[ARCHIVE] Custom Jutsu Submission - II

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Scarecrow.

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Re: Custom Jutsu Submission

(Jiongu: Masuku Kidousei) Earth Grudge Fear: Masked Cavalry
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Instead of performing an elemental jutsu from his own mouth, Kakuzu will cause one of his masks to reach out from his back or protrude from either of his hands (without detaching from his body) and perform the technique on his behalf. Though a very basic technique, this jutsu allows for fluid combination attacks as along with his mask, Kakuzu is capable of performing his own technique. He has already shown the ability to use multiple elemental natures at once using the masks in his body in techniques such as Earth Grudge Fear: Final Shot. Alternatively, this jutsu can be used to perform techniques when user is immobilized by an electrical current, a constricting substance, a paralyzing genjutsu and etc. This technique doesn't add any damage nor does it add any range to any jutsu used in conjunction with it. Using this technique is near instant, meaning it doesn't consume any time whatsoever.

Note: Can only be Taught by Scarecrow.
Note: Can only be used three times per battle
Note: This jutsu can't be used on its own and must be used with another technique
Note: This jutsu is a passive maneuver and does not count towards the user's three jutsus per turn

♦ Declined, dont be stupid, this isnt getting approved ♦

(Jiongu: Hirogari Henshu) – Earth Grudge Fear: Malignant Mutations
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 Damage if used to attack the opponent)
Description: The main use of this technique relies on the masks creating threaded constructions from their bodies, be it for offensive, defensive or supplementary usage. Using this ability offensively, the masks themselves are capable of extending swords, claws, tendrils, lances, spears, poles, spikes and other weapon-based constructions from any location on their bodies. These constructions being mainly used to constrict, entangle or impale an unsuspecting opponent. By combining their unique body structure with Taijutsu usage, the masks can launch stealthy attacks e.g. extending spikes from an individual limb or from every location on their threaded bodies. A more defensive take on this application of the style allows the masks to manifest tightly weaved tools such as: shields, umbrellas and etc. The threads which make up these constructions are also compressed to the extent they gain a degree of elasticity, allowing them to act as "shock absorbers" which dissipate the force of hits and incoming solid attacks. Finally, the masks can also create supplementary constructions which either make the masks more proficient in the art of evasion or grant them the upper hand in close combat confrontations. These tools can include: wings, tails, extra limbs, webbed feet, blunt pillars and etc. With each usage, the masks can only create one "type" of construction e.g. a pair of wings, spikes from every location on their bodies, four extra limbs and etc.

Note: Can only be Taught by Scarecrow.
Note: Can only be used three times per battle
Note: Can only be used by Kakuzu's Masks
Note: Can only create one type of threaded construction per use.
Note: Each usage will only affect one mask

(Jiongu: Karada Hensen) – Earth Grudge Fear: Body Morphing
Rank: B
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 20 (+5 chakra for every additional mask)
Damage Points: N/A
Description: Taking their 'threaded manipulation' even further, the masks are also capable of utilizing an ability known as body morphing. The masks will constantly rearrange the threaded bodies into different shapes, sizes and forms. Using their chakra, the masks can gorge the threads in their body to inflate themselves to an incredible size, making them capable of rivaling up to the A-Rank Stone Golem in size. On the other side of the spectrum, they can use their chakra to compress the threads in their body to the extent they can decrease their size to that of small rodent-like animals e.g. rats and squirrels. Since their insides are hollow and contain no vital organs, the masks can also create holes/openings in their body at will to allow physical hits and narrow attacks to pass straight through them. Alternatively, instead of solely altering their size, the masks can also re-shape the threads which compose their bodies to take on varying shapes.

Note: Can only be Taught by Scarecrow.
Note: Can only be used four times per battle
Note: Can only be used by Kakuzu's Masks
Note: Each usage can affect an individual mask or all of the masks on the field.
_____________
-Both Declined- Already made before, the second one is a rip off of a technique submitted by Negative Knight.


