[ARCHIVE] Custom Jutsu Submission - II

Status
Not open for further replies.

Yanks

Active member
Legendary
Joined
Jun 20, 2013
Messages
11,787
Kin
5💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±


(Jukenpo: Jā ne!) - Gentle Fist: See Ya!
Rank: B
Type: Attack
Range: Short
Chakra: 20
Damage: 40
Description: The user performs a series of 3 high-speed kicks and finishes the initial attack with a very strong punch to the temple, which knocks out the target and sends them flying 2 meters backs. After doing so, the user walks over while simultaneously gathering a lot of up their raw chakra in their right hand, causing it to turn white. When they reach their fallen opponent, the user grabs and lifts them up by the shirt and places their right hand over their heart. Finally, they release the built up chakra to create a strong blast of white energy which rips through the opponent.
Note: Must be taught by Yānks.
Note: Must be a Hyuga
Note: Can only use one time per battle


 Declined  This isn't Gentle Fist in any way... >_>
--

(Katon: Dangan Oikakete) - Fire Release: Chasing Bullets
Rank: A
Type: Offensive
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user first performs a series of three hand seals Dog→Horse→Tiger and then gathers up a lot of fire chakra in their chest. Afterwards, via mouth or hand, they fire off a barrage of several [about 8-10], but small fireballs hot enough to scorch the ground at their opponent. However, instead of hitting them directly [which makes the target believed that they missed], the mass of fireballs gather all around the opponent and seemingly appear to floating. Finally, with the use of a single hand seal [like the one Deidera uses to create explosions], the user directs all the intense fireballs towards their opponent and explodes on contact & engulfs them in flames.
Note: Must be taught by Yānks.
Note: Can only use three times per battle


 Approved 

--

(Doton: Tsuchi kinchō) - Earth Release: Earth Tension
Rank: C
Type: Attack
Range: Short
Chakra: 15
Damage: 30
Description: The user first performs the snake hand seal and channels their earth chakra into the ground. Afterwards, they create two 2 meter earth pillars that form on the left and right side of the target. As soon as the earth walls reach their maximum height, the user creates four earth chains via shape manipulation to spring from both walls [two on each side] and wrap around the opponent's arms and legs. Lastly, the user, while still weaving the snake hand seal, slowly moves their hands apart; and as they do that, the earth walls also move apart. They keep moving their hands away from each other until the target's joints in the arms/ legs are pulled apart, rendering them unable to move. This jutsu can also be used to simply confine an opponent with the earth chains.
Note: Must be taught by Yānks.
Note: Can only use two times per battle


 Declined  Similar to existing techniques. DNR
 
Last edited by a moderator:

Illyasviel

Active member
Elite
Joined
Dec 7, 2011
Messages
6,694
Kin
4💸
Kumi
0💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

Resubmitting:
Steel bio:
Steel training:
(Koton:Fuwatto tama hagane)-Steel Release:Floating Balls of Steel
Type:Defensive/Offensive
Rank:A
Range:Mid
Chakra:30
Damage:60
Description:The user will perform the bird hand seal and create up to 14 handball ball sized balls of black steel which can float around the user anywhere in short range.The user has full control over the balls and can direct them anywhere within short range,thus this can be used to intercept attacks.The user can also,after creating the balls,perform the Ram hand seal and release all the balls at once,towards the opponent.
~Note:Can be used three times per battle.
~Note:No above B rank steel release techniques in the same turn this is used.
~Note:Requires a turns cool-down between uses.


 Declined  Can you keep them active for a given set amount of time? If so you need to define that duration and add a chakra cost to sustain per turn. Also, range should be short-mid. And you say you create this balls but you don't say from where do you create them from. Your body? The ground?

(Koton:Sureddo Tori)-Steel Release:Threaded Bird
Type:Offensive
Rank:B
Range:Long(created in short)
Chakra:20
Damage:40
Description:After performing the Bird hand seal the user will create large bird(half a normal persons size)made out of dozens of black steel threads(each being thick about 75cm's)which would stand beside the user.The bird can fly around the battlefield and attack opponents with it's sharp beak and claws.With an additional,Snake hand seal the user can make the threads the bird is made of untangle and then wrap around the opponents body,binding him.
~Note:There can be up to three birds on the field at a time,each counts as a move in the users turn.
~Note:No above A rank steel release techniques in the same turn this is used.
~Note:Can be used three times per battle.

On the second submission-Steel Release:Threaded Bird.
1:27-1:57
Pretty much like this,just it doesn't shine like it.



 Declined  The idea is cool but you need to explain where these threads come from. In the video you used as an example, they come from the user's fingers. Like the technique above and since the birds are moving and basically "alive", you need a chakra cost per turn to sustain and a duration limit. Its B-Rank so you don't need to over restrict it as well.

(Koton:Fuwatto tama hagane)-Steel Release:Floating Balls of Steel
Type:Defensive/Offensive
Rank:A
Range:Short-Mid
Chakra:30(-10 per turn to sustain)
Damage:60
Description:The user will perform the bird hand seal and creates up to 14 handball ball sized balls of black steel from the ground which can float around the user anywhere in short range.The user has full control over the balls and can direct them anywhere within short range,thus this can be used to intercept attacks.The user can also,after creating the balls,perform the Ram hand seal and release all the balls at once,towards the opponent.If they are not destroyed or released,the balls can remain around the user for 2 whole turns.
~Note:Can be used three times per battle.
~Note:No above B rank steel release techniques in the same turn this is used.
~Note:Requires a turns cool-down between uses.


 Approved 

On this one I removed one restriction.

(Koton:Sureddo Tori)-Steel Release:Threaded Bird
Type:Offensive
Rank:B
Range:Long(created in short)
Chakra:20(-5 per turn to sustain)
Damage:40
Description:After performing the Bird hand seal the user will create dozens of black steel threads(each being about 75sm's thick) from his fingers which will quickly arrange themselves into a large bird(half a normal persons size)which would stand beside the user.The bird can fly around the battlefield and attack opponents with it's sharp beak and claws.With an additional,Snake hand seal the user can make the threads the bird is made of untangle and then wrap around the opponents body,binding him.
~Note:If the birds aren't destroyed they can remain on the field for three whole turns(until the third opponents move is finished)
~Note:There can be up to three birds on the field at a time,each counts as a move in the users turn.
~Note:Can be used five times per battle.


1:27-1:57
Pretty much like this,just it doesn't shine like it.


 Approved 

New:

(Koton:Sentou Yanagi)-Steel Release:Whomping Willow
Type:Offensive/Supplementary
Rank:S
Range:Short-Mid
Chakra:40(-20 per turn to sustain it)
Damage:80
Description:The user will focus his chakra towards his hands and as he does so perform the hand seals:Bird->Ram->Snake.After that he will slam both his hands to the ground and release the chakra into it,creating a tree,namely a willow of black steel from it.The main stem of the tree is about 10 meters high.At it's top there can be up to five large branches and on each of them about a dozen of long,whip like willow branches(up to 5 meters long) also made out of black steel.Th tree can swing the large branches and the whips on them in at high speeds in order to attack the opponent,it can even bend the main stem and attack with it's whole body but type of attack is only short ranged.If the main stem of the tree or one of the (up to) five main branches is destroyed,the user can channel his chakra to the whip-like branches and gain control of them and use them as for example,large snakes made out of steel which can attack the opponent and wrap around him.The user can do this while tree is intact by performing the Bird hand seal to detach the branches(they all detach at once).The user can control the detached branches as long as they are in mid range from him.If the user stops channeling his chakra to the tree it will remain on the battlefield but would be immobile.It can stand on the battlefield and be used by the user for as long as he is channeling chakra to it.
~Note:Can be used three times per battle.
~Note:No Steel release techniques in the same and next turn.
~Note:No above A rank techniques the same turn this is used.
Looks like:
You must be registered for see images


 Declined  The part I colored needs clrification in terms of what strength it has or what can it do, etc.
 
Last edited by a moderator:

Method

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

Futon: Sukai Shinsen | Wind Release: Sky Tremor
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 (-20 per turn)
Damage: N/A
Description: The user performs the Bird - Ox - Snake handseal. The opponent's surrounding area (spreading 1 meter out from the opponent, thus creating an elliptical area, 1 meter all around the opponent) begins to violently shake the opponent as if experiencing a violent tremor. This is achieved by wind rapidly circling around the opponent from different directions all around them, almost seen as being caught in a sphere of wind. This does not harm the opponent, but causes them to be tossed around within the 1 meter radius. The opponent would have great difficulty maneuvering while caught, they would also have greater difficulty performing handseals due to the currents continuously altering & waving the opponents arms around, though it doesn't make it impossible.
- Can only be used on someone off the ground.
- Can't control the direction of the "tremors" or the movement of the target.
- The technique will last while the Snake handseal is kept and chakra and focus are spent to sustain it
- Can only be used three times.
- No Wind jutsu within the same turn.
- Taught by Method.


 Approved  Edited severely. Wrong chakra info and some issues in the description

Shikotsumyaku: Hone Hakai | Dead Bone Pulse: Bone Breakdown
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user after having performed a previous Kaguya technique & stabbing their target with it, is able to manipulate the bone still in contact with him. The bone begins to break apart into tiny shards that travel across & spread throughout the entire body, able to enter the opponents blood stream. While the shards travel, due to jagged edges they are able to create cuts along their pathways. The cuts are miniscule & do not effect the opponent right after, but during a period of time the opponent begins to suffer the effects as number of shards spread across are able to create larger number of cuts. By the second turn after successfully performing this jutsu the opponent begins to feel the effects as they become light headed, woozy, fatigued & unable to focus. Due to these effects the opponent is unable to manipulate chakra properly, having them only able to perform A rank & below Jutsu. After 3 full turns after the techniques deployment, the target dies unless he has a way to remove or destroy the shards inside him. This jutsu cannot be used in conjunction with Kaguya techniques that are not in contact with the user or leave contact of the user.
- Can be used twice per battle
- Unable to perform Kaguya jutsu A Rank or above following turn
- Taught by Method


 Approved  Good job.

Shikotsumyaku: Kumo kakuchō | Dead Bone Pulse: Spider Extension
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Although the name suggests otherwise, the user is able to manipulate both their chakra & calcium to create 6 legs of considerable length to emerge from the back of the user. The legs extend from the user's spine. They reach up to 6 meters, allowing them to carry the user & strike a target up to the given distance. The user is also able to use the front two limbs to strike targets or defend against certain attacks (Projectiles, weapons & certain jutsu following advantage & size), while the other 4 limbs sustain the user's balance (they can also be used the same way, but causes the user to be left unbalanced if more than 2 legs are off the ground). Due to the length & slender size of the legs, the user is able to reach longer distances in a shorter amount of time & is able to strike a given target at a faster pace (Doujutsu & Taijutsu Masters are able easily follow the movements, while others have moderate difficulty). The legs are attached to the user for as long as they are willing & can break part at any desired time (unless done so by the opponent). Due to a Kaguya's KG, the legs are as strong as steel.
- Can be used 3 times
- Can not use use A Rank or above Kaguya techniques in the same turn
- Taught by Method


 Declined  Describe these legs a bit more. No on the speed boost run as it doesn't make sense. If you make them last then you need to spend chakra to sustain them. But they have to have a time limit. Also, this is mid range and make the legs smaller... 6 meters is too big. 3 or 4 tops is enough for what you want. Also, a minor note is that the whole chakra and calcium thing of your descriptions needs to go. Calcium is a CE and Dead Bone Pulse doesn't work only by manipulating calcium and chakra. Bone is more than simply calcium.
 
Last edited by a moderator:

NightKiing

Active member
Elite
Joined
Oct 7, 2012
Messages
5,713
Kin
1,131💸
Kumi
4,263💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

(konchuu:maroyaka kabe)- bug: circular wall
Rank: A
Type: defensive
Range: short
chakra: 30
damage: n/a
Description: the user after performing the ox and tiger hand seals commands their bugs to form a strong circular wall 7ft tall around them protecting them from a rank jutsu and below coming from any direction, the wall remains if hitten by a brank jutsu but disperses into bugs if hitten with an a rank jutsu.
Note: can only be thaught by me.
Note: can only be used 3x
Note: must be an aburame clan member
Note: no a rank and higher bug jutsu in next round


 Declined  DNR. similar to existing techniques. Also, name is wrong...

(katon: bokushingu gunte )- fire realease: punching gloves
Rank: A
Type: attack
Range: short
chakra: 30
damage: 60
description: the user builds up their katon chakra and then move it to both of their hands then they realease it after that they shape manipulate it into punching gloves and then punch the target with it in the chest(where the heart is located) and then to the face sending them flying and causing second degree burn to the target
Note: must be thaught by me
Note: can only be used 3x
Note: when the gloves are on the user cannot perform any jutsu


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



(Kuchiyose no Jutsu: Gemi & Mini) Summoning Jutsu: Gemi & Mini
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: The user will start by biting their blood and do a sequence of 2 handseals and clap their hand holding them together for 4 seconds. Once the 4 seconds has pass the user will put their hands apart causing a cloud of smoke to appear on both sides of the user with an Aye-Aye summon in each cloud of smoke. This is a special summoning to the clan as these are fraternal twins and are masters of co-op and the strongest Aye-Aye of all Aye-Aye physically when put together. . Gemi is the male Aye-Aye. His fur is all black with a Red circle on his chest with red eyes. Mini is the female Aye-Aye and the older of the two. Her fur is white with a blue circle on her chest and blue eyes. These two possess no special jutsus but are very strong and violent thus giving them the Taijutsu masters of all the Aye-Ayes. Each one stands roughly 6`4 feet and can talk Fluent English. The strength of each Aye-Aye are A rank Each and when attacking together, S Rank. They only use free form but one punch from the aye-aye is strong enough to cause 5 meter crater into the ground but together they can cause a crater the size of 10meter radius. This happens only if they are literally touching each other a little linking their chakra together. Due to their strong durability, body, flexibility, agility and speed each of them are immune to B rank jutsus. Can Evade jutsus a certain amount of times and together they can create an S rank force. These two do not separate meaning, If one gets called back, the other does as well. If one is defeated the other one will poof away.
Note: Must have signed the Aye-Aye Contract
Note: Can only use free-form taijutsu
Note: Each time they avoid a jutsu, or get out of it, it counts towards one of the user 3 turns
Note: Immune to B rank jutsus, can endure the attack of 1 A rank jutsu, causing small damage (Not enough to kill) and can tank one S rank jutsu together only if their body is touching
Note: Stays on the field for a max of 4 turns.
Note: can only be summoned once


 Declined  Resubmit with link to proof that you signed the contract.
 
