[ARCHIVE] Custom Jutsu Submission - II

Status
Not open for further replies.

Typhon

Active member
Legendary
Joined
Apr 29, 2009
Messages
15,991
Kin
664💸
Kumi
6,684💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

Approved Contract:

(Kuchiyose no Jutsu: Tanmirā) - Summoning Technique: Tanmirā
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Tanmirā is a female Tanuki that stands at four and a half feet tall. She wears a traditional straw hat, holds a bottle of sake in one hand and a hand mirror in the other. Tanmirā was never fit for direct combat lacking the physical ability for taijutsu and the use of elemental ninjutsu. But she was quite intelligent and discovered a gift for trickery through genjutsu. She developed her own personal technique in which she mirrors techniques used during a battle, though only as an illusion. In the illusion the opponent sees the technique cast and if hit they experience the effects. For example if the illusion is used to cast gushing water imprisonment, the target will see themselves caught in the water prison. Any technique that is supposed to cause damage will break the illusion when the target is hit, though of course no real physical damage comes to them. The rank of the illusion matches the rank of the technique copied, though Tanmirā can only copy techniques up to A-rank. She can also transform herself into a hand mirror which when held by the user gives him access to this genjutsu. Since it is now the user using the genjutsu, they are allowed to copy any technique that has been used during the match.
-Lasts four turns.
-Casting the illusion counts as a move in the user's turn.
-Can only copy techniques used after summoned.
-Can only copy A-rank and below techniques.
_____________
-Declined- Nice one, but it's way too broad, approving something like this will only cause confusions and problems in the future.


(Bijutsu: Bijuu Keshin) - Tailed Beast Skill: Tailed Beast Incarnation
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is an advanced clone technique that was created in order to bring forth the tailed beasts into the human world in forms much more acceptable to the people around them. The Jinchuriki will form three hand seals and finish with the typical hand seal for the shadow clone technique. Rather then using their own chakra to create the clone they allow their Bijuu to channel its chakra through them providing what is necessary for the clone. This results in the creation of a clone that is made purely of their Bijuu's chakra, but given a human form. The clone has three seals on the back of its neck. The first reads "spirit" which is used to bind the Bijuu's consciousness to the clone. The second reads "control" which the Jinchuriki can use to bind the clone, a safeguard in case the Bijuu decided to act in undesirable ways. The third reads "vanquish" which when activated disperses the clone, returning the Bijuu's consciousness and chakra to the Jinchuriki. While in this clone form the Bijuu can use techniques of the elements it specializes in (Sand and Wind for Shukaku, Lava, Earth and Fire for Son Goku, etc.) as well as Bijutsu and Taijutsu. As the clone is made of the Bijuu's chakra, it can use it in the same way as the Jinchuriki to create the Chakra Shroud technique, but, as the clone possesses only a limited amount of chakra it cannot go into its incomplete or complete transformations. If the clone uses the chakra shroud once the technique ends the clone disperses. This technique is not without its drawbacks. Any passive ability (i.e. Gaara's Shield of Sand or the Jinchuriki's immunity to genjutsu) is lost, though elements such as sand, lava, bubbles, etc. are still usable as the majority of the Bijuu's chakra still remains within the host. The host also cannot go into their incomplete or full transformation until the clone disperses.
-Can be used once per battle.
-No other clones can be in use at the same time.
-Must have mastered non-medical fuuinjutsu.
-The clone using the Chakra Shroud counts towards the user's three usage limit.
-Host loses their immunity to genjutsu while the clone exists.
-Host cannot use the incomplete or full transformation.
___________
-Declined- It does exactly what the normal Shadow Clone Technique does, it's not an advanced version of it, it's actually a weaker version, you can see when Madara faught Naruto and used the Wood Release: Deep Forest Emergance, Naruto "clone" had the Kyuubi give him more chakra, even though he was a clone, also when Naruto was training, some of his clones were turning into the Kyuubi's chakra cloak, it means that the bijuu is within every clone you make, i don't mind if you still want this though, but you need something special for it to make it unique and not a rip off of the Shadow Clone Technique.
(Bijutsu: Bijuu Keshin) - Tailed Beast Skill: Tailed Beast Incarnation
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is an advanced clone technique that was created in order to bring forth the tailed beasts into the human world in forms much more acceptable to the people around them. The Jinchuriki will form three hand seals and finish with the typical hand seal for the shadow clone technique. Rather then using their own chakra to create the clone they allow their Bijuu to channel its chakra through them providing what is necessary for the clone. This results in the creation of a clone that is made purely of their Bijuu's chakra, but given a human form. The clone has three seals on the back of its neck. The first reads "spirit" which is used to bind the Bijuu's consciousness to the clone. The second reads "control" which the Jinchuriki can use to bind the clone, a safeguard in case the Bijuu decided to act in undesirable ways. The third reads "vanquish" which when activated disperses the clone, returning the Bijuu's consciousness and chakra to the Jinchuriki. While in this clone form the Bijuu can use techniques of the elements it specializes in (Sand and Wind for Shukaku, Lava, Earth and Fire for Son Goku, etc.) as well as Bijutsu and Taijutsu. As the clone is made of the Bijuu's chakra, it can use it in the same way as the Jinchuriki to create the Chakra Shroud technique and incomplete transformation, but as its chakra is limited it can't use its complete transformation. If the clone uses the initial transformation once the technique ends the clone disperses. This technique is not without its drawbacks. The host also cannot go into full transformation until the clone disperses. Since this clone is the Bijuu incarnate, once per battle it is able to use the tailed beast bomb (no transformation needed), though since its not the full power of the bijuu the damage is reduced by 20.
-Can be used once per battle.
-No other clones can be in use at the same time.
-Must have mastered non-medical fuuinjutsu.
-The clone using the Chakra Shroud counts towards the user's three usage limit.
-Host cannot use the full transformation while the clone is active.
____________
-Declined- All of it is fine apart from the usage of the tailed beast ball without transformation and using the incomplete transformation, that won't be accepted, also if you wanted for your bijuu to communicate with other people you can just make a standard shadow clone and the bijuu can speak through it, like how Kurama spoken to Kakashi and Gai through Naruto xD


Cut back on its drawbacks, added that it can use initial transformation and the TBB (though reduced effect) as a unique ability since it won't need to transform to use it. I figure the stuff with the consciousness, sealing and bijuu abilities is enough to separate it from standard shadow clones. To be honest the main reason I wanted this was so the bijuu could interact directly with other people during battles/RP, so its fine if its a little less practical than a normal shadow clone.
 
Last edited by a moderator:

Sonnelion

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

Lightning Release: Dragon Blitz Barrage (Raiton: Doragon Dengeki Danmaku )
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will first punch their less dominant hand before pulling back their dominant hand while twisting their upper half so that their is more power behind the punch while charging lightning chakra into their pulled back hand until their is an aura of lightning arcing off of it similar to the lightning blade or chidori only toned down a bit. After this is done the user will punch his/her fist forward while releasing the chakra in the form of many green dragons that will track down the opponent. Due to it being the user's chakra they can control them all and change their direction but only once. The lightning dragons are green due to intensity of the lightning. If used in close-combat, the lightning aura will paralyze the opponent, the user will punch the opponent in the stomach then release the chakra all at once as this happens the opponent will be launched back by the force while this happens a dragon large green dragon will come out and grab the opponent biting him/her across the abdomen then slam them against the ground.

Note(s)/Restriction(s)
-Can only be used/taught by Sonnelion
-Can only be used a maximum of 6 times
-Requires 1 turn breaks between use
3:34 - 3:42
[video=youtube;jEB0vfB6Pcw]https://www.youtube.com/watch?v=jEB0vfB6Pcw[/video]


 Declined  How can lightning produce green dragons? >_> DNR. Its similar to other things and makes little sense.
 
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. 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?
(Kuchiyose no Jutsu: Velax Kashikoi) Summoning technique: Velax the wise
Type: Summoning
Rank: S
Range: N/A
Chakra: 40
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:

(Kuchiyose no Jutsu: Riagaria) Summoning technique: Riagaria
Type: Summoning
Rank: S
Range: N/A
Chakra: 40
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:

(Kuchiyose no Jutsu: Basilian) Summoning technique: Basilian
Type: Summoning
Rank: S
Range: N/A
Chakra: 40
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
__________
-All Declined- Why is the range "N/A"? They should be short ranged, the range in summoning techniques refers to the area where you are capable of summoning your animal. The second summon, in it's special ability of that condensed lightning ball, it's similar to a cannon technique, being a ball and exploding, third summon can't use all S-rank earth techniques, because he has to have contact with the ground for some earth techniques to be made, specifically techniques that manipulate the ground itself, aso the pillar attack part is confusing. You have to mention that all of their techniques, special or not count as moves per turn.


Contract approval:
_________________________________________
Changes in bold
 
Last edited by a moderator:

BluePhenix

Active member
Legendary
Joined
Jun 9, 2010
Messages
15,262
Kin
35💸
Kumi
0💴
Trait Points
3⚔️
Re: ±±Custom Jutsu Submission±±

(Kuchiyose No Jutsu: Ekikappa) – Summoning Technique: Ekikappa
Type: Supplementary/Attack/Defense
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ekikappa is a bit larger than Gamachi when it was summoned by Naruto in the Pein arc, and has bluish-grey scales. He is very assertive and proactive in combat, intervening whenever possible to save his user when in difficulty by initiating independent actions. He is one of the strongest monitors, as well as the fastest swimmer among them. He also has a particularly long tail which he can viciously whip around to attack or to swiftly deflect kunais and shurikens. Due to his speed on land and in water, he is usually in charge of carrying the user along with objects such as scrolls. His ingenuity and strength are revered by the monitors and he is believed to become the next boss after Ekitenshu.
Notes: Can only be summoned by those who have signed the Bengal Monitor contract.
Notes: Ekikappa specializes in Suiton and can accordingly use up to S-rank water techniques proficiently.
Notes: The summoner of Ekikappa must be S-class rank or above.


Credits to Hashirhamha.


 Approved  Though I upped it to S-Rank in terms of what it can use.
 
Last edited by a moderator:

Gobi Gobletsson

Active member
Legendary
Joined
Oct 27, 2010
Messages
19,790
Kin
473💸
Kumi
7,961💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

(Ninjutsu: Shitateya no Chikai) Ninja Art: Vow of a Tailor
Rank: C
Type: Defensive, Supplementary, Offensive
Range: Short-Long
Chakra Cost: 15 (+2 maintance for each string)
Damage Points: N/A (+30 if used offensively)
Description: Through the usage of motions, such as pointing, gesturing and so forth, the user can release one and up to several(4-5) silky like strings of chakra, which can either stay attached the point of release, or be shot onto something else within the range of this technique. These strings are molded so, they appear transparent and only to be truly visible for Dojutsu users or through the means of chakra senseing. Once a string have been established it appear to be very flexible and mobile in its creation due it can expand and retract by great speeds as the user wills. These strings can be used in multiple ways such as pulling an object towards either of the string ends, restraining a target, and comes very much in handy as it appears transparent. Despite being just a silky-like string, it carries the stength to move boulders without breaking. Using the strings individually counts as a move, however using several strings simualtaneously also only counts as one move.


 Declined  DNR. Puppeteers chakra threads as well as other techniques have been submitted using this concept.
 
