[ARCHIVE] Custom Jutsu Submission - II

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Matt

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Re: Custom Jutsu Submission

(Raiton: denkou tama) Lightning Release: Lightning Bullet
Type: Offensive
Rank: C Rank
Range: Short-Mid
Chakra: 15
Damage: 30
Description: The user will focus their Raiton chakra into the point of their fingertip and condense it into a small bullet made of pure electricity, upon contact the opponent will be shocked paralysing them temporarily, multiple hits can prolong the paralysis.
Restrictions:
- Can only be taught by BlackCrow
- Can only be used 3 times per fight

♠ Declined, do not resubmit ♠
Too similar to existing techniques.
 
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Venom

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Re: Custom Jutsu Submission

(Doton: Doukutsu no Chiisana Ikimono)- Earth release: The Caves little creatures
Type: Supplementary-Offense
Rank: A
Range: short-Long
Chakra: 30
Damage: N/A (+20 on impact and every turn left on the opponents body)
Description: The user will create countless, tiny spiders no larger then 0.5 meters in diameter, made out of sticky adhesive mud similar to Earth release: Swamp of the underworld. This spiders can be created either by an already existing mud source and appear from the mud source or spewed out of the mouth of the user to shape them into the spiders. When released from the mouth, a chunk of mud is sent out, it moves towards the opponent and begins to split apart into many spiders, this method can actually lightly harm the opponent due to the blunt force impact it would inflict because of the momentum it travel. It can also be spewed out close range of the user and controlled by the user to send towards them crawling along the ground, this has less of an impact affect but gives them a certain mobility and control on which target to go towards. The spiders act to cover the opponent by crawling all over the opponent and cover the limbs and body of the opponent to suffocate and restrict his/her movements due to the sticky nature of the mud and the added weight it would place on the opponent. Similar to the jutsu Earth release: Swamp of the underworld, by allowing the mud spiders to remain on the body for too long they will begin to sap the strength of the opponent, drastically weakening the opponent with every turn the spiders remain on the user, over a certain time period if the opponent does not do anything to the spiders they will cause him to faint due to lose of strength (3 turns), this also means the mud is chakra infused. This spiders are able to move along almost any surface sticky or solid (Mud, sticky water, wood, regular water, etc) due to the adhesive property it has but can still retain its shape because of the earth chakra keeping it condensed preventing them to lose shape under normal circumstances. This spiders can only attach itself to one target at a time, this targets can be considered summoning animals as well as regular ninjas.

Note: Remains on the field for three turns
Note: Can only be used twice
Note: Requires a one turn cool down before use again after they are dispersed or destroyed
Note: Must have S-Rank Doton training before use


 Declined  How can the spiders achieve this lost in strength? You only lose strength if you tire and you only tire if you fight against it. The swamp is different as the mud is enough to actually suffocate and compress you inside it.
(Doton: Doukutsu no Chiisana Ikimono)- Earth release: The Caves little creatures
Type: Supplementary-Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (+20 on impact if used as a projectile and every turn left on the opponents body)
Description: The user will create a vast amount of tiny spiders (up to 10) no larger then 0.5 meters in diameter, made out of sticky adhesive mud similar to Earth release: Swamp of the underworld. This spiders can be created either by an already existing mud source and appear from the mud source or spewed out of the mouth of the user to shape them into the spiders. When released from the mouth, a chunk of mud is sent out, it moves towards the opponent and begins to split apart into many spiders, this method can actually lightly harm the opponent due to the blunt force impact it would inflict because of the momentum it travel. It can also be spewed out close range of the user and controlled by the user to send towards them crawling along the ground, this has less of an impact affect but gives them a certain mobility and control on which target to go towards. The spiders act to cover the opponent by crawling all over the opponent and cover the limbs and body of the opponent to suffocate and restrict his/her movements due to the sticky nature of the mud and the added weight it would place on the opponent. Similar to the jutsu Earth release: Swamp of the underworld, by allowing the mud spiders to remain on the body for too long they will begin to sap the strength of the opponent, drastically weakening the opponent with every turn the spiders remain on the user, over a certain time period if the opponent does not do anything to the spiders they will cause him to faint due to lose of strength (3 turns), this also means the mud is chakra infused. However, this can only be achieve if there is a large amount of spiders on the opponent's body that way the spiders can compress around the body of the opponent causing the strength loss to take place (would need at least 5 spiders attached to the opponent's body) This spiders are able to move along almost any surface sticky or solid (Mud, sticky water, wood, regular water, etc) due to the adhesive property it has but can still retain its shape because of the earth chakra keeping it condensed preventing them to lose shape under normal circumstances. This spiders can only attach itself to one target at a time, these targets can consist of summoning animals as well as regular ninjas.

Note: Remains on the field for three turns
Note: Can only be used twice
Note: Requires a one turn cool down before use again after they are dispersed or destroyed
Note: Must have S-Rank Doton training before use

♠ Approved ♠

(Ninjutsu: Omoi Kumo ) - Ninja Arts: Heavy Cloud
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 [+5 Every Turn active]
Damage: N/A
Description: An advance ninjutsu technique that works with clouds of any type, whether it is rain clouds or thunder clouds. The user sends his chakra into the clouds to make his chakra act as an anchor that weighs down on the cloud(s) making it nearly impossible to be blown away by a simple wind jutsu. When this technique is used, the clouds will remain stationary like a ship, being held by its anchor.

Notes:
- Can only be blown away by an S rank or higher technique only.
- Can also be used on Mists, smoke or other forms of gas or smoke.
- Last for 5 turns.
- Can only be used twice per battle.
- Can only be taught by -Venom-

♠ Declined, do not resubmit ♠
Like the idea, ain't logical though. Chakra isn't physical, does not have mass, adding it to clouds or intangible gases like that isn't going to make it any heavier. I can't see this one working at all.
 
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Noni

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Re: ±±Custom Jutsu Submission±±

(Tiglon Kuchiyose No Jutsu: Ichigo)- Tiglon Summoning Jutsu: Ichigo
Type: Summon
Rank: S-Rank
Range: Short-Long (Summoned short range of the user can move up to long range)
Chakra: 40
Damage: N/A (Depends on which attacks)
Description: The user uses his blood and the normal summoning technique or wipes blood on his Tiglon tattoo and summons Ichigo of the Tiglons. Ichigo has orange fur with white claws. His size is that of 12 feet head to tail and 4 meters tall, he has a very lean and fit physique. He is able stand on his hind legs and move around while standing on his hind legs but can't move as fast compared to him being on all fours of his legs. He is able to speak with his owner telepathically. Ichigo has rather large fangs and claws. His claws are the size of regular kunais with his fangs slightly smaller. Ichigo can put his paws together to formulate a hand seal. Ichigo is considered one of the more active and respectful of the Tiglons, he has a cool demeanor but can overreact at times. Ichigo has a great affinity with wind chakra. He is able to perform all wind jutsus up to the users known rank without the need of hand seals. He can also withstand the power of S-Rank lightning without dispersing. Ichigo has a special ability with his sense of hearing, Ichigo will be able to notice any sound and react accordingly to it. He is able to move when he is on both legs at Kage rank speed and when standing on his hind legs Sannin rank. Ichigo last ability is he is able to connect with the user through chakra but needs to remain in close range, by doing this Ichigo will be able to feel the users chakra network. Ichigo being a master of wind is able to manipulate wind around himself to such a advance degree he is able to float around the air exactly up to 10 meters above ground, though he is able to move around as freely with pace. He can only move with S-Rank speed when afloat.
- Takes a direct S-Rank attack to disperse him
- Can only be summoned once
- Stays on field for 4 turns

Took ownership of the tiglons

♠ Declined ♠
Everything highlighted is way too OP. Fix it up.
(Tiglon Kuchiyose No Jutsu: Ichigo)- Tiglon Summoning Jutsu: Ichigo
Type: Summon
Rank: S-Rank
Range: Short-Long (Summoned short range of the user can move up to long range)
Chakra: 40
Damage: N/A (Depends on which attacks)
Description: The user uses his blood and uses the normal summoning technique or wipes blood on his Tiglon tattoo and summons Ichigo of the Tiglons. Ichigo has orange fur with white claws. His size is that of 12 feet head to tail and 4 meters tall, he has a very lean and fit physique. He is able stand on his hind legs and move around while standing on his hind legs. He is able to speak with his owner telepathically. Ichigo has rather large fangs and claws. His claws are the size of regular kunais with his fangs slightly smaller. He is able to utilize his wind chakra ability to channel wind through them to increase their cutting ability (Counts as a move, A-Rank). Ichigo is considered one of the more active and respectful of the Tiglons, he has a cool demeanor but can overreact at times. Ichigo has a great affinity with wind chakra. He is able to perform all wind jutsus up to S-Rank. He can also withstand the power of S-Rank lightning without dispersing. Ichigo being a master of wind is able to manipulate wind around himself to such a advance degree he is able to float around the air exactly up to 10 meters above ground, though he is able to move around as freely with pace. He can only move with S-Rank speed when afloat, while floating he can carry small items and weapons.

Note: Can only be summoned once
Note: Lasts on the field for four turns
Note: Any jutsu Ichigo executes is counted as a move


♠ Approved ♠
Removed some things, added others.