Last edited by a moderator:
  • Like
Reactions: Trollo Lucilfer

Robot Boy

Active member
Legendary
Joined
Nov 6, 2011
Messages
10,044
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

(Ho-mingu Roketto) – Homing Rocket
Type: offensive
Rank: A
Range: Mid
Chakra: 30
Damage: 60
Description:After summoning Excadrill, he will go underground before, emerging underneath the target and rotate upwards, stabbing into them while lifting them up using his shovel-like claws and the jagged axe-like helmet on his head, both coated in earth chakra to increase its sharpness like Drill Run. Excadrill will then, proceed to deliver a descending ‘drill’ attack through the target before rotating once more into the air lifting the target with its claws stretched outward. Excadrill finishes with an X-shaped slash sending the target crashing.
Restrictions:
-Must have signed the mole contract
-Useable up to three times

summon:
contract:


 Declined  I cannot approve something that is so badly worded. He goes underground...ok... using earth chakra...ok... emerging from beneath the target, ok... the rest is a mishmash. Reword it.

(Chimeiteki Keiteki: Ohitsuji Kujiku) –Fatal Horn: Ram Crush
Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/a
Damage: 60
Description: Using Fatal horns features and ability, the user will start by assaulting the target(s) delivering a series of powerful strikes in rapid succession, by bouncing the ball on either of the hammer’s side or sides before, batting it and while, moving forward. The user follows up with powerful strikes using the hammer and ball combined and powerful strikes using the hammer and ball separately. The user finishes by, slamming the target with the hammers extending mechanism, blasting the target (s) away and sending them flying.
Notes:
-Can only be used with Fatal Horn.
-Useable up to three times per battle.

weapon:


 Declined  Ok, let me ask you this question: imagine yourself using this in battle. Then read the description and see if it makes sense.
~Resubmitting~

(Ho-mingu Roketto) – Homing Rocket
Type: offensive
Rank: A
Range: Mid
Chakra: 30
Damage: 60
Description:After summoning Excadrill, he will begin by coat his shovel-like claws and the jagged axe-like helmet on his head in earth chakra to increase its sharpness before, going underground. After this, he will emerge underneath the target while rotating upward in the form of a ‘drill’ like Drill Run, stabbing into them with his claws and lifting them. Once above, he rotates and dives forward, stabbing the target with his helmet, and having the target crash into the ground.
Restrictions:
-Must have signed the mole contract
-Useable up to three times.
-Can only be used by Excadrill

summon:
contract:
drill run:


 Approved  Still horribly written but its a bit better...

(Chimeiteki Keiteki: Ohitsuji Kujiku) –Fatal Horn: Ram Crush
Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/a
Damage: 60
Description: Using Fatal horns features and ability, the user will start by assaulting the target delivering three strikes, by bouncing the ball on either of the hammer’s sides before, batting it. Then, he follows up with four strikes using the hammer and ball separately by disconnecting them. After that, the user will finish by slamming fatal horn into the target, and use the hammers extending mechanism to send the target backward.
Notes:
-Can only be used with Fatal Horn.
-Useable up to three times per battle.

weapon:


 Declined  This is something you can do in freeform and you're simply making it a technique for not real reason. And I don't see how this is A-Rank in any way.
 
Last edited by a moderator:

Yashiro

Active member
Legendary
Joined
Jul 15, 2012
Messages
10,994
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

(Doton/Fuuton: Gyakuryū ranpu) - Earth/Wind Release: Reverse Flow Ramp

Rank: S
Range: Mid - Long (Created Short ranged of the user)
Type: Supplementary/Offensive/Defensive
Chakra: 40
Damage: N/A
Description: The user performs two swift hand seals before focusing their Earth chakra into the ground before them, he then causes a section of earth being 5 meters in height and 5 meters in width to emerge from the ground before him in the shape of a type of ramp or vertical half pipe, once the earthen structure is formed, the user releases his wind chakra over the earth structure and causes a propelling force of wind to form all around the ramp, allowing the purpose of the ramp to be much more possible, the wind acts as a barrier to protect the earth structure from destructive techniques like lightning which would easily overpower the earth structure and destroy it, and also the propelling feature of the wind makes it much easier for techniques to flow through the earth structure, the top end of the ramp has a sort of curved edge, which allows the technique to flow back downwards towards the ground, so that it would successfully return to the opponent and to his exact position.

Notes - Can only be used twice per battle.
- Cannot use above A Rank Wind and Earth in the following turn.
- Technique counts as 2/3 moves from the users 3 per turn.
- The technique has more or less the same effect with the wind, water, fire and earth techniques, where it will allow the attack to flow through the ramp and back towards the opponent, in the case if a lightning based technique, the wind barrier would just cancel out the lightning and cause it to disperse, instead of sending it back at the opponent.
- Can only be taught by Yashiro.

♠ Declined ♠
An amazing concept, but need I need to smooth a few things out first. At the bolded, do you mean that the wind is flowing in a frontward direction, or out from the user itself in all directions? Let us say that the opponent released a Fire technique, and you were standing on the ramp - what would happen? While I like the idea of the Wind "protecting" the Earth, the actual logic behind this jutsu is a bit hard to understand.

Secondly, is both the Earth and the Wind S-Ranked, or A-Ranked?
~Re-Submitting~

(Doton/Fuuton: Gyakuryū ranpu) - Earth/Wind Release: Reverse Flow Ramp

Rank: S
Range: Mid - Long (Created Short ranged of the user)
Type: Supplementary/Offensive/Defensive
Chakra: 40
Damage: N/A
Description: The user performs two swift hand seals before focusing their Earth chakra into the ground before them, he then causes a section of earth being 5 meters in height and 5 meters in width to emerge from the ground before him in the shape of a type of ramp or vertical half pipe, the earth ramp has a indent shape sort of like a C on the inside with the exact curve shape on the top end of the ramp, with the bottom being more flat in order to intercept a incoming technique, and the ramp is completely square on the outside once the earthen structure is formed, the user releases his wind chakra over the earth structure and causes a propelling force of wind to form all around the ramp, allowing the purpose of the ramp to be much more possible, the wind acts as a barrier to protect the earth structure from destructive techniques like lightning which would easily overpower the earth structure and destroy it, and also the propelling feature of the wind makes it much easier for techniques to flow through the earth structure, the purpose of the top end of the ramp which has a sort of curved edge that would allow an incoming technique to flow back downwards towards the ground, is since the ramp is 5 meters in length an incoming attack would just fly back towards the opponent but above him, hence the reason why the top end needs to be created with a curved shape facing towards the opponent, so that it would successfully return the opponents attack back to his exact position.

Notes - Can only be used twice per battle.
- Cannot use above A Rank Wind and Earth in the following turn.
- Each portion of this technique is equivalent to A Rank, The Earth ramp is A
Rank as well as the Wind covering it, the combined feature makes it an S Ranked technique.

- The propelling force of the wind is focused all around the earth structure, and flows in a frontward direction.
- Technique counts as 2/3 moves from the users 3 per turn.
- Explained Interactions:
Katon: When a fire technique is released from the opponent and makes it way into the ramp, it would naturally nullify the wind, but would still flow back towards the opponent since after the wind is nullified the earth structure still stands and would still allow the fire technique to flow through it.
Suiton: When a water technique is released from the opponent and makes it way into the ramp, the propelling feature of the wind as well as the form of the earth structure would allow the water to simply flow through it an back towards the opponent.
Doton: When a earth technique is released from the opponent and makes it way into the ramp, the propelling feature of the wind as well as the form of the earth structure would allow the earth to simply flow/roll through it an back towards the opponent.
Fuuton: When a wind technique is released from the opponent and makes it way into the ramp, the wind would have the same effect as with a water or earth technique, however if the wind technique is S Ranked, it would nullify the wind barrier, then depending on the destructive force of the resulting A Ranked wind technique it might still have a chance of still just flowing through the earth ramp or rather cancel it out as well.
Raiton: When a lightning technique is released from the opponent and makes it way into the ramp, the wind barrier would just nullify the lightning and would not send it back towards the opponent.

- Can only be taught by Yashiro.


 Pending  Leaving for Adachi


 Approved  I honestly feel this is useless in battle but its your call to spend a cj slot with this.

(Fuuton: Netsu-sui funshutsu ana) - Wind Release: Hydrothermal Vents

Rank: S
Range: Short - Long
Type: Supplementary
Chakra: 40
Damage: N/A
Description: The user at first performs 2 hand seals and proceeds to channel his wind chakra into the ground across the entire battlefield, with the wind chakra scattered throughout the ground, the user manipulates the wind chakra into materializing just beneath the surface of the ground in the form of powerful and fast acting wind, the wind would then force its way to the surface and form cracks in and along the ground throughout the entire battlefield allowing the wind to start leaking onto the surface of the ground before eventually covering the entire ground of the battlefield in wind, naturally the wind is harmless to both user and opponent, but however reacts to chakra being released by the opponent and by manipulation of the user, any elemental chakra related attacks being released by the opposition triggers the winds reactions, being it that the wind covers the entire battlefields ground, it reacts to all attacks coming from before the user, behind him, beneath him as well as from above him, the surrounding wind as soon as an attack is being performed and released towards the user, the wind would expand rapidly at approximately at that surrounding area, and attempt to either slow down an attack granting the user more time to counter or allowing him more time to perform a well thought of counter attack, or the wind would generally attempt to nullify the oncoming attack.

Notes - This technique is able to nullify all elemental techniques of those elements weak and neutral to wind release, depending on the size and overall power of the attack.
- When this technique makes an attempt to weaken techniques of elements that are stronger than wind release, the element would naturally over power the wind but however the wind would still be able to slow the attack down a bit. (This counts for A Rank or above elemental techniques of elements stronger than Wind Release).
- This technique can be used twice per battle and remains active for 3 turns
- No Wind techniques above A Rank for 2 turns after this technique has deactivated, thus also allowing the user to only be able to reactivate this technique after 2 turns as well.
- Each attempt to either nullify or slow down an attack would count as 1 of the users 3 moves per turn.
- Can only be taught by Yashiro.


 Declined  Similar to existing techniques. DNR

(Fuuton: Hachisu no hana no bakudan) - Wind Release: Lotus Flower Bomb

Rank: S
Range: Short - Mid
Type: Offensive
Chakra: 40
Damage: 80
Description: The user charges fast and sharp wind chakra into their right palm and compressors the entirety of the chakra into a small type of sphere which proceeds to take on the form of a lotus flower as it takes full form, the user then shoots the lotus flower of wind towards the opponent, and once it is within close range of the opponent the user performs 1 handseal and causes the flower to explode into a large amount of flower petals of wind each with the slicing power of sharp blade, the petals of wind would then cut and slash the opponent all over his body.

Notes - Can be used 3 times per battle.
- Can only be taught by -Yashiro-


 Declined  Similar to existing techniques. DNR
 
Last edited by a moderator:

Vegeta

Active member
Supreme
Joined
Apr 14, 2012
Messages
36,544
Kin
1,047💸
Kumi
7,487💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

(Hachimitsu No Jutsu: Atakku Feromon) - Honey Bee Technique: Attack Pheromone
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The pheromones of the Honey bee are mixtures of chemical substances released by individual bees into the hive or environment that cause changes in the physiology and behavior of other bees. This jutsu deals with the pheromone named the "Alarm Pheromone" there are two main alarm pheromones that have been identified in honeybee workers but this jutsu deals with the first the "attract pheromone". This one is released by the Koschevnikov gland, near the sting shaft, and consists of more than 40 chemical compounds.
The Alarm pheromone is released when a bee stings another animal, and they attract other bees to the location and can cause the other bees to behave defensively, i.e. sting mercilessly or charge in attacking the opponent by exploding or releasing honey upon them restricting their movement. The alarm pheromone emitted when a bee stings another animal smells like bananas and can be distinguished by a Kamizuru Clan member allowing them to track a hidden opponent up to Long Range along the same lines as Dynamic Marking can make tracking an opponent much easier for an Inuzuka Clan member. This also allows the bees and the Kamizuru Clan member to distinguish someone who has fled and been found once again as the pheromone hangs heavily upon the stung individual.
~Notes~
-Smoke can mask the bees' alarm pheromone. So Smoke Ninjutsu can be very useful against the Attack Pheromone.
-Effects last 6 turns
-Can only be used by members of the Kamizuru Clan.
-Must be taught by -Vegeta


 Approved 

(Genjutsu: Hachi no hane no hamu)-Illusionary Arts: Hum of the Bee's wings
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:While the users bee's are on the field, a member of the Kamizuru clan can perform the Ram hand seal, using the hum created by the bee's wings to lull the enemy into a Genjutsu where as the enemy see's all the bee's on the field converge on them at once, bypassing their defenses and stinging them mercilessly, making the stung area's swell up and causing intense pain and paralyzation. In reality the enemy is immobilized and would experience mental pain. The hum from the real bees already in flight would make it hard to distinguish from the real bees in the air.
~Notes~
-Must be a member of the Kamizuru clan
-Must be taught by -Vegeta

to Kamizuru training

 Declined  DNR. This would require you to have Sound Training or that the genjutsu would be performed by a specific bee summon, not you. For you to perform this you need sound training.
(Katon Kenjutsu: Shakunetsu no u~ēbu) -Fire Release Sword technique: Scorching Wave
Type: Offensive/Defensive
Rank: A
Range: Short-Medium
Chakra: 30
Damage: 60
Description:After using Fire Release: Scorching Rage the user can channel the katon chakra surrounding them onto their sword focusing the chakra onto the blade. The user can then do a simple crescent-shaped slash at the opponent along the lines of Slicing Crimson Wave but instead launches the concentrated fiery golden chakra into a slicing wave of fire. Can also be used to defend from Kenjutsu style attacks of equal rank or lower with-in reason, but the chakra will only stay on the blade for 1 move no matter which way it is used.
~Notes~
-Must know my Fire Release: Scorching Rage
-Must be taught by -Vegeta

to Scorching Rage CJ approval


 Approved 
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,417
Kin
3,929💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

Massive update:

( Fugu ) Blowfish

Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed wooden stick, made with Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user is able to shoot out Chakra-materialized thread needles, which gain substance with any elemental chakra or other properties. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area. If the opponent steals the Fugu from it's owner, it will grow spikes, which will attach themselves to the thief. Shuriken Shadow Clone Technique can be used on the Fugu to make it act like a machine gun, multiplying one or all of the charged thread needles inside.

#1: Needle Shooting - The Fugu stick allows the user to insert any small thread needle into it and shoot it out, by blowing through the other end, It is shot at a speed significantly greater than a normal needle thrower, but not as fast as any of the materialized needle shooting abilities the Fugu has, which will cost chakra. This attack is not, by itself fatal but can, when used by Dojutsu users or weapon masters, be used to strike fatal/nearly fatal points that will cause great damage. Shooting normal needles do not count as a jutsu towards the jutsu count. Shooting materialized needles only counts as a jutsu if used in a turn different than the turn of materialization. Regardless of the amount of needles shot, it only counts as 1 move.