Last edited by a moderator:

Flash

Active member
Legendary
Joined
Apr 22, 2012
Messages
11,345
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

You must be registered for see images

(Kuchiyose no Jutsu: Nyoka) Summoning technique: Nyoka
Rank : S
Type : Summon
Range : Short
Chakra cost : 40
Damage points : 80 (Death after 3 turns)
Description :
Nyoka is a regular sized black mamba. Though she is very friendly when with the summoner, she is known to be highly aggressive and strikes with deadly precision otherwise. She is also the fastest land snake in the world,capable of covering the mid-range distance in a second. As such, her movements can only be tracked by people who have ocular abilities of 2t sharingan or better. This makes it easy for her to dodge projectiled jutsus (irrespective of the rank) with ease. As a result of her fast slithering, she is able to glide (or fly) in the air for 2 turns by beating her body muscles against the air. Although she doesn't have any ability to use elemental ninjutsus, what makes her so fearsome is the fact that she can strike upto 12 times in a row without stopping, and her single bite is capable of killing anywhere from 10-25 adults. The venom is a fast acting neurotoxin. Her bite delivers about 100–120 mg of venom, on average; however, it can deliver up to 400 mg. Her bite is often called "the kiss of death" because, before antivenom was widely available, the mortality rate from a bite was 100%

The initial symptom of the bite is local pain in the bite area. In the first turn itself, the victim experiences a tingling sensation in the mouth and extremities, double vision, tunnel vision, severe confusion, fever, excessive salivation (including foaming of the mouth and nose) and pronounced ataxia (lack of muscle control). It also includes rapid onset of dizziness, drowsiness, coughing or difficulty breathing, convulsions, and an erratic heartbeat

If the victim does not receive medical attention, in the secongd turn, symptoms rapidly progress to severe abdominal pain, nausea and vomiting, pallor, shock, loss of consciousness, hypotension, pallor, ataxia, nephrotoxicity and cardio toxicity. The bite induces muscle paralysis by preventing the ability of nerve endings to properly release the chemical that sends the message to the next nerve. This is followed by a period of massive over excitation (cramps, tremors, spasms), which finally tails off to paralysis

Eventually, in the third turn, the victim experiences convulsions, respiratory arrest, coma and then finally death.

- Can only be taught by Flash07
- Can only be used once in a battle.
- Stays on field for 4 turns.
- Dodging jutsus count as a move.


 Declined  Speed is too much, Flying stuff is too much, no size, venom is oped...ridiculously oped. One more go then DNR
Reduced the speed, took out flying and introduced defence, added size, took out various effects of the venom and changed death to coma.

You must be registered for see images

(Kuchiyose no Jutsu: Nyoka) Summoning technique: Nyoka
Rank : S
Type : Summon
Range : Short
Chakra cost : 40
Damage points : 80 (Coma after 3 turns)
Description :
Nyoka is a regular sized black mamba around 5 meters in length. Though she is very friendly when with the summoner, she is known to be highly aggressive and strikes with deadly precision otherwise. She is also the fastest land snake in the world,capable of covering the mid-range distance in couple of seconds. As such, her movements can only be tracked by people who have ocular abilities of 1t sharingan or better. This makes it easy for her to dodge projectiled jutsus (irrespective of the rank) with ease. She is able to harden her skin to have the strength of steel by channeling chakra to outer layer of the skin. Once a match, she can withstand 1 (one) S-rank elemental jutsu. She can also break through S rank defenses to attack the opponents. Although she doesn't have any ability to use elemental ninjutsus, what makes her so fearsome is the fact that she can strike upto 12 times in a row without stopping, and her single bite is capable of killing anywhere from 10-25 adults. The venom is a fast acting neurotoxin. Her bite delivers about 100–120 mg of venom, on average; however, it can deliver up to 400 mg. Her bite is often called "the kiss of death" because, before antivenom was widely available, the mortality rate from a bite was 100%

The initial symptom of the bite is local pain in the bite area. In the first turn itself, the victim experiences double vision, severe confusion, pronounced ataxia (lack of muscle control). It also includes rapid onset of dizziness, drowsiness, coughing or difficulty breathing and an erratic heartbeat.

If the victim does not receive medical attention, in the second turn, symptoms rapidly progress to severe abdominal pain, hypotension, ataxia. The bite induces muscle paralysis by preventing the ability of nerve endings to properly release the chemical that sends the message to the next nerve. This is followed by a period of massive over excitation (cramps, tremors, spasms), which finally tails off to paralysis

Eventually, in the third turn, the victim experiences convulsions, full body paralysis and finally coma.

- Can only be taught by Flash07
- Can only be used once in a battle.
- Stays on field for 4 turns.
- Dodging jutsus count as a move.
_____________
-Declined- DNR, speed is still too much, i won't accept a custom summon that can move past what normal eyes are capable of tracking, also the breaking through S-rank defenses is too much.


(Suiton/Futon: Merissa no fukushu) | Water/Wind Release: Melissa's revenge
Rank : S
Type : Attack
Range : Short-Long
Chakra cost : 40
Damage points : 80
Description : The user forms a single handseal to manipulate the air and moisture in the air to create 1000 bees made of water and wind. The user may also channel his chakra in the water source and manipulate it to get the desired result. These bees have the body of regular sized bees, four small wings that enables them to fly and an inch long stinger which are as sharp as a needle thanks to the wind element. These bees are made from a total of 100 meter cube of highly viscous sticky water, that when bursted, can immobilise the opponents and reduce their area of activity. Once created, the user can form the seal of confrontation and compress the bees till they burst like an explosive, causing damage and spill the viscous liquid all over the enemy. This happens due to the wind chakra present in them, which bursts on too much compression. 5 bees are capable of causing destruction as good as a single paperbomb.
- Can only be used thrice in a battle
- Can only be taught be Flash07
- Jutsu drains all the moisture from the atmosphere and makes it dry (arid).
- 20 bees can be used to lift the user off the ground.


 Declined  Simultaneous manipulation of 2 elements requires Y/Y mastery.
(Suiton: Merissa no fukushu) | Water Release: Melissa's revenge
Rank : S
Type : Attack
Range : Short-Long
Chakra cost : 40
Damage points : 80
Description : The user forms a single handseal to manipulate the air and moisture in the air to create 1000 bees made of water. The user may also channel his chakra in the water source and manipulate it to get the desired result. These bees have the body of regular sized bees, four small wings that enables them to fly and an inch long stinger which are as sharp as a needle which is achieved by proper shape manipulation. These bees are made from a total of 100 meter cube of highly viscous sticky water, that when busted, can immobilise the opponents and reduce their area of activity. Once created, the user can form the seal of confrontation and compress the bees till they burst like an explosive, causing damage and spill the viscous liquid all over the enemy. Since the liquid is so viscous, it bursts as good as a normal explosive. 5 bees are capable of causing destruction as good as a single paperbomb.
- Can only be used thrice in a battle
- Can only be taught be Flash07
- Jutsu drains all the moisture from the atmosphere and makes it dry (arid).
- 20 bees can be used to lift the user off the ground.
_____________
-Declined- DNR, you can't manipulate moister in the air and the air itself using only water release.








(Kage no Sentō: Erebasu no odori) | Shadow Combat Style: The Dance of Erebus
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By using the ability of the shadows to materialise, and also their own ability to use it directly from their body, the users of Shadow Combat will place both their palms on the ground to release a large amount of shadows from his palm into the ground. Just like "Dance of the Young Ferns", the user is able to create an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands. The spikes of shadow indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up heigher than the height of the greatest summon Gamabunta. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu other than Shadow manipulation. Even if the opponent destroys part of the forest, the user can simply recreate it by adding +15 more chakra.
-Lasts four turns after which the shadows fade away.
-Can only be used by the users of Shadow Combat.
-Cannot use any other jutsu while still connected to the spikes.
-Can only be used twice.
____________
-Declined- DNR, rip off of Dance of the Young Ferns technique.

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

-Jiraiya-

Active member
Legendary
Joined
Sep 16, 2010
Messages
16,205
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

Resubmitting last 2 jutsus. Changes made are in bold.

Resubmitting the second one(Summoning). Changes made are in bold.


Crocodile summoning technique: Demon brothers of Ryūgū-jō swamp (Kurokodairu kuchiyose no jutsu: Ryūgū-jō numa no akki doubou)
Type: Summoning animal
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user draws some blood and performs the Boar -> Dog -> Bird -> Monkey -> Ram hand seals to summon the twin brother Crocodiles from the great swamp of Ryūgū-jō located in the village of the Crocodiles. The brothers are born as Siamese twins from a single egg with a single body and two separate heads. Even though they share a single body, they have separate chakra system of their own.
The one who shares the right side of body is Suijin, who is an excellent water element user. The one on the left side is Sarutahiko, who is proficient in using earth element and he is the one who has control over the limbs. Their body is 20 meters long from head to tail covered by dark grey armor like skin.
Abilities:
  • Suijin, who is an excellent water element user can use water jutsus up to A rank without any hand seals.
  • Sarutahiko, who is proficient in using earth element can use earth jutsus up to A rank without any hand seals.
  • Their skin has very tough scales which is very thick and rugged with several sharp projections over it from their head to tail with only non spike area between their heads on where the summoner can stand. Thus their skin acts a formidable armor over their body and prevents damage from simple projectiles like kunai, senbon, shuriken.
  • Because of their tough, hard, armor like skin, they do not take damage from B rank and below earth and fire jutsus.
  • Their skin has several sensory pits, visible as small, black speckles on the skin. These pigmented nodules encase bundles of nerve fibers. They respond to the slightest disturbance in surface water, detecting vibrations and small pressure changes as small as a single drop. This makes it possible for crocodiles to detect prey, danger and intruders, even in total darkness (Natural ability, this is passive ability since they're naturally present on their skin through which Crocodiles detect their prey).
  • Like all Crocodiles, they have very good night vision. They have vertical-slit shaped pupils, using which they can exclude excess light, which helps them to protect their eyes during extreme bright daylight (Natural ability, passive since pupils normally constrict during excessive light involuntarily).
  • Their Crocodilian sense of smell is also very well developed, aiding them to detect the opponents or other animals that are either on land or in water (Natural ability, passive since it is a natural way of detecting the prey by Crocodiles during their normal, involuntary respiration). Their sense of smell is far greater than average human and below the level of an Inuzuka.
  • They can use the claws in their front legs and their tail to attack.
  • They are excellent swimmers (Natural ability).
  • The brothers can communicate among each other within their minds, without speaking.
  • They both can speak.
  • The natural abilities can be found here:
  • A proof that real Siamese twin crocodiles exist in nature >> <<
Notes:
  • Can only be summoned once per battle and last for 4 turns.
  • Summoning the brothers counts as two jutsus.
  • The brothers cannot use their techniques simultaneously with one another at the same time, meaning when one does a technique, the other can't perform his own jutsu.
  • Each jutsu used by the brothers count as user's move.
  • Must have signed the Crocodile contract to summon them and must taught by me (-Jiraiya-).
  • No other Crocodiles can be summon while the brothers are in field.
  • Link to Crocodile contract signing >> <<
____________
-Declined- Let me put it another way, either they use up to B-rank each, or they only use a single affinity, also remove the defense to Fire and Earth of B-rank and all that. You mention the natural abilities a lot, if it's mentioned in the submission of your contract, then no need to mention it here, all the summons have the basic abilities mentioned in the contract's description.


Illusionary technique: Multiple dislocation (Genjutsu: Maruchipuru dakkyuu)
Type: Supplementary / Offense
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (Due to stress)
Description: The user performs two hand seals and puts the opponent under an illusion in which the opponent feels a sudden tight grasping sensation around his both shoulder joints, elbow joints, wrist joints, knee joints and ankle joints as if they're very tightly held by two hands which begins to pull away the joints. This makes the opponent to become motionless in real world.
The user then quickly snaps his fingers making the opponent to feel that his above mentioned joints becomes dislocated, all at once, with a distinct knocking/breaking/crunching sound, due to the intense pull of the joints. As the joints are dislocated, the opponent perceives a severe excruciating pain. The damage is due to the mental stress due to intense pain.
Alternatively the user can also create several ropes, chains or a bendable material to erupt from the ground which will bind the opponent at the above said joints which begins to pull the joints and as the user snaps his fingers will tighten more and dislocate the joints all at once producing the same effect.
Notes:
- Can only be used 3 times per battle.
- If the illusion is successful, the opponent will be motionless only for that single turn when the genjutsu is used and in the next turn the opponent's movements will be clumsy and he will not be able to perform fast/sudden movements like jumping, running.
- Can only be taught by me (-Jiraiya-).
__________
-Declined- The Alternatively part is what supposed to be the core of the technique, since he needs to feel something holding the limbs to actually believe it, it doesn't magically happen with no outside factors.