(Fuuton/Doton: Sekushon Yoku)- Wind/Earth release: Suction Tubes
Type: Supplementary-Offense
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user will manipulate the ground upfront of them to rise one single tube made of stone and earth. The tube is not more then the size of a regular person's mouth allowing the user to place their mouths on the tube. The user then by stomping their foot on the ground will release up to 10 other tubes all around the users position covering them in a radial manner with the opponent in the center. Each tube once again has an opening no larger then a regular persons mouth and are quite long in size, with the opening of the tubes facing towards the opponent. Each of the tubes are connected towards the tube that is with the user with a connection underground similar to a pipeline. The tubes however act only as a medium to supplement the user. The user will then focus wind chakra into their lungs and place their lips on their tube covering it and begins to breath into the one tub, but as the user is breathing into the tub a chain reaction occurs where every tube around the opponent will begin to suck in the air around the opponents area. This causes the opponent to be restricted completely of movement not allowing them to move whatsoever, and because all angles are sucking the air in, the opponent will feel as if their body is being stretched to the max causing tears in their muscles and tendons as their body is being stretched. With one final gust the user will breathe out and release bullets of wind out of the tubs surrounding the opponent blasting him/her on all directions finishing their body off. This jutsu requires a constant stream of chakra and is very similar to ( Futon: Shinkūdama ) - Wind Release: Vacuum Bullet.

Note: Can only be used three times
Note: Requires Wind to be up to A-Rank
Note: Requires Earth to be up to A-Rank
Note: Counts as two moves in the three jutsu move slot

♠ Declined ♠
At the bolded: ಠ_ಠ What a weird thing to do during a fight...
I'm kind of confused at the nature of this jutsu. If they are tubes that rise up from the earth, wouldn't the opening only be on the top, or is it on the side? I'm having a hard time picturing this. Also, if you're breathing out and into the original tube, it makes no sense if the other tubes are going to have air being sucked in - where is all that air going to?


(Ranton: Tyrael Kuo tengoku)- Storm Release: Tyrael's High Heaven
Type: Supplementary-Offense-Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user will gather a vast amount of storm chakra and release it on the surface of the user's back. Lasers will erect out from the user's back, as they are being pushed outward the user will divide the lasers into six on each side of the users back, so overall twelve lasers will appear from out of the user's back. This laser were shaped like blue glowing tentacles, always gently swaying in the air. Each tentacle very from size, mostly the tentacles located closer to the opponents head are much more longer (2 meters) while the tentacles located around the lower back are smaller in size (500 cm). The tentacles being made completely energy based storm chakra and condensed heavily of storm chakra but remains extremely fluid and wavy, but does have a certain tangibility. This means the tentacles area easily able to be used to grab onto the opponent or different objects and shock them severely completely dismantling them. The damage produced from the tentacles very from how long the opponent touched the tentacles, a slight touch can cause numbness but complete impact upon the tentacles can harm the opponent and even paralyze their physical movements. What makes the tentacles most powerful is how easily they can be controlled by the user through his own will, the tentacles can be used completely depending on the creativity of the user. This means the user can use them form a barricade around the user or swipe at the opponent to deliver impact damage. However it would require him to stay focus upon the tentacles themselves preventing usage of other techniques. Another basic drawback is, the tentacles can not be used to move along the ground or grab earth like objects, the storm chakra will act to destroy the earth making its mobility useless, so the user will always be standing up when using this technique or somehow keep balance but not with the tentacles themselves.

Note: Can only be used once
Note: Stays on the field for three turns
Note: User can only use earth and fire jutsus A-Rank and below when the jutsu is active
Note: After the jutsu deactivates, the user can not use storm jutsus above A-Rank for two turns

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♠ Pending, leaving for another checker ♠

✦ Declined ✦ Okay so...there are 6 tentacles. An S rank divided by S is roughly.....C rank each, more or less. Being struck by one tentacle would do little damage then, at most slight damage, and numbness. In order for this to do S ranked damage, you would have to strike them with all of them at once. The bolded part needs clarification, could lead to abuse. The line following it does not clarify enough for me. Also, while this is active, when you actively use the tentacles to attack or defend, you cannot use another jutsu at the same time.
 
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Kerrah

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Re: Custom Jutsu Submission

(Hachimon: Odori no Shiro Tora) - Eight Gates: Dance of the White Tiger
Rank: S
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage: 80
Description: A form of Taijutsu that is deceptive to the naked eye and the untrained, but extremely powerful in it's nature. Through activation of the sixth gate - The Gate of View; the users physical prowess is pushed to the limits, allowing him to move at extremely fast speeds. With immense training, this speed can be used to augment the user's limbs, so that they may be utilized in an offensive way untraceable by the opponent. Being short ranged from the opponent, the user will release a barrage of attacks (could range from both upper and lower body, including but not restricted to: Palm thrusts, uppercuts, simple jabs, knuckle punch, high kick, low kick, sweeping kick etc.) The main ability of this barrage of attacks is the speed applied into each limb, the user's limbs will move at such excessive speeds that not even the highest ranking Doujutsu can trace their movements, albeit the user's main body (head, chest, stomach) will thus move slower than the rest and is easily identifiable. Hence, the gestures produced by the user's limbs will appear as simple afterimages to the opponent, acting as a decoy since the action the opponent is observing has already occurred. As the barrage continues onwards, the after-images will replicate the entire user's body and his former positioning before the most current attack. Leading on for that afterimage to act as a decoy whilst the next is attack coming from in from another angle. And essentially creating a chain of events where the opponent's eyes are tricked by the speed of the user's limbs, creating more and more afterimages of previous positioning whilst continuously firing in more damage inducing hits.
~Can only be used once per battle and only by EIGM.
~Due to the excessive speed applied to augment the user's limbs, both his feet and hands will undergo severe pressure after usage, disabling him to perform hand signs for the next turn.
~No techniques above that of S-rank in the same turn.
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✦ Declined ✦ Incredibly OPed. The 6th Gate grants a x6 speed multiplier, while EMS, being the doujutsu with the highest reaction time, grants a x5 reaction speed. Even though by rules, this outmatches EMS' reaction levels, your wording alludes to even with additional multipliers used (i.e. chakra sensing, etc), the enemy would still be unable to see these attacks. Also, I believe I've seen a few jutsus that allow the user to move at speeds where they produce a tangible afterimage that does damage. Only difference here is you use EIG with it. This also will make taijutsu above B rank unusable for 3 turns afterwards due to the massive pressure exerted from the speed of moving your arms.

(Shimon: Hyakushiki Kannon) - Gate of Death: 100-Type Guanyin Bodhisattva
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage: 90
Description: Described in folktales as the epitome of hand to hand combat, the foundation of this technique relies with the activation of the final gate - The Gate of Death. With that activation the user's resolve is clear, and his life's final act is imminent. All unnecessary thoughts blocking his train of thought is released and his mind is brought to peace. The activation for the technique is simple, the user, by closing their eyes and placing their palms connected in front of them in a praying motion, is brought to a meditative state, where behind them is a hypothetical gigantic physical manifestation of Guanyin - a Bodhisattva associated with compassion as veneration, who encompasses 100 hands. Though this gigantic 'statue' is nothing but a figment of the user's mind and their current state, to the opponent there is no noticeable change in the surrounding environment. The main ability of this technique is the peace and tranquility of the user's mind, allowing fluid movements and hand gestures to be used in conjunction with each hand on the Guanyin, creating endless possibilities of different attacks accompanying all possible ranges and angles. Both the user's and Guanyin's hands move at a speed faster than the speed of sound - effectively untraceable even by the highest ranked ninjas, and each of the theoretical 'hands' on the Guanyin is the equivalent to an S-rank. In reality, the attacks are formed from the movements by the user, compressing air pressure around them and dictating it forward at such an extreme speed that the space within the immediate vicinity of the technique is distorted, forming said 'hands' that will be used to attack and hence visible to the opponent. However, since the ratio of these hands between the two entity's vary massively, there are three type of co-ordinations that can be used in battle.
First Hand: This variation relies on a single hand to be used offensively, with any gesture from either of the user's hands (such as a palm thrust, slamming palm on ground, punching ground with enclosed fist) dictating the attack. The power released upon impact is strong enough to break the structure of the Earth into crumbs, essentially affecting and producing an omnidirectional crater up till mid range from where the hand struck onto the ground. leveling every organism that was standing near the vicinity of the attack.
Third Hand: This variation relies on two different hands to be used offensively. The user, with both of his hands performs a clapping motion and the Guanyin replicates said gesture, using two far hands to come down and slam right into each other, mimicking the clapping motion, with the opponent being in the middle of the two individual palms. The sheer density and speed that the hands are coming into each other to is capable of crushing even the densest material into nothing but mere crumbs. Upon contact as well, a deafening sound is emitted as the two palms touch, which albeit not lethal is powerful enough to disable the sense of hearing of any target within short range of the palms.
Ninety-Nine Hand: The most powerful variation and the ultimate offense that the Guanyin can offer. Bringing both of their palms back, the user will place their index fingers at the beginning of their thumbs and turn their hand sideways to form the number nine on each hand, and after having done that, strikes both palms downward into the air, but not touching the ground. On that signal, all hands on the Guanyin apart from the one closest to the user ravishes downwards onto the opponent, striking every angle and possible inch on the battlefield, leaving a massive crater in all possible angles apart from a small pillar in the middle where the user is still standing, unharmed from the massive barrage.
~Must be EIGM to perform.
~Can only be used once and only upon the activation of the final gate.
~Lasts until the final gate is closed, and upon closure will result with the death of the user.
~Utilizing the 'Ninety-Nine Hand' ability shortens the closure of the final gate by one turn.
~Whilst this technique is active the user cannot move from their initial position due to their meditative state, hence all the power and speed gained from the opening of the final gate is used to amplify the upper body of the user and the hypothetical Guanyin statue, causing both hands to travel at speeds faster than sound and hence both faster and untraceable by the highest ranking Doujutsu (EMS & Rinnegan)

♠ Pending, leaving for another checker ♠
Chris. z_z


✦ Declined ✦ DNR. Just an altered EIG version of the Wood Buddha technique as well as insanely OPed.
 
