of the opponent collapses. For the victim, it seems like the user moves with eight gates speed when he leaves the middle of the circle. Each blow will sound like a loud menacing strike, due to the speed of the intense bone breaking blows. The intense striking will also leave a scent of burnt as the air friction heating up the arms. With the repeated blows, the opponent ceases to exist within the illusion as being smashed into tiny particles. In reality, the user releases a burst of chakra from his feet/hands towards the first victim within the circle and begins to lay violent palm blows on the victim and the released chakra goes through and out from his back. If there are two victims, two of the user will appear from the middle of the circle side by side targeting their own opponent. It is essentially a tripled version of the Eight Trigrams One Hundred Twenty-Eight Palms performed at tripled the speed.

-The circle reaches mid range
-The genjutsu will effect anyone within the Eight Trigrams circle, but the user's allies.
-Useable only when activating the byakugan
-Useable by hyuuga characters
-Once per battle
-No genjutsu for the next two turns.

________________________________________________
 Declined 
Description is really confusing and I don't see how this is unique. Also, you do know that the deviation circles that appear in the anime for example are not visible to others right? Its just a representation seen by the hyuuga...Don't understand why this is mid range. The whole mind and body and what not...confusing and makes little sense.


(Erudā no pāmu) –8 Trigrams: Palm of the Elder
Rank: B
Type: Defensive
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: The user makes contact with an object and lets out a burst of chakra through it. The focus lays within the distortion of the enemies' chakra flow within a jutsu. The chakra goes through the object and disturbs the opponent's flow of chakra within that object indirectly or directly for two turns. The user is capable of stopping a raising plateau below him as soon as the user's chakra disturbed the enemies' flow of chakra.
-Can only be used again after a turn.
-Four times per battle.
-No F-ranked Jyuuken in the same turn.

________________________________________________
 Declined 
DNR.
 
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Never

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Re: ±±Custom Jutsu Submission±±

(Renga-dzukuri no ude) - Brick-Arms
Type: Weapon
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description:
Brick-Arms is an ordinary looking broadsword with a golden hilt, though this blade is actually made of hundreds of rectangular segments that stay firmly together unless commanded by the sword owner. The creator of the sword was a master craftsman who also had a love for the work of blacksmiths, created his own blade in which he passed onto great swordsmen.
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The segments are structured like that of a the 'brick veneer' formation used in a common building structure for walls. The Segments can quickly disperse from it's shape and then reform again in it's original shape or into other shapes. The blade can form so it has a hook on the end of it or holes running through the middle, small changes like this can be made but nothing too drastic like really a long blade or many blades spread apart.
If the segments come into contact with a jutsu that is A rank or higher they with scatter and reform back in it's sheathe, leaving the user with just a hilt.

-Can only be used by LonelyAssassin
-If blade comes into contact with an A-Rank jutsu and scattered, the A-rank jutsu is stopped also, unless it is has a big area of effect.
-If the blade comes into contact with S-Rank, it scatters and the jutsu goes through.
-The blade can slice through small B-Rank below elemental ninjutsu.

________________________________________________
 Declined 
I don't understand how this can be useful. Don't understand how it can cancel a technique just like that. Tons of elements and techniques exist...how can it do so?


(Doton : Tanku) - Earth Release : Tank
Type: Defense/Offense
Rank: S
Range: Short
Chakra: 40 (+5 each turn active)
Damage: 80
Description:
The user weaves the handseals Boar < Dragon < Boar < Monkey and slams his hands onto the ground, the earth rises around him creating a cuboid surrounding the user, the front of the Cuboid has a thin rectangular slit so that the user is able to see outside and can also shoot projectiles from it or other ninjutsu. The user can control the 'Tank' and is able to make it move around in all directions and can also make it turn, the Tank also protects the user from damage on the outside.

-If the user does choose to use ninjutsu the Tank must not be moving at the time, after the jutsu is fully performed the user may take control of the take once more.
-Can only be taught by LonelyAssassin
-Can only be used two times per battle
-Can only be moved around for four turns and then the Tank becomes just a box of earth.

________________________________________________
 Declined 
Similar to existing techniques. DNR.

(Doton : Taretto ) - Earth Release : Turrets
Type: Offensive
Rank: A
Range:Short - Mid
Chakra: 30 (+5 extra turret)
Damage: 60
Description:
The user will drop up to 3 pouches of senbon on the ground around him, they will then slam their hand onto the ground and earth will collect around the the pouches, the earth taking the shape of a 3-D oval like shape and grow three legs to hold it up. The turret has a hole for where the senbon shoots out at the opponent if they are in it's line of sight. Depending on the amount of Senbon pouches placed down, depends how many turrets there will be (up to three). The turrets can only ever face in one direction once formed, they are connected to the ground and cannot rotate, though the user is able to know when the turret is destroy.

-Can only be taught by LonelyAssassin
-The Turrets last for 4 turns and then run out of Senbon

You must be registered for see images

________________________________________________
 Declined 
Is this really something you think you'd see in narutoverse?
 
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ZK

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Re: ±±Custom Jutsu Submission±±

(Hebi Kuchiyose no Jutsu ♦ Tsukisoi) – Snake Summoning Technique ♦ Retinue
Type: Summoning
Rank: S-Rank
Range: N/A
Chakra cost: 40 (+10 per turn)
Damage points: 80 (in total)
Description: Differing from many a summoning, this technique allows the user to summon a nest of snakes beneath his epidermis. The nest, altogether known as ‘Retinue’, consists of microscopic, skeleton-less snakes with sensitive bellies and smooth scales with the Kanji for ‘violet’ (紫) cut into them. The snakes are constantly moving about under the user’s skin; making for a hideous sight as parts of the nest occasionally breaks through the user’s skin. To avoid unintentional ‘leaks’ from becoming a problem however, the nest uses nerve endings and muscle contractions to receive and send simple commands and signals. Specially bred; the nest has no chakra circulatory system, relying on their heat-vision and advanced sense of smell to track enemies and their summoner’s chakra to feed their only defense; the Kanji on their scales. The Kanji is a simplified version of the ‘(Shishienjin) - Four Violet Flames Battle Encampment’ that makes use of its violet flames. The modified barrier is a certain-death technique to be used by the individual snake of the nest in defense of the summoner. It activates when a part of the nest is ‘cut off’ from the summoner’s chakra and simply envelops the snake(s) in the signature purple flames of the Shishienjin. The flames are short-lived, but highly ‘contagious’ by way of physical contact. While the user is susceptible to the flames, every snake of the nest has its belly pointing downwards against the user’s dermis and is only considered ‘cut off’ when it is no longer so, as the snakes can only absorb chakra through their bellies.
-Retinue can be summoned up to three (3) times, but it can only remain on the field for a maximum of five (5) turns. If no more than sixty (60) of the allowed eighty (80) damage points worth of snakes has been expelled, the nest will be replenished when resummoned.
-The user can order any number of snakes to make their way through the epidermis with a single muscle contraction, but doing so counts as a move and inflicts great pain upon the summoner. The only exception is when a single snake is expelled with a small pulse of chakra as a makeshift, non-ranked ranged attack.
-Should a part of the nest somehow find itself with its scales against the user’s dermis, it will notice the difference in texture and disappear from the field without taking the rest of the nest with it.
-Requires extensive training in Fūinjutsu.
-Can only be taught by Zero Kelvin.

(Sorry, I thought a 'host' was a group of snakes. Turns out that's a nest o_o I took out the poison and exchanged it for this. The intention is the same: a close-ranged weapon to support my Taijutsu)

________________________________________________
 Declined 
I will need you to pm me and explain this because its hellishly confusing to me right now. It doesn't simply make sense. Sorry. Pm me with a further explanation so i can get a sense of what this is before i can direct you at how to better this.