Wood release: Allergy (Mokuton: Arerugi)
Type: Supplementary / Offense
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn active)
Damage: 40
Description: By utilizing the ability to make the trees to flower, the user focuses his wood chakra while performing the snake hand seal and creates a forest of flowering trees. As created, the flowers release a type of pollen which is infused with the user's chakra into the air. This chakra infused pollen has severe allergy inducing potential to the living things(humans and animals) other than its creator(as they are made of user's own chakra).
The pollen itself possess an inherent irritant property which when comes in contact with the skin or mucus membrane (like mouth, nose, eyes) of the opponents will produce allergic reaction and will cause severe itching, redness of the skin, watering from nose & eyes and later form itchy blisters over the skin(in the next turn if the pollens are not countered by then).
Further, if the opponents inhale the pollens, they also develop continuous sneezing due to the irritation of nose and may not be able to concentrate and execute jutsus via their mouth properly.
Notes:
- Can be used 3 times per battle.
- Capable of affecting multiple opponents within range. The user is immune to the pollens as the pollen is made of the user's own chakra.
- Once created, the flowers release pollens for a total of 2 turns unless they're destroyed before that. After that the flowers wither down ceasing the effect.
- The effects of the pollen last as long as they're in direct contact with the opponent's body.
- Can only be taught by me (-Jiraiya-).
__________
-Declined- How big is the forest created? also reduce the duration of the flowers on the field to 1 turn, and when exactly do the symptoms affect the opponent? right after being exposed to it?

Illusionary technique: Multiple dislocation (Genjutsu: Maruchipuru dakkyuu)
Type: Supplementary / Offense
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (Due to stress)
Description: The user performs two hand seals and puts the opponent under an illusion in which the opponent sees and feels that several ropes or chains or any bendable material created by the user in the illusion erupts at great speed from the ground/surroundings from around him and binds him at the his both shoulder joints, elbow joints, wrist joints, knee joints and ankle joints simultaneously. This makes the opponent to become motionless in real world.
The user then quickly snaps his fingers which quickly tightens the grip of the illusionary rope/chain around the above mentioned joints which begins to pull his joints away from his body.
This makes the opponent to feel that his joints becomes dislocated, all at once, with a distinct knocking/breaking/crunching sound, due to the intense pull of the joints. As the joints are dislocated in the illusion, the opponent perceives a severe excruciating pain. The damage is due to the mental stress due to intense illusionary pain.

Notes:
- Can only be used 3 times per battle.
- If the illusion is successful, the opponent will be motionless only for that single turn when the genjutsu is used and in the next turn the opponent's movements will be clumsy and he will not be able to perform fast/sudden movements like jumping, running.
- Can only be taught by me (-Jiraiya-).
___________
-Declined- Way too many illusion technique already made that involve using chains to bind the opponent, DNR.


Wood release: Allergy (Mokuton: Arerugi)
Type: Supplementary / Offense
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40 (If pollens contacts the opponents)
Description: By utilizing the ability to make the trees to flower, the user focuses his wood chakra while performing the snake hand seal and creates a forest of flowering trees. The maximum size of the forest that can be created is about 30 meters anywhere within the range.
As created, the flowers release a type of pollen which is infused with the user's chakra into the air. This chakra infused pollen has severe allergy inducing potential to the living things(humans and animals) other than its creator(as they are made of user's own chakra).
The pollen itself possess an inherent irritant property which when comes in contact with the skin or mucus membrane (like mouth, nose, eyes) of the opponents will produce allergic reaction.
Sneezing, severe itching, redness of the skin, watering from nose & eyes occur immediately on contact with the pollen dust. Continuous sneezing due to the irritation of nose may impair the opponent's ability to execute jutsus via their mouth/nose properly.
Late reacions include itchy blisters over the skin(in the following turns if the pollens are not countered by then) and aggravation of existing allergic reactions.

Notes:
- Can be used 3 times per battle.
- Capable of affecting multiple opponents within range. The user is immune to the pollens as the pollen is made of the user's own chakra.
- Once created, the flowers release pollens in that turn only but their effects last until the opponent gets rid of the pollens on his body and his surroundings by any valid means.
- The effects of the pollen last as long as they're in direct contact with the opponent's body.
- Can only be taught by me (-Jiraiya-).
_____________
-Declined- 30 meters is way too big for a B-rank technique, also reduce the effectiveness of the allergy, it's also too much for a B-rank, also you have to put a note that only Hashirama and Madara can use it, because they are the only ones who can use the flower variation of wood release.


Resubmitting the last jutsu. Changes made are in bold.

Resubmitting the summoning jutsu and CW. Changes made are in bold.

Elephant Summoning Technique: Ares (Zou Kuchiyose no Jutsu: Ares)
Type: Summoning animal
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user draws some blood and performs the Snake hand seal to summon Ares. He is a giant elephant with an intimidating appearance.
He is about 10 meters high with proportionate trunk & tusks to his body size which projects in front of his head. His trunk can reach up to short range in front of him when fully extended and can be used to grab objects or persons.
He has a hard spiked metal armor covering his head & face with spiked metal knee cups with several war wounds over his entire body.
Abilities:
  • Ares is capable of using fire jutsus up to A rank without the need of hand seals using his mouth/trunk.
  • Because of his heavy armored body, he can destroy small obstacles with ease and can break defenses up to B rank by dashing against them.
  • When summoned he can intimidate other summoning animals which are smaller in size compared to him and can momentarily paralyze them with fear for one turn (passive ability).
  • His skin is dry & rough (which is a natural ability of elephants) and can resist damage from simple projectiles like kunais, shurikens, senbons.
    Note(s):
  • Can only be summoned once per battle & must have signed Elephant contract to summon Ares.
  • Can stay in the field for 4 turns once summoned.
  • Can use fire jutsus up to A rank without the need of hand seals and each move counts as the user's move.
  • Can resist damage from simple projectiles like kunais, shurikens, senbons.
  • Can perform ordinary physical attacks using his trunk, tusks, legs at close range and can grab objects/persons with his trunk.
  • Can talk.
  • Can carry up to 3 people on his back.
  • Must be taught by me (-Jiraiya-).
  • Gained ownership of Elephants contract:
Image of Ares:
You must be registered for see images

Removed storing chakra part. Changes made are in bold. added further explanation.
Sulfuras
Type: Weapon
Rank: S
Range: Short (can be thrown up to mid range)
Chakra: N/A (40 when summoned via scroll)
Damage: N/A
Description: Sulfuras is the legendary war hammer made from the combination of various metals extracted from the molten lava from the volcano within the very depths of Iwagakure.

Sulfuras is a heavy hammer about 3 feet in length and contains several flame shaped designs all over its body. In spite of its heaviness, the user can handle it pretty much like handling a light weapon because of his continuous training with this hammer for a very long time.
Sulfuras has a hammer-head from which several sharp spikes project outwards symmetrically. The weight of the head end and the handle is exactly the same which allows the user to handle it with ease.

The head end of the hammer is primarily used for most of the attacks and the handle is covered with a thick insulated material for better grip. Though Sulfuras is primarily meant to be used for producing severe blunt damage, because of the several sharp symmetrical projections on its head it can also inflict penetrating damage (up to few centimeters) while during an attack and the penetration by the spikes on its head helps in converting the entirety of the blunt force generated into a tearing force on contact with the opponents.

Sulfuras is usually carried strapped to the user's back with the handle upwards so that it can be taken out relatively with ease in a combat.

Abilities:
  • Sulfuras can be used a basic blunt weapon like an ordinary hammer but because of the spikes on its head, Sulfuras is also capable of producing penetrating injury along with blunt force injury which converts the blunt force attack into a tearing force when it comes in contact with the opponent's body.
  • Sulfuras being made from a combination of metals obtained from the volcano naturally has high thermal storage capacity and it can be heated to higher temperatures quickly without itself becoming molten.
  • The Sulfuras is capable of utilizing fire chakra and raw chakra from the user.
  • The user can channel his fire chakra into the hammer head via the handle and can heat up the hammer head up to 300 degree Celsius. This makes the hammer head and part of the handle glow with a faint orange-yellow glow. This heated up hammer head can be used to attack the opponents to produce severe third degree burns on hit. The only purpose of channeling fire chakra is just to produce severe burns on contact and channeling fire chakra doesn't enhance the force of the attack in anyway. The insulated handle of the hammer protects the user from thermal damage from handling the hot Sulfuras.
  • While not channeling his fire chakra, the user can channel his raw chakra through Sulfuras and store it within the hammer head, which can be released rapidly from its head end just at the moment of its contact with the target to produce a blunt damage which is equivalent to the damage caused by B rank taijutsu and can break down defenses up to B rank.
  • This raw chakra channeled Sulfuras can also be hammered forcefully on to the ground which sends tremors, rises up dirt and causes several cracks which progressively increase in size as it progresses forwards to develop on the ground in front of it up to mid range into which the opponents may get trapped. This attack is equivalent to C rank and affects the opponent only when he is standing over the ground. This attack can throw the opponent off their balance and the opponent's legs may get trapped in the fissures produced by the attack if the opponent is standing on the ground..
Restrictions:
  • Sulfuras is indestructible.
  • Sulfuras can only be wielded by me (-Jiraiya-).
  • The user can channel his fire chakra into Sulfuras up to 4 times per battle. The user channels his fire chakra which heats up the hammer head in the same turn and the heat lasts for another 2 turns without the need of continuous channeling of fire chakra.
  • The channeling of fire chakra to heat up the hammer head in the initial turn counts as a move.
  • The user can channel his raw chakra through Sulfuras and utilize it for attack only 5 times per battle and each attack utilizing raw chakra counts as user's move.
  • The user cannot channel his fire chakra or raw chakra into Sulfuras in the same turn.
  • The user cannot perform any hand seals while wielding Sulfuras but can use jutsus which require no hand seals.
Image of Sulfuras:
You must be registered for see images
Dropping this CW if approved --> Link to approval >> <<
The Unlimited Blade | Mugenjin (無限刃)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (40 When summoned via scroll)
Damage: N/A
Description: The Mugenjin is one of the highly searched, legendary sword even among the great five nations which has taken a countless lives during the 2nd ninja war.

This legendary sword was said to be forged by the master sword smith Arai Shakku, the head of Takumi Village (Literally meaning "Village of Artisans") during the formation of 5 great nations using a secret alloy combination which made the sword near hard as diamond and conferred protection against corrosion by rust.

It was rumored that the Mugenjin was lost in the chaos of the 2nd great ninja war somewhere in the depths of the hidden grass village. This sword came into the possession of -Jiraiya- while he went a stealth mission to the hidden grass village where he accidentally discovered it in a hidden cave. Since then -Jiraiya- became the wielder of the Mugenjin.

Externally the Mugenjin appears as a regular sword of normal size with a bright lustrous blade and a deep dark purple hilt of higher insulation quality residing in a deep dark purple sheath. But on very close examination of the blade, one can see a fine serrated edge flaked away in a regular pattern, which has become soaked in the flesh and body fat of the victims it had cut/killed over the years.