#2: Paper Needle Shooting - The user is able to load the Fugu with any paper bomb or paper tag, and then shoot them. The paper will automaticaly curl into thread needles. This is considered an E rank technique, costing 5 chakra and dealing 10 damage points of explosive power (in case of a default paper bomb) or otherwise dealing the stated effects of the tag. The user is able to shoot up to 10 paper needles, all costing 5 chakra, in a single usage. Can only be used once every three turns.

#3: Needle Vaporized Shooting - It is considered an alternative method of shooting any stored materialized needles. Consists in breaking the needles into small particles and spray them as a mist with the same characteristics of the element that composed the initial needle(s). Like those, the mist works by infusing the target with their element or substance, through direct contact, producing the same effects as the needles, albeit in a more spread out manner. Because of this, the user is unnafected by it, sharing the same chakra signature. The mist has the same amount of chakra/damage as the needles that compose it, and can be confined to a small volume or spread out up to mid-range, depending on the percentage of the orinial needles used to make the mist. Spraying the needles (regardless of the amount) counts as 1 jutsu towards the jutsu limit, except in the inital turn of Needle criation. Does not work with #2 or normal thread needles. With #9, the mist affects only the same amount of targets as the number of needles used in its creation.

#4: Needle Cannon Shooting - It is considered an alternative method of shooting any stored needles. The Fugu dilates slightly, shooting simultaneously, or fusing together, all the needles materialized in a single technique, and shoot them out with the full damage points dealt in a single bullet. The cannon needle shoots out with a loud pop, and creates air circles surrouding the needle path, which push anything deviated from it's path and punch the actual target with great power. The substance/element used to create the needles augments the air circles and the punching force. The rank and damage of the default cannon bullet is set at B rank, 5 normal needles (costs 20 chakra, gives 40 damage points), or simply the full rank, chakra cost and damage points of the materialization techniques. It requires all the needles materialized, if any is missing, the cannon can't be shot. With #2, it can only shoot 5 needles at once equivalent to 50 chakra, 100 damage. Can't be shot with #9. Can only be used once every 3 turns.

#5: Remote Sharp-Shooting - With one handseal, at any range, the user is able to make the Fugu shoot any stored needles inside it. It will quickly adjust itself and shoot the needles up to short range from the stick against the closest chakra-being (in case the user has no other target's location in mind). It requires a chakra cost of 15, equivalent to a C rank and counts as a move. The same can be done non-chakra costly and without handseals by simply being in direct contact with the Fugu. The needles/mist will be shot in a straight line. Counts as a move, except in the turn of materialization.

#6: Basic Needle Materialization - The user will pour chakra into the Fugu, creating 6 thread needles, of any of the Basic Elements or Simply raw Chakra (Including advanced types of non-elemental chakra), which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every two turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 5 per Needle). Depending on the substance, the needles will be faster, stronger or sharper, as well as having any special properties that the element entails (Short-Paralysis for Lightning, Burning Wounds for Fire, Mineralization of the Tissues for Earth, Shredding Wounds for Wind and Swelling of the small Canals for Water). Counts as a jutsu towards the jutsu count

#7: Thieving Needle Materialization - The user will pour a sample of any given substance into the Fugu, creating 3 thread needles, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can only be used once every 3 turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 10 per Needle). Any substance can be fed to the Fugu, requiring direct contact with it. After the Fugu memorizes the substance (Opponent's Elements, Natural Occurring Substances, Etc), it will create needles with any special property that substance entails (Quartz from the ground, Venom from an animal, Keratin from an insect, etc). The act of sampling a jutsu it's not equivalent to blocking or hindering the jutsu in any way, thus, it needs to be blocked by any other means. Not only that but the memorization is not permanent and serves only during the battle it's set, or the or the current RP event. Counts as a jutsu towards the jutsu count

#8: Advanced Needle Materialization - The user will pour chakra into the Fugu, creating 4 thread needles, of any of the Advanced Elements the user has or a different substance the user is capable of creating, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every three turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an S rank jutsu (40 chakra cost, 10 per Needle). Regarding Advanced/Custom Elements, the needles will take form using the most basic/main form of the element (Lava will be Molten Rock, not Rubber, etc), and gain any special properties the element entails. For different substances, the user must have created it in the field before hand although it does not require contact with source, like the thieving method. The creation of this method can be done remotely, up to mid range, with one handseal. Counts as a jutsu towards the jutsu count

#9: Illusionary Needle Materialization - The user is able to load any genjutsu into the Fugu, which will be translated as a chakra needle with Yin nature. These will not affect the target physically, but instead put the target on a genjutsu upon contact. To create a needle, the user has to spend the full chakra stated in the technique, and abide to it's restrictions except range, handseals required and amoun of targets. It creates up to 3 needles, with no handseals, which can be shot up to Long Range. Any method of releasing the original genjutsu releases the needle-cast genjutsu. Counts as a jutsu towards the jutsu count. If shot through by #3, only affects 1 target per needle, can't be shot through #4.

#10: Alternative Summoning Technique - The user is able to run blood through the fugu stick, and then blow through it. This will create a chakra needle similar in strength and speed to a normal senbon shot through the Fugu, that can be shoot up to long-range. When it contacts with a surface, it will summon an animal of the user's contract on the location. This is an alternative summoning technique, with no chakra cost or damage increase, as such, it requires the user to still post the actual summoning technique, even if it's deployment is different, and that one will still abide to the normal summoning rules. The blood smearing step is obligatory, so, any secondary ability of the Fugu will have to encompass it, such as #5, prior to the loss of physical contact with the Fugu.

#11: Density and Height Manipulation - The user is able to change the density and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. Smaller changes such as a few cm to 2 meters, or any humanely bearable weight will not require the usage of noticeable chakra through the course of a match. Anything higher/longer (never more than the equivalent of Short-Mid range) or 5 tons will be the equivalent of an A rank, 30 chakra points, counting towards the jutsu count.

#12: Spikes Manifestation - The user is able to consciously induce the Fugu's inherited defense mechanism, creating spikes across the Fugu stick, for added damage. It costs 15 chakra, equivalent to a C rank. This can be done through direct contact or remotely with 1 handseal, up to mid-range and counts as a technique from the technique count. Likewise, it can soothe, passively, the inherit defense mechanism, allowing the user to touch or hit a target with the Fugu without manifesting spikes, for a cleaner and more fluid strike.

#13: Damage Deflection - The fugu stick is an S rank Weapon, with no inherited elemental weaknesses or strengths. It does not conduce lightning, is not affected by corrosion, and retains a normal temperature, thus cannot be affected by S rank attacks. The user is able to spin the stick, creating a shield with the same characteristics, which incorporates a chakra layer that protects the hands of the user. Afterwards, the centrifugal forces of the shield disperse the attack harmlessly, or shit the weight and momentum of the attack to deflect it. It can only protect against 1 S rank per turn, in which case it requires 2 turn cool down to be used again, otherwise simply 1 turn suffices. Counts as a jutsu. This is just in regard of a total shield, in which the user needs to protect the hand weilding the Fugu, otherwise it is done passively, mostly against blunt or sharp attacks, and taijutsu, like a normal, resilient staff, and is restricted by the user's own mastery and strength. A Forbidden ranked technique can be blocked once, deflecting half the damage, but neutralizing the Fugu for the remainder of the battle and RP event.

#14: Freestyle Blowfish Arts - The user of the fugu is able to combine several of the Fugu abilities with taijutsu, allowing it to be wielded as a staff, or any sort of blunt weapon, fluidly changing it's weight and height, within the restrictions of #11, shoot non-chakra costly, as restricted by #5, or taking advantage of spikes, as restricted by #12, or to block attacks, as restricted by #13. The user takes advantage of the staff and passive bursts of chakra, to evade, block and strike at great speed and balance, restricted to user's own taijutsu mastery. The whole freestyle Blowfish Arts is equivalent to a taijutsu fighting style, like Drunk Fist, permitting it's usage to counter, within certain extent, a wide variety of techniques, taijutsu or not. It requires a single activation, equivalent to C rank, 15 chakra points. When activating the Freestyle Blowfish Arts, it counts as 1 jutsu, but no other technique of the Fugu counts as a jutsu (Still cost normal chakra). In future turns, the normal jutsu restrictions apply.


Note: Once shot, be it 1 or a multitude of needles, it will always count as one move, with the exception of #1, or in the intial turn of materialization. The fugu can only have one type of needles inside it at each time. He can only memorize one substance/advanced element at any given point and will "forget them" once the battle or the current RP event ends.
A combination of a great chakra control and weapons specialist grants a more efficient chakra cost usage, allowing the user to spend half (50%) the chakra to achieve the same effects.


 Declined  Soooooooooooooooooooooo..... lets dissect this...
1) Paper needle thing. No on sealing tags... I can see through the small print so to speak on that one and its a complete no no. Only explosive tags.
2) I can't allow the mist. Too much and too many variable in that one.
3) Number #4 is a bit too much. You can't merge such different things together just like that to a potential 5 elemental needle 90 damage every 3 turns. And I feel its stretching the weapons abilities way too much.
4) explain to me what you mean by advanced non elemental chakra? Not liking the sound of that if its what I think it is.
5) you can't do #9 without Y/Y training.
6) the shield is too much and you cannot for example defend from a wood dragon or a Fire Majestic annihilation. Size matters as well as kinetics. And with all that your weapon is capable of doing, S-Rank is too much for the shielding effect. A-Rank, to attacks of moderate size and once every 2 turns. Counts a move
7) I cannot allow #13 as its basically a CFS. If I allow that you gain the ability to dodge techniques in freestyle just by having this weapon and just like that, without even a move cost.. A bit unreasonable.
8) I don't understand the "or in the initial turn of the materialization"
9) the 50% thing needs to be removed. You're the only one that will be using it so no point in having that there and it makes it unapprovable as you can use S-Ranks by spending 20 chakra...

And thats about it I think
( Fugu ) Blowfish

Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed wooden stick, made with Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user is able to shoot out Chakra-materialized thread needles, which gain substance with any elemental chakra or other properties. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area. If the opponent steals the Fugu from it's owner, it will grow spikes, which will attach themselves to the thief. Shuriken Shadow Clone Technique can be used on the Fugu to make it act like a machine gun, multiplying one or all of the charged thread needles inside.

#1: Needle Shooting - The Fugu stick allows the user to insert any small thread needle into it and shoot it out, by blowing through the other end, It is shot at a speed significantly greater than a normal needle thrower, but not as fast as any of the materialized needle shooting abilities the Fugu has, which will cost chakra. This attack is not, by itself fatal but can, when used by Dojutsu users or weapon masters, be used to strike fatal/nearly fatal points that will cause great damage. Shooting normal needles do not count as a jutsu towards the jutsu count. Shooting materialized needles only counts as a jutsu if used in a turn different than the turn of materialization. Regardless of the amount of needles shot, it only counts as 1 move.

#2: Paper Needle Shooting - The user is able to load the Fugu with any paper bomb, and then shoot them. The paper will automaticaly curl into thread needles. This is considered an E rank technique, costing 5 chakra and dealing 10 damage points of explosive power (in case of a default paper bomb) or otherwise dealing the stated effects of the tag. The user is able to shoot up to 10 paper needles, all costing 5 chakra, in a single usage. Can only be used once every three turns. This is usable with explosive tags, not other paper-inscribed Fuuin techniques..

#3: Needle Cannon Shooting - It is considered an alternative method of shooting any stored needles. The Fugu dilates slightly, shooting simultaneously, or fusing together, all the needles materialized in a single technique, and shoot them out with the full damage points dealt in a single bullet. The cannon needle shoots out with a loud pop, and creates air circles surrouding the needle path, which push anything deviated from it's path and punch the actual target with great power. The substance/element used to create the needles augments the air circles and the punching force. The rank and damage of the default cannon bullet is set at B rank, 5 normal needles (costs 20 chakra, gives 40 damage points), or simply the full rank, chakra cost and damage points of the materialization techniques. It requires all the needles materialized, if any is missing, the cannon can't be shot. With #2, it can only shoot 5 needles at once equivalent to 50 chakra, 100 damage. Can't be shot with #8. Can only be used once every 3 turns. Clarification, this is merely an alternative way of shooting stored needles, which are loaded or materialized through the means specified in the description of Fugu. As such, it doesn't allow mix usages, with different elements or needles, and serves simply as a way to deploy the full power of the materialization technique into a single "needle", instead of dividing the power evenly through all the needles separately..

#4: Remote Sharp-Shooting - With one handseal, at any range, the user is able to make the Fugu shoot any stored needles inside it. It will quickly adjust itself and shoot the needles up to short range from the stick against the closest chakra-being (in case the user has no other target's location in mind). It requires a chakra cost of 15, equivalent to a C rank and counts as a move. The same can be done non-chakra costly and without handseals by simply being in direct contact with the Fugu. The needles/mist will be shot in a straight line. Counts as a move, except in the turn of materialization.

#5: Basic Needle Materialization - The user will pour chakra into the Fugu, creating 6 thread needles, of any of the Basic Elements or Simply raw Chakra, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every two turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 5 per Needle). Depending on the substance, the needles will be faster, stronger or sharper, as well as having any special properties that the element entails (Short-Paralysis for Lightning, Burning Wounds for Fire, Mineralization of the Tissues for Earth, Shredding Wounds for Wind and Swelling of the small Canals for Water). Counts as a jutsu towards the jutsu count

#6: Thieving Needle Materialization - The user will pour a sample of any given substance into the Fugu, creating 3 thread needles, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can only be used once every 3 turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 10 per Needle). Any substance can be fed to the Fugu, requiring direct contact with it. After the Fugu memorizes the substance (Opponent's Elements, Natural Occurring Substances, Etc), it will create needles with any special property that substance entails (Quartz from the ground, Venom from an animal, Keratin from an insect, etc). The act of sampling a jutsu it's not equivalent to blocking or hindering the jutsu in any way, thus, it needs to be blocked by any other means. Not only that but the memorization is not permanent and serves only during the battle it's set, or the or the current RP event. Counts as a jutsu towards the jutsu count

#7: Advanced Needle Materialization - The user will pour chakra into the Fugu, creating 4 thread needles, of any of the Advanced Elements the user has or a different substance the user is capable of creating, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every three turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an S rank jutsu (40 chakra cost, 10 per Needle). Regarding Advanced/Custom Elements, the needles will take form using the most basic/main form of the element (Lava will be Molten Rock, not Rubber, etc), and gain any special properties the element entails. For different substances, the user must have created it in the field before hand although it does not require contact with source, like the thieving method. The creation of this method can be done remotely, up to mid range, with one handseal. Counts as a jutsu towards the jutsu count

#8: Illusionary Needle Materialization - The user is able to load any genjutsu into the Fugu, which will be translated as a chakra needle with the properties of deploying the chakra from the point of contact into the organism, and then the brain, in a quick succession. These will not affect the target physically, but instead put the target on a genjutsu upon contact. To create a needle, the user has to spend the full chakra stated in the technique, and abide to it's restrictions except range, handseals required and amount of targets. It creates up to 3 needles, with no handseals, which can be shot up to Long Range. Any method of releasing the original genjutsu releases the needle-cast genjutsu. Counts as a jutsu towards the jutsu count. If shot through by #2, only affects 1 target per needle, can't be shot through #3.