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Edward

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Re: Custom Jutsu Submission

(Sōhei no Junban: Hephaestus Kougake) ✖ Order of the Warrior Monks: Hephaestus Gauntlets ✖
Type: Defense-Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Staying true to the fighting style, this incorporate's the usage of defending with a straight forward attack right after. The user will cross their two staffs forming an "X" shape by swinging each towards one another and interlocking them, this can be used to catch the opponent's limbs or weaponry attacks. After catching any type of material as mentioned above, the user will channel a significant amount of fire chakra toward's the upper end of the staffs where the material will be caught, three fire gauntlets will appear on both ends of the staff, so six in total, each gauntlet is around two hundred centimeters long with a high burning effect and are quite thin. The moment they make contact with the material it will be damaged but mainly depending upon the material caught. Metal materials (Non-Chakra infused) will easily be burned and melt rendering them useless, while body limbs will suffer from severe burns by the gauntlets.

Notes and Restrictions
Note: Can only be used thrice
Note: Can only be taught by Ace.

✦ Declined ✦ Three fire gauntlets? Wth? I get what you were going for an it's more or less approvable, bt reword that gauntlet bit. I can see the arguments erupting from this already. And remove the centimeter reference. Meters or feet will suffice.

(Sōhei no Junban: Anemoi Ridairekuto) ✖ Order of the Warrior Monks: Anemoi's Redirection ✖
Type: Offense-Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will start with a basic stance, holding each staff with both hands. One of the staffs will be held at the waist while the other will be held higher toward's shoulder height. Both ends facing toward's there target, the user will dash toward's their intended target and as they get within close range the user will start focusing wind chakra toward's the staff on the lower end at the waist while twirling it around in a clock wise formation, what happens is a small vortex that just covers the end of the staff which was pointed toward's the opponent will appear, the vortex with a lime green color no larger then one hundred centimeters long, will produce a sudden but forceful suction which will momentarily attract the opponent inward closer toward's the user but also they will lose balance slightly. As the opponent is sucked in toward's the user, simultaneously with the staff being held at shoulder height, the user will thrust the end of the staff at the opponent aiming for the opponent's head causing mild damage and pain.

Notes and Restrictions:
Note: Can only be used four times
Note: Can only be taught by Ace

CFS Approved Here [ ] (for both the two technique's im submitting above.)

✦ Declined ✦ Uhh....wouldn't swinging the bottom staff cause it to strike the higher raised one, ending this entire jutsu prematurely?

✘ (Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath ✘
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information)
Description: Sending out chakra from their body, the user will perform nature transformation to change the nature of their chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around them. The heatwave will resemble the shape of an orb and cover everything short range from the creator. This technique is used in multiple ways. Firstly, because the air is heated from the user's chakra, any fire techniques created by the user and shot out by the user, or anyone that has compatible chakra with the users like summonings will be strengthened by infusing the heatwave's heat into the fire technique. Secondly, any wind technique coming from the user to outside of the orb and from the opponent coming inside of the orb will be weakened, due to the heat gradually weakening the wind technique as it travels within the orb and how fire is strong against wind. Lastly, with a single handseal, you can manipulate the heat from the heatwave with shape manipulation to a more intangible form of the heatwave that can be released from all directions, counting as an S-rank and reaching up to long range.
Notes & Restrictions:
Note1: Useable 3x Per battle with a three turn cooldown
Note2: No fire jutsus above S-rank for 2 turns
Note3: Teacheable by Ace. only

♠ Declined ♠
Wtf? Is this Annie W? Give me an idea on how Fire jutsus are strengthened and how Wind jutsus are weakened. And at the bolded: You're saying that the orb can just expand out into an actual move? What does the heatwave do to the opponent when that happens?
And if it is an active, give it a turn limit or deactivation.
 
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Shinta

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Re: ±±Custom Jutsu Submission±±

Tsuinfurasshusutoraiki (Twin Flash Strike)
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The Flash Strike is a kenjutsu attack the exemplifies the wielders mastery over their sword, using it as an extension of their body instead of just a weapon. This strike involves performing a two handed slash, then as soon as the first slash has hit its mark the user will push use their body weight to quickly and sharply slice back down the path of the original strike to deal a massive wound that resembles more of a gouge then a precision cut. The key is using one's chakra to boost their muscles reflex's and strength, particularly in their core and upper body, in order to deliver two lightning fast and consecutive cuts. The two slashes are to fast that they are perceived by the naked eye as only one strike, instead of two.
Notes:
- Can only be taught by Shinta,
- Due to strain on muscles, no Kenjutsu or Taijutsu may be used after this attack (during the same turn) or the next,
- Can only be used three times,
- If the power behind the Flash Strike is strong enough to slice through unmodified bone.
___________
-Declined- Remove the bold.




Katon: Honō no tanken (Fire Release: Flame Daggers
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30 (+5 for a second dagger +5 per dagger per turn to sustain)
Description: The user will focus katon jutsu into their hands before making a closed fist and manifesting the katon chakra into the shape of a blade roughly the length of a standard kunai that appears to hover off the users closed fist so as to not burn them (therefore there is no physical contact between the fire and the user. The user will then further compress the fire chakra while increasing the heat of the flame as much as possible, creating an intense flame that is almost like a solid. This can be channeled so that it appears as it the user is holding the dagger(s) in a reverse grip as well as a normal grip bit the flames will disperse if the user opens their closed fist, effectively stopping the jutsu. A second blade can be manifested in the users other hand at the cost of addition chakra and both blades can be sustained as long as the user keeps their fists closed and continues to focus on the katon chakra.
Notes:
- Can only be taught by Shinta,
- Blades can be sustained a maximum of three turns and remain in the orientation they were manifested in (eg. Reverse grip),
- Blades are not actually in direct contact with the users hand(s), instead that appear to float just outside their closed fist, imitating the appearance of holding an actual kunai.
___________
-Declined- Better, but you need to remove the bolded, i think it should be in the chakra cost section? o_O
Katon: Honō no tanken (Fire Release: Flame Daggers)
Type: Offensive
Rank: C
Range: Short
Chakra: 15 (+5 for a second dagger +5 per dagger per turn to sustain)
Damage: 30 (+5 for a second dagger)
Description: The user will focus katon jutsu into their hands before making a closed fist and manifesting the katon chakra into the shape of a blade roughly the length of a standard kunai (that can then be extended out to the length of a tanto) that appears to hover off the users closed fist so as to not burn them (therefore there is no physical contact between the fire and the user). The user will then further compress the fire chakra while increasing the heat of the flame as much as possible, creating an intense flame that is almost like a solid. This can be channeled so that it appears as it the user is holding the dagger(s) in a reverse grip or in a normal grip but the flames will disperse if the user opens their closed fist, effectively stopping the jutsu. A second blade can be manifested in the users other hand at the cost of addition chakra and both blades can be sustained as long as the user keeps their fists closed and continues to focus on the katon chakra.
Notes:
- Can only be taught by Shinta,
- Blades can be sustained a maximum of three turns and remain in the orientation they were manifested in (eg. Reverse grip),
- Blades are not actually in direct contact with the users hand(s), instead that appear to float just outside their closed fist, imitating the appearance of holding an actual blade.

♠ Approved ♠

Tsuinfurasshusutoraiki (Twin Flash Strike)
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The Flash Strike is a kenjutsu attack the exemplifies the wielder's mastery over their sword, using it as an extension of their body instead of just a weapon. This strike involves performing a two handed slash, then as soon as the first slash has hit its mark the user will push use their body weight to quickly and sharply slice back down the path of the original strike to deal a massive wound that resembles more of a gouge then a precision cut. The key is using one's chakra to boost their muscles' reflex and strength, particularly in their core and upper body, in order to deliver two extremely fast and consecutive cuts. The two slashes are so fast that it is difficult to perceive the second slash with the naked eye.
Notes:
- Can only be taught by Shinta,
- Due to strain on muscles, no Kenjutsu or Taijutsu may be used after this attack (during the same turn) or the next,
- Can only be used three times,
- The power behind the Flash Strike is strong enough to slice through Kayugya bone of B-rank or lower.

♠ Approved ♠
Not really liking the sound of this in battle so I made it A-Rank.
 
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Beifong

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Re: Custom Jutsu Submission

(Kōton Hijutsu: Tekkō-sai) - Steel release secret technique: Steel bond
Type: Offensive
Rank: Forbidden Rank
Range: Short-Long Range
Chakra: 50 Chakra (25 chakra/person)
Damage: 90 Damage (60 Damage if not perfected)
Description: This jutsu is one of the strongest and the most dangerous steel techniques that can be used with a partner. The users must have complete trust in each other or else the jutsu will fail. The users will hold their hands together while one of them gathers his Katon chakra and the other gathers doton chakra, and they mix their two chakras together to make steel chakra. the gathered chakra will start releasing aura of black steel chakra around the users' arms. after aiming at their target they will release the steel chakra at the target emitting a big wave of many steel kunais, shurikens, senbons, wrecking balls, rubble, or any other thing according to the users' imagination. if the users didn't get to perfectly mix their chakras together it will lead to jutsu's failure and covering the arms, that they used in performing the technique, with a thick layer of black steel that prevents them from moving and paralyzes them completely for a given amount of time
note: no jutsus higher than A Rank of Earth, Fire or steel to be used for the next 3 turns
note: can only be used with an ally who can use steel release and can't be used with a clone.
note: both of the 2 users must have mastery over steel release
note: to use this jutsu the two user's must have learned it.
note: the steel petrifaction stays for two turns
note: usable twice per battle with two turns cool down




♠ Pending, leaving for another checker ♠
Dafuq?