Abilities:
  • Each serration on the blade has a micro-pore leading to a blind end(of few millimeters) within the sword which acts by passive capillary action to store the oils/fats which comes in contact with blade.
  • Further the serration itself can grab the fat particles from the opponents owing to friction.
  • The wielder can also feed the sword with oil from externally by pouring it over the sword but the imbibing action/quality of the sword requires no special technique by the user as it is passive due to the capillary action of the micro-pores in the sword.
  • As a result above special qualities, the wielder can ignite the imbibed fat/oils using his fire/lightning chakra or lightning sparks or fire jutsus from externally.
  • The Mugenjin can be used as a normal sword when not using any special jutsus through it, but the oil/fat imbibing quality of the sword continues to work until the space in serrations and storage sacs are saturated as it is a passive quality of the sword due to capillary action and friction produced while coming in contact with the opponent's flesh.
Note:
  • Can only be wielded by me(-Jiraiya-).
  • The sword is indestructible.
  • The user can incorporate combustible oils into the sword externally by pouring them over the sword from a storage container or through ninjutsus that produce oil.
  • The harvested oil/fat can be ignited using fire chakra, fire jutsus, lightning sparks.
Picture:
Note: The serrations will be even smaller than what is shown in the picture, which will not be noticeable by the opponent under normal circumstances.

You must be registered for see images


You must be registered for see images


You must be registered for see images


You must be registered for see images


________________________________________________
 Both Approved 



Illusionary technique: Acid rain (Genjutsu: Sui ame)
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 30
Description: The user performs the Tiger -> Snake hand seal and puts the opponent(s) under illusion where they'll see and perceive that dark rain clouds gather above in the sky and starts pouring rain which is corrosive to their flesh. Thus in the illusion the opponent(s) feel severe burning pain as the illusionary acid rain falls over their body and chars their body producing smoke which smells of their burning flesh.
In reality the opponent(s) will fall on the ground and struggle as if they are in severe burning pain. The damage is due to stress on the brain due to severe pain produced in the illusion.
Note(s):
  • Capable of affecting multiple targets within range.
  • Can be used 4 times per battle.
  • Can only be taught by me (-Jiraiya-).
X-Pending-X Leaving for Scorps

________________________________________________
 Declined 
Why the blue? I have said this countless times. You cannot control how your enemy will react unless you use doujutsu genjutsu. With normal genjutsu you control his senses, not his will. If he rolls on the floor in pain is up to him...and a C-Rank damage genjutsu surely won't make anyone roll around in pain... >_>


Illusionary technique: Acid rain (Genjutsu: Sui ame)
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40 (Due to mental stress because of pain)
Description: The user performs the Tiger -> Snake hand seal and puts the opponent(s) under illusion where they'll see and perceive that dark rain clouds gather above in the sky and starts pouring rain which is corrosive to their flesh. The user can control the range and density of the rainfall within the illusion.
Thus in the illusion the opponent(s) feel severe burning pain as the acid rain falls over their body and chars their body producing smoke which smells of their burning flesh. Eventually their flesh starts to melt down as the rain continues to fall over them exposing their bones and produce very severe burning pain. The damage is due to stress on the brain due to severe pain produced in the illusion.
Note(s):
- Capable of affecting multiple targets within range.
- Can be used 3 times per battle.
- Can only be taught by me (-Jiraiya-).
___________
-Declined- No to affecting multiple people, also you need to explain what happens in reality, does this illusion distort his reality? in other words, does he only see the clouds and can't see what's happening around him, in case what happens around him is techniques or projectiles being thrown..etc.
 
Last edited by a moderator:

-Quest-

Active member
Legendary
Joined
Sep 9, 2008
Messages
11,249
Kin
8💸
Kumi
3💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

(Raiton: Fugou no Kirin) Lightning Release: Mark of Kirin
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: To execute this technique, the user will first need to apply a special seal formula with lightning chakra simply by touching any physical surface, such as objects, basic weapons, opponents etc. The seal formula will have a bright blue glow to it, so it would be easy to spot when you're up close. After having applied an existing seal formula, the user does a tiger handseal that immediately casts down a powerful lightning strike that hits the location of the seal and destroys anything close to it, the lightning strike will hit without fail and will not stop until it hits the designated seal. The seal(s) is destroyed once struck and the user will need to apply more if he/she wants to use this technique again. The user can also summon multiple lightning strikes if he/she has multiple existing seals, however they divide in power.
-Only taught by Question.
__________
-Declined- Nice one, remove the colored portion and mention what the radius of the lightning impact is, basically the area it affects around the opponent.


(Raiton: Otakebi no Rajin) Lightning Release: Roar of Rajin
Type: Short-Long
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: The user gathers lightning chakra at an immense rate that its temperature and vibration rises to an extreme levels than it naturally would. He/she then launches a massive arc of lightning (rivalling the size of Gamabunta) that disintegrates anything in its path. After the lightning blast is finished, the heat and vibrations left behind it rapidly heats the air and expands. In an interval between 5-10 seconds, the rapid air cools down which contracts, causing a sonic shock wave that blasts the entire area(where ever the lightning traveled) along with a loud rumble that causes distortion. Using any Wind jutsus will cause the heated air to expand greatly and contract it nearly instantly. This technique is dangerous even for the user and causes burns.
-Once per battle.
-Only taught by Question.
___________
-Declined- DNR, ridiculously Oped.


(Fuuton: Fūjin no Hankan) Wind Release: Fūjin's Revolt
Type: Defence/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: With the concept of shape manipulation, the user forms a cylinder shaped tornado around his/her arm. By swinging his arm cross, he releases a burst of gust forward that sends anything in range flying back. These winds are blunt and don't do much damage, as the technique is mostly designed to knockback attacks/opponents or strengthen existing jutsus, however it makes up with its force and range.
-No handseals required.
-No wind jutsu in the same turn.
___________
-Declined- There's no such thing as a cylinder shaped tornado, a tornado is circular shaped, it's just a cylinder air gust, also either it's used for defense or for blowing back things in front of you, and it shouldn't do any damage whatsoever because you stated in the damage section "N/A"
 
Last edited by a moderator:

Aomine Daiki

Active member
Elite
Joined
Feb 14, 2011
Messages
7,307
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

(Suiton: Mizu Hitoya Satsugai) Water style: Water Prison Killing
Type: Offensive/Attack
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user creates a flow of gushing water under the opponent wich traps them in a sphere of water. this part of the jutsu is similar to the water prison technique, though the user doesn't need to keep his arm in the sphere. When the opponent is in the sphere the user claps his hands together and creates 4 sharp blades of water inside the sphere, piercing through the opponents body.
Note: Can only be taught by Copy Ninja Hatake Kakashi.
___________
-Declined- Rip off of the Water Release: Gushing Water Imprisonment.



(Suiton: Rasengan) Water Style: Rasengan
Type: Offensive/Attack
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user creates a rotating sphere of water in his hands with a large amount of water inside. the sphere rotates with speed and when the user hits someone/something with it the sphere exploades, releasing a powerful blast of water capable of making a hole on the area it hits.
Note: Can only be taught by Copy ninja hatake kakashi
___________
-Declined- DNR, Rasengan variations are not allowed.


feel free to change something if its required.
 
Last edited by a moderator:

Naruto.

Active member
Immortal
Joined
Feb 8, 2013
Messages
50,607
Kin
204💸
Kumi
2,319💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

(Doton: Reikon Shurarado) - Earth Release: Ghost Shrouds
Type: Offensive
Rank: B
Range: Mid-Long
Chakra: 20
Damage: 40
Description: The user builds up large amounts of Doton chakra in his whole body and performs the Ram→Snake→Tiger→Dragon→Monkey handseals. He proceeds to slam his palm on the ground, as he releases all the built up chakra through it towards the ground. As a result of this, 4 ghostly looking, solid shrouds are created in 4 different directions, i.e. East, West, North and South of the opponent at equal distances which engulf the opponent in the shape of a circle with 4 points. These shrouds release very fast moving sharp spikes OR heavy mud coated balls from their mouth. Each shroud releases 2 spikes from it's mouth, the spikes which are targeted at the opponent's heart. The user has the choice of either letting the shrouds emit spikes or mudballs, the mudballs emitted are continuous, and the shroud can emit maximum 5 mudballs at a time after which it disappears into thin air. The shrouds can endure upto C-Rank Earth techniques and C-Rank Taijutsu.
Note(s):
- Can be used only twice per battle.
- Requires precise chakra control.
- Can be only taught by -Ace.
_____________
-Declined- Either they release spikes or coated muddy balls, not both, also remove "very fast", and mention the size of each "shroud". Also note if you perform another technique and stop focusing on this one, you can't control them anymore unless by using the technique again and counting towards another move of your moves per turn.


(Fuuton: Fuurixyuuha) - Wind Release: Wind Flow Wave
Type: Defensive/Offensive
Rank: B
Range: Mid-Long
Chakra Cost: 20
Damage: N/A(if used defensively)/40(if used offensively)
Description: The user builds up a good amount of Fuuton chakra in his stomach. He channels the chakra into his feet. Then, he performs the Hare→Dragon→Ram→Dog handseals and releases a massive wave of wind from his mouth, which he targets downward. As previously, the user has channeled chakra into his legs, the user slowly flies upwards, and gradually rides the wave of wind which advances forward with immense speed. The user then makes his chakra as sharp and thin as possible and performs the Rat handseal and increases the speed of the wind below him. Defensively, the wave of wind deflects projectiles thrown at it. Offensively, if the opponent is engulfed in it, the user can injure the opponent by inflicting slashes on him. Additionally, the user can channel more chakra and convert the wave into a very sharp tornado which increases the intensity of slashes and carries along the opponent along with him throwing him off at a long distance. While on the wave, the user can also use other jutsus.
Note(s):
- Can be only used twice in battle.
- Requires good chakra control to convert the wave into a tornado.
- If the user converts the wave into a tornado, he has to jump off it, as he himself can get caught in it.
- Can be only taught by -Ace.
____________
-Declined- DNR.
 
Last edited by a moderator:

Lytes

Active member
Legendary
Joined
Nov 15, 2012
Messages
10,499
Kin
1,093💸
Kumi
2,845💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

(Mushi Hassha-Tai) - Bug Projectile
Rank: B
Type:Supplementary
Range:Short
Chakra Cost:20
Damage Points:N/A
Description:
This is a jutsu created by Torune which involves user to manipulate their bugs causing them the bugs to form 2 pillars from under the user[Can be feet],while acting like springs,it launches the user midair on hitting a surface[Can also be on water/any liquid due to the surface tension]
NOTE:Can also be used to launch diagonally
NOTE:Must be a bug user to use this jutsu.
NOTE: Needs one turn cooldown after each use


(Kodana Mushi Bunshin) - Advanced Bug Clone
Rank: S
Type:Supplementary
Range:Short
Chakra Cost: 40
Damage Points: N/A
Description:
This is a advanced version of (Mushi Bunshin) - Bug Clone whereby a user creates a bug clone from their kikaichi bugs,this clone is incapable of thinking on its own as it has no brain,the clone can use up to S rank Aburame and up to A rank taijutsu,the user can use the bug from this clone to perform other aburame jutsu
NOTE:The bugs can use up to S-rank and below aburame jutsus
NOTE:Must be a bug user to use this jutsu.
___________
-Both Declined- DNR, first one already exists (Cannon), second one is made by McKnockout.
 
Last edited by a moderator:

Shady Doctor

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



You must be registered for see images

Chishi Shindou: Fatal Impact

Type: Boomerang Ninjutsu

Background:
Fatal impact is a fighting style developed by Two young ninja by the names of Shady and Seventeen, They traveled across the entire world searching for a fighting style that fit them both, they searched for years and never found the right one, So one day they got tired of searching and decided to create one that was unique to in itself. They remembered the boomerang they used to play with as kids growing up, a toy of there's that they used to also use as a means for target practice. They knew they weren't kids anymore, but elite shinobi, so they worked many years together in order to create a deadly style based off of there childhood toy.. And they named the style Fatal Impact once they mastered their created style.