#9: Alternative Summoning Technique - The user is able to run blood through the fugu stick, and then blow through it. This will create a chakra needle similar in strength and speed to a normal senbon shot through the Fugu, that can be shoot up to long-range. When it contacts with a surface, it will summon an animal of the user's contract on the location. This is an alternative summoning technique, with no chakra cost or damage increase, as such, it requires the user to still post the actual summoning technique, even if it's deployment is different, and that one will still abide to the normal summoning rules. The blood smearing step is obligatory, so, any secondary ability of the Fugu will have to encompass it, such as #4, prior to the loss of physical contact with the Fugu.

#10: Density and Height Manipulation - The user is able to change the density and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. Smaller changes such as a few cm to 2 meters, or any humanely bearable weight will not require the usage of noticeable chakra through the course of a match. Anything higher/longer (never more than the equivalent of Short-Mid range) or 5 tons will be the equivalent of an A rank, 30 chakra points, counting towards the jutsu count.

#11: Spikes Manifestation - The user is able to consciously induce the Fugu's inherited defense mechanism, creating spikes across the Fugu stick, for added damage. It costs 15 chakra, equivalent to a C rank. This can be done through direct contact or remotely with 1 handseal, up to mid-range and counts as a technique from the technique count. Likewise, it can soothe, passively, the inherit defense mechanism, allowing the user to touch or hit a target with the Fugu without manifesting spikes, for a cleaner and more fluid strike.

#12: Damage Deflection - The fugu stick is an S rank Weapon, with no inherited elemental weaknesses or strengths. It does not conduce lightning, is not affected by corrosion, and retains a normal temperature, thus cannot be affected by S rank attacks. The user is able to spin the stick, creating a shield with the same characteristics, which incorporates a chakra layer that protects the hands of the user. Afterwards, the centrifugal forces of the shield disperse the attack harmlessly, or shift the weight and momentum of the attack to deflect it. It can only protect against 1 A rank per turn, in which case it requires 2 turn cool down to be used again, otherwise simply 1 turn suffices. Counts as a jutsu. This is just in regard of a total shield, in which the user needs to protect the hand weilding the Fugu, otherwise it is done passively, mostly against blunt or sharp attacks, and taijutsu, like a normal, resilient staff, and is restricted by the user's own mastery and strength. An S ranked technique can be blocked once, deflecting half the damage, but neutralizing the Fugu for the remainder of the battle and RP event. When using the shield, the user must be aware of weight and size of the attack, and move accordingly, sometimes, even an A rank attack must be deflected instead of blocked, only to miss the wielder's body slightly

Note: Once shot, be it 1 or a multitude of needles, it will always count as one move, with the exception of #1, or in the initial turn of materialization, as in, the very first turn where the user spends chakra to summon the needles, shooting them right away spend only 1 jutsu, rather than 2. The fugu can only have one type of needles inside it at each time. He can only memorize one substance/advanced element at any given point and will "forget them" once the battle or the current RP event ends.


 Declined 
#3 has a big issue with that 100 damage thing... Still too powerful and I feel its somewhat described in an exploitable way... I'm not that "feeling" it. I ask that you rewrite it in a more clear and to the point manner.
Genjutsu thing really has to go. No way around it. Rest seems ok.*

Updating:



( Suiton: Oupuchibuta Ginkou ) Water Style: The Bank of the Pig King

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user expels a great amount of Water or Lightning chakra throughout her body, quickly growing a thick water or lightning sphere outwards until it reaches the limits of short range. This thick sphere is not connected with the user, it's merely around her. With one handseal (One hand) the sphere condenses on itself, concentrating all on the user's opposite hand, still not touching it, which can then be released as an horizontal crescent. This is considered an A rank protection and then offensive technique, with the same cost, case the user decides against the dual elemental version. Otherwise, with a single handseal (two handed) the user is able to charge the second element (Water or Lightning), into the active sphere, pushing it into an electrified jet up to Long range, unidirectional, or a barrage of electrified water bullets, omni-directional, up to Mid-range, considered S rank.
*The user can't use Water or Lightning jutsus higher than S rank in the next turn, and will have to wait at least two turns to be used again. Dual element usage can only be performed 4 times per battle.*


 Declined  I'm surprised at this one as it a bit badly written. First, it should be a Water/lightning technique. Then you need to make it so that there is a primary element, in this case it has to be the water one, which is always made first. Then, optionally, you can release the lightning into it, adding more damage and making the lightning and water version. However, there is a restriction. The technique is an A-rank which has a possible +10 chakra cost and +20 damage boost if you use the lightning. Its not always an S-Rank as the moment you add the second element it gets more power. Then there is a problem: you can't sustain two elements at the same time without Y/Y release mastery. This means it has to cost 2 moves if used with the two elements and cannot be "sustained" with the two elements since you can't imbue both natures and sustain them at the same time.

NEW

( Genjutsu: Liliana no Akumu ) Illusion Technique: The Sage Night of the Deceit Mare

Rank: S
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 40 (+5 per turn)
Damage Points: 80 (+20 per turn)
Description: Night Mare is a complex and powerful Genjutsu akin the Interrogation Technique, at an higher level. The user is required to place one hand on the opponent's head, and perform 7 handseals with the opposite one ( One-Handed ), placing the opponent in a genjutsu, a nightmare world shared by both the user and the target. The user then incites the world to be perceived as somewhere peaceful and ordinary, and the user's projection as someone hierarchically higher and respected. These are ambiguous alterations, as the user simply guides the target's mind and then, through mental pain, forces it to reshape and complete the illusion with its own memories. As such, while having no access to the target's mind, and remaining in a blank and unaltered nightmare, seeing oneself and the target in their normal shape, the target will see a realistic portrayal of a situation, usually a Sensei or a Kage, in a fitting and calm place, like a bedroom, a beach or a meadow. While some genjutsu create a physical stasis, disconnecting the target's body with it's mind, and thus allowing him/her to carry out the genjutsu without manifesting actual movements, this genjutsu allows it dynamically. The user is thus able to speak through his/her projection, and the depiction of the master, ordering the target to take action. When and if the opponent carries out the order, it is then selectively manifested in reality. The foundation of this technique is achieved by the cost of 40 chakra and the damage of 80. When inside the nightmare world, the target won't recollect the events of the fight, and time will not have meaning (regardless of how long the target is inside the genjutsu, he/she won't take notice of it). The genjutsu can be kept indefinitely, through continuous chakra input ( 5 chakra per turn ), meaning the user has to maintain physical contact with the target (though not necessarily the head anymore). Every turn where the user's projection is active, as it is not necessary to keep it active, it will cost 10 instead, and the opponent will take mental damage ( 20 damage points ). Any physical sensation in reality will transfer to the nightmare world. If the user makes the target travel for hours, then the opponent will feel the fatigue in the nightmare. Since the illusion of the world is unchangeable, the over-layering of physical sensations (Tact) could trigger the opponent's awareness to the genjutsu, as well as lapses between the known form of speech of the master figure and the user of technique, even if accent, tone and facial expressions are masked by the illusion. This glorified trick is thus restricted to the con-skills of the user and cunning of the user.
When the accumulative pain doubles the initial output, it is manifested as a constant headache, which, once again, could trigger the opponent's awareness to the genjutsu. When it triples the initial output, the user is forcefully expelled from the opponent's consciousness, and the genjutsu breaks.

*The user's consciousness is split between reality and genjutsu, allowing the user to fully perceive the world around and still actively manage the illusion. He/She is unable to perform techniques while this genjutsu is active, but can order the target to perform techniques. The user is limited to Taijutsu, as long as physical contact with the target is maintained (same with what the user orders the target to do).*
*Can't be used on people higher ranked than the user, and the same headache that triggers normally, is triggered right away on people the same rank as the user (thus the rejection happens when the accumulative pain doubles).*
*The user is unable to use Genjutsu higher than B rank for 3 turns after the Mare's Night ends.*
*Can only be used once per battle, twice per event, but not simultaneously*
*Requires at least Kage rank, and, obviously Genjutsu Mastery.*
*Can only be taught to 3 people.*


 Declined  Without Sharingan usage for this you can't condition your targets actions or surpress his memories. The technique itself is somewhat approvable if the memory thing is taken out. What this creates is basically a stronger version of what Itachi did with his tsukyomi although more directed and described. But the fact remains that we consider that genjutsu which can condition the targets actions is by default sharingan genjutsu field.
 
Last edited by a moderator:

Trollo Lucilfer

Active member
Legendary
Joined
Sep 26, 2012
Messages
12,510
Kin
33💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

(Raiton: Raikou No Tama) - Lightning Release: Lightning Bullet
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
The user gathers a fair amount of his lightning chakra and focuses it in his forefinger. As he does, he shall use shape manipulation, and with concentration he shall focus the gathered chakra in a small orb of electricity that appears on top of his forefinger, and since a lot of chakra is focused in that small lightning ball, the orb starts radiating. So after aiming at a target and after unleashing the orb, it flies with immense speed heads for the target without losing it's shape and explodes on impact which blows the enemy away and burns the impacted part of his body.

- Can only be taught by megaamine.
- Can be used four times only.
- Can't shoot more than one bullet in a turn.


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

(Meiton: Akuma No Kodomo) - Dark Release: Devil's Child
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
After absorbing the spiritual and physical energies of the enemy's jutsu, with huge concentration, the user focuses the absorbed chakra in his dominant hand (the one with the Diamonds mark on it) and with might, he shall let his pure Dark chakra flow in his body and give him an original image of a childish creature of pure evil. After acquiring the image, the user shal use shape manipulation to apply the child's shape to the absorbed chakra and completely convert it to Dark release chakra, then he shall release the whole chakra at once in the form of a huge child of Dark energy and blue radiating eyes.
The child appears in front of the user, if he punched a target he can deal an S-Ranked damage to them, blow them away with immense force and disappear instantly. The user can also summon him to block an incoming attack, if he blocked an A-Ranked or above attack, he shall also disappear instantly, however, if he was summoned to block a B-Ranked or a lower ranked attack, he shall stay on the terrain for a whole round without the ability of using his S-Ranked punch.

- Can only be taught by megaamine.
- Can only be used twice.
- No offensive A-Ranked or above Dark release attacks can be used in the following turn.
- Can't absorb any Jutsu while using this technique.
- Impacting the child would cause some burning damage.


 Declined  Sorry to say this but this is nonsensical gibberish for me.
 
Last edited by a moderator:
  • Like
Reactions: Vegeta

Osmon

Active member
Legendary
Joined
Oct 25, 2012
Messages
12,521
Kin
8💸
Kumi
0💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

(Katon: Chōshinsei) ~ Fire Release: SuperNova
Type: Offensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After performing the hand seals of Tiger → Dragon → Ram → Boar, the user raises their finger and creates a extremely large fireball above them. They then point their finger or throw their arm downwards at the opponent, guiding the massive fireball towards the opponent.

Restrictions:
~ Can be only taught by osmon11
~ The user can't use any A rank katon jutsus in the next turn


 Declined  Similar to countless techniques. DNR

(Katon: Rendan Boshide Qiuti) ~ Fire Release: Barrage Destructive Spheres
Type: Offensive
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: After performing the hand seals of Tiger → Dragon the user raises his/her hand and fires several large fireballs rapidly, overwhelming the opponent before catching it in an explosion. This technique can fire from the hand rapidly, it travels at high speeds. The heat is intense enough to evaporate large water bodies.

Restrictions:
~ Can be only taught by osmon11
~ The user can only shoot up to 4 fireballs


 Declined  Similr to countless techniques. DNR
 
Last edited by a moderator:

Gutsy

Active member
Legendary
Joined
Nov 29, 2011
Messages
12,796
Kin
999💸
Kumi
7,554💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

Summoning Animal: Stork
Scroll Owner: Gutsy Jiraiya
Other Users who have signed the contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to the contract: N/A
Description and Background: Storks are large, long-legged, long-necked wading birds with long, stout bills. They belong to a unique family known as Ciconiidae. Storks occur in many regions of the ninja world and tend to live in drier habitats than the related herons, spoonbills and ibises. One unique feature of the Storks is that they lack what other birds have, the syrinx, which means that they are mute and cannot speak to one another through normal means. That is why the stork has developed a unique communication system known as Bill-Clattering. Bill-Clattering is a unique sound only known to the Storks, which is produced through the storks using their beaks, clapping them together to create a clattering noise to communicate. The contract holders after mastering the contract and the ways of the Storks are capable of mimicking the clicking and clattering noises which the Storks make, and through this is capable of communicating with them. The Storks comes from a kingdom known as Animalia far to the north, beyond the boundaries of the ninja world, yet some choose to migrate to the ninja world in the south and that is why you will see Storks around the ninja world, yet these do not possess any unique features of any kind and is not part of the summoning contract, yet the contract holder whom have learned the “language” of the Storks, are capable of speaking to them. In the kingdom of Animalia, there exists 19 different species of storks which are part of six different households. Storks usually fly in big groups and even nest together in big flocks, while they tend to use soaring or a gliding way of flight, using as little energy as possible, even though they have great maneuverability and fast reflexes being able to move quickly around and avoid fast moving attacks. Due to the fact that the Storks fly a long distance normally and they need to preserve their energy and have been granted a unique body and chakra circulate, they have become very adept at producing and manipulating chakra to the extent of producing unique and powerful genjutsus. The Storks do possess what any other bird does, when it mates, it gives birth to its young species through laying eggs and in folklore they were known to bring newborn children to the people in the ninja world and it became a myth that they did so, it was even said that the original holder of the contract was a child brought to the ninja world by the Storks. The storks general prey is fish, smaller birds and essentially anything that lives except if it is larger than themselves. The Storks are also known to be great builders and great at using their long legs and claws to hold objects to build their large nests, and as such they are also known to be rather skilled at wielding different weaponry such as knives, kunai, shuriken, scabbards and other forms of weaponry.

♠ Declined ♠
Everything seems fine except for that part. Genjutsus often require handseals and summons can not use handseals - full usage of Genjutsu would also make the summon too overpowered and the lack of coherence and capability of what a summon can do can get quite confusing. You can submit a summoning jutsu later on with a stork that can have a single unique Genjutsu, but otherwise, pick something else to focus on.


Resubmitting Summoning Contract.