♦ Pending, leaving for someone else ♦
 
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Alucard

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Re: Custom Jutsu Submission

(Fuuinjutsu: Ennetsu Jigoku) - Sealing Technique: Flames of Hell
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: (60 per seal released)
Description: The user places a seal on a determined object by touching it like a kunai for example. Then once he wants, he performs one hand seal, releasing the seal. Even if there are multiple objects on the field, with a single hand seal, the user can choose which ones he wants to release as long as he has made physical contact with them. As soon as the seal is released, a massive pillar of fire erupts immediately, with 8 metres of height and 4 metres of diameter, lasting for a short amount of time. The flames expand from the point where the seal is, meaning the seal will be at the exact center of this pillar of fire. Anything caught by the flames will be severely burned because of its heat these flames can even produce a hole on the ground. This technique is ideal for surprise attacks due to its speed or can also be used as a diversion, blocking the opponent's view from the user. Each pillar of fire is equivalent to an A-rank Fire technique (dealing 60 damage each)
- Can be used three times per battle
- Up to three seals can be released per use

♦ Approved, edited slightly ♦
 
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Strawberry

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Re: Custom Jutsu Submission

- Changed height to 8 meters
- I believe it's S ranked as their are 4 = each b ranked shell (they are a meter in diameter)
- reworded technique
- explained the bolded better
- added note and changed another

(Fuuton: Kujo Kawa) l Wind Release: Destruction Shells
Type:Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage:80
Description: The user will form the hare and tiger handseals, channeling their chakra into an area 8 meters above the ground and form 4 shells of fuuton. The shells are each a meter in diameter and are visible through the green hue they give off. Just like an artillery shell, which explodes upon impact with the ground and sends shrapnel flying, these fuuton shells upon impact with the ground or a hard enough object will explode and send wind blades flying up to short range in every direction. Alternatively the user can also make the shells go off mid air without contact via chakra control and if done this way all the shells go off at the same time. If somehow not all of the shells go off at once, the tiny wind blade will collide with the remaining shell(s) and make them go off as well.

Note: Shells can only be made short range from one another
Note: Can only be used three times a match
Note: Requires two turns of cool down between use
Note: Cannot use S ranked fuuton or above, the same turn.
Note: Can only be taught by Strawberry

♠ Declined ♠
Sorry for declining this again, but I'm confused. You fixed the errors Typhooooon talked about yet my concern here is are these shells controllable on their own or do they travel a fixed path downwards onto their opponent?
.__.

added note addressing the issue

(Fuuton: Kujo Kawa) l Wind Release: Destruction Shells
Type:Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage:80
Description: The user will form the hare and tiger handseals, channeling their chakra into an area 8 meters above the ground and form 4 shells of fuuton. The shells are each a meter in diameter and are visible through the green hue they give off. Just like an artillery shell, which explodes upon impact with the ground and sends shrapnel flying, these fuuton shells upon impact with the ground or a hard enough object will explode and send wind blades flying up to short range in every direction. Alternatively the user can also make the shells go off mid air without contact via chakra control and if done this way all the shells go off at the same time. If somehow not all of the shells go off at once, the tiny wind blade will collide with the remaining shell(s) and make them go off as well.

Note: Shells can only be made short range from one another
Note: Shells can only follow a fixed path downwards
Note: Can only be used three times a match
Note: Requires two turns of cool down between use
Note: Cannot use S ranked fuuton or above, the same turn and the next.
Note: Can only be taught by Strawberry

♦ Approved, edit a restriction ♦

(Genjutsu: Asshuku Mizu) l Illusionary Arts: Pressure Water
Type: Supplementary / Genjutsu
Rank: S Rank
Range: Short - Mid
Chakra: 40
Damage:80
Description: The user begins by forming 5 handseals, channeling their chakra into their opponent's chakra network, manipulating it to make the opponent believe they are hit by a constant ice cold stream of water from above that is large enough to cover their body. The stream pins them to the ground facing up making it impossible for them to move as they begin to feel cold from the temperature of the water as well as have difficulty breathing from the constant water stream. In reality however the victim is standing still paralyzed from the supposed force of the stream, slowly gasping for air and trembling.

Note: Can only be used once per battle
Note: User cannot use S rank or above jutsu in the same turn
Note: User cannot use genjutsu in the next two turns
Note: Can only be taught by Strawberry

Training:

♠ Declined ♠
How is this even S-Rank? And what do you mean by the stream pins you onto the ground facing up? A Genjutsu can't control someone's actions.