(Hebi Kuchiyose no Jutsu ♦ Ryūgūnotsukai) – Snake Summoning Technique ♦ Messengers of the Dragon Palace
Type: Summoning
Rank: S-Rank
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The Ryūgūnotsukai is a genetically modified sub-species of the snake. Having been created with the ascension-process described by Orochimaru and Kabuto Yakushi in mind; the group, commonly referred to as Naga, has evolved to become ‘dragons’ in their own right.
The Naga is a reptilian creature with 2-6 limbs and a humanoid torso merging into a serpent hind section. Myrmidons and Naginis, males and females respectively, are somewhat aquatic in nature, with a large set of lungs in what would be the equivalent of the human chest and a larger, secondary lung posterior to the intestines. The species also has two large hearts – the primary one in the chest and the secondary one posterior to the intestines – that keeps their blood oxygen-rich, allowing them to use their hind section to slither across land at high speed and maneuver perfectly in water. With their thick, smooth scales and large, partially-webbed hands to boot; the Naga are fast at land and even faster at sea.
The Ryūgūnotsukai are part humanoid and part serpent. Their physical appearance varies greatly from Naga to Naga and some have evolved bizarre mutations. The residual energies and chemicals of Orochimaru’s and Kabuto’s experiments are unpredictable and their mutative powers manifest in different ways. Many of these mutations are cosmetic in nature; soft spines running down their backs, or, unique to males; thick tendrils coming out of their chin in resemblance of facial hair. Some mutations, however, are more extensive and a number even appear suitable for combat. In this way; the sub-race has evolved an array of genetic variations and defenses.
Generally, Naga only marginally resemble the snakes they once were. Their reptilian features are warped and twisted. They are powerfully built and the heads of the Myrmidons are reminiscent of dragons. The sub-race averages in a height of 20 feet (6.1 meters), but a minority has shown the ability to reach heights of up to 40 feet (12.2 meters). Both males and females store very little fat in their bodies, having two stomachs and two livers and a very high rate of metabolism.
Due to only having existed in nature for some twenty years, Naga prefer to settle in environments where they can integrate into the food chain with little to no fuss. This means that humans are very unlikely to find the sub-species anywhere near their dwellings. Coupled with their aquatic nature, Naga habitats are usually found in humid, thickly jungled or forested areas with large bodies of water nearby.
Naga society is dominated by Naginis. Myrmidons – stronger (able to lift 3 times their body weight) and tougher than Naginis and capable to withstand a great deal of bodily injury – act as frontline soldiers and guards. They are strong melee combatants and willingly come to grips with the enemy. They are also seen as expendable compared to fertile females, whose standing in society correlates with how many eggs they lay. Female Naga are also physically unsuitable for hard labor, their bodies designed with flexibility and guile in mind instead of brute force. They are tall and slender, with fine scales covering their angular features.
Despite technically still being a part of the Snake Contract, the Ryūgūnotsukai share little kinship with Manda’s faction of reptiles. Their coming into existence through experimentation only fuels the Naga’s arrogance and has led them to become beasts of pride; they consider snakes and other reptiles inferior and often compare themselves to Dragons and Wyverns in terms of strength and power. Through the few years of human contact they’ve had with what would later become their summoners; the Naga have developed a sophisticated written and spoken language of their own, which they, in return for texts and lessons on human linguistics, teach humans they deem worthy.
In practical terms: a Ninja whom has signed the Snake Contract can, through many trials and hardships, establish a connection with the Naga Tribes. With such a bond, the Ninja can learn to summon a multitude of Naga to his aid. Myrmidons and Naginis of all sizes, with up to six arms and a multitude of mutations such as hardened carapaces, spined fists, tentacles, hair consisting of living snakes, razor fins and much more can all be called upon at a time of need. Due to their aquatic nature, Naga, as a variation of the ‘Food Cart Destroyer’ technique, can be summoned in large bodies of water.
Ryūgūnotsukai are fearsome fighters. Nagini use Fūinjutsu with much skill and Myrmidons – though they’re unable to use handseals unlike Nagini – use their own version of Xingyiquan to great ability, being able to receive (at the cost of their death) and deliver attacks of up to A-ranked strength and capable of shattering stone.
-Lasts for four (4) turns per summon.
-Can only be taught by Zero Kelvin.

(Hear me out: Manda 2 had arms and aquatic snakes are quite common. I'm not looking to sneak abilities in through this 'technique', I'm looking to expand the Snake contract. Just consider: I could've explained a snake with arm-like appendages. The fact that I've called them Naga doesn't actually make them 'mythical'.)

X-Pending-X I will check this personally (Later)

________________________________________________
 Declined 
Although its magnificently well written and described and I like the summons you describe, I cannot approve this. Approving this would enable a loophole into the 5 custom summons for cannon contracts limit and would allow a loophole into the no mythical animals thing. Its true that manda 2 is a proof that you should be able to do this, its a snake non the less, just genetically altered to be bigger, stronger and with limbs. But its a snake. You have here a completely different set of beings all together. Its a contract on itself, not a summoning animal technique. Unless the head of the RP goes for this, I can't approve it.
(Hebi Kuchiyose no Jutsu ♦ Ryūgūnotsukai) – Snake Summoning Technique ♦ Messengers of the Dragon Palace
Type: Summoning
Rank: S-Rank
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The Ryūgūnotsukai is a genetically modified sub-species of the snake. Having been created with the ascension-process described by Orochimaru and Kabuto Yakushi in mind; the group, commonly referred to as Naga, has evolved to become ‘dragons’ in their own right.
The Naga is a reptilian creature with 2-6 limbs and a humanoid torso merging into a serpent hind section. Myrmidons and Naginis, males and females respectively, are somewhat aquatic in nature, with a large set of lungs in what would be the equivalent of the human chest and a larger, secondary lung posterior to the intestines. The species also has two large hearts – the primary one in the chest and the secondary one posterior to the intestines – that keeps their blood oxygen-rich, allowing them to use their hind section to slither across land at high speed and maneuver perfectly in water. With their thick, smooth scales and large, partially-webbed hands to boot; the Naga are fast at land and even faster at sea.
The Ryūgūnotsukai are part humanoid and part serpent. Their physical appearance varies greatly from Naga to Naga and some have evolved bizarre mutations. The residual energies and chemicals of Orochimaru’s and Kabuto’s experiments are unpredictable and their mutative powers manifest in different ways. Many of these mutations are cosmetic in nature; soft spines running down their backs, or, unique to males; thick tendrils coming out of their chin in resemblance of facial hair. Some mutations, however, are more extensive and a number even appear suitable for combat. In this way; the sub-race has evolved an array of genetic variations and defenses.
Generally, Naga only marginally resemble the snakes they once were. Their reptilian features are warped and twisted. They are powerfully built and the heads of the Myrmidons are reminiscent of dragons. The sub-race averages in a height of 20 feet (6.1 meters), but a minority has shown the ability to reach heights of up to 40 feet (12.2 meters). Both males and females store very little fat in their bodies, having two stomachs and two livers and a very high rate of metabolism.
Due to only having existed in nature for some twenty years, Naga prefer to settle in environments where they can integrate into the food chain with little to no fuss. This means that humans are very unlikely to find the sub-species anywhere near their dwellings. Coupled with their aquatic nature, Naga habitats are usually found in humid, thickly jungled or forested areas with large bodies of water nearby.
Naga society is dominated by Naginis. Myrmidons – stronger (able to lift 3 times their body weight) and tougher than Naginis and capable to withstand a great deal of bodily injury – act as frontline soldiers and guards. They are strong melee combatants and willingly come to grips with the enemy. They are also seen as expendable compared to fertile females, whose standing in society correlates with how many eggs they lay. Female Naga are also physically unsuitable for hard labor, their bodies designed with flexibility and guile in mind instead of brute force. They are tall and slender, with fine scales covering their angular features.
Despite technically still being a part of the Snake Contract, the Ryūgūnotsukai share little kinship with Manda’s faction of reptiles. Their coming into existence through experimentation only fuels the Naga’s arrogance and has led them to become beasts of pride; they consider snakes and other reptiles inferior and often compare themselves to Dragons and Wyverns in terms of strength and power. Through the few years of human contact they’ve had with what would later become their summoners; the Naga have developed a sophisticated written and spoken language of their own, which they, in return for texts and lessons on human linguistics, teach humans they deem worthy.
In practical terms: a Ninja whom has signed the Snake Contract can, through many trials and hardships, establish a connection with the Naga Tribes. With such a bond, the Ninja can learn to summon up to 2 different Naga to their aid; 1 Myrmidon and 1 Nagini. Due to their aquatic nature, Naga, as a variation of the ‘Food Cart Destroyer’ technique, can be summoned in large bodies of water.
Ryūgūnotsukai are fearsome fighters. Nagini use Fūinjutsu with much skill and Myrmidons – though they’re unable to use handseals unlike Nagini – use their own version of Xingyiquan to great ability, being able to receive (at the cost of their lives) and deliver attacks of up to A-ranked strength and capable of shattering stone.
-Every summoner must, for every bio created able to summon Ryūgūnotsukai, describe 1 Nagini and 1 Myrmidon following the guidelines described in the submission. The two described Naga will be the only ones the bio in question can summon.
-This technique counts as two of the allotted 5 Custom Summonings within a Canon Contract.
-Lasts for four (4) turns per summon.
-Can only be taught by Zero Kelvin.

Okay, now I can only summon 2 'different' Nagas and the technique fills two spots in my quota. This is basically just a two-in-two technique that allows me some artistic freedom.
If anything; please don't DNR. I'll describe the two Nagas in my next submission if this is too 'loophole-ish'.

________________________________________________
 Pending 
Did you talk to cali? contact me.
 
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Scarecrow.