Summoning Animal: Stork
Scroll Owner: Gutsy Jiraiya
Other Users who have signed the contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to the contract: N/A
Description and Background: Storks are large, long-legged, long-necked wading birds with long, stout bills. They belong to a unique family known as Ciconiidae. Storks occur in many regions of the ninja world and tend to live in drier habitats than the related herons, spoonbills and ibises. One unique feature of the Storks is that they lack what other birds have, the syrinx, which means that they are mute and cannot speak to one another through normal means. That is why the stork has developed a unique communication system known as Bill-Clattering. Bill-Clattering is a unique sound only known to the Storks, which is produced through the storks using their beaks, clapping them together to create a clattering noise to communicate. The contract holders after mastering the contract and the ways of the Storks are capable of mimicking the clicking and clattering noises which the Storks make, and through this is capable of communicating with them. The Storks comes from a kingdom known as Animalia far to the north, beyond the boundaries of the ninja world, yet some choose to migrate to the ninja world in the south and that is why you will see Storks around the ninja world, yet these do not possess any unique features of any kind and is not part of the summoning contract, yet the contract holder whom have learned the “language” of the Storks, are capable of speaking to them. In the kingdom of Animalia, there exists 19 different species of storks which are part of six different households. Storks usually fly in big groups and even nest together in big flocks, while they tend to use soaring or a gliding way of flight, using as little energy as possible, even though they have great maneuverability and fast reflexes being able to move quickly around and avoid fast moving attacks. The Storks do possess what any other bird does, when it mates, it gives birth to its young species through laying eggs and in folklore they were known to bring newborn children to the people in the ninja world and it became a myth that they did so, it was even said that the original holder of the contract was a child brought to the ninja world by the Storks. The storks general prey is fish, smaller birds and essentially anything that lives except if it is larger than themselves.


 Approved  Removed that last part.



Raion no Tsume | Lion Claw
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This blade is rather unique and was created by an unknown shinobi in the warring times before the creation of the village system. It was said that it was forged by the greatest smiths in the Land of Iron and it was wielded by one of the greatest shinobi that lived at the time, whom is unknown, yet it is said that he was the cause of the abilities of the weapon. The blade in itself is made out of a unique metal handle with enough space for two hands and with a thin layer of black rubber around it to make it more comfortable to wield. At the edge of the handle you will find a 5 meter long wire like metal, which is made like a whip. This whip is constructed of incredible thin wire like metal strings, all woven together to make them stronger and more durable, with a thin layer of metal coating around it. Since it is metal and woven metal wires, it is made out of several pieces of round metal connected on a thin but very strong and durable cord. This long line of metal is thick enough to be considered a normal whip made of metal, yet that is not what the weapon is. When in the whip state, it may elongate and when it is in its sword state, it will retract and become shorter. On this long whip like metal, you will find hundreds of incredible thin and sharp yet long senbon. The senbon which are very durably attached can bend forward, backwards and straight out, meaning that the senbon may point in almost any direction the wielder wishes. This also means they may lie down along the very shape of the whip so that it does not harm the user, when he is not wielding it. The senbon are also capable retracting into the whip/blade so that they are hidden within the weapon and may be released whenever the user wishes to create an element of surprise. This makes the entire line look like a small forest of needles made of metal. The user is also capable of making the countless senbon attached to the very weapon to shoot out towards the opponent in a large or small barrage to pierce them and injure them severely. The barrage of senbon may vary in size, after how many the user fires, but at most the user may fire senbon equal to that of a regular B-ranked Ninjutsu technique.

This sword can be used both as a whip and a sword. In its original state the sword is actually a whip which can be swung around and deliver severe cuts and rip through clothes, skin and flesh. And it may pierce through things with average density, and entangle the opponent, holding them in place. If the user wishes he may channel a small amount of chakra into the blade causing the sword to stiffen into a long sword with needles. This makes the blade more dangerous as it is now meant as a sword with the ability to drill through objects and people while also rip objects and people to pieces. It is also more dangerous since it is more than three times the normal size of a regular katana or sword. The very weapon is made of metal which has been woven together tightly increasing its durability and resilience greatly, to the point where it makes it near indestructible and very light, so that a person may wield it with either one or two hands. The whip part of the weapon, meaning the long piece put together to make the whip before the senbon were placed upon it, is strong enough to be wrapped around a person to strangle or hold them in place. The long metal whip is also capable of rotating around itself meaning, that the whip can spin around with the senbon, creating a strong drilling and ripping effect. Due to the weapon having both a ripping and drilling effect, it is capable of smashing and crushing solid objects of average density, such as earth techniques up to B-rank. Besides these minor abilities that the weapon possesses, it also possesses a few unique powers of its own.

The weapon possesses its own chakra signature, meaning that the weapon itself has its own chakra system and chakra so to speak. The weapon in itself is not its own sentient being; it is simply a weapon which has stored a massive amount of chakra within it, which is only activated at the users command, through the use of the users will and mind. It is unknown where and how the chakra within the weapon was stored there, but it is certain that the amount of chakra is so immense that it is easily concluded that it would be virtually impossible to drain it. When the wielder surges his will into the handle where the weapons chakra is located, the chakra will activate the weapons ability. The weapon possesses two different abilities.

The first ability is, when upon the activation of the chakra within the weapon, it will release a surge of electrical discharge throughout the weapon giving it a strong resonating electrical power. As a result the weapon becomes very dangerous as it now possesses a strong electrical energy within it, not visible to the normal eye, due to the fact that the electrical energy is hidden within the weapon and only comes to the surface when it strikes an object or person, which is released upon contact with a person or object. A person with sensory and a Dojutsu is capable of sensing or seeing the chakra inside the weapon. This means that when it comes into contact with a person it will shock and paralyze the intended target due to the electrical surge through their body. Yet when it is aimed upon a structure, it may with its strong and resilient power combined with the electrical power it possesses force strong solid structures of up to A-rank to come crumbling down. The electrical power automatically activates whenever the wielder places his hand upon the handle and activates it through his will. The user is capable of deactivating the ability of the weapon, by simply denying it with his will.

The second ability is an ability which the user needs to activate by him concentrating deeply on using his weapon, meaning when he uses this technique he is incapable of performing any other techniques that requires concentration such as Genjutsu, Fuuinjutsu etc. This causes the chakra within the weapon which is immediately converted into electrical impulses to burst out from the weapon in a desired direction, and when it comes into contact with a person, it may shock and paralyze them, and if it comes into contact with any lightning source or technique it will make it disperse. This ability may only make a lightning technique of A-rank and below disperse. If anyone tries to wield the weapon besides its owner, the weapon will release a powerful discharge of electrical energy up through the handle and into the arm of the person, which causes extreme pain and almost immediate death.
Note: The ability to crush any solid object of A-rank and below density using this weapon counts towards the users move count.
Note: The ability to send out a discharge of electrical impulses to cancel out a lightning technique of A-rank and below counts towards the users move count.
Note: The ability to fire senbon from the weapon counts towards the move count, if it is worthy of a rank. Meaning that when the user fires senbon he must state how many and the strength of it in the form of a rank.
Note: The weapon is indestructible.
Note: It may only be wielded by Gutsy Jiraiya

Dropping CW (First Post - Flying Destiny Kunai):


 Declined  DNR. Similar to existing weapons.


(Mizu āmā) | Water Armor
Rank: A
Type: Defense
Range: Short
Chakra: 30 (To activate) 10 (Per turn active)
Damage: N/A
Description: Water coats the user like an armor, either natural occurring water or water created by the users chakra, affording extra defense from physical impacts and heated attacks such as fire. It is a thin but strong and highly compressed layer of water. Even though the layer of water is highly compressed it also lets the user move freely due to it flowing with his body. It may even withstand an impact from the power of a single Primary Lotus, due to the waters inherent ability to withstand the energy and send it out in all directions within it, essentially stopping the impact. The waters inherent ability to slow movement down of any kind that enters it, is the reason that close combat techniques will be significantly ineffective due to the so to speak ability to slow down anything that touches or enters the water armor. This means that any impact from a Taijutsu technique is reduced by one rank, yet due to the user being coated in this armor, his movement is slowed by one rank. The armor of water may defend against a single B-rank fire technique at most. In this form the user is more vulnerable against lightning techniques, yet he is more resilient towards fire techniques. The water sticks tight to the body almost like if it was the persons skin, and it leaves the important areas open, like the eyes, nose, mouth and ears so that the senses from the person is not taken away. To create and sustain this water drains the user’s chakra over time. In this state the user is incapable of performing fire or lightning based techniques.
Note: Is active for 4 turns unless it is struck by either a B-rank Fire or a Taijutsu technique of sufficient power.
Note: May only be used twice per battle


 Declined  DNR. Done before.
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,593💴
Trait Points
80⚔️
Re: ±±Custom Jutsu Submission±±

(Genjutsu: Kama-jō Saibō)Illusion Technique: Sickle Cell
Type: Supplementary
Rank: A- Rank
Range: Short
Chakra: 30
Damage:
Description: The user will perform 4 handseals and cause an illusion to occur. The targets red blood cell will start spiking and stabbing the inside of the targets skin, causing irritation in the targets skin to ache from the multiple stabbing, causing the target to potentially scratching the top of their skin wanting to stop the itching. If not stopped the itching in the illusion will progressively grow more till it starts to actually burn the targets skin making them extremely irritated

-Illusion lasts 3 turns
-Can only be used 3 times per battle


 Declined  How can you create an illusion of something the targets senses cannot normally sense? In other words: do you know of any ninja who has sensory knowledge of what his blood cells are doing? No. So how would they know if they were stabbing him or what not? The effects had been done before as well. DNR

(Kea Gigei: Fezā Arashi)Kea Arts: Feather Storm
Type: Offensive
Rank: B- Rank
Range: Short
Chakra: 20
Damage: 40
Description: While in Kea Mode the user will channel chakra into their wing tattoos and cause the wings to form into actual chakra feathers and the user will swing their arm and unleash a small storm of sharp feathers that cut into the targets skin from the used wind chakra to enter Kea Mode.

-Can only be used 4 times per battle
-Can only be used in Kea Mode

Signed Kea Contract Here:


 Declined  Link to this Kea Mode or quote it

(Sentō Yōyōsutairu: Tsuru Ginomai: Roku yōyōsutairu)Combat Yo-Yo: Swords Dance: Six Yo-Yo Style
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage:
Description: The user will take their Combat Yo Yo and swing it around channeling chakra into it and using mastery of taijutsu and Combat Yo- Yo Style, the user will do a special type of dance known as “Swords Dance” where the user will activate a pseudo mode where the user will create a special pseudo shadow clone where 4 arms will form from the back of the user , each holding a combat yo yo. This will allow the user to use up to 6 yo-yos at once.

-Can only be used by Ishiro
-Lasts 3 turns
-No Genjutsu can be used while active.

Approval of CFS:



 Declined  Pseudo mode? Pseudo shadow clone? Uh? No...
(Kea Gigei: Fezā Arashi)Kea Arts: Feather Storm
Type: Offensive
Rank: B- Rank
Range: Short
Chakra: 20
Damage: 40
Description: While in Kea Mode the user will channel chakra into their wing tattoos and cause the wings to form into actual chakra feathers and the user will swing their arm and unleash a small storm of sharp feathers that cut into the targets skin from the used wind chakra to enter Kea Mode.

-Can only be used 4 times per battle
-Can only be used in Kea Mode

Signed Kea Contract Here:

Approved Kea Mode:


 Approved 
 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

[Meiton: Mune Kurikaeshi Jajjimento] Dark Release: Pillar of Judgement
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description:
The most powerful of Castiel's dark release techniques, after using Dark release: Inhaling Maw to absorb the physical and spiritual energy of the enemies technique. The user moves his hands around in a semi-circle before positioning his hands on top of one other. One hand has two fingers pointing down while the other has two fingers pointing up. He then releases a torrent of dark energy from his palm (that has the diamonds on it) that will travel around the users body this torrent of dark chakra is formed around the user like a tube, a vertical tube. This tube doesn't touch the users body it's one meter away from the users body so he doesn't take any damage, if the opponent is within range of this technique they will receive massive internal damage and large vertical burn from whichever side the opponent is facing the tube.
You must be registered for see images
Notes:
- Must use Dark release: Inhaling Maw before the use of this technique.
- Can only be used twice per-match.
- Have to wait two turns before the use of this technique again.
- Can only be taught by Nathan.


 Declined  Why the internal damage note? Dark Chakra when used offensively is simply external energy like fire. It causes external damage which may be high enough to cause internal damage.




(Genjutsu: Obocchan, Souda Gakkari!) Illusionary Arts: Son, I Am Disappoint!
Type: Supplementary
Rank: C-rank
Range: Mid
Chakra: 15
Damage: N/A
Description:
Son, I Am Disappoint! is a Genjutsu created and used by Nathan. The user by simply giving the target a deep stare this is when the Genjutsu will activate. To an opponent, it will seem as if the user, in his stare, is expressing disdain and is pointing out all the flaws in the opponent's character. The memories of all the things the opponent is ashamed of doing will rise to the forefront, further enhancing the effects. Though this technique does not have much combat potential, as it merely establishes the superiority of the user morally in the opponent's mind, it is a useful tool during negotiations and while trying to convince someone to listen to you.
Notes:
- Can only be taught by Nathan.


 Declined  This goes beyond the borders of Genjutsu the moment it "forces" memories to surface.

(Fuuton: Aimai-fū) Wind Release: Obscuring Wind
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description:
This technique, is designed specifically to evade and escape sensor type shinobi, or similar skilled individuals. Obscuring Wind (曖昧風 Aimai-fū) allows the user to normalize their chakra emission to match the surrounding environment. Unfortunately, as this requires the user's internal chakra flow to be controlled it is impossible to maintain this technique while performing techniques that utilize anything beyond general chakra control. The sudden disappearance of his chakra signature prevents him from being tailed as easily and allows the user to quickly throw off pursuers. Furthermore as this technique can be maintained for extended amounts of time without much drain on the user's stamina. The user can make seem as is he has appeared out of thin air to sensor types. This sudden appearance of his chakra signature has caused some people to believe that he is utilizing Jikūkan Ninjutsu.
Notes:
- Can only be used once per-match.
- Lasts for three turns.
- Can't use other techniques that involve chakra control, otherwise it will cease this technique.
- Free-form and taijutsu techniques that do not require chakra control can be used while this technique is active.
- Can only be taught by Nathan.