The person getting pinned was a part of the illusion not in reality, everything that happends in reality was mentioned after.
Now everything in brackets is whats happening in the genjutsu, the stuff after is in reality.

Reworded basically the whole thing.

(Genjutsu: Asshuku Mizu) l Illusionary Arts: Pressure Water
Type: Supplementary / Genjutsu
Rank: S Rank
Range: Short - Mid
Chakra: 40
Damage:80
Description: The user begins by forming 5 handseals, channeling their chakra into their opponent's chakra network, manipulating it to make the opponent believe they are hit by a large constant freezing ice cold stream of water from above that is large enough to cover their body. In the genjutsu the freezing ice cold water stream pins them to the ground facing up, under the force of the water the victim is rendered immobile. Also within the genjutsu the water the victim is hit with is freezing cold, so much so that it is like the water found in the Arctic, this water makes the victim feel terribly cold, numb and being pinned face up the stream also hits the victims face, causing trouble breathing.

However in reality, the victim is left standing, paralyzed due to the power of the stream that pins them within the genjutsu. If the user does not escape the genjutsu in one turn they will suffer great mental damage, from the ice cold water, the sheer force of the water that hits the victim and the breathing trouble they have. After the second turn, mental stress will have doubled as within the genjutsu the victim still has trouble breathing, they feel as if their body is completely numb and extremely cold, resulting in them being knocked unconscious after this second turn.

Note: Can only be used once per battle
Note: User cannot use S rank or above jutsu in the same turn
Note: User cannot use genjutsu in the next two turns
Note: Can only be taught by Strawberry

♦ Declined, one more how is this S rank? Where does this ice cold stream of water come from? Just above them? Furthermore, the "mental stress will have doubled" needs to be removed, it makes seem as if the target takes double damage due to this genjutsu. And the target wouldn't have breathing problems, they'd have to worry about drowning logically. ♦
 
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Delta

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Re: Custom Jutsu Submission

(Genjutsu: Heki Kishu) Illusionary Arts: False Direction
Type:Offensive
Rank:S rank
Range:Mid-Short
Chakra:40
Damage:80(if the user connects)
Description: The user will start by channeling chakra into the opponents brain and then proceed to run towards them, the running action is the trigger for the genjutsu to take affect. At first the opponent will simply see the user running towards them but, once the user reaches Short range then genjutsu will fully activate. Upon reaching Short range the opponent will see the user suddenly split into 2 people one running left and one running right. With this the opponent now has 2 foes running towards him from left and right. Once this occurs the user will(being either left or right) Draw their sword and cut the opponent in the hip. Inside the genjutsu the opponent will feel themselves being cut from both sides and seeing they where almost cut in half. As the user gets behind the opponent it will appear as if he has re merged with the second body behind the opponent. The users movement speed is taken into account during this genjutsu, the movement speed of the user remains the same inside the genjutsu meaning the opponent must be able to see the user to see the full affects of the genjutsu.

Can only be used twice per battle
No Genjutsu for the next turn.
Cannot be used on the same opponent twice.
Can only be taught by Delta.

☼ Declined ☼

I'm blanking on the name (something moon?), but this is very similar to the canon ninjutsu tech that creates false copies while the user strikes from the blind spot. It needs something more to make it unique. Also, S-rank is too high for a technique like this.


(Hebe Ninjutsu: Kibaku Hebe Porto) Snake Ninjutsu: Exploding Snake Portal
Type:Offensive
Rank:A rank
Range:Mid-Long
Chakra:30
Damage:60
Description: An Adaption creative under the same principle of (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop. The user will bite his thumb and smear blood on his hand before weaving 2 handseals. Similar to Sticky drop a portal will open up on the battlefield, instead of mud though, the Blood acts as a medium for a summoning technique causing hundreds of small snakes to fall from the portal. Inside each snake is an array of exploding tags. As the snakes come down to the ground the user will weave another Handseal trigger a chain reaction explosion throughout the snakes blowing up everything up to 10m from the center of the portal.

Restrictions:
Can only be used 3 times per battle
Cannot be used more then once per battle.
Requires Snake contract.
Can only be taught by Delta.