Description on the Abilities and Inner Workings of the Style:
The fatal impact style mainly revolves around the infusion of chakra into boomerangs and wielding them as weapons, whether its close or long range use. Once the boomerangs are infused with chakra they can be used in numerous of deadly and versatile ways. The basic skill of using fatal impact is infusing ones chakra into a boomerang(s) and allowing them to use it in many different ways depending on the chakra used. This allows one to use the fatal impact techniques whilst using several boomerangs at once if needed by using specific jutsu (will make jutsu for this). The controlled boomerangs can be altered for several different situations, such as using chakra to gift the boomerangs slicing abilities, defensive abilities, or even blunt attacks. The duo also found a way to expand their boomerangs to larger sizes or even make them smaller, allowing them to use the boomerangs efficiently in different situations.(Will have jutsu to alter boomerangs). An advanced usage of the fatal impact style is infusing element chakra into boomerangs, thus producing a mass amount of affects from the boomerangs. Some basic skills could easily be used with each element, such as using earth to make boomerangs more powerful in blunt attacks, or making the boomerangs lighter to move at many times faster than their base speed (fast as the users base speed). One could use lightning and wind for cutting properties and fire for burning affects. Those are just examples but there will be techniques created for different abilities. The user has his own specific boomerangs that will be specified in the bio, such as metal, large boomerangs, wooden boomerangs, plastic boomerangs etc etc..

Example techniques
Chishi Shindou: souran Fatal Impact: Altered Size
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: User's of Fatal Impact have the ability to reduce or increase the size of their boomerangs by doing the snake hand seal and molding the boomerang(s) with chakra, This can be used on a maximum of 10 boomerangs at a time. The boomerangs size can be altered to be various sizes, ranging from the size of a shuriken/Kunai or becoming up to 10 meters in length. The greater the size of the altered, the greater Its mass, but the smaller the size the smaller the mass.
- Can be used 5x per battle

Fatal Impact: Ever changing defense
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user aligns his boomerangs into various formations as he applies chakra to them whilsts making them spin propeller-like. The rapid spinning of the boomerangs can be used to align a boomerang in front of an attack and intercept and disperse a technique outward, but only up to A-rank though.
- Can only use up to 3 boomerangs for this technique, thus allowing one to defend against up to three techniques.


Chishi Shindou: shidō Fatal Impact: Wind cutter
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: User's of Fatal Impact
Infuse sharp wind into a single or several boomerangs, thus granting the boomerangs A-rank cutting potential.

Additional effects and Restrictions:

- Can only be taught by Shady Doctor

- Users of this Style must carry a Boomerang of any size, and can passively control them

- Must be Sannin rank, Mastered Ninjutsu and at least 3 elements to learn or use the style.

____________________
P a t e n t C e r t i f i c a t e

Shady Doctor, our loyal member, gave on the 19th of December, 2013 a request for a Patent on custom fighting style Chishi Shindou: Fatal Impact. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Chishi Shindou | Fatal Impact
Powered by Madāra Uchiha
Copyright 2013, Shady Doctor, NarutoBase.net

You must be registered for see images

Chishi Shindou: souran Fatal Impact: Altered Size
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: User's of Chishi Shindou have the ability to reduce or increase the size of their boomerangs near instantly by doing the snake hand seal and molding the boomerang(s) with chakra. This can be used on a maximum of 5 boomerangs at a time. The boomerangs size can be altered to be various sizes, ranging from the size of a shuriken/Kunai or becoming up to 10 meters in length. The greater the size of the altered, the greater Its mass, but the smaller the size the smaller the mass.

- Can only be used by users of Chishi Shindou
___________
-Declined- A boomerang with 10 meters in length is too much.





( Chishi Shindou: Erementaru Shindou ) - Fatal Impact: Elemental Impact
Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
This is a simple, yet affective technique which increases the killing potential of a chosen boomerang(s) by using elemental chakra within them. There are 5 forms of using this ability, each form pertaining to a selected element. The 5 forms of elemental use in Chishi Shindou is as followed:

Sandā Shindou -
Or better known as the 'Thunder Impact' form. The user channels raiton chakra into a held or thrown boomerang in order to alter its abilities through the use of the lightning. Upon activation of this form, lightning envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting lightning coating the[/COLOR] due to the properties of the lightning element. The lightning itself is S-rank in strength, thus being able to cut straight through any rank of earth, and S-rank and below of other basic elements, if logical of course. Due to the lightning being S-rank, if the lightning is stopped with the same rank element (or A-rank wind) the lightning will be stopped, but the boomerang will continue as normal.

Kasai Shindou -
Or better known as the 'Flame Impact' form The user channels fire chakra into a held or thrown boomerang in order to alter its abilities through the use of the fire. Upon activation of this form, fire envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of blazing flames coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the fire element. The fire itself is S-rank in strength, thus being able to power straight through any rank of wind, and S-rank and below of other basic elements, if logical of course. Due to the fire being S-rank, if the fire is stopped with the same rank element (or A-rank water) the fire will be stopped, but the boomerang will continue as normal.


Nami Shindou -
Or better known as the 'Wave Impact' form The user channels water chakra into a held or thrown boomerang in order to alter its abilities through the use of the water. Upon activation of this form, water envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting water coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the water element. The water itself is S-rank in strength, thus being able to cut straight through any rank of fire, and S-rank and below of other basic elements, if logical of course. Due to the water being S-rank, if the water is stopped with the same rank element (or A-rank earth) the water will be stopped, but the boomerang will continue as normal.


Uzu Shindou -
Or better known as the 'Vortex Impact' form The user channels wind chakra into a held or thrown boomerang in order to alter its abilities through the use of the wind. Upon activation of this form, wind envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting wind coating the boomerang. This allows the boomerang to increase in both speed and killing potential due to the properties of the wind element. The wind itself is S-rank in strength, thus being able to cut straight through any rank of lightning, and S-rank and below of other basic elements, if logical of course. Due to the wind being S-rank, if the wind is stopped with the same rank element (or A-rank fire) the lightning will be stopped, but the boomerang will continue as normal.


Tsuchi Shindou -
Or better known as the 'Earthen Impact' form The user channels earth chakra into a held or thrown boomerang in order to alter its abilities through the use of the earth. Upon activation of this form, the boomerang(s) are coated with a thick layer of earth and take on a darker look, very similar to Kakuzu when using his earth technique. This allows the boomerang to increase in both power and killing potential due to the properties of the earth element making the boomerang gain more mass, thus more impact power. The earthen shell itself is S-rank in strength, thus being able to cut straight through any rank of water, and S-rank and below of other basic elements, if logical of course. Due to the earth being S-rank, if the earth shell is stopped with the same rank element (or A-rank lightning) the earth will be broken, but the boomerang will continue as normal.


One of the greatest strengths of this technique is a basic ability of even a Normal boomerang. The user can indirectly attack a target by throwing the boomerang(s) in a given direction and allowing them to arc and attack from a different direction. Or if an opponent so happens to dodge the boomerang it will curve back around and hit the target from the opposite direction, thus making each attack unpredictable.

- Usable 3x
- Only usable by users of Chishi Shindou cfs
- only can be taught by shady doctor
_____________
-Declined- Remove that the boomerang will continue after being stopped by a technique in all the variations, and also mention the size of the coating that's around the boomerang. Keep in mind that it follows the arc it was thrown at, you can't use your chakra to divert it's trajectory.


(Fuuton: Bekutorupurēto ) - Wind Style: Vector Plates
Rank: A-Rank
Type: Attack/Supplementary
Range: Short-long (created in short range but can be used to move up to long)
Chakra Cost: 30
Damage Points: 60
Description:
The user initiates the jutsu by simply slamming his/her palms onto a surface or if in mid air can do 3 hand seal (Snake - Dragon - Snake) to activate it. By doing that, the user pools high quantities of Fuuton chakra into the ground within 5m of themselves, thus creating a glowing arrow that's about 7-8 feet long and about 3-4 feet wide. The wind chakra creates powerful air currents directly above the arrow up to 10m high. Whatever direction the arrow is pointing, the wind currents will be blowing in that direction directly above the vector plate, so the object or person above the arrow will be shot in that direction by high velocity wind that pushes them at twice their base speeds, allowing the user to dodge an attack or be shot at a target like a human Canon. The user isn't simply limited to a single arrow, as long as the arrows are created within a short range vicinity of the user they can create up to 5 arrows, all pointing in different directions if needed.

- Usable 3x
- Only teachable by Shady


0:38-1:00



 Declined  Self use of this cannot be approved as it collides with a few customs. However, nothing stops you from making this to affect techniques in a defensive manner.​
(Fuuton: Bekutorupurēto ) - Wind Style: Vector Plates
Rank: S-Rank
Type: Attack/Supplementary/Defense
Range: Short-long (created in short/Mid range but can be used to deflect techniques into long)
Chakra Cost: 40
Damage Points: N/A ( +15 to attacks redirected)
Description:
The user initiates the jutsu by simply slamming his/her palms onto a surface or if in mid air can do 3 hand seal (Snake - Dragon - Snake) to activate it. By doing that, the user pools high quantities of Fuuton chakra into the ground within 10m of themselves, thus creating a glowing arrow that's about 7m long and about 5m feet wide. The wind chakra creates powerful air currents directly above the arrow up to 10m high. Whatever direction the arrow is pointing, the wind currents will be blowing in that direction directly above the vector plate. The winds are used solely for countering incoming attacks or even adding a speed boost along with wind to techniques used by the user himself. If an attack comes over the vector plate, the raw strength of the wind will 'deflect' the technique, rerouting it to the direction the plate is pointing. I.e. an opponent shoots a water bullet at you and it goes over the vector plate that is pointed back at the opponent; the water will be redirected at the opponent, along with adding wind force to the water, successfully countering and sending back a more powerful attack. This can also work on other wind techniques the same rank or lower and can work on fire one rank below (though it merely halts the fire in place). The user isn't simply limited to a single arrow, as long as the arrows are created within a short range vicinity of the user they can create up to 5 arrows, all pointing in different directions if needed.

- Usable 3x
- Only teachable by Shady
____________
-Declined- DNR, no redirection of techniques.


0:38-1:00
 
Last edited by a moderator:

Rayder

Active member
Elite
Joined
Dec 22, 2011
Messages
9,569
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

Doton: Haruka wa-mu kujo|Earth Release: Remote Worm Destruction
Type: Offensive
Rank: S Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user channels massive amounts of chakra into the ground and then uses precise chakra manipulation to create dozens of earthen worms under the ground. They are about 5 meters under the ground. If the opponent uses any technique that disrupts the earth in anyway then the worms burst out of the ground and attack the opponents. This is any earth jutsu that uses, manipulates or damages the ground in anyway. This also includes other jutsus that do those things. The user can control how many burst out and can continue to control them once they have gotten out of the ground. The worms have earthen teeth and can be used to rip apart the opponent on command. The user can also use earth jutsu himself to make the worms come out to aid him.
Note- Can only be used twice per battle.
Note- The worms only stay for 3 turns.
Note- Because of the large amount of chakra needed to keep them active S ranks cannot be used for the first turn the worms are used.
Note- No S rank earth jutsus can be used while the worms are active.
___________
-Declined- DNR.


Raiton: Miniachua dendou kyuutai|Lightning Release:Miniature Electric Orbs
Type: Supplementry
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: The user gather his raiton chakra and then creates microscopic balls of electricity all over the opponents body and they cannot be seen by the human eye. The electricity is incredibly condensed and the user uses his chakra to make the lightning balls only react once the come into contact with water. This also includes ice and large amounts of steam. Once the balls come into contact with water there is a sudden chain reaction and the balls all suddenly explode in a burst of electricity. This includes water jutsus that the opponent releases from his mouth or are attached, created from the opponents body.
Note- Can only be taught by -Danzo-
Note- Can only be used twice per battle.
Note- Remains active for 3 turns
Note- Water jutsus cannot be used while its in affect.
____________
-Declined- DNR. I didn't even need to continue reading past the colored portion.
 