 Declined  Problem with his is exactly what I colored: the core explanation of what it is. Around you there is no chakra. There is air, earth, water, light, etc etc. No chakra. Chakra is something that exists only inside sentient beings. Now, normalizing your chakra to match the chakra emission of the external environment is voided. Why? Their is no emission of chakra from the external environment. Not only that but this is basically the chakra suppression technique. You can do whatever you want to your chakra but unless you seal it, suppress it or it somehow ends, sensors can sense it. They might be scrambled if much chakra is all around you which will make it hard for them to pinpoint you (think of it as buzzing noise all around; static) but you cannot mask your chakra from sensors in the way you're describing with this. Its simply not possible or logical. DNR
 
Last edited by a moderator:
  • Like
Reactions: Vegeta

neilson

Active member
Elite
Joined
Nov 13, 2011
Messages
6,228
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

Neilson said:
(Kuchiyose no Jutsu: Yami Nyoka) - Summoning technique: Yami Nyoka
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A(-20 to user when summoned)
Description:
Nyoka is a gigantic red 130 meter long snake who's even larger than Manda. It is ferocious, spiteful, aggressive and vindictive. Nyoka can only be special summoned, and to summon Nyoka, The user will have to use his/her finger nail to prick/crest a slight incision on his skin, the skin here is where his/her snake summoning tattoo is, causing blood to flow out of his skin and unto the snake summoning tattoo, thereby instantly summoning Nyoka. The process of summoning Nyoka damages the users snake summoning tattoo while also damaging the user physically, preventing him from using the tattoo to summon any snake and causing the user to manually summon a snake. Not only that, but the user takes damage from the amount of chakra needed to summon Nyoka, making summoning Nyoka a forbidden Act.
Nyoka has amazing abilites. Extremely fast(with the running speed as 2 times the running speed of a Sage ranked ninja) and very strong. Nyoka can easily use his strong tail or head to attack his target, with speed and tremendous power(the strike of Nyoka's tail is equivalent to an A rank attack). Nyoka is a master at Earth release and is able to use his chakra for amazing techniques as well. When Nyoka is summoned a large puff of smoke appears, Nyoka curls around the user(the user is in the middle of the curl, having Nyoka's body fully covering him) when it is summoned unlike the normal standing on the summons head, Nyoka is not seen by the opponent when it is summoned because the puff of smoke blocks the opponents sight, unless a dojutsu user or a chakra sensor who can perceive more than one chakra signature. Nyoka immediately goes underground leaving no trace after its summoned but it sheds its skin as a defensive measure for its summoner(S rank).
Nyoka stays underground for the rest of the turn it was summoned, while underground Nyoka can move with incredible speed(twice that of Kage rank), even if the ground is made of mud/swamp, Nyoka can still sense what happens above the ground through seismic sense, also using it to locate the enemy that's on the ground surface.
Nyoka can also use his chakra for one more technique, when Nyoka is on the surface of the ground, through the use of seismic sense; Nyoka can always tell when an earth technique is about to happen from either underneath him or around him, then Nyoka can send the right amount of his earth chakra into the ground to negate the earth technique and stopping it from happening(this counts as a move each time its used). Nyoka is also able to use the reverse summon technique, by summoning his summoner to his side through slamming the tip of his tail on the ground, his summoner appears where the tip of his tail is.
Notes & Restrictions:
-When Nyoka is summoned, the user cannot perform any other technique for the rest of that turn, Also the user cannot summon Nyoka if he had performed a previous technique.
-Nyoka can only be special summoned, through pricking the snake summoning tattoo, destroying it in the process and damaging the user. Once the user does this, all techniques that require hand seals are performed at a slower rate.
-Nyoka is also able to summon his summoner once through out the battle(this counts as one a move for the user)
-Nyoka is able to use the snake substitution technique, just once and this is apart from the time it is summoned.(counts as a move for the user.)
-Due to Nyoka's size he is completely immune to all A-rank and below techniques.
-Nyoka can only be summoned once, since the users snake tattoo becomes damaged after Nyoka is summoned. Nyoka lasts on the battle field for 5 turns, counting the turn it is summoned as 1 of the 5 turns.
-Nyoka is an Earth master, able to use all earth techniques up to S rank without hand seals, through sending his chakra into the ground, Nyoka can perform the earth techniques.
-Nyoka can negate the release of an earth technique, he'll be perceiving it through seismis sense right before it happens. Nyoka can use this ability 3 times per battle and each use Counts as a move.
-Nyoka can only be taught by Neilson.

Where I signed the snake summon contract


 Declined  No forbidden rank summons. No summon bigger than the biggest cannon summons. And overall no on the summon who is much more powerful than the cannon summons. 5 turns? No. One more go then its DNR
(Kuchiyose no Jutsu: ) - Summoning technique: Yami Nyoka
Type: Supplementary/Offensive/Defensive
Rank: [/b]S rank
Range: Short
Chakra: 40[/b]
Damage: N/A
Description:
Nyoka just like all other summoned snakes, is an inhabitant of the Ryuchi cave. Nyoka is a gigantic red snake(similar to Aoda in size), having red eyes and thick scaly snake skin. It is ferocious, spiteful, aggressive and vindictive. Unlike most snake summons, Nyoka has amazing abilities. Nyoka is extremely fast(having a similar running speed to Aoda which is twice that of a Kage), also very strong, Nyoka can strike its opponents/enemies with its tail or head easily, with speed and great force(the strikes are equivalent to an A rank technique).
Nyoka is a master at Earth release, able to use all earth techniques without hand seals, just releasing the chakra from its body and into the ground, Nyoka is able to use his chakra for amazing techniques as well. When Nyoka is summoned a large puff of smoke appears, Nyoka is seen with its summoner on its head. Nyoka can burrow underground leaving no trace after it goes underground. While underground Nyoka can move with incredible speed, Nyoka can still sense what happens above the ground through seismic sense, also using it to locate the enemy that's on the ground surface.
Nyoka can also use his chakra for another technique, when Nyoka is on the surface of the ground, through the use of seismic sense; Nyoka can always tell when an earth technique is about to happen from either underneath him or around him, then Nyoka can send the right amount of his earth chakra into the ground to negate the earth technique and stopping it from happening(this counts as a move each time its used). Nyoka is also able to use the reverse summon technique, by summoning his summoner to his side through slamming the tip of his tail on the ground, his summoner appears where the tip of his tail is.
Notes & Restrictions:
-Nyoka is also able to summon his summoner once through out the battle(this counts as a move for the user and also counts as one of the four summons that the user is allowed.)
-Nyoka is able to use the snake substitution technique just once.(counts as a move for the user.)
-Due to Nyoka's size he is completely immune to all A-rank and below techniques.
-Nyoka can only be summoned once. Nyoka lasts on the battle field for 3 turns.
-Nyoka is an Earth master, able to use all earth techniques up to S rank without hand seals, through sending his chakra into the ground, Nyoka can perform the earth techniques.
-Nyoka can negate the release of an earth techniques through seismis sense(this means all earth technique coming from the ground around Nyoka). Nyoka can use this ability 3 times per battle and each use Counts as a move for the user
-Nyoka can only be taught by Neilson.


 Declined  Where is it stated that Aoda is twice as fast as a Kage rank ninja? Seismic sense? Negating earth techniques? Imune to A-Ranks and using freeform abilities that are A-Rank? Summoning its summoner? Yeah... One more go then its DNR.
 
Last edited by a moderator:

Korra.

Sage of Snakes
Supreme
Joined
Apr 25, 2011
Messages
22,836
Kin
2,212💸
Kumi
4,343💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

Blake bio has Snakes

(Hebi no fukkatsu) - Rebirth of a Snake
Type: Supplementary
Rank: A
Range: Short(when the uses uses it) Mid(how far the snakes travels)
Chakra: 30
Damage: N/A
Description: If the user is in a situation were they can not move or need to avoid an attack, they will release a torrent of snakes from the mouth (just like Myriad Snake Net Jutsu) as there body flattens as the snakes come out of their body and covers the battlefield up to mid range. The user will the come out of mouth of any one snake they choose allowing them to avoid incoming jutsus. If the opponent destroys every snake on the field before the comes out of a snake the user will also get hurt.
Note: Must know Snake Summonings
Note: Must be taught by Blake Belladonna
Note: Usable once and counts as a sub

Based this off how Kabuto came out of a snake in his fight against Itachi and Sasuke and if it helps I have a Kabuto bio.


 Declined  This is simply a version of oral rebith, a kinjutsu, and you know it. DNR.


Have a second spot for a summoning since dropping Salamanders

Summoning Animal: Viperfish
Scroll Owner: Blake Belladonna
Other Users who have signed contract: None
Summoning Boss if existing: Red Gyarados
Other Summoning Animals tied to contract: None
Description and Background: A viperfish is a salt water fish in the genus Chauliodus, with long, needle-like teeth and hinged lower jaws. They grow to lengths of 30 to 60 cm (12 - 24 inches). Viperfish stay near lower depths (250–5,000 feet) in the daytime and shallow at night, primarily in tropical and temperate waters. It is one of the fiercest predators in the deep sea and is believed to attack its prey by luring them with a light-producing organ called a photophore, which is located on the end of its dorsal spine. It flashes this natural light on and off, at the same time moving its dorsal spine around like a fishing rod and hanging completely still in the water. It also uses the light producing organ to communicate to potential mates and rivals. Viperfish vary in color between green, silver, and black. It uses its fang-like teeth to immobilize prey and would not be able to close its mouth because of their length, if it were not able to curve them behind its head. The first vertebra behind the head of the viperfish is known to absorb the shock of its attacks which are mainly targeted against dragonfish and other small creatures. They are able to undergo long periods with scarcely any food. Viperfish can adjust to pressure in the deeper ocean alowing them to go deeper in the ocean. All the Viperfish come from a place called the Dark Ocean.
You must be registered for see images
Summoning Tattoo
You must be registered for see images

(Kuchiyose no Jutsu: Akai Gyaradosu) - Summoning Technique: Red Gyarados
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: Red Gyarados is the boss summoning of the Viperfish and the leader of the Dark Ocean. Red Gyarados is as long as Aoda (from the Snake Summoning) and is the most veracious viperfish out of all of them. His body is covered in hard scales that gives him protection from B rank jutsus and below while also taking little damage from A rank ninjutsu. He is also one of the fastest Viperfish and being the strongest is able to power through the water at fast speeds and can overcome A rank and below water jutsus that effect the water. He is able to use up to S rank water with great speed due to him having a water affinity. Gyarados also only obeys to though he deems worthy making him dangerous to summon. His able to dive deeply into the water without having problems being able to adjust to water pressure easily. His bites from his fangs are powerful enough to break through B rank defense that that opponent may use on their selves.
Note: Must have signed the Viperfish Summoning
Note: Can only be summoned once
Note: Stays on the field for 4 turns
Note: Gyarados using water jutsus counts as one of the user's turn.
Note: Has to be summoned in the water and if not he has one move to get into water before being desummoned.
You must be registered for see images


 Both Declined  I'll say exactly what I said to the last member who tried to submit this animal: its an animal that can only live in the water so how can you use it in battle? In your contract you mention size as a small animal but then you submit a summon that is the size of Aoda... Be consistent. The information of the contract should describe what the animal is towards narutoverse. Where doest it live? How can you summon it on earth? what size in the RP do they vary from? etc etc. Basic stuff.
Resubmitting the Contract

Summoning Animal: Viperfish
Scroll Owner: Blake Belladonna
Other Users who have signed contract: None
Summoning Boss if existing: Red Gyarados
Other Summoning Animals tied to contract: None
Description and Background: A viperfish is a salt water fish in the genus Chauliodus, with long, needle-like teeth and hinged lower jaws. They grow to lengths varying from of 30 cm to being as large as Large Snake Summonings like Aboa and the 3 Headed Snake Summoning. Viperfish stay near lower depths (250–5,000 feet) in the daytime and shallow at night, primarily in tropical and temperate waters. It is one of the fiercest predators in the deep sea and is believed to attack its prey by luring them with a light-producing organ called a photophore, which is located on the end of its dorsal spine. It flashes this natural light on and off, at the same time moving its dorsal spine around like a fishing rod and hanging completely still in the water. It also uses the light producing organ to communicate to potential mates and rivals. Viperfish vary in color between green, silver, and black. It uses its fang-like teeth to immobilize prey and would not be able to close its mouth because of their length, if it were not able to curve them behind its head. The first vertebra behind the head of the viperfish is known to absorb the shock of its attacks which are mainly targeted against dragonfish and other small creatures. They are able to undergo long periods with scarcely any food. Viperfish can adjust to pressure in the deeper ocean allowing them to go deeper in the ocean. All the Viperfish come from a place called the Dark Ocean. Viperfish summonings are used in battles that an water source is available or being used in fights were both the user and opponents are on top of a lake or ocean. Viperfish can be summoned on earth terrains and will be able to survive and be able to attack but only for the most of 2 turns before they need to be inside a large enough water source, depends on the size of the Viperfish, or else they will be desummoned and return back into the Dark Ocean. They could also be summoned inside large water jutsu like, Exploding Colliding Water or Giant Water Wave, so that they can deal extra damage along with the water jutsu (to be submitted as a technique or as specific abilities for specific unique summons).
You must be registered for see images
Summoning Tattoo
You must be registered for see images


 Approved 

(Kuchiyose no Jutsu: Akai Gyaradosu) - Summoning Technique: Red Gyarados
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: Red Gyarados is the boss summoning of the Viperfish and the leader of the Dark Ocean. Red Gyarados is as long as Aoda (from the Snake Summoning) and is the most veracious viperfish out of all of them. His body is covered in hard scales that gives him protection from B rank jutsus. He is also one of the fastest Viperfish and being the strongest is able to power through the water at fast speeds and can overcome A rank and below water jutsus that effect the water. He is able to use up to S rank water with great speed due to him having a water affinity. Gyarados also only obeys to though he deems worthy making him dangerous to summon. His able to dive deeply into the water without having problems being able to adjust to water pressure easily. His bites from his fangs are powerful enough to break through B rank defense that that opponent may use on their selves.
Note: Must have signed the Viperfish Summoning
Note: Can only be summoned once
Note: Stays on the field for 4 turns
Note: Gyarados using water jutsus or his bites counts as one of the user's turn.
Note: Has to be summoned in the water and if not he has one turn to get into water before being desummoned.
You must be registered for see images



 Approved  *

New Submission

(Aisu Joō no Hōrudo) The Ice Queen's Hold
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user will use their sword and channel chakra into it. The user will swing their sword in a circular motion using the chakra in the sword to create 6 star figures, double the size of normal shurikens, in front of them. The user will then point the sword at the opponent and have the stars launch at the opponent when the starts get to the opponent the stars form into a collar like object that attaches onto the opponent and then squeezes the opponent and bind them so that the user can strike them. If the opponent has strength or speed like A, 3rd Raikage, Tsuande, Sakura, etc. the opponent can break free of the bind.
Note: Usable 4 times a match
Note: Bind last for 1 turn.
Note: Must be taught by Blake Belladonna

What it looks like
You must be registered for see images


 Approved 
 
Last edited by a moderator:

sagemode jinchuuriki

Active member
Elite
Joined
Jan 8, 2013
Messages
8,651
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

(Kuchiyose no Jutsu: Velax Kashikoi) Summoning technique: Velax the wise
Type: Summoning
Rank: S
Range: N/A
Chakra: 30
Damage: N/A
Description: Velax the wise is the boss of all Julia Creek Dunnart. Velax's size is 30 feet tall and about 60 feet long. Velax was responsible for teaching his fellow dunnarts in their woodland and grassland home about how to use the wind to increase their over all destructive capabilities. Velax can use S rank or below jutsus in wind style. His apparent favorite wind style jutsu is to release his charka around himself while shaking creating a centralized tornado going horizontal towards his target. Velax happens to find this technique to be slightly boring stupid. After a few years of practice he figured out how to make a wind attack that looked like himself that charges at the target and hits the opponent causing the opponent to get thrown around inside out it until the wind compresses and explodes.
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: He can only stay summoned for 4 turns
Note: Can't be used more than once in combat

Contract approval:
______________________________________________
Bold the change

♠ Declined ♠
Emphasize on the bold and give it a rank and proper usage limit. Its special ability needs more description.