✦ Declined ✦ :vincent: No. Just no.



(Kōton: Ōtohaundo) - Steel release: Auto Hound
Type:Offensive/Supplementary
Rank:S-Rank
Range:Short
Chakra:40 Chakra (+5 for each turn on field)
Damage:80 Damage
Description: The user will perform the Dog → Bird → Dog handseals and create a structure made of steel plates and wires that looks and moves like a robot hound. The hound has a drill tail that is able to penetrate all kinds of steel and stone structures and sharp claws that can cut through steel sheets of 15 mm thickness. The hound is as fast as a normal ninja dog but it doesn't have ability to track scent like a normal one. A special ability of this hound that it is able to transform the shape of its body to be like a giant fan like Temari's once it transforms like this it stays permanently in this form.
note: the hound is made on short range then move to all ranges.
note: a hound can stay as long as the user uses chakra to maintain it or the enemy destroys it
note: the maximum number of hounds on field at a given time are three hounds.
note: only FeelPain can teach this jutsu.

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♠ Declined ♠
Bolded in description: Emphasize on that more.
 
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Vegeta

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Re: Custom Jutsu Submission

(Genjutsu: - Sukautā wa nan to itte imasu ka? !) - Illusionary arts: - What's does the scouter say?!
Type: Offensive
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: After performing the Seal of Confrontation, the user will inject their chakra into an opponent's system putting them under an illusion where the opponent will see Over 9000 (9000?!..there's no way that can be right, can it?!) manga context sized bee's appear from all directions around the enemies location, that begin attacking them mercilessly. The illusion does not affect the terrain, but will have them see the bee's attacking from all sides, even bypassing defenses they have in place. They will see the stung area's swell up and throb in intense pain. In reality, the enemy is immobilized and mentally distressed from the shock of being attacked by a frenzied swarm.
~Notes~
-No Genjutsu for 1 turn after use
-Must be taught by -Vegeta

✦ Declined ✦ I dont even know with you new members anymore >.> Why would this immobilize the enemy at all? And more restrictions are needed for an A rank jutsu. And what the hell is "manga context sized bees" meant to mean?


(Puraido no fu~yūrī) - Pride's Fury
Rank: C
Type: Attack
Range: Short
Chakra Cost:
Damage Points: 25
Description: The user attacks with a flurry of punches to the enemy followed by a hard left punch to the chest, a right roundhouse kick to the face followed by an immediate left cross to the face sending the enemy flying. Before they are out of reach, the user will grab their arm pulling them back while turning their body in a counter clockwise motion delivering a powerful right spin kick, sending the enemy flying off through the air.
~Notes~
-Must be taught by -Vegeta
reference
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♠ Approved ♠
You'll be lucky if you could pull this whole thing off during a fight though.




(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Rank: A
Type: Supplemental/Attack/Defense
Range: Short/Mid
Chakra Cost: 30 (15 per turn to maintain)
Damage Points: 60 for ram/stream attack
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely on the field of battle, even leaving the ground. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage (with what ranked jutsu?). The user may also clap his hands together with the palms open and outward concentrating and releasing the chakra in a stream of fire up to mid range, which will end the jutsu
~Notes~
-Must know my Scorching Rage
-Lasts 3 turns unless released
-Damage to taijutsu is increased +10 due the the flames surrounding the user
-User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu attacks
-Must be taught by -Vegeta

to Scorching Rage approval

♠ Declined ♠
Emphasize on the bolded parts.
 
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The Mockingjay

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Re: Custom Jutsu Submission

(Sono Kyuutai Kara Jikoku) The Lacrima of Time
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The Lacrima of Time is an glass orb which is formed with it's insides filled of the users own pure chakra. Because of this chakra link, the user is able to manipulate the orb around the area up to mid-range, if manipulated into long range the user will lose control of the orb, although if still in tact the connection can be re-established by moving into mid-range once more. The orb can be created at anytime from a special glass making wrist guard that the wielder must wear at all times. By channeling chakra into the device, they can make the lacrima rise from the spherical slot on the wrist guard and become ready for use. The orb alone possesses no real strength however, other than slight blunt damage should it connects at full speed (it can travel at speeds relative to a shuriken travelling at full speed thorugh the air). It's offensive capabilities come from it's ability to be filled with not just chakra, but elemental chakra, each giving the Lacrima different effects upon connection as well as making it glow.

Fire chakra emits an orange glow and will inflict S-rank burns on contact.
Lightning emits a turquoise glow and will numb severely on contact Need more detail on the nature of the numbness.
Wind emits a green glow and will surround the orb in a spinning vortex of wind blades that can easily cut through skin. What rank is this?
Water emits a blue glow and will give the orb the ability to travel unopposed through chakra-free water
Earth emits a brown glow and will solidify the Lacrima even further, dealing increased blunt damage and reducing it's ability to be sliced thorugh.
If no chakra is added the Lacrima is a translucent white colour.

The Lacrima itself, is incredibly tough and is resistant to elements other than sound which can shatter the orb with relative ease (B-ranks). Slicing/Bladed weapons of S-rank will be able to cut through a Lacrima, providing it is not earth infused. The 'of Time' part of it's name comes from it's ability to be recreated once it has been destroyed, essentially travelling back in time and bringing back something that has already been destroyed. The 'time' effect added to by the orbs ability to duplicate itself up to one hundred times (as if it were bringing forth lots of previous versions of itself), each with its own elemental properties, although only the original will bear its real power, the duplicates will be destroyed as easily as an ordinary shadow clone. In effect, this ability is the shuriken shadow clone jutsu. Given the abilities this weapon already has, I'm not going to let this pass. U_U

Note: Duplication counts as one of the users three moves.
Note: User can only control one real Lacrima at any one time
Note: Duplicants can be sent in any single direction upon creation, they can not be freely manipulated.
Note: Lacrima can be carried whilst outside of battle

♠ Declined ♠
Okkkayy, hell no. This isn't going to pass.


(Kchuysei: Valor) Summoning: Valor
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage Points: 60
Description: Valor is a relatively small Mockingbird (roughly the size of an average peregrine falcon) whose abilities lie not within his ninjutsu prowess or mastery of the elements but instead, Valor's true potential lies in his ability to be summoned in full flight with a mere whistle of specific pitch, a pitch that only sound users can produce to perfection. Not only is he summoned in what is near to an instant, but he is also summoned in place of the user. The user being transferred into Valor's world whilst the bird remains on the battlefield. Valor is about the size of an average human, he is capable of reaching his top speed (A-Rank Speed) in under a second giving him a great reputation as a great, quick maneuvering, defensive bird. By whistling from the bird's world, the user can switch places with Valor at any time. Upon switching back, the user will bring with him hundreds of weighted, needle-like feathers from the Mockingbird homeworld which will fall from the sky in a circle short/mid-range in all directions with the user as their center point. However, this can only be done when in the air and has a short time in between before the needles rain down. This is equivalent to an A-rank Ninjutsu techinque. Valor is not capable of using techniques other than ones any Mockingbird can use.
-Can only be summoned once per battle-
-If killed, the user will be forced to switch back in with the bird and will not themselves die.
-Remains on the field for up to four turns-
-Must know Sound Release to use the whistle summon method
-Must have signed the Mockingbird contract to summon-

(Valor is the bird)
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Link to approved contract:

♠ Approved ♠
Mfw when I read this:
You must be registered for see images
Quinn best top lane split pusher. Changed it a bit, can't have instantaneous needles like the actual game, will be too hard to counter. Also, can't be summoned by simply placing your hand on the scroll.


Resubmitting:
Illusionary Arts: Through the Looking Glass (Genjutsu: Tsuujite sono Gorannasai Garasu)
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs a single handseal and inflicts a Genjutsu in which the target sees a stream of water (almost like a reverse waterfall) rise from the ground in front of them. The clear water acts as a mirror in which the opponent sees himself. The user is able to add images to the reflection however, such as making the opponent see a creature behind him, or see a spike rising from the ground to his left, or him seeing himself sinking into the ground (in this case his legs would be unable to move as the opponent believes what he sees to be true). The effects of this Genjutsu differ depending on what image the user chooses to make the opponent see, if the opponent sees cuts on his body, he'll feel pain. If he sees a monster behind him, he'll want to kill it and will turn around etc.
-Can only be used four times per battle
-Cannot be used in consecutive turns
-Must be taught by Lunã-
Note: This effect can be achieved with any calm water source. In this case, water is not seen to rise from the ground and the reflection merely appears in the chosen water source.
__________
-Declined- I need a definite effect on the opponent that i can work with, i can't leave it this broad allowing you to do anything to them >_> and needs more handseals.
Illusionary Arts: Through the Looking Glass (Genjutsu: Tsuujite sono Gorannasai Garasu)
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs a string of three handseals and inflicts a Genjutsu in which the target sees a stream of water (almost like a reverse waterfall) rise from the ground in front of them. The clear water acts as a mirror in which the opponent sees himself. The reflection is special in that it actually projects a picture of what is going on beyond the mirror, in essence flipping the battlefield in the opponents eyes. Scenery will not be affected and the user can choose to include himself in the reflection or not. In layman's terms, whatever happens in front of the opponent (on the other side of the mirror, they see behind themselves. I.e. User shoots a fireball, Opponent sees fireball behind them in the mirror
-Genjutsu will produce the sound of a raging waterfall for as long as it is in effect
-Can only be used four times per battle
-Cannot be used in consecutive turns
Note: This effect can be achieved with any calm water source. In this case, the technique only requires a single handseal. This being because the user doesn't have to make the mental image themselves, they have something to base it on.