☼ Declined ☼

No need for there to be a portal, just summon the snakes above the target like food cart destroyer does with toads.


(Raiton: Raiton Ringu) Lightning Release: Lightning Ring
Type:Offensive
Rank:S rank
Range:Short-Mid
Chakra:40
Damage:80
Description: A Kenjutsu based jutsu created to take down fast ninja that can't be perceived with the users own eye sight. The user will begin by channeling large amounts of Raiton into their blade to prepare for the attack. The user will then take a low stance, both arms will be crossed with the right arm over the left arm with the blade tip pointing towards the users left. Bending the knee's the user will put their right foot forward and slightly twist his back and hips towards the left. When positioned the user will then spin on his ball of his right foot, at the same time the user will swing their right arm across their body while pushing off with their left foot to creating a spinning motion. As the blade is swung the user will release the Raiton in the sword causing it to begin being release in an arc. As the user spins a full 360 degree turn he will unleash all the Raiton causing a ring of lightning to spread out from the users original position up to mid range. Anything cause inside the ring will be cut in half with ease due to the momentum of the swing and the cutting power of Raiton giving it the power to slice through almost any armor or defense(Within Reason).

Restrictions:
Can only be used twice per battle.
No S rank or above Raiton jutsu for the next turn
Can only be taught by Delta.

☼ Approved ☼

(Doton: Tectonic Hira) Earth release: Tectonic Palm
Type:Supplementary/Defensive
Rank:B-S
Range:Short-Long
Chakra:20-40
Damage:N/A
Description: The user will begin by channeling earth chakra into the palms of his hands. He will then firstly strike the earth with the first palm causing the ground around him at short range to lose its density and become soft. Once this happens the user will strike the ground with his second palm sending a concussive shockwave into the ground. The result is the earth recompacts into itself causing a small crator to be created below the user. Alternatively, for a faster application, the user can weave 3 handseals and channel the chakra through both of his feet creating the same affect. The main application of this Jutsu is to crush earth techniques coming from below the user. By softening and then compacting the earth downwards the user is able to crush the earthen structure before it can rise upwards to cause harm. The B rank version will create a crator Short range around the user. The A rank version will create a mid range crator around the user and opponent(if in mid range). The Mid range version will cause the earth to shake violently for a few seconds similar to Earth Shaking jutsu, making it hard for the opponent to stand while this is executed. The S rank version creates a massive crator up to S rank. The compaction strike will cause a massive tremour which will last for around 5 seconds making it hard to stand or weave handseals for the Opponent. This jutsu cannot be used against Moving structures as the time it takes for the earth to be softened and then compacted would result in the user being hit before it is completed. This Jutsu can infact be used against earthen armor. The Same affect will ensue, except when used against an Earthen armor surrounding the opponent, the resulting conclusion will be the opponent armor would be compacted inwards crushing him under its own strength.

Restrctions:
B rank can be used 4 times, A rank 3 times, S rank 2 times per battle.
Due to the large Terrain Altering abilities, S rank can only be used Once per battle, Twice per event.
If S rank is used, the user cannot use any S rank Earth jutsu for the next turn.
Can only be taught by Delta

Example can be seen between 43-50 seconds

☼ Declined ☼

No reason for this to be multi-ranked. For whatever rank you choose to go with, make it mid-range at most.

(Hebe Ninjutsu: Kibaku Hebe Sumon) Snake Ninjutsu: Exploding Snake Summon
Type:Offensive
Rank:A rank
Range:Mid-Long
Chakra:30
Damage:60
Description: An Adaption creative under the same principle of Food cart Destroyer user will bite his thumb and smear blood on his hand before weaving 2 handseals. Similar to Food cart the Blood acts as a medium for a summoning technique causing hundreds of small snakes to fall from the Sky. Inside each snake is an array of exploding tags. As the snakes come down to the ground the user will weave another Handseal trigger a chain reaction explosion throughout the snakes blowing up everything up to 10m from the center of the Opponent.

Restrictions:
Can only be used 3 times per battle
Cannot be used more then once per battle.
Requires Snake contract.
Can only be taught by Delta.