(Kuchiyose no Jutsu: Riagaria) Summoning technique: Riagaria
Type: Summoning
Rank: S
Range: N/A
Chakra: 30
Damage: N/A
Description: Riagaria is the mate to Velax and unlike him discovered that she could not use wind but rather could use lightening. She is equal in size to her mate and often is rather hard to handle when summoned because of her shy behavior making it hard for her summoners to communicate with her properly. She figured out how to use lightening style charka to boost her agility up to Sannin Rank and accuracy as well as destructive abilities. She can use Lightening style jutsus up to S rank that don't require hand seals. Her favorite technique is creating ball of lightening that's 5 feet across and send five lightening bolts down at her target. She also figured out how to create ball of lightening that spins at such a high speed causing it to pick up pieces of earth in the wind it creates. Once the attack is launched at the target the ball itself condenses because of the increased amount of pressure on it causing it to explode on contact
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: She can only stay summoned for 4 turns
Note: Can't be used more than once in combat
Note: She can't be summoned after you summoned Basilian

Contract approval:

(Kuchiyose no Jutsu: Basilian) Summoning technique: Basilian
Type: Summoning
Rank: S
Range: N/A
Chakra: 30
Damage: N/A
Description: Basilian is the brother to Velax but found his personal affinity fit earth more than wind or lightening. Since he couldn't do wind or lightening he decide to change his focus from attack power to defensive and counter attacks more. This gave way to his unique fighting of combo of hitting his opponent into the air with an earth pillar he than breaks a piece of the pillar off with a bat of his paw and takes the broken piece of the pillar into the air with his tail and the causing a few spike to shoot up and skewer the opponent. He can use earth style jutsu up to S rank that don't require hand seals. He also tends to far lazier than his brother and more out going than his brothers mate giving him the title of most annoying summoning because he complains when he gets summoned. He also tends to create a fissure that opens up between him and his target. The fissure is approximately 10 feet in width as the target falls into the pit several sharp jagged spikes come out on each side of the fissure. As the fissure closes the spikes skewer his target
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: He can only stay summoned for 3 turns
Note: Can't be used more than once in combat
Note: He can't be summoned if he brother has already been summoned

Contract approval:
_________________________________________
Changes in Bold

♠ Both Declined ♠
Same as above. Summons can have unique abilities, but you need to treat them as a separate jutsu and moves such as the ones you described above usually takes up a jutsu slot during battle.
(Kuchiyose no Jutsu: Velax Kashikoi) Summoning technique: Velax the wise
Type: Summoning
Rank: S
Range: N/A
Chakra: 30
Damage: N/A
Description: Velax the wise is the boss of all Julia Creek Dunnart. Velax's size is 30 feet tall and about 60 feet long. Velax was responsible for teaching his fellow dunnarts in their woodland and grassland home about how to use the wind to increase their over all destructive capabilities. Velax can use S rank or below jutsus in wind style. His apparent favorite wind style jutsu is to release his charka around himself while shaking creating a centralized tornado going horizontal towards his target. Velax happens to find this technique to be slightly boring stupid. After a few years of practice he figured out how to make a wind attack that looked like himself that charges at the target and hits the opponent causing the opponent to get thrown around inside out it until the wind compresses and explodes. The technique takes on the physical appearance of a Dunnart. However the technique itself is S rank and the moment it’s launched requires Velax to return home. The technique itself has two stages to it. The first stage of the technique is when the front part of the technique makes impact with the target. The massive wind pressure would hit the target as if the nose of the Dunnart slammed into him. The second stage is when the technique starts to get a more spherical shape to it. As this happens in a mid-range area most things would get cut to ribbons as the wind takes on the form of rather large blade before spiraling outward.
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: He can only stay summoned for 4 turns
Note: Can't be used more than once in combat

Contract approval:


 Declined  Wrong chakra info... S-Rank is 40 chakra... Didn't even read the rest. Following template is key.

(Kuchiyose no Jutsu: Riagaria) Summoning technique: Riagaria
Type: Summoning
Rank: S
Range: N/A
Chakra: 30
Damage: N/A
Description: Riagaria is the mate to Velax and unlike him discovered that she could not use wind but rather could use lightening. She is equal in size to her mate and often is rather hard to handle when summoned because of her shy behavior making it hard for her summoners to communicate with her properly. She figured out how to use lightening style charka to boost her agility up to Sannin Rank and accuracy as well as destructive abilities. She can use Lightening style jutsus up to S rank that doesn’t require hand seals. Her favorite technique is creating ball of lightening that's 5 feet across and send five lightening bolts down at her target. She also figured out how to create ball of lightening that spins at such a high speed causing it to pick up pieces of earth in the wind it creates. Once the attack is launched at the target the ball itself condenses because of the increased amount of pressure on it causing it to explode on contact. Like her mate her special attack is S rank and requires her to return home once she has fired the technique. When she first starts the technique its creation starts in her mouth rather than outside of her. Once the ball of lightning forms she forces the charka to spin into sharper edges of the sphere and forces its speed to increase as she decreases the size at a slow rate. Just before the technique can harm her in any way she opens her mouth and releases it. The technique gets most of its speed of the initial release from her mouth in sudden burst (similar to the affect of sugar or Mentos in a coke bottle full of coke) . As the attack travels forward the speed of the lightning and the sharpness of the attack cause earth to break apart (similar to a chidori getting slammed into a wall) however due to the rotation small gusts of wind pick up around it and hold the earth in place. Just before impact enough earth surrounds the ball of condensed lightning causing it to condense further (it increases slightly after she releases it). On impact the technique rapidly expands hitting anything mid-range of the attack and discharges a massive amount of lightning in a large explosion.
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: She can only stay summoned for 4 turns
Note: Can't be used more than once in combat
Note: She can't be summoned after you summoned Basilian

Contract approval:


 Declined  Same as above.

(Kuchiyose no Jutsu: Basilian) Summoning technique: Basilian
Type: Summoning
Rank: S
Range: N/A
Chakra: 30
Damage: N/A
Description: Basilian is the brother to Velax but found his personal affinity fit earth more than wind or lightening. Since he couldn't do wind or lightening he decide to change his focus from attack power to defensive and counter attacks more. This gave way to his unique fighting of combo of hitting his opponent into the air with an earth pillar he than breaks a piece of the pillar off with a bat of his paw and takes the broken piece of the pillar into the air with his tail and the causing a few spike to shoot up and skewer the opponent. He can use earth style jutsu up to S rank that don't require hand seals. He also tends to far lazier than his brother and more out going than his brothers mate giving him the title of most annoying summoning because he complains when he gets summoned. He also tends to create a fissure that opens up between him and his target. The fissure is approximately 10 feet in width as the target falls into the pit several sharp jagged spikes come out on each side of the fissure. As the fissure closes the spikes skewer his target. He starts this S rank jutsu which like his brother forces him to leave the battle the moment he casts by lifting his front two paws up slightly. As he makes contact with the he release earth charka into the ground the effect results in a tiny crack going from his paws all the way to his target. As his technique gets close it expands until it reach ten feet in width from where his target is. The ground directly in front of him also expands to ten feet. However unlike most fissures this one doesn’t stay opened. Just before it close he focus the remainder of his charka into the fissure creating spikes on the walls of the fissure. As the fissure closes the spike impale the target before the target gets squashed by the fissure closing.
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: He can only stay summoned for 3 turns
Note: Can't be used more than once in combat
Note: He can't be summoned if he brother has already been summoned

Contract approval:
_________________________________________
Changes in bold


 Declined  Same as above. Following template is key. If you don't get the time and spend the energy to do a simple copy paste and follow the instructions in the first post why should I check it?
 
Last edited by a moderator:

Baldy

Active member
Legendary
Joined
Aug 28, 2011
Messages
12,039
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

(Futon: Koyubi furikku)- Wind Release: A Little Finger Flick
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: A simple technique, where the user creates a small burst of wind anywhere within Short-Long range. This small burst of wind can reach up to sizes of 2-3 meters in radius. This burst of wind can be generated almost instantaneously. It happens suddenly, and it is mainly used to redirect attacks in a particular, favourable direction to the user due to its rather explosive nature. It can redirect any attack of the user, regardless of rank, but can only be used on the opponent’s techniques if they are B-rank and below(elemental advantages and disadvantages apply). Also, this burst of wind can be used to distract the opponent, for example, to disrupt hand seals. It is strong enough to affect a large summoning, causing it to lose its balance. Multiple bursts may be created to allow a technique to easily maneuver past an opposing technique without collision, though it needs to be timed to perfection or it might backfire.

Note:

-Can only be used 5x per battle


 Declined  Potencially oped and exploitable. I have no issue with possible defensive uses but the offensive potential is too much. And redirect would work following elemental weakness and strengths, regardless of being your own technique or not. Long range is way to much.

(Doton: Gareki no sakusei)- Earth Release: Rubble Creation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: A simple technique initiated through the user simply performing a single hand seal. In any location of his choosing, the user may generate a moderate amount of small rocks and rubble. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique.

Note:

-Can only be used 4x per battle


 Declined  You cannot generate Earth from nowhere. Water is generated by infusing existing H2O molecules in the air around and multiplying them by the use of chakra. Wind exists all around and fire and lightning work differently. But earth cannot be simply forced to materialize just like that.
(Futon: Koyubi furikku)- Wind Release: A Little Finger Flick
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: A simple technique, where the user creates a small burst of wind anywhere within Short-Mid range. This small burst of wind can reach up to sizes of 2-3 meters in radius. This burst of wind can be generated almost instantaneously. It happens suddenly, and it is mainly used to redirect attacks in a particular, favourable direction to the user due to its rather explosive nature. It can redirect any attack of the user, regardless of rank. However, if the attack is above the technique's rank(B-rank), the user will only be able to redirect a part(B-rank) of the technique, which would be smaller than the original technique. The redirected portion travels at the same speed as the original. It can only be used on the opponent’s techniques if they are B-rank and below(elemental advantages and disadvantages apply). Also, this burst of wind can be used to distract the opponent, for example, to disrupt hand seals. It is strong enough to affect a large summoning, causing it to lose its balance. Multiple bursts may be created to allow a technique to easily maneuver past an opposing technique without collision, though it needs to be timed to perfection or it might backfire.

Note:

-Can only be used 5x per battle


 Declined  You didn't change what I asked. Defensive uses are ok but altering your own techniques isn't defensive...its for offensive purposes. Also, hand seal for this to be triggered or some kind of gesture or requirement other than simple will.

(Doton: Gareki no sakusei)- Earth Release: Rubble Creation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: A simple technique initiated through the user simply performing a single hand seal. In any location of his choosing, the user may cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.

Note:

-Can only be used 4x per battle


 Declined  Problem here: you first describe that it does damage on its own but in the template you say it only does damage adding to a given technique. Also, you need to explain something. How can you use this fast enough so that it combines with another technique and form one? Normally speaking, this is completely useless as it is. You use this then use a water technique to combine with it. Before you use the water I defend, easily, preventing your combo. You know what I'm saying right? Perhaps making this into the form of an additional hand seal you perform in the end of a given other technique, adding the earth to its normal procedure and composition and thus adding the damage and making ti count as two moves yet be done in the time frame of a single move.

~New techs


(Genjutsu: Glasgow Grin)
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user triggers this illusion by performing a single hand seal, before grinning maniacally, whilst drawing a kunai to his/her neck level. When the opponent glances upon the user’s visage, the genjutsu is cast. In the illusion, the opponent hallucinates and sees the user’s grin widen, and widen incessantly. The grin stretches to the point where it reaches the user’s eyes. This scene would be quite disturbing. Also, the opponent would feel as though earthen statues of the user rise up from the ground, with the same maniacal grin on their faces, immobilizing the opponent, holding him in place the moment the genjutsu is cast. As the user grins, he would be perceived to start running towards the opponent, before stopping right in front of him. The user would then be seen to, using the kunai he drew earlier, carve a similar grin for the opponent. He would use the kunai as a knife to force the opponent’s mouth into a grin, while he/she is immobilized, before stretching the grin all the way up to the opponent’s eyes. The opponent would feel extreme pain when the user does this, as he would think his/her mouth is being sliced open. While the opponent hallucinates all this, the user is free to do whatever he/she wants.

Note:

-Can only be used 2x per battle
-No other genjutsu in the same turn, and the next turn


 Declined  Wrong name. Glasglow Grin is english, Genjutsu is japanese... Fix it and resubmit. I don't check techniques which don't follow the template.
 
Last edited by a moderator:

Summer

Active member
Legendary
Joined
Sep 17, 2012
Messages
14,422
Kin
3💸
Kumi
24💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

[Futon kurasshu dagekinami] Wind Style Crash Shockwave
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90 [-40 to user]
Description: this is a very intense way of harnessing your wind elements force of pressure. the user begins by compressing two Wind balls in each palm of his or her's hands. the user then proceeds too take a sturdy like defensive stance, using his two compressed wind ball's the user then places his arms together starting from the elbow working his way up to the wrists with his or her's palms facing forward. the user will then close his or her's hands in a clapping like motion forcing the two balls of wind too collide and react to each other compressing then exerting more force, the balls will release upon the great force and send a wind shockwave out in front of the user and this juts will also shift the user backwards ten feet which is why the defensive sturdy stance is needed. the shockwave that releases forward is so immense that it can lift tree's out of the ground by the root, and also crush an enemy's eardrums from the sheer wind pressure of the shockwave. the user however will suffer broken ribs from having the elbows together in front of the ribcage, thus making it harder to breath easily the duration of the battle. the radius of the wind shockwave is 3 meters from left shoulder to and 3 meters from the right shoulder but immensely fast moving jutsu.

restrictions.
- no other wind jutsu's in the same turn.
- the user suffer's broken ribs.
- no wind above A rank for the duration of the battle.
- only usable once during battle.
- can only be taught by rojuro.


 Declined  Oped and badly explained. The whole wind balls and what not makes little sense. The moment you'd make them collide, they'd burst open and explode you more than your enemy. 40 damage is nothing concrete and if you suffer broken ribs then you also suffer many more things... *

(Shoton: R-keiretsu ) - Crystal: R-system
Type: Supplementary
Rank: S rank
Range: Short
Chakra Cost: 40
Damage Points: (plus 10 with offensive techniques)
Description:
The user begins by forming four handsigns and building up there crystal chakra and proceeds to form a tower called the R-system this tower takes 3 seconds to form meaning it would be a great opening move to setup the battlefield. The ability of this tower is that it has a special crystal core in the middle of the tower which radiates crystal energy by harnessing light in the battlefield. This causes the tower to give a power bonus of 10% to all the current and or newly used crystal jutsu's which are used. This tower can not be rebuilt or self repairing in any way but it is a denser crystal from being able to harness light energy. It will take a direct blow with the proportion of a Odama rasengan to bring this tower down to rubble. the core of the crystal can ony harness sunlight and not moonlight so it only has effect during the day. the core of the crystal will also glow after one turn has ended symbolizing that the tower has gathered enough light and is at the stage of strenthening crystals. regular weaknesses apply to the strength and weaknesses of this crystal jutsu. this structure stays on the field for the duration of the battle unless destroyed, and is a self sustaining booster because of utilizing a light source.