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Re: ±±Custom Jutsu Submission±±

(Raiton: Zappu Taihȭ) Lightning Release: Zap Cannon
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: After performing the handseals Ram - Rat - Dragon, The user creates 5 balls of electricity from their hands that surround the target from multiple directions. Once the target is surrounded, the balls of electricity will shoot out bolts of lightning at the target.
Note: Can only be taught by The JuubiGod

________________________________________________
 Declined 
Similar to existing techniques. DNR.
 
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Imperfect

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Re: ±±Custom Jutsu Submission±±

Keyblade: Oathkeeper & Oblivion (Kīburēdo: Yakusoku no Omamori & Sugisarishi Omoide)
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description:

History & Traits of the Keyblade

In the "age of fairy tales", when the World was whole, Kingdom Hearts was believed to be the source of all light. It was protected by its counterpart, the χ-blade. Many came to desire the power of light contained within Kingdom Hearts, and they clashed together, wielding the Keyblades they created in the image of the χ-blade. Their greed and jealousy introduced darkness into the World, and in the aftermath of this Keyblade War, the χ-blade was shattered into pieces, darkness covered the World, and Kingdom Hearts disappeared within the darkness.

Keyblades are a special weapon that only appear in times of great darkness. While there are many qualities a Keyblade wielder must have in order to harness the Keyblade's power, the main requirement is for one to have an exceptionally strong heart. The origins of the Keyblades are, thus far, unclear. Each legend references the special qualities of the wielders and some give vague explanations of the Keyblades' power, but none have been able to specify where the Keyblades originated, how they are created, or what their original purpose might have been. One legend mentioned in Kingdom Hearts states that the Keyblade master saved the world, while another said he wrought chaos and destruction upon it.

These weapons choose their masters and are bound to them for life, and can only be used by their masters or by any their masters deem necessary through a process called "The Keyblade Inheritance Ceremony".

The Keyblade Inheritance Ceremony is a trial in which a Keyblade wielder on the level of a Master chooses a person to inherit the power to wield the Keyblade. If the Keyblade accepts the inheritor selected, that person will become able to summon their own Keyblade whenever attempted. An inheritor can also be accidentally made, if one with the right heart touches the weapon.

"In your hand, take this Key. So long as you have the makings, then through this simple act of taking, its wielder you shall one day be. And you will find me, friend—no ocean will contain you then. No more borders around, or below, or above, so long as you champion the ones you love." - The oath of the Keyblade Inheritance Ceremony."

All Keyblades shown have the same distinguishing features that are modeled after a key: a guard with a handle, a hilt and a head at the end of the shaft that resembles the teeth of a skeleton key (however some have been modeled after a pin tumbler lock key). Most Keyblades also have some theme, usually a place or a person associated with the wielder, that will reflect in its appearance. Grief, sadness, sorrow, anger, hate and most importantly love influence the Keyblades look,as well as the abilities it can excel in.

The weapons are kept stored in a special form for easy carrying. Examples are a Necklace, a Shoulder Pauldron, a Mark on the skin etc. If the user wishes to use the weapon in battle they must state that they are wearing this weapon, armor, mark, etc. It can then be summoned at will in an instant.

Oathkeeper and Oblivion have appeared to many warriors in the past, and are considered the best Keyblade combination thanks to their perfect symmetry and parallel abilities. They are stored in an X-Shaped necklace.

Oathkeeper (Yakusoku no Omamori/ Oath's Charm)

Oathkeeper has two interlocking hearts at the top of the blade and two angel wings as a hand guard. The teeth make the Japanese Kanji for Light (光) and is said to have been created when a promise was kept between two friends. Oathkeeper is physically weaker than Oblivion but has better magical capabilities, making most jutsu considerably stronger. A chain hangs off of Oathkeeper with a charm that is made from 5 Thalassa Shells, a very rare and lucky shell said to bring hope and luck to any that wield one. It get's it's magical prowess from the oath that made it's creation possible.

Oathkeeper appears in a flash of yellowish-white light.

Oathkeeper's Appearance
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Oblivion (Sugisarishi Omoide/ Passing Memories)

Oblivion has a chain pattern running up the blade on the inside and it's hand guard is comprised of bat wings that extend downwards. The teeth make the Japanese Kanji for Darkness (闇) and is said to have been created when two friends forgot about their true feeling for each other and fought. Oblivion has tremendous physical strength but lacks any magical capabilities whatsoever, and therefor can't use any jutsu. A chain hangs off of Oblivion comprised of a black chain and a black crown charm that was created when a great warrior fought his best friend. It get's it's extra-ordinary strength from the hatred formed when two friends fought each other, as one was completely controlled by a great darkness.

Oblivion appears in a sea of black smoke and a corona of violet sparks.

Oblivion's Appearance.
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Note: Oathkeeper increases Ninjutsu damage +10.

Note: These weapons are indestructible.

Note: These weapons can be materialized from anywhere in an instant.

Note: These weapons can only be used by x iiiMPerFeCT, unless permission is given.

________________________________________________
 Declined 
Submit properly and we'll read it. Until then, we won't.
 
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Summer

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Re: ±±Custom Jutsu Submission±±

(Kessho: hando kushi ) - Crystal: hand skewer
Type: Supplementary
Rank: B rank
Range: Short - mid
Chakra Cost: 20
Damage Points: 40
Description:
The user begins by forming a single handsign and changes her arm into crystal lance which extends up to mid range range. This spear can extend at fast speeds leaving very small room for error when evading and can retract back to the user just as fast. The diameter of the spear is about a 12 inch diameter at the arm and gradually while extending slims down to a point . By controlling the users crystal chakra you can extend and retract this lance like arm. In the extended form the lance is more fragile the further away from the 12 inch diameter point.

Restrictions: the user can use this ability 3 times in battle
: the user cannot extend and retract more than once for each way in the same turn.
Note:Can only be used by guren.

________________________________________________
 Approved 

__________________

shishi toku ( patriot shield )
Rank: S Rank
Type: weapon/denfensive
Range: Short
Chakra cost: 40
Damage points: 80 (+10 for taijutsu usage)
Description:
This is a very symbolic shield that was used by some of the greatest heroes of the past. It is a round and very dense metal made shield formed from an asteroid, this shield is 4 foot in diameter with a strap on the back for carrying, pertains to have no special attacking ability but can be used to add extra damage during use with taijutsu based attacks hitting the enemy in any way with the shield, this will add more durability then using a fist or leg without the chance of breaking your own bones in the process. Being a blocking type of weapon first, it is still able to attack using taijutsu and throwing the shield (which is all explained better on my Cfs).
This shield can be used normally as well and does not require elemental spchakra to use normally, blocking kuni shuriken and explosions blasts( only slightly). The user will be able to channel chakra to the front of the shield thus adapting it making it even stronger, also giving it more dynamic when used with taijutsu.
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Restrictions: does not afford any actual special ability besides helping do extra damage with taijutsu.
: can be used to block and or taijutsu attacks as much as the user wants.
: can only be used by Roju.

________________________________________________
 Declined 
Why the 80 damage points?

___________________

(Kessho no Yoroi) - Crystal mirror shifting
Rank: B
Type: Supplementary
Range: Short-long
Chakra Cost: 25
Damage: N/A
Description:the user once covered in crystal armour is able to subjugate herself into the platform and can rise up and sink into the platform anywhere. This jutsu can only be used after crystal platform jutsu, and also the crystal armour jutsu. The reason why you must use crystal armour jutsu is because you need your body to be coated in crystal to be able to properly phase through the crystal platform making it a faster way of transporting through crystal.

Restrictions: can only be used five times in battle.
:can only be used one crystal platform and crystal armour have been used.
: cannot be used twice in the same turn.
Can only be used by guren.
Can only be taught by juha.

________________________________________________
 Declined 
Incorrect chakra info
 
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Excālibur1

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Re: ±±Custom Jutsu Submission±±

(Raiton: Erekutorikku Sara) - Lightning: Electric Plate
Type: Offensive
Rank: A
Range: Mid-Range
Chakra: 30
Damage: 60
Description: The user focuses his Lightning Chakra into mid-air and manipulates the Lightning to create a Large Lightning Plate which then the user commands it by using the seal of confrontation to fall down onto the ground electrifying anything in it's range. The opponent when hit by this jutsu, gets a slight damage to the brain causing the opponent's senses to low down a little.

Notes
Can only be used 4 times per battle
Can only be taught by Sasuke56


(Raiton: Erekutorikku Daichi Yari) - Lightning: Electric Ground Spear
Type: Offensive
Rank: A
Range: Mid-Range
Chakra: 30
Damage: 60
Description: The user performs the snake hand seal and slams one of his hand onto the ground discharging a electric current. The electric current discharged into the underground can be used anytime required by manipulating it into a sharp spear and directing it rupturing through the ground towards the opponent's feet or any other body part.