♠ Approved ♠
 
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Lili-Chwan

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Re: Custom Jutsu Submission

( Kouton no Hijutsu: Watashi O Osore ) Hidden Box Arts: Voodoo Death

Rank: S
Type: Suplementary/Ofensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The Voodoo Death is a process where the user Hijacks the opponent's consciousness through the usage small mineralized needle-like nematocysts filled with powerfully engineered venom (Trackerjacker). The Cubozoan kind made use of their own chakra and inherit physiology to first produce individuals with a particularly painful strand of Cubozoan venom, which is already know as the most painful venom in existence, increasing both the pain output as well as the mind-overwhelming properties normally present in specific strands of Cubozoan venom (Like the Irukandji strand, which affects fear and gives a physiological sense of impending doom). This creates a venom that targets specifically the Short-Term memory processor of the brain and the area dealing with Fear. The intake of the venom will invariably activate a sharp sense of pain that will nullify the Short-Term memory, and thus carve the sensation directly in the Long-Term memory archive. This can then be allied with a genjutsu of a sensation (A sound, an image, etc). As the venom runs through, the genjutsu is immediately blocked, but the sensation is stored in the Long-Term memory alongside the fear and the pain. This combination of Genjutsu and the Tracker Jacker venom conditions the target into acquiring a manufactured Phobia.

After engineering the venom, the Cubozoan harvested the carrying-nematocysts and enveloped them in the natural coral of the Archipelago, causing the mineralization the soft tissues and creating small needles that would induce the venom by piercing the target.
This jutsu entails the summoning of the Voodoo Death needles and the Genjutsu. The user summons the needles utilizing a single handseal, case of a Human user, or handsealess in the case of Box user. It creates 6 needles. The needles and the venom are considered A rank. The user casts the genjutsu to up to 6 targets with another handseal. The genjutsu evokes a physical sensation, be it the image of something or someone, a melody, a taste, etc. It is considered A rank, but short-lived, as the pain from the venom will invariably release all genjutsu due to the unbelievable amount of physical pain.

The effects of this technique last for 6 turns. Whenever the object of the trauma-caused phobia appears, the target will be left paralyzed akin a Killing Intent 3 ranks higher than the target, for the duration of the appearance or for the duration of a turn, with cold sweat and uncontrollable shivering. This effect can be dealt the same way as Killing Intent of the appropriate rank, memory wiping techniques or physiologic fear-blockers. Natural immunity to Killing Intent will be nulled.

A lower version of this technique, considered B rank (20 chakra, 40 damage) can be used, summoning the same amount of mineralized needles, but with normal cubozoan venom, or double the amount with no venom. This can be used indefinitely, with a 2 turn cool-down between usages.

*Can only be used 1 time per battle, 3 times per event*
*Once summoned the needles, the Tracker Jacker Venom is only viable for 3 turns*
*The needles are summoned short range, the genjutsu is cast up to Mid range, thus the range stated. The needles can, though, be shot up to Long range*
*Can't use other Box Art jutsu in the same turn*
*Requires 4 turn cooldown after summoning the needles*

✦ Pending ✦ Oh, Scorps, we have another one for you.


 Declined  Ok, Genjutsu part is a no no. You can make them simply unable to defend from the incoming needles. There is the problem of the needles and their effects. Poison is a substance with fixed properties. You can't achieve a variable phobia through the use of a poison. Not only that but its very unreasonable. You can make your opponent experience a severa phobia of Fire and launch a fireball at him, thus making him unable to counter. Or even a phobia of yourself. Its very unreasonable at this point.
 
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-Quest-

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Re: ±±Custom Jutsu Submission±±

(Raiton: Fugou no Kirin) Lightning Release: Mark of Kirin
Type: Attack
Rank: A
Range: Short-Long (around 5m for the radius of lightning strike)
Chakra: 30
Damage: 60
Description: To execute this technique, the user will first need to apply a special marking formula with lightning chakra simply by touching any physical surface, such as objects, basic weapons, opponents etc. The marking 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 marking 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(short range radius). 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.

-Removed as requested and added radius of lightning strike.


 Declined  where does this lightning come from? the one that hits the target? Also, its A-Rank so you need to limit how many times you can use this. Its also a Fuuin technique so edit the name to a Fuuin Raiton or Fuuinjutsu/Raiton or something. I assume you have fuuinjutsu.
(Raiton/Fuuin: Fugou no Kirin) Lightning/Sealing Release: Mark of Kirin
Type: Attack
Rank: A
Range: Short-Long (around 5m for the radius of lightning strike)
Chakra: 30
Damage: 60
Description: To execute this technique, the user will first need to apply a special marking formula with lightning chakra simply by touching any physical surface, such as objects, basic weapons, opponents etc. The marking 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 marking formula, the user does a tiger handseal that immediately casts down a powerful lightning strike from 10 meters above the seal that hits its location and destroys anything close to it(short range radius). 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.
-Marking doesn't cost a move but will still need to post it.
-Lightning strikes can be casted 6 times per battle.


(Jikūkan Kekkai: Ni no Dan) – Space-Time Barrier: Level 2
Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40 (-10 per turn to sustain)
Damage points: N/A
Description: To perform the technique, the user will need to place 4 locations marked with the Seal of the Flying Thunder God in a square/rectangle formation, this can be done by placing marked kunai or manually marking a location etc.. With a Ram handseal, the user then creates a barrier corresponding to the formation with 10meters in height. Once made, all the space inside the barrier will be considered "marked", and the user can use FTG to teleport any location within the barrier, along with other Space/time variants. The barrier itself doesn't contain or block anything, it's invisible to the naked eye, and can only be detected by doujutsu or sensors. More importantly, if one of the 4 marked formation is moved from its location or destroyed, the barrier will dispel itself automatically.
~ Setting up the barrier has no usage limits, however, using the barrier for Space/time techniques can only be done 3 times.
~ Once the it's set up, the user can't teleport to any marks outside the barrier.
~ Can only be used by Minato or Tobirama bios.

‡ Declined ‡ DNR No custom space/time
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

Katon: yuka of makai ( Fire style: floor of hell)
Type: Supplementary
Rank: A
Range: Short-long
Chakra: 30 (-10 per turn to keep active)
Damage: 60 ( if someone comes in contact with ground)
Description: The user will begin gathering Katon chakra in their belly heating it up there, then the user will have the chakra flow to their feet and have the chakra spread throughout the ground. As the chakra spreads The ground itself will become extremely hot (imagine touching asfault or your car on a hot summers day) As the user spreads the fire chakra he'll constantly be kneading more and more chakra into it to increase its temperature. As the chakra as fully spread out everything on the ground will be untouchable giving 3rd degree burns if touched. If either the user or the enemy should move from the spot they are standing on when the jutsu activates and touches another part of the ground they'll be engulfed by flames.
Note: lasts 4 turns
Note: can only be used 3 times

♠ Declined, do not resubmit ♠
Seen similar techniques, nothing unique about this for me to approve it in any way.
 
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Re: Custom Jutsu Submission

Suiton: Pengin no Kōgeki - Water Style: Penguin's Offensive
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After performing the Bird hand seal, the user releases chakra one meter away from the opponent, in as many as four different spots. Each spot would then start turning the moisture from the air into hundreds of miniscule penguins, each equivalent to the tip of a pencil, with razor sharp beaks and claws. The penguins then charge/descend at the opponent as soon as they take form.

Note: Can only be taught by Penguin.

♠ Declined ♠
...what the? o_O I just had the weirdest experience trying to imagine this. Anyways, I don't think making those penguins the size of the tip of a pencil would end up causing the enemy ANY harm, it logically just doesn't make sense. Doesn't matter if there are hundreds of them, it's water and it's hardly larger than the size of a raindrop.





Fuuton: Pengin no One Dasha no Ikuji Nashi - Wind Style: Penguin's One Hitter Quitter
Type: Offensive
Rank: B
Range: Short-Medium
Chakra: 20
Damage: 40
Description: The user focuses his wind chakra on his opponent's immediate left and right, whilst focusing the last bit of chakra one meter in front of his opponent. With almost instantaneous speed, three penguins made of wind are formed. The penguins on the left and right use their wings to grab the opponent's legs and open them slightly. The third penguin made in front of the opponent lowers his head and hits the opponent in the groin/stomach area with great speed.

Note: Can only be taught by Penguin.

♠ Declined ♠
Need more detail on this. First of all, can't have it created at instantaneous speed because it's essentially a disabling move. Secondly, how large are the penguins?
 
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Re: ±±Custom Jutsu Submission±±

(Raiton/Doton: Hakai no Sekai)- Lightning/Earth release: World of Destruction
Type: Offense
Rank: A-rank
Range: Mid - Long
Chakra: 30
Damage: 60
Description: The user will gather their chakra and stomp their foot on the ground to rise a large rock section up to 10 meters long in size and 2 meters in radius, off the ground around the area where the opponent is located. The user will then charge lightning chakra through the rock section, the lightning will begin to spiral around the rock section while breaking it apart. As the lightning is spiraling apart and the rock section is being broken apart, tendrils of lightning will begin to grow in size to the point anyone close in the radial area would be pierced from the lightning as well as terribly shocked that would numb the opponent. The rock section will soon turn into rock debris that will follow with the tendrils of lightning basically creating a vortex of lightning with rocks chunks. The rocks would be released outward as projectiles and move anywhere in distance same to the lightning tendrils. The rocks and tendrils of lightning move and are sent at a unpredictable manner making it difficult to understand where they are being launched, further decreasing the possibility of an easy way of evasion.