Last edited by a moderator:

Icemyster

Active member
Elite
Joined
Oct 14, 2009
Messages
9,271
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

Ga-youshiki: Takumi-Sacchi (Moth Style: Mechano-sensory)
Type:Supplementary
Rank:A
Range:Short/Long
Chakra:30
Damage:None
Description:
The user activates his/her Mark of the Monarch seal located on their left arm to begin a partial transformation in relation to his Moth contract, similar to that of Orochimaru growing snake-influenced appendages, turning his/her ears into antennae like that of a moth. After the transformation, the user's ears no longer use typical means of sound perception, and instead rely on picking up the vibrations of the air around them to maintain balance as well as general awareness of the space around them. Although the user will no longer "Hear" the sounds, he will be able to perceive the vibrations caused by them, as well as pinpoint the direction they are coming from. If the antennae are both cut off, the user will be rendered unable to maintain his/her balance and will no longer be able to perceive the vibrations in the air, rendering them crippled.
_________
-Declined- Animal/Hybrid transformation techniques are not allowed anymore, whether partially or completely.



Subeta-Yuuchi (Sword of Attraction)
Type:Weapon
Rank:S
Range: Short/Long
Chakra:40 per usage (-10 to when using katon to heat the blade)
Damage:80
Description:
The Sword of Attraction is a large double edged broadsword, with a 5 foot blade, and 2 foot long hilt, while being 2 feet wide from edge to edge. The sword while already being impressive in size is sharp enough to slice cleanly through most solid objects. The sword's true function comes from the material it is materialized from: Neodymium. Being the strongest magnetized earthen metal, the sword is naturally and extremely heavily magnetized, serving as a lightning rod of sorts for other metal based weapons, often ripping other weapons directly from the hands of the opponent, rendering them disarmed. Most user's of the weapon rely on its massive weight and attractive properties for both attack and defense, using the velocity and power of the magnetic sword to overpower and disarm an opponent as well as preventing metallic projectiles from hitting the user (Only if the user is not between the metal and the sword, otherwise the user will be likely killed by the metal due to is being pulled directly through the user). The sword's blade does have a very useful alternative usage. The lower half of the blade is charged with a negative charge, and the top half is charged positively. The user can reverse that charge, and cause the top half of the be shot off the sword at high speeds (similar to that of an arrow) towards the opponent. If the opponent is magnetically charged, the weapon's blade will home in on him/her increasing in speed and velocity the closer it gets to them due to the magnetic charge. To re-attach the separated halves of the sword, the user can return the lower half of the sword to it's original charge, causing the top half to slam back into the sword. Anything caught between the two halves will be crushed with extreme force. Excess weapons that are stuck to the sword can be released once the user applies katon chakra to the sword, weakening the magnetism temporarily and allowing the metals to fall off. Magnetism user's may use their chakra to increase it's pulling power, making it capable of pulling away metal from up to mid-range.
-Can only be used three times to shoot off the top half of the blade
-After the Katon is used to weaken the metal, takes two turns for the blade to regain it's full charge.
-Can only re-attach the top half of the blade if within mid-range of the half.
____________
-Declined- It would be a bit too much if you can disarm people from their swords even from long range distances, meaning Kenjutsu to a samurai bio would be useless, it's not approvable, you could however approach it differently, by applying a magnetic charge to the metallic objects you clash physically with the broadsword, then you can activate the magnetic ability of the sword and draw them in, also the 2 abilities should be ranked properly and given a range, the detachment of the top layer of the sword and the release of weapons magnetically stuck to the sword, also you need to elaborate more on the colored portion, meaning can the sword cut through earth techniques? or do you mean by solid objects just ninja tools?


Jiton: Kousa-arashi (Magnetism Release: Tesla Storm)
Type: Supplementary
Rank:S
Range:Short/Mid
Chakra:40
Damage:None
Description:
The user focuses his Jiton chakra throughout his body and releases a massive wave of Jiton in the form of a magnetic pulse. Anything caught in this pulse will gain a magnetic charge. If a ninja if holding metal and is hit with this magnetic pulse, it will cling to their bodies, preventing ninja weapons such as Kunai, wire, and possible weapons from properly being used. If the user is holding metal he is restricted by the same means.
-Can only be used twice
-The user's own weapons will do the same
-Lasts three turns
___________
-Declined- DNR.
 
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±±

( 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.
( 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 automatically 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 surrounding 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. In essence, it's a big cylinder of an element, created by merging all the needles created with that element, stored inside the Fugu. 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, specifically #5, A rank 60 damage points, #6 A rank 60 damage points and #7 S rank 80 damage points. It requires all the needles materialized, if any is missing, the cannon can't be shot. With #2, it can only shoot 4 needles at once equivalent to 40 chakra, 80 damage. 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: 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.

#9: 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.

#10: 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.

#11: 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.


 Approved 

( Suiton/Raiton: Oupuchibuta Ginkou ) Water/Lightning 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 throughout her body, quickly growing a thick water 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 (30 chakra, no damage points) with an offensive application (60 damage points by releasing it as a horizontal crescent). Otherwise, with a single handseal (two handed) the user is able to charge the second element (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. It is the momentum of the lightning blast that pushes the water, not a dual elemental usage simultaneously
*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.*


 Approved 

( 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.
To clarify, the user has no control over the target's memories, merely employing an incomplete illusion which is then, through pain, forcing the target's brain to complete the illusion. Having no control over it, the user is unable to experience what the opponent is experiencing, with the exception of mentally and physically seeing the opponent moving. Thus, the user is clueless as to what the opponent is seeing, both in how the opponent perceives the realm and how the opponent perceives her projection. Likewise, the genjutsu does not force one action, it simply applies selective sleep paralysis, which is to say, walks the line between the Genjutsu that layer the illusion on top of reality, thus the opponent can continue to interact with the world even inside the genjutsu, and the genjutsu that create such an overwhelming illusion that the opponent stands motionless, experiencing everything inside his mind, both usages cannon. It is by suggestion of a higher entity, through which the user speaks, by perceiving the opponent's reactions to suggestion, and then selectively removing the paralysis, that the user is able to give the appearance of controlling the opponent. The loss of memory that the opponent experiences, forgetting the past events, is merely genjutsu fog, or sleep fog, which is a normal response to an overwhelming illusion, not actual memory control, such as that employed by Sharingan Users and other Memory users.

*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 Sage rank, and, obviously Genjutsu Mastery.*
*Can only be taught to 3 people.*
________________
-Leaving for Scorps-



 Declined  Look at the red and look at my last check. You can't do this without making it an eye contact Sharingan Genjutsu as only those can actually condition your target into moving and doing what you want them to do. With normal genjutsu you cannot make the illusion strong enough for that to happen.
 
Last edited by a moderator:

Negative Knight

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

(Suiton: Suijou Souhou) – Water Release: Aquatic Touch
Rank: A
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will make direct contact with an object before focusing their suiton chakra directly into their intended target. Through the use of this chakra, the user will apply a process of conversion similar to the ones employed in replacement techniques using various mediums e.g. water, sand, etc. Instead of converting one's own body into water, the user will cause the target substance to undergo the state transition in their stead. Unlike the original technique this jutsu is based on (Water Replacement), the converted object will retain both its shape and form, granting it a certain degree of solidity (Similar to Water Style: Sword of Draining) thus allowing the user to keep a hold of the newly liquefied object if they wish to. If the user wishes instead of the whole object being turned into water, only select components (e.g. hilt or blade of a weapon) can be targeted. Animate objects (e.g. Samehada) which have been converted into water will become incapable of movement.

Note: Lasts two turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on people/summons but can be used on sentient weapons
Note: Follows elemental strengths and weaknesses
____________
-Declined- It's a nice technique, but i won't allow it to be used on CWs or special weapons like the Samehada >_>


(Suiton: Suetto no Potteri Buta) – Water Release: Sweat of the Bloated Pig
Rank: S
Type: Supplementary/Defensive
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user will perform the Boar Handseal whilst focusing their chakra into a nearby solid element e.g. Earth, Paper, Sand, Clay and etc. The resulting effect will be the miniscule drops of water residing in the air around it, quickly converging on the target material/element, aiming to seep through the pores, cracks and crevices in the material, if not simply being absorbed by it. Whilst doing this, the water will take on a very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field. The resulting effect of this forced absorption of moisture will cause the affected substance to gorge and inflate to an incredible size, but also become so heavy that it can no longer move, remain airborne or even be manipulated in the slightest. To signify this, the affected material will begin oozing out adhesive water from its openings, almost overflowing due to the great amount of sticky water its been forced to absorb e.g. Clay creatures will be "drooling" adhesive water from their mouths. This technique will have varying effects on different elements e.g. Paper will become too heavy/sticky and will begin to cling to other sheets of paper, Sand will become almost impossible to control/manipulate, Clay will become incapable of detonation and etc. However since the basis of this technique relies on water absorption, the user will be physically incapable of using it on metal or crystal-based elements. Furthermore, the affected material/element must be completely in solid form and not partially e.g. cannot effect Mud, Lava and similar solid-like liquids.

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Can only be used on elements/materials and not on people directly
Note: Follows elemental weaknesses and strengths

________________________________________________
 Approved 
Love it. Well done.
(Doton: Tsuba no Fumou Gama) – Earth Release: Saliva of the Acrid Toad
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the brother technique to 'Water Release: Sweat of the Bloated Pig'. The user will focus their doton chakra into a nearby construct of solid earth before converting either its rocky exterior or interior into a thick, dense swamp (similar in composition to Earth Release: Swamp of the Underworld). The newly formed fluid will exhibit one or more (only if compatible) of the following properties: adhesiveness, slipperiness or volatility (flammable). Against certain techniques (E.g. Fist Rock Technique or Earth Armour), the user can convert the exterior either into a glue-like substance to bind the opponent to their own technique even when they wish to shed it or convert the interior into a bulky mass of swamp, so the technique becomes drastically heavier and acts as an effective anchor mechanism. Alternatively, the user can use this to cause the hilt of earthen weapons to secrete a very slippery substance which makes it impossible to hold onto the said weapon(s). Unlike Swamp of the Underworld, the released swamp can also be quite flammable in composition, meaning it will readily ignite and burst into a maelstrom of flame if struck by fire or unfocused lightning. If direct contact is made with the targeted substance, this technique requires no handseals. However, if the user wishes to use this technique without direct/indirect contact with the target earthen construct, he must perform the Dog Handseal.

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Can only be used on Earth Release Techniques
Note: Follows Elemental Strengths and Weaknesses
_____________
-Declined- I won't allow using it on opponent's techniques, unless you come in contact with them, following the same method as the Earth Release: Light Weight technique and it's counterpart.


Batoidea Jutsu: Mageyasui Eda | Batoidea Arts: Boneless Limbs
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short/Mid (Made Short Range with a Mid-range reach)
Chakra: 30
Damage: N/A (60 damage if used to attack the opponent)
Description: A simple technique developed by the Rays so add an element of diversity to their arsenal. A ray will focus its chakra into its tail(s) before molding the released chakra to manipulate the tail in one of several ways. Both the shape and dimensions of the targeted tails can be altered, allowing the boneless limbs to be enlarged/shrunk as well as formed into a vast array of tools, constructs and weapons. The tails are capable of lengthening up to mid range, while their thickness is capable of growing up to the half the thickness of the 'Water Dragon Bullet Technique'. The shape of the tail can take on the form of more linear constructs (e.g. swords, pitchforks, tridents and other basic weapons) or even more advanced ones (e.g. umbrellas, spades and etc) for more applied uses. Taking this manipulation even further, the ray can combine its elemental affinity with this technique. Applying fire chakra will provide the tail(s) with a superheated coating of fire. Applying suiton chakra will coat the tail in a layer of adhesive water, allowing it to bind and keep a hold of caught objects/targets. Applying fuuton or raiton chakra will provide the tails with a sharp coating of its respective element. Applying doton chakra will harden the tails (in a similar manner to Earth Release: Earth Spear). If a Ray has multiple tails or affinities, only one type of construct can be created and only one element can be used. No matter the number of tails affected by this technique, its collective power will always amount to that of an A-Rank.