Notes
The electricity present in underground lasts for 2 turns
Can only be taught by Sasuke56

________________________________________________
 All Declined 
banned
 
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Re: ±±Custom Jutsu Submission±±

( Suiton/Raiton: Chame no Raikou) Water/Lightning Style: The Lick of the Stressed Urchin

Rank: S
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing 3 handseals, the user is able to create a great bead of water, up to 1 meter diameter, anywhere within range (Up to 50 meters from the user), by condensing water from the air around. This bead will have the cohesion and adhesion levels pumped to the max, creating a very tight bubble which pins though and attaches itself to any material it comes in contact with. The user is always able to sense the position of the sphere, spatially in relation with himself, and, when it attaches with something, the user is able to determine if the substance has chakra or not (Similar to Rain Tiger at Will), and is able to pull chakra from it, a take on the water's vital and cleansing techniques. It absorbs 50% of the chakra used to create the technique ( 20 chakra ) per turn it is attached. If the user touches the bead, it can re-absorb the chakra back to him/her. With one handseal, the user can charge lightning chakra into the core of the bead, make the bead explode into multiple long and thin spikes, reaching up to 10 meters each, which can pierce strong materials and paralyze the target up to 3 turns. The user can create the spikes only to one side, or even create only one spike. The lightning infusion is considered A rank in strength.
Likewise, the user is able to create multiple tiny beads (up to 200), across an area of 5 meters radius. Each will only absorb up to 5% chakra per turn ( 1 chakra ). When lightning is charged, it can only be charged into 1, creating a spiked explosion up to 3 meters, paralyzing for 2 turns, and being only B rank in strength.
*The bead, or group of beads, is considered A rank*
*The user is able to move the bead(s) around. When the user does, except in the inital turn, it counts as a jutsu.
*Charging lightning can be performed in any turn after the initial, with no additional chakra expenses, but it will cost one jutsu.
*After lightning is charged, only 50% of the chakra stored within the beads returns to the user, and the bead vanishes in a puddle of water (along with the rest of the beads, if used the tiny variation).
*Can only be used twice per battle*
*Lasts a maximum of 5 turns*
*Can't use Water or Lightning jutsus above S rank in the same and next 2 turns of usage*
*Requires 2 turns cooldown between usages, counting after the end of the previous usage*
*Follows elemental strength and weaknesses*

________________________________________________
 Declined 
The lightning part makes this too oped.

( Kouton: Piripiri Sonson ) Box Arts: Wasp Mele

Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Similarily to ( Kouton: Haki ) Box Arts: Haka, this technique consists in a controlled burst of Irukandji venom, modified to enhance the impending doom syndrome without lethality or other venomous effects. Instead of focusing on fear and completely overpowering the opponent, Wasp Mele acts more discretely. It induces a certain feeling of shock and damage, as if they've been hit by a powerful attack. More physiological than physical, the effects is only able to make the target hesitate when performing techniques, and can even interrupt a succession of hand-seals. But it is easily brushed off and ignored afterwards. It has bigger effects on summons and clone jutsus. If a shadow clone is hit with the Wasp Mele, or any other sentient clone/technique, it will be tricked to immediately disperse. Similarly, summoned animals are tricked into reverse summoning themselves.
*It travels fast, up to 10 in less than a second, and hitting the full range (20 meters), in less than 2*
*Works on a Clone or Summon created with a technique up to and including A rank, or similar if the technique creates more than 1 clone/animal*
*Ineffective against resurrected bios, such as Impure World Resurrection or mushroom Nzumbes, or Boss summonings"
*Can only be used by Boxes*
*Can be manipulated to not affect the user or allies*
*Requires a 2 turn cool down*

________________________________________________
 Approved 
 
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Yashiro

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Re: ±±Custom Jutsu Submission±±

(Ranton: Earozoru no Arashi) - Storm Release: Aerosol Storm

Rank: A
Range: Short - Mid
Type: Offensive/Defensive
Chakra: 30
Damage: 60
Description: The user gathers Storm chakra within his lungs, he then expels the storm chakra through his mouth in the form of a cloud of mist, this cloud is made up of fine water particles mixed with lightning to complete the power of storm, the cloud of mist then travels forward towards its target and wets the targets skin, while also continuously stuns the target and paralyzes them, the cloud of storm could also be used as a defensive wall to block certain techniques from reaching the user.

Note - Can only be taught by -Yashiro-
- Must have a Storm Bio and mastered Storm Release
- Can be used 3 times per battle
- No Storm techniques in the same turn

X-Declined-X Certain techniques?

Link to approved Storm Bio is in my signature.

This is just to show how the technique is released and what it sort of looks like.

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(Kankaku) - Sensation

Rank: S
Range: Short
Type: Weapon
Chakra: 40
Damage: N/A
Description: Kankaku is an ancient gold bracelet which was carved and created by a legendary Jeweler for himself, this jeweler was a wealthy man and always had to look for his own safety, due to bandits and thiefs always wanting to steel the jeweler fine jewels, so the jeweler created this fine masterpiece for himself and sent it away to a great sensory sage to have a special power instilled within the bracelet, this sage removed the gem in the center of the bracelet and instilled a portion of his sensory chakra into the gem and sealed it within the gem with his great sealing skills, once the gem was placed back into the bracelet it had awaken a power within the bracelet, the sensory sage explained that this bracelet would now constrict around the wielders hand had any foreign chakra signature of any kind come within a 5 meter radius all around the wielder to shown him a sign that there is trouble in the midst.

Note - Only Yashiro can wield this or allow anyone to use it.
- The bracelet would constrict if any chakra signature comes within a 5 meter radius of the user as well as any chakra disturbing the users own
- The constriction wouldn't affect the user but rather just notify him that a foreign chakra is within a 5 meter radius of him or disturbing the flow of his own chakra
- The entire bracelet cannot be destroyed, that includes the gem and the bracelet itself

You must be registered for see images

Dropping current CW which was approved > <

X-Declined-X I get it, but explain the Magic trick.
Resubmitting;

(Ranton: Earozoru no Arashi) - Storm Release: Aerosol Storm

Rank: A
Range: Short - Mid
Type: Offensive/Defensive
Chakra: 30
Damage: 60
Description: The user gathers Storm chakra within his lungs, he then expels the storm chakra through his mouth in the form of a cloud of mist, this cloud is made up of fine water particles mixed with lightning to complete the power of storm, the cloud of mist then travels forward towards its target and wets the targets skin, while also continuously stuns the target and paralyzes them, the cloud of storm could also be used as a defensive wall to block earth and fire techniques up to S Rank from reaching the user.

Note - Can only be taught by -Yashiro-
- Must have a Storm Bio and mastered Storm Release
- Can be used 3 times per battle
- No Storm techniques in the same turn
- This technique could defend against all Earth and Fire techniques up to S-Rank, it could defend against earth because of the earth being weak against the lightning composed within the storm and fire because of the water composed within the storm

Link to approved Storm Bio is in my signature.

This is just to show how the technique is released and what it sort of looks like.

You must be registered for see images




________________________________________________
 Approved 


(Kankaku) - Sensation

Rank: S
Range: Short
Type: Weapon
Chakra: 40
Damage: N/A
Description: Kankaku is an ancient gold bracelet which was carved and created by a legendary Jeweler for himself, this jeweler was a wealthy man and always had to look for his own safety, due to bandits and thiefs always wanting to steel the jeweler fine jewels, so the jeweler created this fine masterpiece for himself and sent it away to a great sensory sage to have a special power instilled within the bracelet, this sage removed the gem in the center of the bracelet and instilled a portion of his sensory chakra into the gem and sealed it within the gem with his great sealing skills, once the gem was placed back into the bracelet it had awaken a power within the bracelet, the sensory sage explained that this bracelet would now constrict around the wielders hand had any foreign chakra signature of any kind come within a 5 meter radius all around the wielder to shown him a sign that there is trouble in the midst.

Note - Only Yashiro can wield this or allow anyone to use it.
- The bracelet would constrict if any chakra signature comes within a 5 meter radius of the user as well as any chakra disturbing the users own
- If the user is placed under a genjutsu or an opponent appears behind him within 5 meters of the user, the bracelet would constrict would constrict around the users hand without the target knowing this at all.
- If its a genjutsu, the bracelet would constrict twice notifying the user of the disturbance within the users chakra (constrict - release - constrict), and if the opponent appears behind the user the bracelet would constrict continuously until the user has the target within sight again
- By no means can the bracelet release a genjutsu but rather only notify the wielder of the illusion
- The constriction wouldn't affect the user but rather just notify him that a foreign chakra is within a 5 meter radius of him or disturbing the flow of his own chakra
- The entire bracelet cannot be destroyed, that includes the gem and the bracelet itself

You must be registered for see images

Dropping current CW which was approved > <

________________________________________________
 Declined 
DNR. Sensory chakra? =_=

(Doton: Kuratchi Tsume) - Earth Release: The Clutching Claw

Rank: S
Range: Mid - Long
Type: Offensive
Chakra: 40
Damage: 80
Description: The user performs a sequence consisting of 4 hand seals, and focuses his earth based chakra on either side of the targets location, he then shapes the chakra into that of a large claw which is then manipulated into emerging from the ground, then with the use of simple hand gestures the user manipulates the earth claw into covering the entire location of the target, by having it come over his head and trap him within the large claw, the user then clenches his fist and causes the large claw to clench as well, trapping the opponent as well as crushing him/her within the large claw.