Note: Must have Lightning Mastered
Note: Must have Earth up to B-Rank
Note: Can only be used three times
Note: Can only be taught by Sasuke56


 Declined  2 elements like that = two moves. Also, its irrelevant to put in a submission's restrictions that you need X element mastered. Thats a filler restriction as thats already a given fact. To use this technique you need A-rank Lightning and A-Rank earth as its an A-Rank technique of both elements. Rest seems fine. Oh, also add the need to do 2 handseals for the lightning part of the technique.

(Katon: Karakuni)-Fire Release: Land of Nothing
Type: Offense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather their katon chakra and channel the chakra towards the users mouth and release the katon chakra from their mouth while thinning the chakra out, so instead of normal fire, a flammable gas will be released. The gas is clearly visible and has a dark color. The user as they release the will be directed towards the ground and as it touches the ground it travels in a radial manner, being able to travel up to long range (25 meters). Due to how it travels in a radial manner and requires contact with the ground, the user will have to be above ground (A flying summoning as an example) or on top of a mountain or high point so they are not caught within the flammable gas. The gas will be released as a projectile, so the user will have no more control of the gas as it travels. As it travels everywhere around the terrain, the gas will act to feed up on the untouched oxygen in the air and replace the oxygen in the air with the flammable gas. Thus anything within the area below will begin to decay slowly due to the lack of oxygen for especially plants. An opponent will not be able to breathe while in the area, causing them to suffocate. If an opponent however breathes in the flammable gas, it can cause internal damage, harming their lungs making it difficult to breathe and develop a light head, over time they will faint (2 turns). Due to the density and the color of the gas, it also makes it difficult to see through the gas while also being chakra infused. (Not including certain dojutsu and sensory) The gas can also be lit on fire, with the use of a basic light or another fire jutsu to create a devastating inferno attack.

Note:Can only be used two times
Note: Can not use fire jutsus above A-Rank next turn
Note: Must have mastery of fire
Note: Can only be taught by Sasuke56


 Declined  Colored part either makes no sense (replacing oxygen? >_>) or is simply overstretched and unreasonable.


(Katon: Hanran no Chixen)- Fire release: Chain of the Rebellion
Type: Supplementary-Offense
Rank: A
Range: Short-Long
Chakra: 40 (+10 every turn active)
Damage: 80
Description: The user will release katon chakra outward onto the edge of their skins and begin to manipulate the shape of the katon chakra into long and wavy chains that wraps themselves around the users body starting from the hips all the way up towards their arm-pits and covering the arms as well, in a singular fashion. This chains are super heated and can be manipulated by the user with various movements by releasing them outwards and swing them towards the opponent burning them on contact or wrapping them around the opponent to cause severe burning around the body where they are placed. This chains can also be used as a defensive barrier around the body or certain body parts and can swipe away projectile weapons or certain attacks to protect the user, but with every turn kept active they drain chakra from the user. This chains are able to reach up to long range.

Note: Chains stay active for four turns
Note: Can not use fire above S-Rank while active
Note: Can not use fire above A-Rank after they are dispersed
Note: This chains can be used free-form after appearance
Note: Can only be taught by Sasuke56


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

(Katon: Karakuni)-Fire Release: Land of Nothing
Type: Offense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather their katon chakra and channel the chakra towards the users mouth and release the katon chakra from their mouth while thinning the chakra out, so instead of normal fire, a flammable gas will be released. The gas is clearly visible and has a dark color. The user as they release the will be directed towards the ground and as it touches the ground it travels in a radial manner, being able to travel up to long range (25 meters). Due to how it travels in a radial manner and requires contact with the ground, the user will have to be above ground (A flying summoning as an example) or on top of a mountain or high point so they are not caught within the flammable gas. The gas will be released as a projectile, so the user will have no more control of the gas as it travels. As it travels everywhere around the terrain, the gas will act to feed up on the untouched oxygen in the air and masking the oxygen in the air with the flammable gas. Thus anything within the area below will begin to decay slowly due to the lack of oxygen for especially plants after a period of time (2 turns), they will die out completely. Due to the gas covering the area breathing within the vicinity will become highly dangerous, If an opponent however breathes in the flammable gas, it can cause internal damage, harming their lungs making it difficult to breathe (Can also produce coughing and wheezing) and develop a light head, over time they will faint (2 turns). Due to the density and the color of the gas, it also makes it difficult to see through the gas while also being chakra infused. (Not including certain dojutsu and sensory) The gas can also be lit on fire, with the use of a basic light or another fire jutsu to create a devastating inferno attack.

Note:Can only be used two times
Note: Can not use fire jutsus above A-Rank next turn
Note: Must have mastery of fire
Note: Must be taught by Excālibur
✦ Declined ✦I can't begin to point out the flaws here. DNR.

(Raiton: Hakai Mecha)- Lightning release: Destruction of Mecha
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user will perform one hand seal and release from their body a surge of lightning bolts no more then the size of normal senbons. These lightning bolts however are extremely unique, they do not aim for the user but more so attempt to attach itself towards any metal or conductive material to lightning (Metal, Paper, fabric, etc) that are non-chakra infused. The lightning will tear through these material's with ease completely negating them in use. This however is limited in mobility, this technique can only be used with constructs it affects by destroying them as they are out on the battlefield and not in the opponents pouch.

Note: Can only be taught by Excālibur

✦ Approved ✦ Though this is somewhat useless as C ranked lightning cannot do much damage to most metals or other conductive material.
 
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OG Smoove

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Re: Custom Jutsu Submission

(Kōton: Uni ​​ no ikari) Steel Release: Wrath of an Urchin
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user releases a burst of steel chakra from all over his body. As he does this, a multitude of spikes will emerge from his skin, forming a spiky outer shell synonymous to a sea urchin. The user will then release the spikes in a continuous omnidirectional assault that will send a barrage of 3 feet senbon shaped spikes that are so sharp that the slightest touch can leave you bleeding. Due to its steel nature, the spikes are strong enough to penetrate through targets of greater density such as those enhanced by the jutsu Earth Release: Hardening Technique.

Note: Usable only 3 times in battle.

♠ Declined ♠
You're saying that you have a continuous assault? How long? And what do you mean by "3-feet senbon shaped spikes?" Are they that long each? If so, need to emphasize a bit more on their impact when they hit the enemy. Lastly, might want to add a bit more to that bolded part to make it easier to understand during battle, such as I'll assume "All A-Rank Earth techniques and below?"


(Kōton: Jakkiappu) Steel Release: Jacked Up
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: This technique revolves around the use of jacks that are made by user themselves. However, these jacks have sharps tips on each arm instead of the usual round spheres. The user can create up to as many jacks as they want and toss them at their target in which they will then form the Bird hand seal too expand the jacks up to 2 meters in diameter.

♠ Declined ♠
Set a limit as you can expand them after throwing these.


(Kōton: Hepaisutosu no te) Steel Release: Hands of Hephaestus
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: After performing the hand seals Tiger → Horse → Bird, the user will form two large steel hands that burst forth from the earth. The hands are extremely useful for offensive or defensive measures. These hands are large enough to protect the user 360 degrees around them and they are extremely hard and can crush bones with one strike. The hands can extend up to mid range and can mimic the user's actual hand movements such as grabbing or punching. Due to the chakra within them, they can perform either the Steel Release or Greater Steel Release Technique.

Note: While controlling the hands, the user can't perform any other techniques other than the Steel Release and Greater Steel Release Techniques which must be performed through the steel hands.
Note: Usable three times only
Note: The hands are useless after 3 turns .

♠ Approved ♠
Can't see large, heavy steel hands reaching to long range very well.
 
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Ańbu Juniør

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Re: Custom Jutsu Submission

(Erebos: Yami no hakobi-te) Erebos: Bringers of Darkness
Rank: S
Type: Weapon
Range: Short
Chakra: 40 (+10 to keep channeling chakra into the blade)
Damage: N/A
Description: Forged by the legendary Blacksmith Masamune combined with modern Ninjutsu an Kenjutsu techniques to generate effective strikes with overwhelming power, Erebos, Bringers of Darkness is a Dual Katana. At three feet in length and made from Orichalcum, an extremely rare mineral only written about in several ancient texts. The hilts house several chakra receptors that allow the user to freely channel energy across the swords and his body. Because of this, the users is the only one able to wield Erebos freely.

Erebos is a vibrating weapon, a high frequency blade similar to the ones used by Sasuke and Kirabi. This means that it uses electrical energy to generate molecular vibrations which breaks the molecular bonds of other matter on physical contact, allowing the blade to effortlessly cut through objects. The method used to design these blades makes them highly conductive, the different layers of alloy keeps heat energy at the swords core without leaking any outside.

The swords occasionally leak out electrical energy that allows Erebos to cut objects easier. The swords handles also each have two black thread Lanyards that hang off the hilts and are silver in color while the blades themselves are pitch black. At the end of the hilts of both katana is a docking contraption that locks both weapons together, turning them into a double edged spear. The user can transform Erebos from its spear form to its sword form in an instant, and vise verse.