☼ Declined DNR - similar to existing techs ☼



(Doton: Tectonic Hira) Earth release: Tectonic Palm
Type:Supplementary/Defensive
Rank:B-S
Range:Short-Mid
Chakra:20-40
Damage:N/A
Description: The user will begin by channeling earth chakra into the palms of his hands. He will then firstly strike the earth with the first palm causing the ground around him at short range to lose its density and become soft. Once this happens the user will strike the ground with his second palm sending a concussive shockwave into the ground. The result is the earth recompacts into itself causing a small crator to be created below the user. Alternatively, for a faster application, the user can weave 3 handseals and channel the chakra through both of his feet creating the same affect. The main application of this Jutsu is to crush earth techniques coming from below the user. By softening and then compacting the earth downwards the user is able to crush the earthen structure before it can rise upwards to cause harm. The B rank version will create a crator Short range around the user. The A rank version will create a mid range crator around the user and opponent(if in mid range). The Mid range version will cause the earth to shake violently for a few seconds similar to Earth Shaking jutsu, making it hard for the opponent to stand while this is executed. The S rank version Creates a mid range crater but is much deeper. The compaction strike will cause a massive tremour which will last for around 5 seconds making it hard to stand or weave handseals for the Opponent. This jutsu cannot be used against Moving structures as the time it takes for the earth to be softened and then compacted would result in the user being hit before it is completed. This Jutsu can infact be used against earthen armor. The Same affect will ensue, except when used against an Earthen armor surrounding the opponent, the resulting conclusion will be the opponent armor would be compacted inwards crushing him under its own strength.

Restrctions:
A rank 3 times, S rank 2 times per battle.
Due to the large Terrain Altering abilities, S rank can only be used Once per battle, Twice per event.
If S rank is used, the user cannot use any S rank Earth jutsu for the next turn.
Can only be taught by Delta

♦ Pending, leaving all for someone else ♦

☼ Samesies ☼


 Declined  DNR. COllides with existing techniques.
 
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Negative Knight

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Re: Custom Jutsu Submission

(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

♠ Approved ♠
I believe this goes in hand in hand with an Earth jutsu and can not be activated for an already created one without this effect, correct?
Technique is based on and has similar features to the above jutsu.

(Doton: Igi no Oberisuku) - Earth Release: Majesty of the Monolith
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (+10 chakra cost to every earth technique used)
Damage points: N/A
Description: This technique is the brother technique to Earth Release: Scales of Judgement. The user will activate an ability which will make him capable of using all earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following three turns without the need for direct contact with the earth source being manipulated. This ability is achieved due to the fact the user is able to diffuse his chakra through any tangible (metal, crystal, etc) or semi-tangible (water, swamp, etc) medium in order to utilize earth-based techniques which can only be created through direct contact with the ground. With this active, they user can make use of the ground at the bottom of water/swamp sources as well as bypass techniques which restrict usage of the earth. An example of this jutsu in action would be the user slamming his hands on the surface of a water source and using the Greater Moving Earth Core technique to create a drainage system at the bottom by lowering the earth residing directly below the water. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

♦ Declined, OPed and not happening, DNR ♦

(Meisaigakure no Jutsu) - Hiding with Camouflage Technique
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 per turn active)
Damage Points: N/A
Description: This is a ninja escape technique that allows the user after performing the Tiger hand seal to control how light is reflected around their body with chakra inflections. The technique also erases the user's scent and shadow, and is usable on any terrain, making it ideal not only for covert maneuvers but also offensive strikes. Perceiving the user's position is possible only for ninja who are astute enough to observe minute variations within their surrounding environment, such as distortions of air currents in the immediate vicinity or distinguishing sounds, i.e. footsteps etc. However, the usefulness of this ability can be entirely negated by those with special vision or sensory skills. The Second Tsuchikage, Mū's mastery of this technique helped earn him the moniker "Non-Person" seemingly having neither form nor chakra while the technique was active. Thus, he could not be sensed through traditional means.
Note: Technique lasts a total of 3 turns
Technique is based on the above jutsu (which is useable by everyone, not only Mu)