Note - Can be used 3 times per battle
- No earth techniques in the same turn
- No earth techniques above A Rank in the following turn
- The claw is 5 meters in length and width when open, so it would cover an entire section surrounding the target before it clenches.
- Can only be taught by Yashiro

________________________________________________
 Declined 
Done before.
 
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Venom

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Re: ±±Custom Jutsu Submission±±

(Doton/Fuuton: Funjin Kachuu) – Earth/Wind Release: Scouring Vortexes
Rank: S
Type: Supplementary/Offensive
Range: Short-Long
Chakra cost: 40
Damage points: N/A (80 damage if the opponent becomes trapped in the worm hole)
Description: The user will release their doton chakra into the ground to cause multiple sections of earth around the opponent to lower themselves in a circular-like shape, in a similar manner to Earth Release: Moving Earth Core. In the same motion, they will then focus their fuuton chakra into each and every one of the lowered sections of earth, before performing a single handseal to trigger a mild vacuum-like effect which will suck any objects/people moving directly over it to be sucked deep into the depths of the hole. Inside the hole, the wind chakra will be spiraling in a clockwise motion in the same manner as a tornado, carrying deposits of rock, dust, dirt and debris which greatly augments the cutting power of the already potent wind formation. Anyone or anything unfortunate enough to be caught inside one of the tornadoes will be skinned alive due to the sheer abrasiveness of the dust-infused wind, making this technique capable of even slicing through solid rock to reach its intended target. More commonly that not, the user will create the wormholes in a secure formation around the opponent to ensure any thrown projectiles or solid constructs they send towards the user will be promptly sucked into one of the wormholes, quickly being incinerated by the raging winds. This makes this technique exceedingly useful in countering techniques such as Earth Release: Stone Golem and Earth Release: Earth and Stone Dragon Technique, as the moment they move over any one of the user's created wormholes, they will become incapable of escaping the pull of the wind formation. Alternatively, the user can skip the first part of the technique and use this directly on an already lowered section/part of the terrain.

Note: Lasts five turns
Note: Can only be used twice per battle
Note: Can only be Taught by -Venom-
Note: Can create a maximum of eight wormholes
Note: Sections of earth can only be lowered a maximum of ten meters

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________________________________________________
 Declined 
Ridiculously OPed and exploitable. Too big of a scale. Really too unreasonable. You need to tone it down...way down.
(Doton/Fuuton: Funjin Kachuu) – Earth/Wind Release: Scouring Vortexes
Rank: S
Type: Supplementary/Offensive
Range: Short-Long
Chakra cost: 40
Damage points: N/A (80 damage if the opponent becomes trapped in the worm hole)
Description: The user will release their doton chakra into the ground to cause multiple sections of earth around the opponent to lower themselves in a circular-like shape, in a similar manner to Earth Release: Moving Earth Core. In the same motion, they will then focus their fuuton chakra into each and every one of the lowered sections of earth, before performing a single handseal to trigger a mild vacuum-like effect which will suck any objects/people moving directly over it to be sucked deep into the depths of the hole. Inside the hole, the wind chakra will be spiraling in a clockwise motion in the same manner as a tornado, carrying deposits of rock, dust, dirt and debris which greatly augments the cutting power of the already potent wind formation. Anyone or anything unfortunate enough to be caught inside one of the tornadoes will be skinned alive due to the sheer abrasiveness of the dust-infused wind, making this technique capable of even slicing through solid rock to reach its intended target. More commonly that not, the user will create the wormholes in a secure formation around the opponent to ensure any thrown projectiles or solid constructs they send towards the user will be promptly sucked into one of the wormholes, quickly being incinerated by the raging winds. This makes this technique exceedingly useful in countering techniques such as Earth Release: Stone Golem and Earth Release: Rock Scale Slab, as the moment they move over any one of the user's created wormholes, they will become incapable of escaping the pull of the wind formation. Alternatively, the user can skip the first part of the technique and use this directly on an already lowered section/part of the terrain. The shredding power of each hole is directly proportional to the amount lowered sections of earth created through this technique e.g. One hole = S-Rank, Two holes = A-Rank, Four holes = B-Rank, Eight holes = C-Rank. Similarly, the suction power of each hole is dependent on the number of holes created, with each hole only being capable of "sucking in" and destroying techniques equivalent to their rank. An S-Rank hole would be capable of pulling in an S-Rank technique and destroying it, while a C-Rank technique would only be capable of pulling in (and destroying) a C-Rank Technique. Any and all created wormholes will generate a vertical column of sucking wind which spans mid-range into the air, clearly notifying the opponent that moving over these wormholes will cause them to be forcefully pulled into them.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Can only be Taught by -Venom-
Note: Can create a maximum of eight wormholes
Note: The numbers of creatable holes must either be: One, Two, Four, Eight.
Note: Sections of earth can only be lowered a maximum of ten meters
Note: Ground directly beneath the opponent cannot be lowered.

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(Fuuton: Tei Kinkou)- Wind Release: Air balance
Type: Supplementary
Rank: C Rank
Range: Short/Self
Chakra: 15
Damage: N/A
Description: A simply yet effective and useful jutsu, harnessing one's wind style mastery. The user release a small dose of wind chakra below his feet, and using chakra manipulation, he controls the wind to spin under the soles of his feet. Small but durable wind currents spin under his feet at a rapid pace. To normal eyes, they won't see nothing, (Unless the user is above a huge sand terrain; dessert etc, the opponent will see the small drafts of sand also spinning.) but chakra sensors/Doujutsu users will be able to see the chakra built up below the user's feet. This jutsu will simply let the user, basically "float" a couple inches off the surface of something. Whether it a swamp, ice, water, acid etc the user will look as if he is walking above it.
-Can only be taught by Venom
-Jutsu last for 5 turns (unless the user deactivates it before)
-While this is in use, No S-F rank wind jutsu can be used.


Feel free to make any changes U_U

________________________________________________
 All Declined 
under the blue rule. If we want to make changes, we will. If we don't, we won't. Don't need your "permission".
 
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Vex

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Re: ±±Custom Jutsu Submission±±

(Fūton: Seikūken) Wind Release: Seikuken
Type: Offense & Defense
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: A combat method that involves controlling the entire radius within one's arm length, creating a spherical shield of wind around oneself. It can be used for offence and defense. It allows the user to create a spherical bubble-like barrier of wind chakra around himself as long as the user's arm length. It allows the user to detect when someone enters the barrier, and to autonomously defend or counter the attack. The user can then at will, decrease the range of their seikuken, by doing such things as putting their hands in their pockets. It makes the seikuken stronger however, and allows them to defend against A rank taijutsu. The reverse is also true, the user is able to increase the range by drawing a weapon. However a Seikuken with a larger radius is not necessarily better, as the user can now only counter taijutsu of up to C rank. The Seikūken can only be erected with a calm mind (i.e. jumping around or moving will make it difficult). If one is not calm, it would be near impossible for him or her to erect the Seikūken. Thus, the user is unable to use any elemental (or regular) ninjutsu while this is active. The seikuken however has one large weakness. It leaves the user's lower body vulnerable, since it uses the upper body primarily.

-Restrictions-

Can only be used once per battle
Lasts for 3 turns
cannot use elemental or normal ninjutsu while this is active.
Cannot counter special taijutsu such as that of a CFS, 8 gates, etc.
Can only be taught by Vex

________________________________________________
 Declined 
Similar to existing techniques. DNR.

Looks like this:
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Water Release: The Bumbling Blue Elephant (Suiton: Za Bukotsu Buru Zou)
Type: Offense
Rank: S
Range: Short-Mid
Chakra: 40 (-10 chakra per turn)
Damage: 80
Description: The user will focus his water chakra through out the battlefield, and use the moisture in the air. He will then materialize 4 spheres of water about the size of basketballs. The water that the spheres are composed of is very very compacted, making the spheres of water very dense. As a result, they are extremely solid and blunt. The user controls the spheres of water with precise chakra control, suspending them in the air above him (just a few feet off the ground, they are unable to go very high up or underground). Each sphere is able to be controlled through hand motions if the user pleases, or simply with handseals. But either way, the user's hands must control them, if his hands are bound they are useless. Their main use is to act as blunt insturments with which the user will attack his opponent with. They each have B rank strength. They cannot move more than short range from the user, or they simply detonate in a B rank explosion that has the scale of a paper bomb exploding. The user can have all the spheres come together so that they become one large sphere about the size of a massive rasengan the sphere then has S rank strength. The user can however not fuse two or three of the spheres together. It must be all four. When all fused together, the user can use the large sphere as a big wall, or simply as a giant blunt insturment. He can send it more than short range, and it would detonate with the explosive force of four paper bombs exploding together.