Notes:
- Useable by all Rays
-Useable Thrice per battle
-Use of elemental chakra will make this an elemental technique of the chosen nature
_____________
-Declined- Reduce the size of the constructs and their thickness.




 
Last edited by a moderator:

System001

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

(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: (60) N/A
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed (Of course both techniques take up their respective jutsu slot for that turn). This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.

Note:

- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter etc), or fire techniques that contain the users own chakra.
- Can only be used 4x.
- No Fire techniques above S rank next turn.
- Can only be taught by Scaze
_____________
-Declined- DNR.



(Katon: Ceryneian no Bayami no Tane) | Fire Release: Ceryneian's Bane

Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: Through the release of fire chakra from ones body, followed by the formation of a single handseal, the user can create a spear comprised of dense, highly compressed flames near their body. The spear is translucent orange in colour; is oddly large - typically being between 3-5 meters in length, with an exceptionally thick shaft that becomes thinner down towards the tip. Through manipulation the user can launch the spear at particularly fast speeds; however the weapon is not designed for close ranged usage - but rather meant to be used on those that are far, far away. As the spear flies, its shaft slowly disintegrates, doing so through multiple burst like explosions that result in sudden, successive bouts of acceleration. This process continues until the spear finally dissolves completely, yet it is this self-destructive process that makes this technique so lethal. When used over large distances, the spear will continuously accelerate and can potentially reach outstanding speeds so as to completely and utterly ram a target through. As a bench mark, should the user create a spear of 1 meter length, it would be capable of traversing a distance of roughly 200 meters, and by the time it passes the 20 meter mark it would be blurred to the naked eye, and cleanly uncrackable by the 40 meter mark (Between the 0-40 mark is the apex of spears acceleration, after which the increases are less notable and even less so beyond the 100 meter mark). Of course, being optimised for distance is this techniques downfall, as a far away opponent would, in most cases, have enough time to gauge the path of the spear and attempt to dodge, and rather than being directly faster than the spear itself, the enemy would simply have to transition over a small distance before the spear could traverse a large one. However attempting to dodge too soon would be a fatal mistake, as should the user sustain control over this technique they would be capable of making relative changes to the spears trajectory so as to shift it towards the opponent. However in most cases an accelerated spear travels in relatively straight paths, as its own speed makes it difficult for the typical user to confidently make the required changes.

Note:

- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn
- The maximum size of a spear is 10 meters.
- Up to two can be created per use. (In which case their combined size cannot exceed that of the maximum size.)
- Can only be taught by Scaze
_____________
-Declined- The explosion process to speed it up is already made by The Doctor i believe.




Batoidea Jutsu: Reimōdo | Batoidea Arts: Ray Mode
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: The user will rapidly release, and coat themselves in chakra to form a translucent turquoise shroud that follows the users curvature. The cloak divulging at the tail-bone so as to form a manipulable tail, typically 2-3x the users length; and also extending downwards from the back of the users head so as to form a semi-bisected pouch of chakra that splits into two triangular fin-like protrusions that dangle all the way down to the users ankles. The shroud has two distinctive yet slightly contradictory abilities; firstly the cloak produces an exaggerated replica of the Placoid Scales present on Rays and Sharks and thus creates a flaying effect on contact, the second is that it is capable of phasing through non-chakra infused, or weakly chakra infused (B-Rank and below and logically compromises the users defence in that area) objects so as to strike the opponent. However the shroud is merely the first step to the transformation, the next being that the user can motionlessly summon Rays that will merge into their composition, resulting in the assimilation of their abilities.
Once done the shroud will become darker, gaining physical substance - the user becoming clad in a self-moving armour that accentuates on their movements, essentially amplifying physicality by 50% per Ray. The absorbed electrical organs manifest to grant sensory of even the weakest of electrical signals through water, earth and even air; the latter being weaker than it's predecessors which are capable of spanning to miles on end; limited to a maximum range of 50 meters. The sensory is so precise, that with it the user can even predict an opponents movements by effectively reading the signals produced by muscle and organ function. The tail also gains form, gaining stinger barbs that inflicts immense pain to a stung site; although the pouches on the users back maintain their chakra-shroud constitution, but do evolve so as to grant the user flight through unapparent means. Lastly, this technique grants the user an ability called Authority for its duration. The user becoming capable of motionlessly summoing Rays, maintain a Rays stay for as long as this technique lasts; Rays requiring the users agreement to dismiss themselves - preventing Summon dissmisve techniques from undermining the Summon-Summoner bond. By extension, the user also becomes capable of utilizing all Ray Jutsu - even summon specific ones, to the highest level, gaining a +20 boost to utilised Ray Jutsu, and, any Rays in the users presence gain a boost in morale and a +10 boost to their techniques.

Note:

- This technique cannot be used again if the user has already merged with a Ray through use of this technique.
- A maximum of two Rays to merge with can be summoned per turn, and while they are generally quick to merge with the user, they can be killed or disrupted so as to prevent the transformation. Summoning these Rays also counts as a Jutsu, except when summoned in the turn that this jutsu is activated.
- Lasts for Five turns
- No Ray Techniques for two turns after the complete transformation ends.
- Once the user exits a complete transformation, their body will be plagued by exhaustion for the rest of, and the next turn, as well as bodily aching due to the armour forcibly accentuating on their movements; as a result the user is incapable of using techniques above S rank for that time period.
- The cloak is neutral to the basic 5 elements.
______________
-Declined- DNR
 
Last edited by a moderator:

Tsuki

Active member
Supreme
Joined
Apr 27, 2012
Messages
38,418
Kin
1,154💸
Kumi
30,042💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

(Futon: Zurui Kaihi) – Wind Release: Sneaky Evasion
Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A technique where the user manipulates wind to suddenly surround himself/herself and target forming a weak whirlwind around each of them for a very brief moment. All of this is initiated by making a clicking sound with their tongue. The whirlwind doesn't cause any harm or unbalance, it is just a mean to trigger this jutsu. As this whirlwind begins to form, they both immediately swap places causing the user to stand where their opponent was standing. Same happens with the opponent. This allows the user to escape/evade physical attacks/traps while at the same time putting their opponent in a situation where they'll have to deal with this physical attack/trap instead of the user. Such attacks can be an incoming fireball or being stuck to the ground because of a sticky substance. Evading offensive techniques which goes through the orifices (example: mouth and nose) is also possible only if they entered the user's hearing, respiratory or digestive paths (because orifices lead to these 3 places). During the process of swapping, the opponent will take the user's place and vice versa leading to any offensive technique which entered the user's orifice to be inside the opponent's instead. For example inhaling a dangerous gas which will cause some negative effects, but that doesn't allow the user from escaping those effects, they've already inhaled it so they'll experience those negative effects aswell. The only way an offensive jutsu won't affect the user is if it was a small, non-poisonous material (such as jutsus revolving around moisture or dust). The opponent would receive that offensive jutsu instead of the user during the process of swapping and have its end result inflicted upon them.

Note: This does not work on mental techniques such as genjutsu
Note: Cannot be used more than once against the same opponent
Note: User cannot damage themselves with their own moves/techniques then use this jutsu
__________
-Declined- Similar techniques exist.



(Raiton: Usui Iruminēshon) – Lightning Release: Watery Illumination
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user’s skin secretes lightning chakra which covers their skin and clothes, a very thin layer of lightning chakra that hasn’t undergone nature transformation meaning that it hasn’t taken the attribute of electrocuting yet. Something well perceivable by dojutsu and sensory users, others would see the user (slightly) glowing blue, emanating a weak light. As this lightning chakra gets secreted it will push away anything covering the user’s body and clothes, forming a layer around them and their clothes pushing away (amongst other things) water. By using this method, the user will dry their body allowing them to get rid of water on their skin and clothes. After having formed this layer of lightning chakra (chakra form) the user will release a surge of non-focused lightning in nature form from their entire body which goes through this layer while keeping the layer in chakra form intact. It then passes through this layer and continues straight towards where the user wishes it to go. This layer doesn’t have any defensive attributes beside the property of protecting the user of surrounding water from getting in contact with their body or getting rid of other materials covering the user’s body. This allows the user to not be damaged by non-focused lightning while surrounded by water. A jutsu mainly used while surrounded by water or in a watery/rainy terrain. This could even be used while under water without damaging the user. Taking advantage of being dry and not being in contact with said water, they send a non-focused lightning current in nature form to the water source/rain, making it travel to long range distances through water, electrocuting anyone in contact with same targeted water/rain or other liquid that are electrical conductors giving them 2nd degree burns.

Note: Twice per battle
Note: No S-rank lightning the same and following turn
____________
-Declined- Quite unreasonable to use Lightning chakra to push away water covering your skin and clothing.



(Genjutsu: Gōmon no ningyō) - Illusionary Arts: Tortured doll
Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform three handseals then raise a hand toward their target's location in a similar manner as a puppet user would do when they're about to release chakra strings from the tip of their fingers. With that done, the target will successfully become victim of an illusion where the user will disrupt the target's chakra system and chakra within their brain. The target's senses would lead them to believe that he/she is not capable of moving according to their own will and shortly after, chakra strings connected from the user's hand to their body would be perceivable by them. As that is happening, endless of other chakra strings will be extending from the user's fingers at projectile speed hitting random places around the target. As the chakra strings hits a platform they will stick to it while also keep on extending in a manner as if they were "bouncing off" of the platform, changing trajectory until they would end up reaching the target, sticking to him/her at every part of their body. They will all stretch the target's arms and legs so that their body will be completly unable to move and fully open for attacks. Some of the chakra strings which are attached to the target's face would forcefully drag the target's mouth wide open while other chakra strings would attach to the target's teeth and tongue. Some would forcefully keep the target's eyes open as others attach to their eye-balls. with one gesture of the user's raised hand all the chakra strings will drag whatever they were attached to. The ones attached to the teeth will rip them off, those attached to the tongue would forcefully drag the tongue more than what it can normally stretch but not to the extend of removing it, eyes would be ripped off their sockets, fingers and limb would be stretched until the target looses control over them and they get dislocated. This all happens in the illusion and in a rather fast manner. This genjutsu's purpose isn't to keep the target in it for a long period of time, rather restraining his/her movements for a short moment then making them collapse with some mental damage allowing the user to buy some time. The only place where there is a little momentum is when the user decides to drag the illusionnary chakra strings (they can decide when they want that to happen by moving the raised hand backwards). In reality, the target would be standing at their current location immobilized until the user decides to draw the strings. After that, they would fall to the ground as if being released from real chakra strings that were holding them which where actually illusionary and also because of the mental damage that has been inflicted to them.