Notes:
~Erebos can only be wielded by ~AJ~. When someone else tries to hold the blade, it will reject their chakra and increase its density, making it to heavy to be lifted. However, it reverts to its original density when the ~AJ~ holds it.
~Due to its conductivity Erebos can be use to redirect B-rank and below lightning attacks while in its spear Form. This will count as a move and cannot be used for the next two turns.

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♠ Declined ♠
Need more emphasis on the bolded parts. What can it cut through? Freely channel energy? Is it only a Lightning-attribute blade? What other abilities make it unique?


(Hatanezumi Tekunikku: Sukauto) Vole Technique: Scout
Rank: B
Type: Supplementary
Range: Short - Long
Chakra: 20
Damage: N/A
Description: The user summons ten small voles to use for either reconnaissance or tracking. One of the voles will stay on the users shoulder while the rest scatter throughout the battlefield. Since the voles don't posses chakra, they cannot be differentiated from normal animals. The voles communicate with the user by emitting high pitch squeaks that are picked up by the vole on the user's shoulder who is capable of human speech.
~Must Sign Vole contract to use
~Voles stay active for 3 turns before dispersing
~Can only be used twice per battle.

♠ Approved ♠

(Hananezumi Tekunikku: Niku No Hyōmen) Vole Technique: Vole Flesh Surface
Type: Supplementary
Rank: S
Range: Mid - Long
Chakra: 60
Damage: N/A
Description: Much like the Toads, Summoning: Toad Mouth Bind, a vole signer can summon forth a very thick layer of vole flesh which came from a powerful vole warrior. The flesh is summoned along the surface of the ground, where the user can manipulate to their desire. The range of the flesh can be spread up to long range depending on how much summoner wishes to have in play and flesh is quite durable, but can be broken through by S ranked techniques. It cannot be repaired in broken areas.
~Must sign Vole contract to use.
~Flesh stays on field for four turns for 4 turns.
~Usable once per fight.
~If the flesh is used to block an attack, its counts as one move.

♠ Declined ♠
Don't understand what the purpose of the flesh is for. What do you mean by the user can manipulate it to their desire? What's the meaning behind summoning this flesh? Are you saying it can be suddenly lifted up and protect the user? Emphasize further.
 
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Tsuki

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Re: Custom Jutsu Submission

(Raiton: Raitoningu Esukēpu) - Lightning Release: Lightning Escape
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: The user gathers a great quantity of raiton chakra across their entire body. Allowing it to flow through their chakra system causing any form of chakra flow disrupting technique affecting the user to get cancelled (such as genjutsu of S-Rank and below). This happens because of the "spiking" the jutsu causes in their chakra system. The user releases all this raiton chakra out from one side of their body meaning they can release it from their front (forward), their back (backwards), right or left side of their body. This lightning chakra takes the form of a compressed beam of lightning which keeps on being released from the user's body for few seconds in which the user needs to keep focusing on the release of their lightning chakra to keep the jutsu functioning. The size of the beam of lightning is as large as half of the user's body, having a spherical shape, and when hitting a target would electrify them. If it successfully hits the opponent entirely, they would have 2nd degree burns with all of their organs damaged to the point that they can no longer be properly used. Unless it only reached a part of their body, in that case, only that part would no longer be functional. The release of that much chakra in a compressed form would give out a flash which blinds the opponent if they were staring towards the released beam of lightning's direction. Sensors and dojutsu users would be unable to properly sense/see chakra the following turn due to the large amount of compressed chakra being present in one point. The release of this compressed raiton chakra from the user's body would allow them to send themselves flying the opposite direction of which the lightning has been released from at high speed allowing them to potentially avoid large-sized enemy techniques within reasoning. So this technique also serves as a mean of getting out of any form of body manipulation technique such as Nara techniques and some Yamanaka techniques which only takes control over the user's movements since the lightning forcibly pushes away the user's entire body. When the technique ends, the user's chakra system would be a bit fatigued from the sudden and great amount of lightning chakra used and so can only use two techniques the following turn.

Note: Once per battle
Note: No lightning the same turn
Note: Can only use 2 moves the following turn due to chakra exhaustion
Note: No A-Rank lightning and above the following turn, no S-Rank lightning and above the turn after

♠ Declined ♠
This is potentially a DNR.
Reading through your description, I can see no fitting counter to this jutsu - you're saying when it hits, it basically KOs the opponent because it renders all of his organs useless. Also, I understand that this jutsu takes a few seconds to power up, but just because you power through high level techniques at a fast speed doesn't mean you're invincible to them. Think this through.


(Genjutsu: Kanketsu) - Illusionary Arts: Simplicity
Type: Supplementary/Offensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: 30 (from the kunai)
Description: The user induces the opponent in an illusion through the medium of revealing a kunai to his/her opponent which the user already held in one of their hands. The opponent's sense of sight, hearing and touch is then manipulated in the genjutsu to make them believe that the user is still and will keep on carrying their kunai. In reality the user would take that opportunity to slightly enhance the kunai with chakra then throw it at their opponent while they cannot sense the kunai approaching them with sight, hearing and touch by any normal means. Those 3 senses would make them believe that the kunai is still at the user's possession. Nothing else is altered in the illusion.

♠ Declined ♠
Might be because it's five a.m., but I read this several times over and I'm still not fully understanding this. You're saying that basically for this to work, the opponent needs to already be holding a kunai? But then how does the user take that kunai to throw it at him? At the bolded part: How exactly is he doing that?



(Takusa) - The Entrusted
Type: Weapon
Rank: A-Rank
Range: Short
Chakra: N/A (+30 for Takusa's ability)
Damage: N/A
Description: Takusa is a large version of the typical Japanese sword type known as nodachi. It has an oblong-shaped hand-guard, it's sheathed in a black scabbard which is decorated by several white-colored circles from the opening to the bottom. The scabbard is normally strapped around the user's left hip. This blade has been passed down through many years from shinobi to shinobi between Kurama clan members to those who were deemed most worthy of it. The blade's purpose is to assist its owner in helping them keeping control over their sanity after activating their Kurama clan's Kekkei Genkai. Takusa is a blade which is always prepared to assist its owner through the process of receiving chakra from him/her to execute the task it has been given.

Ability: The nodachi's one and only ability is to protect its owner from loosing their mind/sanity while under the effect of "Demonic Possesion Technique" which is unique to the Kurama clan. When the user is under the effect of "Demonic Possesion Technique", Takusa's wielder can send chakra to Takusa, allowing it to consume the chakra in exchange of also taking care of the user's subconious personality. Takusa "stuns" the user's subconious personality for several turns, allowing the user to return to his 'main' personality and regain total control over his own mind again. Upon using this technique, the user will get out of "Demonic Possesion Technique", cancelling it completely, and return back to his normal self. This means they will regain the ability to perform high ranked elemental ninjutsu techniques (S-rank and above) but will loss all illusionary perks which "Demonic Possesion Technique" initially granted them. The 5 turns period of time in which the user could maintain his rationality under the "Demonic Possesion Technique" will be reset once Takusa's ability has been used. In order for the user to benefit from their Kurama Kekkei Genkai once again, if they wish to do so, they will need to re-perform "Demonic Possesion Technique" after a certain amount of cooldown.

Note: Takusa's ability is A-Ranked so Takusa consumes 30 chakra points each time this ability is used
Note: Cannot perform "Demonic Possesion Technique" the following 3 turns after using Takusa
Note: Takusa's ability can only be used 3 times per conflict
Note: Counts as a move towards the 3 moves per turn
Note: Can only be wielded by Tsūki


(link to Kurama clan bio )

♠ Pending, leaving for another checker ♠

 Declined  This is beyond the ability of a CW and it basically makes the KG unrestricted and come at no cost. It has restrictions for a reason. DNR
 
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-Best-

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Re: Custom Jutsu Submission

Summoning contract owned here:

Hidden Piranha Arts : School of Chaos | Pirania Hijutsu : Ranmyaku No Gakkou
Type: Offensive
Rank: A
Range: Mid Range
Chakra: 30
Damage: 60
Description:

The signer of the Piranha summons will make the Ram -> Tiger hand seal and place their hand on the water surface. On doing so, a school of 100 piranhas will be summoned under water. The user will then direct them to the opponent. On reaching near the opponent, the schools of piranhas will start to revolve around the opponent rapidly thereby creating a large whirlpool that will disturb the balance of the opponent and will make them sink. While revolving, the opponent is trapped in a auditory genjutsu in which he will be hearing a piercing sound, similar to a supersonic sound. The illusionary sound combined with the swirling of the whirlpool will cause the opponent to take damage and severe stress on his mind due to the illusionary sound produced by the genjutsu. If the opponent sinks in the water, they will be killed and eaten by the hungry school of piranhas. The technique can be used only when both the user and the opponent are on a water surface, and when the opponent is at mid range as the user will be likable to get trapped in the whirlpool when performed at short range and the genjutsu cannot be casted if the opponent is at long range.
Note: This is not a Sound genjutsu which uses sound as a medium for casting genjutsu. It is a normal genjutsu which traps the opponent in a illusionary Sound instead of the normal illusion.

Restrictions:
*Must have signed the Piranha summoning contract.
*Must have mastered Genjutsu.
*Can be used only once per battle and thrice per event.
*Can only be taught by -Best-
*Requires a water source

♠ Approved ♠
Don't really see the point of the Genjutsu. It's just a really annoying sound, the main issue the situation they are in, the dangerous whirlpool. I guess it could cause them headaches/stress, but it shouldn't be that potent.