Notes:

Can only be taught by Vex
No water in the same turn or next turn
Spheres last only for 4 turns
Can only be used once a battle

________________________________________________
 Declined 
Similar (almost exactly the same) as existing techniques. DNR.
 
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Bloo

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Re: ±±Custom Jutsu Submission±±

((Kuchiyose:Gamaotome) Summoning: Gamaotome
Type:Supplementary
Rank:A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:
Gamaotome is one of the few female toads that reside on mt. myoboku. She is of very small stature being able to fit in the palm of a persons hand and to hide in the hair of most people. Her adtitude is sweet and caring. She has a great love for her summoner. Being so small in stature she wasn't very adapt at fighting. She has no elemental affinity. She knew toads had a natural sensing ability, so to compensate for her lack of fighting ability's she trained and honed her sensing ability.

-Is a personal summon so stays on the field infinitely.
-Lives in the bios clothes or hair.
-Her sensing ability is the normal cannon one but can only be activated once per battle. After that she becomes tired and falls asleep and can't be used anymore that battle.
-Can be summoned by others. For other people she stays on the field for four turns.
-Summoned once per battle.
Looks

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Took ownership of deers



(Kuchiyose no Jutsu:Derira Reitō kōgō) Summoning Technique : Dalila The Frozen Empress
Type:Summon
Rank: A-Rank
Range: Short
Chakra: 60
Damage:
Description:The user will bite there thumb, drawing the blood or by using blood from any other way (must still be there own), then by slamming there hand on the ground the user will summon Dalila The Frozen Empress. She stands 3 meters tall. Her fur is a light blue color. Dalila's attitude is that of a caring mother often being the one to look after the other deers. She has no antlers due to her being a female, she is able however to use Water up to A-Rank. She can manage on her own, moving at speeds equal to a Taijutsu Specialist at S-Class rank. She is very intellegent and is very friendly with people allowing 2 people to ride on her back. She is also capable of standing on 2 feet, though she prefers 4 legs.

-Dalila can remain for 4 turns
-Dalilia can only be summoned once per battle.
-Water Moves used by Dalila counts towards 3 jutsu limit.

________________________________________________
 All Declined 
banned.
Signed toads

((Kuchiyose:Gamaotome) Summoning: Gamaotome
Type:Supplementary
Rank:A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:
Gamaotome is one of the few female toads that reside on mt. myoboku. She is of very small stature being able to fit in the palm of a persons hand and to hide in the hair of most people. Her adtitude is sweet and caring. She has a great love for her summoner. Being so small in stature she wasn't very adapt at fighting. She has no elemental affinity. She knew toads had a natural sensing ability, so to compensate for her lack of fighting ability's she trained and honed her sensing ability.

-Is a personal summon so stays on the field infinitely.
-Lives in the bios clothes or hair.
-Her sensing ability is the normal cannon one but can only be activated once per battle. After that she becomes tired and falls asleep and can't be used anymore that battle.
-Can be summoned by others. For other people she stays on the field for four turns.
-Summoned once per battle.
Looks

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________________________________________________
 Declined 
No summon stays on the field indefinitely. Chakra sensing summons have been made before more than once.

Took ownership of deers


(Kuchiyose no Jutsu:Derira Reitō kōgō) Summoning Technique : Dalila The Frozen Empress
Type:Summon
Rank: A-Rank
Range: Short
Chakra: 60
Damage:
Description:The user will bite there thumb, drawing the blood or by using blood from any other way (must still be there own), then by slamming there hand on the ground the user will summon Dalila The Frozen Empress. She stands 3 meters tall. Her fur is a light blue color. Dalila's attitude is that of a caring mother often being the one to look after the other deers. She has no antlers due to her being a female, she is able however to use Water up to A-Rank. She can manage on her own, moving at speeds equal to a Taijutsu Specialist at S-Class rank. She is very intellegent and is very friendly with people allowing 2 people to ride on her back. She is also capable of standing on 2 feet, though she prefers 4 legs.

-Dalila can remain for 4 turns
-Dalilia can only be summoned once per battle.
-Water Moves used by Dalila counts towards 3 jutsu limit.

________________________________________________
 Declined 
Ok...on two feet...and using water...does she have the ability to make hand seals? If so, how?

(Tsuyo) Strength
Type: Offensive/defensive/supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
Tsuyo is a three piece suit. It consists of pants, shirt, jacket and tie. The suit was made from the most expensive materials. The materials were indestructible and in fused with mass amounts of chakra. The will of the maker was even said to have been transferred into the suit. The suit was specially made to resist al liquids. When ever a liquid comes into contact with the suit it just beads up and rolls off. The suit can't be burned, pierced, cut or torn. The suit when worn fits perfectly to the users body, always giving it a comfortable fit.

-The suit is indistructible.
-Water resistant.
-Can't be peierced, cut, torn, burned.
-The suit is sentient and it can talk to the user but it can't break them from genjutsu, move on its own, its can only talk and is for Rp purposes.

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________________________________________________
 Declined 
DNR.
 
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Penguin

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Re: ±±Custom Jutsu Submission±±

(Suiton: Suberi yasui mizutamari) - Water Release: Slippery Puddle
Type: Defensive
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: When the target is rushing in after the user, the user can make one handsign and infuse a great deal of chakra into a puddle they made out of thin air or can use a pre existing water source by their opponents feet. Due to how much chakra is put into the minimal water source, the opponent would slip and lose their balance.

-Can only be used by Tobirama or Mei biography's.
-Can only be taught by Penguin2640.
-Only can be used twice per battle.


________________________________________________
 Declined 
Similar to existing techniques. DNR.
 
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-Cerberus-

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Re: ±±Custom Jutsu Submission±±

(Fuuton: Deba) Wind Style: Knife
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user channels and stores his wind chakra into his hand while shaping his hand into a 'chop' position, giving it its 'Knife' name. The large amount of stored wind chakra allows the user to easily cut through bones and flesh with ease.

-Can only be used three times per battle
-Can only be taught by -Cerberus-


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(Fuuton: Bunten) Wind Style: Fork
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user channels his wind chakra into his hand while forming it into a claw, similar to the way a fork is shaped. The claw has a high piercing potential being able to pierce through bones and flesh with ease.

-Can only be used three times per battle.
-Can only be taught by -Cerberus-

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(Fuuton: Hisan Deba) Wind Style: Flying Knife
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user channels a large amount of wind chakra into his leg. Focusing on this chakra the user swings his leg forward similar to that of a kick, releasing this stored chakra. The user uses shape manipulation to shape the chakra into a large knife that travels towards the opponent while slicing through everything in its path. The knife is roughly 15 meters tall and 3 meters wide.

-Can only be used three times per battle.
-Can only be taught by -Cerberus-

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________________________________________________
 All Pending 
All of this is deserving of a CFS pertaining to wind and taijutsu. Make a CFS for this and resubmit it.
 
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Mockingbird

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Re: ±±Custom Jutsu Submission±±

(Doton/Raiton: Jinrai no Raijin) Earth/Lightning Release: Raijin the Thunderclap
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 [-20 to the user]
Description: The user will begin by placing their hand on the ground, channeling doton chakra into it, and having the surrounding earth form around the user’s hand in the form of a large earthen gauntlet. Similar to the way Gaara gathered different minerals in the ground for his ultimately hard absolute offensive and defensive techniques; the gauntlet is composed of several minerals derived from the earth. While the gauntlet is a tad big, it does not impede the user’s movement in any way. Afterwards, the user will channel ration chakra all throughout their body before pushing all of the built energy to their hand, making the lightning extremely compact and especially potent, similar to the Lightning Cutter only more destructive. Once it reaches the user’s palm, the lightning is released into the gauntlet, the discharge of electricity instantly vaporizing the earth. Because of its interaction with surrounding oxygen, the lightning has the effect of furiously ‘exploding’ outwards and incinerating everything it comes into contact with. With the chakra concentrated around the user’s hand, they will punch, hit or slap something (including the air) releasing the built up chakra the instant they do so. Maintaining control of the chakra at all times, the lightning will be released in the form of one large, vertical shockwave-like attack that surges through the object in question and leads the assault. From the vertical shockwave, countless smaller shockwaves explode outwards in all directions. When it meets an obstacle, the vertical lightning will break through said obstacle, literally tearing it apart by dividing it in half; Immediately afterwards, the innumerable smaller shock waves will bombard and completely destroy/incinerate the impediment. The technique’s destructive capability is immense, as it incinerates a majority of objects within its trajectory. A large chasm will be left behind as a result of the lightning travelling across and violently carving into the earth. The technique is named so because upon initially releasing the lightning, the air within the chakra’s trajectory is heated to the point that it literally creates a roaring thunder clap.