Note: Usable twice per battle
Note: No genjutsu above A-rank the same and next turn
Note: Must be taught by -Tsuki


 Declined  Sorry, similar to existing techniques. DNR​


(Genjutsu: Me dakkyuu) - Illusionary Arts: Eye dislocation
Type: Offensive
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will perform two handseals (starting with boar) inducing the target in an illusion by sending their own chakra to disrupt the target's chakra system and the chakra within their brain. Right after performing the handseal, the target's senses would make them believe that the user possesses some increased speed ability and is using it to move quickly to their location, giving them few quick kicks and punches which sets them off balance. In the illusion, they won't be capable of matching their own speed with the user. They will then believe that the user has suddenly moved behind them and is pointing/touching the back of their (target's) head with their (the user's) index and middle finger as to release a projectile out of them at the back of the target's head. At that moment the target's eyes will have their eyeballs getting dislocated as if they were forcefully attracted by the user's 2 fingers, causing them to turn back 180 degrees as to stare behind themselves yet having their head facing the other side. This is all in the illusion and makes them feel great pain in the illusion causing some mental damage in reality aswell. In reality the target would be falling due to getting out of balance in the genjutsu (because of the few kicks and punches). When the genjutsu ends, the target will be capable of standing up but with some mental pain due to having had his eyes dislocated in the genjutsu. However, in reality, nothing happens to his eyes apart from being momentarily blinded while under the effects of the illusion.

Note: Usable twice per battle
Note: No genjutsu the same turn
Note: Cannot be used the following turn
Note: Must be taught by -Tsuki


 Approved 

(Genjutsu: Sokkusu teiri) - Illusionary Arts: The Sock Theorem
Type: Offensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs 3 handseals inducing the target in an illusion disrupting the target's chakra system and the chakra within their brain causing them to get extremly nauseous feelings. They will then feel as if there are boiling bubbles inside their stomach and they will suddenly begin to throw up their organs, giving them an extremly unconfortable feeling also preventing them from doing anything else at all (in the illusion). This is not where it ends, they will continue on throwing up until their body turns inside out because of throwing up all the inside of their body. In reality, the target will be immobilized and due to the mental stress the nauseous feeling gives, the target will be hindered and somewhat dizzy. While the illusion is progressing, while difficult, the enemy is still able to do handseals and mold his chakra and doesn't lose his connection to the real world as its not a "dream-like" illusion.

Note: Usable twice per battle
Note: Cannot use it the following 2 turns
Note: No genjutsu above A-rank the following turn
Note: Must be taught by -Tsuki


 Approved 
-Updating-
(note: just edited the bolded restriction)

(Genjutsu: Me dakkyuu) - Illusionary Arts: Eye dislocation
Type: Offensive
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will perform two handseals (starting with boar) inducing the target in an illusion by sending their own chakra to disrupt the target's chakra system and the chakra within their brain. Right after performing the handseal, the target's senses would make them believe that the user possesses some increased speed ability and is using it to move quickly to their location, giving them few quick kicks and punches which sets them off balance. In the illusion, they won't be capable of matching their own speed with the user. They will then believe that the user has suddenly moved behind them and is pointing/touching the back of their (target's) head with their (the user's) index and middle finger as to release a projectile out of them at the back of the target's head. At that moment the target's eyes will have their eyeballs getting dislocated as if they were forcefully attracted by the user's 2 fingers, causing them to turn back 180 degrees as to stare behind themselves yet having their head facing the other side. This is all in the illusion and makes them feel great pain in the illusion causing some mental damage in reality aswell. In reality the target would be falling due to getting out of balance in the genjutsu (because of the few kicks and punches). When the genjutsu ends, the target will be capable of standing up but with some mental pain due to having had his eyes dislocated in the genjutsu. However, in reality, nothing happens to his eyes apart from being momentarily blinded while under the effects of the illusion.

Note: Usable 4 times per battle
Note: No genjutsu the same turn
Note: Cannot be used the following turn
Note: Must be taught by -Tsuki
______________
-Update Declined- Keep the original.
 
Last edited by a moderator:
  • Like
Reactions: Drāgy

Erzo

Active member
Legendary
Joined
Jul 27, 2011
Messages
17,911
Kin
551💸
Kumi
1,094💴
Trait Points
0⚔️
Awards
Re: ±±Custom Jutsu Submission±±

(Tairei: Kōdona nuno Sōsa) : - Oversoul: Advanced Cloth Manipulation
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: By infusing chakra into cloth within the users possession, the user is capable of manipulating it so as to perform various tasks. Cloth can be reinforced with chakra so as to go against piercing or cutting techniques and similarly enhanced so as to likewise pierce or slice an opponent; it can also undergo more traditional usages for restraining and binding purposes, with the range of this technique limited only by the amount of cloth the user has, and how they choose to use it. For instance, the user could unravel individual strings or threads from clothing, allowing smaller amounts of more inconspicuous cloth to traverse longer distances so as to pierce or entangle a target, or could utilise bodily clothing for short ranged purposes such as manipulating sleeve ends to form weapons, or infusing clothing covering vital areas, enhancing rigidity to make use of cloths tensile strength so as to safe guard from attacks. This technique can be utilized with the infusion of one of the basic 5 elemental chakras. In which case, earth will provide a more advanced hardening capability and can also serve to increase weight, Wind will enshroud the cloth in wind chakra, making it sharper and faster, as will Lightning, Fire will sterilize cloth and make it scalding hot and Water will make it more resilient to being ignited, while also making it more damp. However infusion with elemental chakra will produce elemental weaknesses and strengths, for instance Earth Infused Cloth - will be susceptible to having its chakra nullified by Lightning techniques, and will also be liable to breakage by Lightning due to its unusual level of hardening, Wind will be more ignitable, Fire vulerable to drenching and so on. Utilization of normal chakra is neutral to all elements.
~ Can only be used 4x
~ No Ninjutsu above S rank for the rest of the turn
~ Can only be Taught by Erzo
___________
-Declined- This is two techniques made in one, one with the guarding against techniques and the other with the restraining and binding, they should be made into two separate techniques. Also wind infusion doesn't make the infused object faster, only lightning does.


(Tairei: Nuno chūnyū): - Oversoul: Cloth Infusion
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A +20
Description: This technique simply allows the user to infuse a cloth of choice with an elemental chakra. There are two distinct types of infusions, the first which entails the utilisation of pure elemental chakra, whereas the second utilised a manifestation of an element so as to provide more corporeal physical affects. In the first, the user will simply infuse the cloth with an element of choice via chakra flow, resulting in it undertaking an empowering elemental coating that will grant rudimentary manifestations of the respective element - i.e Fire infused cloth will become sterile and hot, Lightning/Wind infused will be sharper or faster, Earth more resilient/rigid, and water becoming ignition-resistant. The second version will result in a more distinct change, for instance, the infusion of fire will set the cloth alight, the infusion of Wind/Lightning will surround it in empowering currents of Wind or Lightning, the infusion of Earth will turn the cloth rock like, while the infusion of Water will utterly drench the cloth, with the added option of the cloth also becoming sticky so as to cling to a target. While the technique itself does not do damage, it does empower the cloth in question, allowing it to be tossed as a projectile, or more importantly, allowing for the pre-infusion of an element into a cloth so as to give an Oversoul Techniques of choice added power.
~ Can only be used 4x
~ No Tairei techniques above S rank next turn.
~ The second version of infusion wares off after two turns, and in the case of fire and earth infusions, the imbued cloth will burn out or crumble upon the duration limit being reached.
_____________
-Approved-


CFS approved here:
 
Last edited by a moderator:

Delta

Banned
Legendary
Joined
Jul 4, 2012
Messages
12,187
Kin
1,422💸
Kumi
8,893💴
Trait Points
39⚔️
Re: ±±Custom Jutsu Submission±±

(Suiton/Raiton: Mukankaku Kiri)Water/Lightning style: Numbing Mist
Type:
Rank:B rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user will begin by using the (Kirigakure No Jutsu) - Hidding in Mist Jutsu, as the mist is being expelled the user will infuse small ammounts of Lightning chakra into each particle giving it a small eletric charge. What this does it when the mist comes into contact with the opponent it will release the small chakra into their muscles causing them to numb. The Numbing Mist is broken down into turns
First Turn: The opponent won't feel a thing, the mist is simply settling and enveloping the area, the opponent will be hit with the mist but from the first turn after activation they won't feel the lightning charges
Second Turn: After the Second turn the opponents may start feeling some slight lack of feeling in heavily exposed area's, like the face arms and possibley legs, this will be more of a slight tingling feeling then numbing.
Third Turn: This is where the jutsu almost takes full affect, the exposed area's of the opponents body will begin feeling alot of numbness making it hard to move their arms and legs or feel their body. Any lightning specilist will only feel up to this point and won't feel turn four.
Fourth Turn: This is the final stage of the Numbing Mist, any non lightning specilist will suffer full body Paralysis, they will be unable to move their body for a full turn but will still be capable of channeling chakra. This is the final turn of the Numbing Mist, after this turn the Lightning charges leave the mist and it becomes normal mist once again.
The turn after the Fourth turn the opponent's body will revert back to numbing and the entire process will go in reverse, first numbness then tingling and then the opponent will be back to normal. The user of this jutsu is unaffected by the mist(aside from the obvious visual difficulties) as his own lightning chakra.

Restrictions:
Can only be used 4 times per battle.
After 4 turns the lightning charges leave and it reverts to regular mist.
____________
-Declined- DNR, attempted before and declined >_>


(Meiton: Unleash Supekutoru Akuma Yami)Dark release: Unleashing the Spectral Demon of Darkness.
Type: Offensive
Rank: Forbidden
Range: Self-Long
Chakra: 50
Damage: 90(user will die after use)
Description:The final technique created by those who have mastered the art of Dark release. The seal upon their hand is what gives them their power and makes them so strong. Back before the First ninja war an Unnamed Dark release shinobi created the ultimate Taboo, breaking the Seal. After this was done the man vanished from exsistance and was never seen again. During the second Ninja world war a group of Dark Ninja learnt of this and discovered why the man had vanished.

The user will begin by biting their thumb to draw blood, they will then wipe the blood across the seal and then perform 15 handseals. At the end of the handseals the blood will seep into the seal on the users hand, shortly after the user will suffer extreme pain as the blood shatters the seal unleashing all the pent up power inside. The result of this is the dark chakra fully envelopes the users body, it destroys all his muscles and bones on his body but leaves his organs and chakra system in tact. By doing this the users entire body becomes living dark release, their consciousness left in tact but their body destroyed. By doing this the user gains many power ups but also costs him his life after 4 turns.

The most evident change is the users speed, as he has become living chakra and his body is no longer weighing him down his speed will be increased x2. Upon activation the user is capable of Freeform dodging a single jutsu but only upon activation.

Also when activated the user becomes near immune the Lightning Wind and Fire techniques. If the attack is pinpoint to hit a vital organ it will cause severe pain to the user and cause him to only be capable of using a Single technique the turn after being hit. Aside from that Fire Wind and Lightning techniques will pass through their body unless of coarse they hit a vital organ. Hitting all the remaining vital organs(Lungs, Brain, and Heart) will cause the user to die and the chakra to evaporate.

While in this mode the user is only capable of utilising Dark release Fire And Lightning techniques. He is also capable of using a full body Inhaling Maw which can be used on B rank earth, A rank water as well as Forbidden Fire Lightning and Wind jutsu. All jutsu used have a +10 damage added to them.

While in this mode the user is also capable of Fighting in close quatres, if the opponent is hit with a strike from the user while this is activated they will receive C rank Dark damage to the affected area.

This mode lasts for four turns after activation. On the final turn the user will let off a Supernova of Forbidden Ranked Dark Chakra. The Supernova is Similar to Deidara's C4 causing widescale and rapid destruction. As the Supernova happens it destroys all the Organs and the user chakra system essentially killing him upon its use.

Restrictions:
Can only be used Once per battle.
Activating this technique will kill the user.
This mode lasts 4 turns after the breaking of the seal.
All Dark Fire and Lightning jutsu will be given a +10 boost in damage.
Users movement speed is Increased by x2.
All physical attacks made by the user are equal to C rank Dark damage.
Upon the final turn the Users body will explode into a dark supernova expanding up to long range which is equivilant of 90 damage.
__________
-Declined- DNR, turning into elements is done countless times with various elemental natures.


You must be registered for see images
 
Last edited by a moderator:
Status
Not open for further replies.
Top