Arc Reactor | A-Ku Riakuta
Type:Weapon
Rank:S
Range:N/A
Chakra:40(-10 for each turn when used)
Damage:N/A
Description:

The Arc Reactor Custom weapon is something Like a chakra storage capacitor + Chakra amplifier. The wielder of the Arc reactor will attach the Custom weapon to their body at the place of his heart via a specially designed weapon holster. The Reactor is made by Chakra conducting capacitors which has the Property of Storing raw chakra for a while though the storage quantity is very very less. The Chakra Capacitors consist of Two storage Capsule that has the ability to store all kinds of elemental and Raw chakra. Each Chakra capacitor can store a total of 10 Chakra point, which means a total of 20 chakra point can be stored by the Arc Reactor. If the user stores a particular type of elemental chakra at one capsule, he cannot store a different elemental chakra at another capsule. Which means both the capsules must have same type of chakra. Once the Chakra Storage has reached it's Maximum level, The capacitor can Hold the charge up for Two turns.

The User need's to make use of his jutsu slot in the three slot per turn to Store chakra into the Capacitor. Once the user has stored a particular type of chakra, The user can make use of that stored chakra with the help of the chakra amplifier present in the Arc reactor to increase the Damage of the jutsu of the particular elemental release. The following list sum's up the chakra usage and the jutsu enhancement.

User stores Chakra in 1st capsule(Earth chakra) | -10 chakra points.(1 jutsu slot consumed)
User stores Chakra in 2nd capsule(Earth chakra) | -10 chakra points.(1 jutsu slot consumed)
User releases the stored chakra via the chakra amplifier while performing a Earth technique with the Orginal chaka for the technique.
Say,
Slot 1 storage(earth)
Earth Dragon
In this case the Damage of the Earth dragon is Increased by +5.

Slot 1 and Slot 2 storage(earth)
Earth Dragon
In this case the Damage of the Earth Dragon is Increased by +10.

Similar method is used for all other Ninjutsu and Elemental ninjutsu techniques.

Note: This Arc reactor cannot be user to increase the efficiency of Genjutsu, Taijutsu , Kenjutsu techniques.

As a Chakra surge Device:

The Chakra that is stored in the capacitor can be used for Disturbing the chakra flow of the User. It works like, If the user tries to store A different type of elemental chakra in the second capacitor, The first capacitor will be forced to dissipate the Stored chakra via the chakra amplifier due to which it will cause a small spike in the user's chakra system. The following sums up how the Chakra surge technique works with this arc reactor.

Slot 1 has Earth type chakra
User forces to store Water type chakra in Slot 2.
The Earth type chakra in Slot 1 is dissipated via the chakra amplifier and the water type chakra is store in Slot 1.

By dissipating the chakra present in one of the slot, the user will be able to release himself from C rank genjutsu and below.

Slot 1 and Slot 2 has Earth type Chakra
User forces to Store Water type chakra in the slots.
The earth type chakra in both the slots are dissipated and Water chakra is stored in Slot 1.

By dissipating the chakra present in both the slots, the user will be able to release himself from B rank genjutsu and below.

Slot 1 and Slot 2 has Earth type Chakra
User Forces to store Earth type chakra again.
The earth type chakra in both the slots plus the earth chakra the user forced to stored gets dissipated.

By dissipating the Chakra by this method, The user will be able to release himself from A rank genjutsu and below.

The Arc Reactor can Withstand upto A rank Damage but will shatter into pieces if it gets hit my a S rank technique.

Note:
*Can only be used by -Best- and other who he thinks is worthy of wearing the custom weapon.
*The user must activate the arc reactor before storing chakra in the capacitors.
*Storage of chakra counts as a move in the 3 move per turn.
*User cannot use the chakra stored to enhance their Gen,Tai,Ken techniques.
*Cannot be used the enhance KG releases.
*Cannot be used if the user's chakra level drops below 25%.
*Cannot store different type of chakra at the same time.
*Cannot store same type of chakra consecutively after releasing the same type of technique. Meaning, after releasing a Amplified Earth technique the user cannot store Earth chakra in the capacitor immediately.
*Two turn gap is required before storing same type of chakra after releasing the same type of technique.
*Usage of the CW can only be taught by -Best-

Image of the Custom Weapon :
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♠ Declined ♠
Chakra amplifying weapons are generally not allowed, sorry. Not to mention, the amount of abilities this weapon has is making it ridiculously overpowered already. Weapons shouldn't be able to release you from Genjutsus.




Pirania Kuchiyose : Kouhi Belladonna | Piranha Summoning : Queen Belladonna ( The Deadly Nightshade)
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:

The user will perform the Necessary hand seals and by their tattoo in the hand they will summon the Queen of Piranha's. The Queen Belladonna.Queen Belladonna is Said to be the Queen of all the Piranhas. She stands at half the Size of Toad boss Gamabunta. Queen belladonna can only be summoned in water, and also large water source like the water source created by the Exploding colliding waves technique or a lake or a sea etc. Queen Belladonna is blessed with Robust Skin, and Hard spikes surrounding her Body which makes her Highly resistable upto A rank Suiton Techniques. Belladonna is said to be the queen of Ocean and the Mother of all Piranhas, She can use up to S rank Water techniques. The most peculiar character of Belladonna is the Poisonous spikes that are present near her head. A small pore like opening is present at the tip of these poisonous spikes. This pore acts as the opening for the Poison to be shot from the summon. The poison is made into a senbon and then it is shot at the opponent.
The speed of the Poisonous Senbon that is shot at the opponent equal to the speed of the Chidori senbon technique. Now regarding the effects of the Senbon, It can be classified into two stages.
1.Initial pierce.
2.Paralyzing Venom.

1. During the Initial pierce i.e the time when the senbon pierces the skin of the opponent. The opponent will only feel a slight pain like a needle prick during this stage. The venom of summon will be transferred to the Blood of the opponent during this stage. During this stage the opponent will not feel any effect of the poison. This stage lasts for two turns. (Including the turn the user makes next)

2.During this phase the Venom starts the action. After being affect by the venom for two turns in the next turn the venom will cause Partial Paralysis to the opponent. As an effect of the venom, both the hands of the opponent will go Numb which make then unable to use hand based taijutsu techniques and also the opponent will not be able to make any hand seals. Ho ever, the other parts of the body of the opponent except the hands will be fully functional i.e the opponent will still be able to move their legs and their main body. This Partial paralysis stage lasts for two turns so the total venom effect last for three turns including the initial pierce. After the venom effects withers off the opponent will have severe muscle pain which make him unable to use A rank and above taijutsu techniques for two turns.

If the opponent gets hit again by the Poison senbons from belladonna again while the previous poison is still in effect in the opponents body then as soon as the opponent gets hit by the senbons, it will lead to total paralysis which make the opponent immobile for the rest of the turns until the Poison effect withers off. The senbons Doesn't do actual damage than serving as a medium to induce the poison but they can withstand up to B rank damage.

Note:
*Must have signed the Piranha Summoning contract.
*Stays in the Battlefield for 4 turns.
*Poison senbons can Only be used twice per battle from short range and counts as a turn
*Can only be summoned once per battle.
*Summoning The queen can only be taught by -Best-

Image of the summoning :
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♠ Approved ♠
 
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Re: Custom Jutsu Submission



Kakusareta Kyameruātsu: Kyameru no Futan l Secret Camel Arts: A Camels Burden
Type: Supplementary
Rank: S
Range: Self
Chakra: 40 (+5 each turn)
Damage: N/A
Description:The Camel is know for having large amounts of water in their humps, and mirroring the Camel, the user will channel Suiton chakra to their back and in turn will allow the user to tap into the the extra amount of water at anytime, when performing water techniques. The water will create a slight hump that stays on the users back for the duration of the technique. Although it is large, it doesn't affect the users movement speed. This extra amount of water will increase any water technique by +10 in damage
-Lasts for 3 turns
-Must have signed the Camel Summoning Contract
-Can only be used twice per battle, and the user must wait a turn between reactivation
-Cannot mold water techniques higher than A-rank for 3 turns after the technique finishes

♠ Pending, leaving for another checker ♠

Kuchiyose no Jutsu: Potoro: Summoning Technique: Potoro
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After drawing blood and wiping it on a summoning scroll, the user can summon Potoro. Potoro is a a camel summon, that stands the same height as a generic camel. By kicking his leg, he can create an A-Rank earth projectile jutsu that causes multiple slabs of rock to fly at the opponent . If the user follows the attack with a higher ranked fire technique, the earth becomes explosive on impact.
-Lasts for 4 turns
-Can only be summoned once
-The projectile jutsu can go up to mid range and counts as a move

♠ Approved ♠
 
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Scarecrow.

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Re: Custom Jutsu Submission

(Genjutsu: Purometeusu no Keigoku) Illusionary Technique: Prometheus' Punishment
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begins by performing the Boar → Horse → Tiger → Bird handseals and focuses on the opponent with their eyes, casting a genjutsu on them. Then, the opponent feels themselves bound by thick ropes that are tied around a large rock that they feel appear behind them, immobilising them. Afterwards, an eagle lands on the opponent's body and begins to peck at their chest and rip out the liver. The genjutsu causes the opponent to believe that this is real, causing excruciating pain. The genjutsu makes the opponent feel their liver grow back slowly, causing the eagle to rip it out again. This goes on repeatedly until the genjutsu is released. Every time the opponent feels their liver being ripped out, it causes a burst of pain where they are unable to focus or manipulate chakra for a short time.
Note: Can only be taught by Donquíxote
Note: Can only be used once per battle
Note: No other genjutsu in the turn this is used, or the next turn

✦ Declined ✦ Has been done before, sorry.
 
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