*This technique can only be used once per battle.
*The user can only use one other technique in the same turn.
*The user cannot use any other Doton or Raiton jutsu in the same turn, nor use any in following turn.
*The user cannot use any techniques above S Rank in the following turn.
*As a result of damage to the user’s hand, the speed of the user’s handseals is heavily slowed for three turns.

________________________________________________
 Declined 
I find it farfetched a bit and its too powerful.

Approved CFS:


(Hakkyou Taijutsu: Zonbi Shoueki) Hakkyou Martial Art: Zombie Juice
Rank: Forbidden
Type: Offensive
Range: Short - Mid
Chakra Cost: 50
Damage Points: 90 [-15 to the user]
Description: The user will introduce a powerful illusion unto an opponent through the use of hand or bodily gestures. Within this illusion, a pool of some fetid smelling liquid will materialize beneath the opponent. Several dozen hands will afterwards reach up from beneath the surface of the odoriferous liquid and grab onto the person - latching onto their limbs and pulling them down into the liquid. On the palms of each hand, similar to Deidara, is a small, gaping mouth lined with rows of teeth – So as each of the hands latches onto the opponent, they’re also sinking their teeth several inches into that person. The meaning of this is not only to induce high levels of imaginary pain, but to prevent the opponent from struggling and escaping the creatures grasp. The owners of the hands are certain pagan, inhuman creatures marked with unorthodox tattoos. Upon emerging, each creature opens its own mouth (their real mouths) and digs its own set of teeth into the opponent. Unlike the smaller mouths on the palms, the creature’s real mouths have a much ‘bigger bite’ and aren't limited to just immobilizing the opponent, but can actually eat away at the opponent one big bite at a time. The saliva produced by each creature is highly acidic, therefore allowing them to effortlessly chew through flesh and bone along with melting away surrounding tissue. The worst thing to do would be to struggle. In such a case, the opponent’s limbs would be sooner torn off than anything else and the rest of their body devoured all the more faster. Though no longer than a few seconds, the illusion bends the senses to slightly manipulate the affected person’s perception of time; To the opponent it feels more along the lines of a several minutes - This is because of the ‘evolving’ nature of the genjutsu, as it takes time to progress through the stages to effectively deliver a thoroughly painfully terrifying experience. While the opponent endures this, the user will rush towards them and strike with an initial dual fist strike, driving their fists into the opponent’s chest. Because of the dramatic increase to strength that madness provides, the user’s fists come down like weights that crash into the enemy with cumbersome force, knocking them back and forcibly driving them into the ground. This attack is followed by a relentless assault - A barrage of a maximum of 10 attacks (punches and/or kicks, etc) coming from all sides and chained one after another with frightening speed. The opponent will be broken free of the illusion upon being impacted by the user’s initial dual attack. The effects of this Genjutsu are so powerful that they extend into reality in the sense that the imaginary smell alone is enough to physically bring the person to tears and leave them delirious. Compiling this with the 'fear factor' and the opponent’s perceived agony, the psychological toll induces disorganized thinking, disturbing the opponents cognitive function to a degree. To be more explicit, should the opponent still be standing, their thinking will be hampered and their movements will be sluggish in the sense that their body will have to rapidly “re-learn” how to perform the most mundane of actions – considering not moment ago they didn't have limbs - similar to someone who just woke up from a coma.

*This technique can be used once every three turns, two times per battle.
*The resultant sluggishness experienced by the opponent lasts for one full turn.
*Because of the speed and power at which the user strikes, they suffer -15 damage each time they use this technique.
*The user can only use one other technique in the same turn.
*In the following turn, the user cannot use Genjutsu, Hakkyou Taijutsu, nor any jutsu above S Rank.

________________________________________________
 Declined 
No forbidden rank illusions.

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(Fuuton: Materiaru Hai) Wind Release: Material High
Rank: A
Type: Offensive / Defensive
Range: Short – Long
Chakra Cost: 30
Damage Points: 60
Description: The user will begin by imbuing their chakra into the surrounding air, compressing and manipulating it to take on different shapes and forms including but not limited to circles, triangles, cubes, cylinders, so on and so forth. This technique is similar to the Wind Style: Rasengan in that it also emphasizes power, rotation and containment. The wind used in this technique is composed of innumerable razor sharp, microscopic wind blades packed together in such a way that they move in multiple directions and grind against each other in a continuous flux, all while maintaining a specific form; The difference between the two lies in the emphasis on shape transformation. Because Material High can take on several forms, it can be applied in battle in several ways, and considerably more often than the Rasengan. To emphasize, depending on the user’s style, one could create and maneuver circular, paper thin wire like blades to slice through or bifurcate certain obstacles. Additionally, one could form cubes or prism’s to use as jumping blocks, stepping stones or even a defensive shield. These shields can also just as easily be used as a cage or prison to hold enemies of varying sizes. The shapes can be hollow, ‘solid’ through and through, or a combination in between where it is hollow in the center but solid the rest of the way through. These constructs can be materialized and manipulated in all ranges; However they produce a loud, roaring sound, like the howling of un-tamed wind and as such, are easily noticeable through hearing. The wind used in this technique is also transparent, but is easily visible to the naked eye and is recognized as having a light, grayish color. As a result of being so compressed, the wind takes on a more “solid,” tangible state than is ordinary, and can therefore tear through stone and a majority of solid objects, including doton jutsu up to A Rank. This is similar to the way that concentrated fire can punch through concrete walls. When used offensively, the constructs can be used as projectile weapons to deal powerful concussive or blunt force damage – For example, forming a large cylindrical construct above an enemy and having it fall on them would squash them flat. When used defensively, the constructs can be formed in such a way that the winds spread and re-distribute oncoming force along the faces of said construct, virtually absorbing damage. As a result, the barriers are practically impervious to damage from attacks of a weaker rank (with the exception of fire based attacks). The constructs are easily capable of mincing whatever they come into contact with when used either offensively or defensively – It is a quality this jutsu possesses regardless of how it is used. There is no minimum size for the objects; However the maximum size is equivalent to that of a grown Gamakichi. Additionally, there is no specific amount of constructs that can be formed. This technique follows the same guidelines as the Earth Flow Spears technique in that the amount of constructs created will always remain within reason for the rank of the technique. However, this also means that the size of each object is proportional to how many there are. Therefore the more objects that the user creates the smaller and weaker each individual one.

*This technique can be used five times per battle.
*The user must wait two full turns in between uses of this technique.
*The user cannot use any other Fuuton jutsu in the same turn and cannot use Fuuton above A Rank in the following turn.
*While the user can create a variety of forms, these forms are limited to basic geometric shapes.

X-Declined-X And if Rasenshuriken requires the assitance of clones. How does this work without any?
Re-Submitting:

(Fuuton: Materiaru Hai) Wind Release: Material High
Rank: A
Type: Offensive / Defensive
Range: Short – Long
Chakra Cost: 30
Damage Points: 60
Description: The user will begin by imbuing their fuuton chakra into the surrounding air and performing a sequence of 6 handseals to exercise a higher degree of chakra control. Afterwards, the user will compress and manipulate their chakra to take on different shapes and forms including but not limited to circles, triangles, cubes, cylinders, so on and so forth. This technique is similar to the Wind Style: Rasengan in that it also emphasizes power, rotation and containment. The wind used in this technique is composed of innumerable razor sharp, microscopic wind blades packed together in such a way that they move in multiple directions and grind against each other in a continuous flux, all while maintaining a specific form; The difference between the two lies in the emphasis on shape transformation. Because Material High can take on several forms, it can be applied in battle in several ways, and considerably more often than the Rasengan. To emphasize, depending on the user’s style, one could create and maneuver circular, paper thin wire like blades to slice through or bifurcate certain obstacles. Additionally, one could form cubes or prism’s to use as jumping blocks, stepping stones or even a defensive shield. These shields can also just as easily be used as a cage or prison to hold enemies of varying sizes. The shapes can be hollow, ‘solid’ through and through, or a combination in between where it is hollow in the center but solid the rest of the way through. These constructs can be materialized and manipulated in all ranges; However they produce a loud, roaring sound, like the howling of un-tamed wind and as such, are easily noticeable through hearing. The wind used in this technique is also transparent, but is easily visible to the naked eye and is recognized as having a light, grayish color. As a result of being so compressed, the wind takes on a more “solid,” tangible state than is ordinary, and can therefore tear through stone and a majority of solid objects, including doton jutsu up to A Rank. This is similar to the way that concentrated fire can punch through concrete walls. When used offensively, the constructs can be used as projectile weapons to deal powerful concussive or blunt force damage – For example, forming a large cylindrical construct above an enemy and having it fall on them would squash them flat. When used defensively, the constructs can be formed in such a way that the winds spread and re-distribute oncoming force along the faces of said construct, virtually absorbing damage. As a result, the barriers are practically impervious to damage from attacks of a weaker rank (with the exception of fire based attacks). The constructs are easily capable of mincing whatever they come into contact with when used either offensively or defensively – It is a quality this jutsu possesses regardless of how it is used. There is no minimum size for the objects; However the maximum size is equivalent to that of a grown Gamakichi. Additionally, there is no specific amount of constructs that can be formed. This technique follows the same guidelines as the Earth Flow Spears technique in that the amount of constructs created will always remain within reason for the rank of the technique. However, this also means that the size of each object is proportional to how many there are. Therefore the more objects that the user creates the smaller and weaker each individual one.