Restrictions: can only be used once during battle, can only stay active for three turns.
:requires a S rank jutsu blow to do damage to this tower.
: no other crystal jutsu's may be used in the same turn.
: the actual size is about as tall as and thick as manda the snake.
: the tower can in no way be used to deal damage
: 10% strength boost to all crystal.
Note: can only be used by guren.
: can only be taught by roju
You must be registered for see images
____________
-Declined- Let me explain in another manner, the 10% boost will confuse both you and your opponent, just put it as +10 and get it over with, also remote the note bolded, and also add it can't be used to guard from attacks.


Bakudō # 73. Tozanshō (倒山晶, Inverse Mountain Crystal)

Type: Supplementary
Rank: S rank
Range: mid range
Chakra Cost: 40
Damage Points: 80
Description: guren upon in mid air forms one handsign and proceeds to form a giant upside down pyramid. the pyramid falling down from natural gravity and weight will crush a radius up to mid range and will sink down into the ground from being a sharp pointed object. this jutsu is very fast to drop as the shear size is immense so the pyramid will drop faster then the dropping lid technique.
You must be registered for see images
restrictions: can only be used twice during battle.
: no S rank techniques in the same turn.
: can only be used from above the enemy (mid air)
: can only be used by guren
:can only be taught by roju
___________
-Declined- remove the bold, give the pyramid a rough size and mention how far it's made from the opponent.


(Shoton: R-keiretsu ) - Crystal: R-system
Type: Supplementary
Rank: S rank
Range: Short
Chakra Cost: 40
Damage Points: (plus 10 with offensive techniques)
Description:
The user begins by forming three handsigns and building up there crystal chakra and proceeds to form a tower called the R-system this tower takes mere seconds to build The ability of this tower is that it has a special crystal core in the middle of the tower which radiates crystal energy by harnessing light in the battlefield. This causes the tower to give a power bonus of +10 to all the current and or newly used crystal jutsu's which are used. This tower can not be rebuilt or self repairing in any way but it is a denser crystal from being able to harness light energy. It will take a direct blow with the proportion of a Odama rasengan to bring this tower down to rubble. the core of the crystal can ony harness sunlight and not moonlight so it only has effect during the day. the core of the crystal will also glow after one turn has ended symbolizing that the tower has gathered enough light and is at the stage of strenthening crystals. Cannot be used to guard against attacks in any way possible, this tower can be made in front of the user and or behind the user. which strategically building it behind the user is the appropriate choice.

Restrictions
: can only be used once during battle, can only stay active for three turns.
: no other crystal jutsu's may be used in the same turn.
: the actual size is about as tall as and thick as manda the snake.
: the tower can in no way be used to deal damage
: +10 strength boost to all crystal.
Note: can only be used by guren.
: can only be taught by roju


bolded neccessary changes and removed points you called for.



 Declined  What is Crystal energy? =_= Making stuff up to power stuff up doesn't make it true. DNR

(Bakudō # 73. Tozanshō (倒山晶, Inverse Mountain Crystal)

Type: Supplementary
Rank: A Rank
Range: mid range
Chakra Cost: 30
Damage Points: 60
Description: guren upon in mid air forms one handsign and proceeds to form a giant upside down pyramid. the pyramid falling down from natural gravity and weight will crush a radius up to mid range and will sink down into the ground from being a sharp pointed object. this jutsu is made anywhere 10 feet or higher above the enemy in mid air, the size of this pyramid is that of regular sized house and can be stomped on in mid air by guren to increase the impact speed. the building of the pyramid is exactly like the gif shown the pyramid builds to outer perimeter's wall's first.

You must be registered for see images


restrictions: can only be used twice during battle.
: no S rank techniques in the same turn.
: can only be used from above the enemy (mid air)
: can only be used by guren
:can only be taught by roju


bolded changes include rank size and height of the jutsu.


 Declined  Collides with existing techniques. The name is wrong as there is no such thing as Bakudo in narutoverse. I've said countless times before that I don't accept kanji in names. Sorry but DNR.
 
Last edited by a moderator:

Vex

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

CFS Approved

Devil's Fist: Gentle Caress(Mao Genkotsu: Onbin Aibu)
Type: Offense
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: A simple jutsu, where one channels fire chakra into his leg. The user's leg is extremely hot, allowing him to cause heat damage on impact. The heat damage itself, is not very great. It is the equivalent of recieving mild burns, it may blister and cause a lot of pain, but it does not do great damage. The kick itself does damage, because of the user rotating his hip at the time of the kick, making it strong. This technique is not really meant to attack any upper body parts. It is much more suited to be aimed at the lower legs, or near the thighs. This is to make it difficult for the opponent to walk, and to make it easier for the user to land more powerful blows in the future.

-Restrictions-

Can only be used thrice
Can only be taught by Vex
___________
-Approved- Removed the extremely fast part.


Devil's Fist: Wrath of Apollo (Mao Genkotsu: Doki no Apollo)
Type: Offense
Rank: Forbidden
Range: Short
Chakra: 50 (-10 per turn)
Damage: N/A (10 damage to the user)
Description: Arguably, one of the most powerful attacks in the entire style of Devil's Fist. The user channels his fire chakra through his entire body, heating it up to an extremely high temperature. The user's entire body would turn a faint red or almost pink color from the heat. Meanwhile, the increased tempreature will cause the user's sweat to instantly vaporize and turn into steam. In this state, the the user gains a tremendous +20 to all his taijutsu, and to his fire jutsu. He will also have heat added to all of his blows. The heat is to such a degree, that the air around the user will simply dry up being devoid of moisture so that no one is able to mold the moisture in the air for certain water jutsu. The user's blows are hot enough, that if he were to grasp the metal of a katana, it would begin to melt, and after a few seconds of uninterrupted physical contact be completely unusable because it was melted down. The drawback to using this is that, when it runs out this leaves the user feeling extremely exhausted, and his body feeling raw so the user himself will be unable to perform taijutsu, while he will also take a large amount of damage and pain from all taijutsu. This would last for about one turn. It almost as if the user has an extremely bad case of sunburn, and even the weakest taijutsu will cause him immense physical pain.

-Restrictions-

Can only be used once per battle
Leaves the user feeling tired, and his skin being extremely raw so that the weakest taijutsu would cause immense physical pain. As if the user was experiencing a severe sunburn.
The mode lasts for 3 turns
Can only be taught by Vex
Can only be used by someone who has mastered Devil's Fist.
___________
-Declined- I think a heating to that level would vaporize your internal fluids, and basically Scorch Releases you >_> reduce that amount of heat if you want this, also remove the Fire techniques boost, why would it boost Fire techniques with damage when you heat up your body? ._.


Devil's Fist: The Great Wall (Mao Genkotsu: Za Taishita Hei)
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:One of the only defensive jutsu for Devil's Fist. The user waits for an opponent to strike. When the opponent strikes, the user will grab onto the attacking limb and pull it towards him while also twisting his body out of the way. This increases the momentum of the opponent, and uses it against him. He then lifts his knee, and concentrates fire chakra into it. He then slams this knee into the chest of his opponent, where the heart is. Combined with the force of his strike and the power behind his opponent's speed, the attack is powerful enough to seriously injure an opponent.

-Restrictions-

Can only be used twice per battle
Can only be taught by Vex
Can only be used by students of Devil's Fist
__________
-Declined- You need to define the strike you are guarding against, this can't be used to guard against virtually any Taijutsu technique, since you are using your hands to catch the limb, i assume it's done to attacks that target your torso and up levels, not your legs/knees.
Devil's Fist: The Great Wall (Mao Genkotsu: Za Taishita Hei)
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: One of the only defensive jutsu for Devil's Fist. The user waits for an opponent to strike at his torso or anywhere above that. When the opponent strikes, the user will grab onto the attacking limb and pull it towards him while also twisting his body out of the way. This increases the momentum of the opponent, and uses it against him. He then lifts his knee, and concentrates fire chakra into it. He then slams this knee into the chest of his opponent, where the heart is. Combined with the force of his strike and the power behind his opponent's speed, the attack is powerful enough to seriously injure an opponent.

-Restrictions-

Can only be used twice per battle and only against taijutsu or taijutsu custom style moves up to the same rank
Can only be taught by Vex
Can only be used by students of Devil's Fist


 Approved  Added note

Football (Shuukyuu)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (10 to fill the ball)
Damage: N/A
Description: At first appearing to be a minature soccerball about the size of your thumb. This is simply for the purpose of easy transportation. The weapon itself is primarily wind based. The user can expand it in size by filling it with air by channeling wind chakra into the ball through physical contact with the user's skin. This doesen't take much time at all, and it can reach the size of a normal ball. When in normal size, the ball can do extreme blunt damage to the opponent if it hits him, and is able to bounce a very far distance. It is extremely difficult to pop the ball, normal weapons won't do the trick. It takes an elemental jutsu of at least A rank, or a regular ninjutsu of S rank to pop. The ball also has the ability to return to the user whenever he wills it to, and it moves at the speed of a thrown kunai. This ball is usually used in the application of Football Arts.

Restrictions

Can only be wielded by those trained in Football Arts
Can only be taught by Vex

CFS Approved and


 Approved  Edited. The ball itself doesn't do damage as its not sharp or anything. What does damage is the moves which you'll use it with. Like kicking it towards your opponent. The ball itself doesn't passively do 80 damage just for being there.

Devil's Fist: Wrath of Apollo (Mao Genkotsu: Doki no Apollo)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Arguably, one of the most powerful attacks in the entire style of Devil's Fist, but actually its most basic application. Simply heating the entire body (or focusing it onto certain body parts). This causes heat damage in addition to regular damage that would be evident from punches. The user's body appears to be a faint pink color during the duration of the jutsu. The user channels his fire chakra through his entire body, heating it up to an extremely high temperature. The user's entire body would turn a faint red or almost pink color from the heat, although it is not hot enough to evaporate internal fluids. Meanwhile, the increased tempreature will cause the user's sweat to instantly vaporize and turn into steam. In this state, the the user gains a tremendous +20 to all his taijutsu. He will also have heat added to all of his blows, this being S ranked. The user's blows are hot enough, that if he were to grasp the metal of a katana, it would begin to melt.

-Restrictions-

Can only be used once per battle
The mode lasts for 3 turns
Can only be taught by Vex
Can only be used by someone who has mastered Devil's Fist.

CFS Approved

♠ Pending, leaving for Scorps ♠


 Declined  Ok, big issue: you cannot use a CFS technique to power Taijutsu. Period. This technique is a technique from a Nintaijutsu style that combines increasing temperature in your LIMBS while delivering melee attacks so that you can add burning damage to them. Nothing in this technique is that. This is simply an attempt at a mode. I've said this before... CFS aren't modes.​
Devil's Fist: Wrath of Apollo (Mao Genkotsu: Doki no Apollo)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Arguably, one of the most powerful attacks in the entire style of Devil's Fist, but actually its most basic application. Simply heating the user's limbs. This causes heat damage in addition to regular damage that would be evident from attacks. However, this is not a mode. It is simply the user heating up certain parts of his body to deliver powerful heated attacks. The user channels his fire chakra through his entire body, heating it up to an extremely high temperature. although it is not hot enough to evaporate internal fluids.

-Restrictions-

Can only be used once per battle
Can only be taught by Vex
Lasts for 3 turns
Can only be used by someone who has mastered Devil's Fist.


 Declined  IU removed the last sentence and was in the process of editing it to make it approvable but noticed you still made it a mode. =_= Let me explain how it should be: "The user will take X taijutsu stance and focus his fire chakra throughout his body, heating it as much as possible. As he does so, he will then proceed to either attack the target using X number of taijutsu hits or defend from X number of taijutsu hits from his target. The users body will be so hot that unguarded contact with his skin produces severe local burns and can easily injure the enemy". You need to be more restraint and logical. You're submitting moves for your CFS and not modes. It was still a mode. Resubmit.
 
Last edited by a moderator:

ZandaT

Active member
Legendary
Joined
Aug 18, 2012
Messages
12,448
Kin
207💸
Kumi
8,739💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

(Katon: Kasō) Fire Style: Cremation
Rank: S
Type: Offensive/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs 3 hand seals while kneading their fire chakra into their mouth which then turns into a superheated heated ash. The user then exhales the hot ash in between their raised hands, which is positioned in front of their chest, rapidly condensing the hot ash into a basketball sized sphere which they then fire at the opponent. The heated ash sphere on contact, or by the user clapping their hands, explodes into a 3m wide vortex that can reach up to mid.range in the sky. The heated ash can easily burn through the human skin resulting in 2nd degree burns throughout the opponents body.
NOTES
►Can be used 3x per battle
►No fire jutsu in the next turn
►Raining ash lasts for 2 turns
►This move cannot be used while previous ash is raining
►Can only be taught by Zanda

X-Approved-X Removed the last few lines: its not enough ash to make it rain, you'd need a volcano for that. Trying to evaporate clouds wont work either, it would also cause them to rain acidic water that irritates the skin/causes slight burns a few turns later.
-Updating-

(Katon: Kasō) Fire Style: Cremation
Rank: S
Type: Offensive/Supplementary
Range: Mid/Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs 2 hand seal as they knead their fire chakra in a location within short range of the opponent before stomping their foot releasing a tall vortex made of superheated ash. The vortex is 3m wide and 6m tall with a powerful vacuum sucking ability that pulls in anything within 5m of the vortex into its superheated midst. Anything from ninja tools, humans, summons smaller than the jutsu, and even projectile based techniques will surcome to the vacuum effect of this technique without the vortex faltering depending on elemental ads./dis. Opponents will feel themselves losing their grip on the ground as they are picked up sucked towards the vortex in an uncontrollable manner at an alarming rate. The superheated ash vortex acts as an incinerator burning everything that is sucked into it while giving the fire jutsu fuel to continue on without the users need of continuous manipulation allowing the jutsu to be self sustained for a period of time. When water projectiles from water jutsu, or a water technique in general, enter this jutsu it weakens and will even dissipate depending on the rank of the water jutsu.
NOTES
►Can be used 2x per battle
►No fire jutsu above S rank next turn
►Vortex lasts for 2 turn unless destroyed
►Can only be taught by Zanda


 Update Declined 
 
Last edited by a moderator:
Status
Not open for further replies.
Top