*This technique can be used five times per battle.
*The user must wait two full turns in between uses of this technique.
*The user cannot use any other Fuuton jutsu in the same turn and cannot use Fuuton above A Rank in the following turn.
*While the user can create a variety of forms, these forms are limited to basic geometric shapes.

________________________________________________
 Pending 
Leaving for Xylon
 
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Sterling Malory Archer

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Re: ±±Custom Jutsu Submission±±



(Kuchiyose: Kane Musha) ~ Summoning: Metal Warrior
Rank: A
Type: Summoning
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user offers a sacrifice of blood and then stretches their arm at full length to summon the Metal Warrior, Scar. Scar has the size and strength of a lion, but what makes Scar different from the rest of his kind is his physical features. When Scar was born he suffered through a birth defect which caused his front paws to be damaged and barely usable. Leo (the King) summoned a shinobi who was part of the contract who was an expert in medical ninjutsu. This med-nin performed an operation on the little Scar, giving him 2 metal-like hands to replace his damaged front paws. Scar was the rehabilitated to walk on his two hind legs. During his adolescent years, Scar learned to carry and wield swords, he favoured dual swords which he uses swiftly. He is also strong in taijutsu thanks to the metal limbs he was given at birth. Scar is the only Leopon to be able to walk on his hind legs efficiently with no problems. His taijutsu does +10 Damage owing to his limbs being metal and his natural muscle size as compared to a human.

~Can only be summoned by Sterling Malory Archer
~Lasts 3 turns
~Can only be summoned once

________________________________________________
 Approved 

---




Reopon Gigei: Oni Hogosha Sutansu | Leopon Arts: Demon Guardian Stance
Type: Mode
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: A technique used by a holder of the Leopon summoning. This technique was used whenever the Leopons were under a serious threat, in which the Leopons would summon the contract holder and use this technique. Leopon Arts: Demon Guardian Stance is a mode in which the user would summon the Lightning Queen and the Flame Guardian . This summoning is a unique technique, similar to Soma no Kou, as when the user summons the Leopons using this version, the user is conjoined with Ippo and Hime. The heads of two Leopons appear next to the user's head, on top of the shoulders, one facing left and the other facing the right. Also 4 paws sprout from the users upper body, 2 sprouting to the left, and 2 to the right. The user gives the appearance of a demon with 3 heads, 2 lion-like heads, and the middle being human. While this mode is activated, the user is given 360 degree vision (from the two lion heads). The two Leopons can mentally communicate freely with the user and can release their own relative techniques (Fire and Lightning). They can also free the user from genjutsu, but can also be put in a genjutsu (The user, and each leopon attached has their own chakra network) so the user of this mode is susceptible to multi-targeting genjutsu. If the paws are used for taijutsu, the user gains 10+ Damage

Note: Activation of this mode counts as 2 moves instead of 1.
Note: This can only be used Once per battle.
Note: This can only be used if Himo and Ippo have not been summoned.
Note: This mode lasts 4 turns.

X-Declined-X
Reopon Gigei: Oni Hogosha Sutansu | Leopon Arts: Demon Guardian Stance
Type: Mode
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: A technique used by a holder of the Leopon summoning. This technique was used whenever the Leopons were under a serious threat, in which the Leopons would summon the contract holder and use this technique. Leopon Arts: Demon Guardian Stance is a mode in which the user would summon the Lightning Queen and the Flame Guardian . This summoning is a unique technique, similar to Soma no Kou, as when the user summons the Leopons using this version, the user is conjoined with Ippo and Hime. The heads of two Leopons appear next to the user's head, on top of the shoulders, one facing left and the other facing the right. Also 4 paws sprout from the users upper body, 2 sprouting to the left, and 2 to the right. The user gives the appearance of a demon with 3 heads, 2 lion-like heads, and the middle being human. While this mode is activated, the user is given 360 degree vision (from the two lion heads). The two Leopons can verbally communicate freely with the user and can release their own relative techniques (Fire and Lightning). They can also free the user from genjutsu, but can also be put in a genjutsu (The user, and each leopon attached has their own chakra network) so the user of this mode is susceptible to multi-targeting genjutsu. If the paws are used for taijutsu Only Close Range), the user gains 10+ Damage owing to the strength of a Leopon.

Note: Activation of this mode counts as 2 moves instead of 1.
Note: This can only be used Once per battle.
Note: This can only be used if Hime and Ippo have not been summoned.
Note: Hime and Ippo cannot be summoned after this technique is used.
Note: This mode lasts 4 turns.
________________________________________________
 Declined 
DNR

---


Doki Sono Kamigami:Teikiatsu of Ranmyaku | Wrath of the Gods: Cyclone of Chaos
Type: Offense/Defense
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user musters sufficient strength and swings his blades around their head in a circular motion with tremendous force repeatedly, attacking multiple targets near the user. Cyclone of Chaos can be used to defend against Medium-Sized earth or projectile techniques.

Note: Can be used 3 times per battle
Note: Need to be trained in the fighting style in order to use
Note: Bio must wield the chained blades.

________________________________________________
 Approved 
 
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Gutsy

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Re: ±±Custom Jutsu Submission±±

(Suiton: Keisui) – Water Release: Light Water
Rank: C - S
Type: Defensive
Range: Short - Long
Chakra Cost: 15 - 40
Damage Points: N/A
Description: This technique is very similar in comparison to the Heavy Water, though this technique is still quite different. The Light Water is actually Deuterium-depleted water, which is essentially water which has a lower concentration than naturally occurs of deuterium, a heavier isotope of hydrogen which has, in addition to its one proton, a neutron, roughly doubling the mass of the hydrogen atom. When this technique is performed it is similar to the Heavy Water technique in the way that the user will infuse the water with his own chakra which will be manipulated to add the missing molecule, but in this case the chakra which is being infused into the water technique or source will not only force some of the deuterium to leave the water but will also spread it out resulting in the concentration of deuterium in the water to be greatly depleted. When this technique happens the water will become much lighter and easier to control, meaning when the user performs the technique on a water source or one of his own techniques, the technique it is performed upon will be lighter and much faster than a regular water jutsu, in turn it will lose some of its brute force due to it being lighter. In turn if you perform it upon one of the opponents techniques, such as the Water Release: Stormy Blockade, the water will become much lighter and thus when the water strikes you, its entire brute force ability will be greatly reduced and it will hardly harm you when it strikes.
Note: This technique decreases the opponent’s water technique by one rank
Note: Usable trice per battle
Note: Must be taught by Gutsy Jiraiya

________________________________________________
 Declined 
Heavy water technique? link


(Suiton: Mizume) – Water Release: Water Eyes
Rank: C
Type: Offensive
Range: Short - Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user will release his chakra towards the opponent, and as it reaches the opponent the chakra will attach itself to the opponent’s eyes. As the chakra attaches to the persons eyes, the chakra will slowly turn into water, which in turn will make the opponents eyes blurry and make it difficult for them to see or react quickly towards your offensive. This technique does not harm the opponent’s eyes; it simply makes the opponent unable to see everything that is going on due to the water being produced by the chakra that is attached to their eyes.
Note: This technique is active for the following two turns
Note: Can only be taught by Gutsy Jiraiya

________________________________________________
 Declined 
DNR


(Suiton: Ase no Yoroi) – Water Release: Perspiration Armor
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique utilizes the sweat produced in the sweat glands in the user’s skin. The sweat is commonly warm due to it being the way for humans to relieve them of their heat, and it covers the entire human body, the result of a person sweating will cause the skin to be very smooth. This technique works in the way that it makes the user sweat a lot more by utilizing his own chakra, and while sweating it will cover the user’s body resulting in smooth skin, though this is not the goal of the technique. The sweating mechanism in the person’s body is to regulate the body’s temperature, so as to say through this technique the user is capable of relieving themselves of heat that is caused to them by an opponent, though the sweat on the user’s body is still a protective layer of water which can defend the user from incoming fire.
Note: The sweat mechanism makes the user capable of relieving heat of up to B-rank techniques
Note: The water produced by the user through their sweat is capable of stopping burns from a C-rank fire technique
Note: When this technique is activated it is in effect the following two turns
Note: Usable twice per battle
Note: Must be taught by Gutsy Jiraiya

________________________________________________
 Declined 
DNR.
 
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