(Ninjutsu: Ooi no Kumori) – Ninja Art: Shroud of Shadows
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques used)
Damage Points: N/A
Description: This is the daughter technique to the Hiding in Camouflage technique. The user will activate an ability which allows them to control how light is reflected around their own techniques for the next three turns. The visibility of a technique can be removed entirely or the technique can be granted a certain degree of transparency. Making techniques invisible will force the opponent to counter them through the use of their other senses (e.g. feeling the heat resonating from fire-based techniques or the vibrations produced by the surfacing of earth techniques). Using this technique to make a technique fairly transparent will not have many immediate effects. The technique will become harder to notice with the naked eye but such is still possible. The intended effect of making techniques transparent/translucent are two-fold. The user will benefit as he/she will be capable of seeing through their own techniques, meaning jutsus which sever the line of sight will no longer be risky to use e.g. erecting a defensive wall of earth. On the other hand, the opponent may believe the technique is an illusionary one as it appears to lack the vividness of an actual technique. They may mistake it for a low-level or poorly executed genjutsu. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another jutsu. This technique can only be used on techniques which can normally be perceived through the use of at least one other sense (excluding touch unless the technique is non-offensive and does not deal any damage). The usefulness of this ability can be entirely negated by those with special vision or sensory skills.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

♦ Pending, I wouldn't allow this personally, but leaving for someone else ♦

☼ Declined DNR ☼

Too easily exploitable, and also kind of goes into Light CE territory.


(Boukun no Mokushi) - Tyrants of the Apocalypse
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: Short
Chakra: 50 (-20 chakra per turn)
Damage: N/A (-40 damage to user) (+20 damage to physical attacks)
Description: Using the abilities of the Earth Grudge technique, Kakuzu will utilize his dark threads to transform his body into a monstrous version of a chosen human/animal hybrid which will have two of the masks the user has manifested upon its head as its face. The two chosen masks and his main heart (Earth) will become the only basic elements usable by Kakuzu whilst he's in this form, severely limiting his arsenal but in turn greatly heightening his offensive and defensive power. Both elemental affinities of the masks positioned on his face can be used in conjunction as well as individually. The two prohibited elemental hearts/masks simply remain idle in the body and cannot be used or accessed in any shape or form. They cannot be released and CE elements which they're a part of cannot be used. Much like all threaded creatures, whilst in this form the user is capable extending and retracting their limbs as well as regenerating any and all lost limbs (except the head). The threads which make up the armour are intricately and tightly interwoven to make for a very formidable defense. As a result, the user becomes immune to all A-Rank and below techniques and any such damage sustained (from A-Ranks and below) will be momentary at best as the armour will immediately begin repairing itself. The threads which make up the armour will undergo a continuous regenerative process of growth, with the growth of new threads replacing the old ones, causing them to be shed the moment new threads manifest themselves. As a direct result, the user will become extremely resistant to attacks which seek to burn, decay, cut or mutilate the user as a mass of threads will simply grow in their place and in effect undo any damage damage afflicted to the user. The continuous process of shedding of threads means the user is almost impossible to burn whilst they're in this form, as the affected threads will be shed almost immediately, carrying away the flames in the process. Each transformation can optionally be combined with one of the basic five elements to unlock an array of possibilities depending on the chosen nature (the chosen element must be one of the three the user has been restricted to). The infusion of earth chakra will harden and darken the threads (in a similar manner to Earth Release: Earth Spear). The infusion of water chakra will grant the threads adhesive properties, negate the effectiveness of Taijutsu/Kenjutsu which involve physical interaction and the chassis will become virtually impervious to burning. The infusion of lightning chakra will electrify the threads to the extent they gain paralyzing capabilities similar to those exhibited in Chidori Nagashi. The infusion of wind chakra will insulate the threads, create a minor repulsion effect (preventing the user from being hit from physical Taijutsu/small scale attacks) and allow the user to levitate off of the floor. The infusion of fire chakra will coat the armour in a layer of flame which prevents anyone from coming into contact with the user. The fire possess a protecting coating of chakra which ensures the threads don't burn, similar to how one can create an armour of fire yet remain unburnt. In the case of an element being infused, the user becomes immune to techniques S-Rank and below of elements its strong to, immune to A-Rank and below techniques of neutral elements and immune to B-Rank and below techniques of elements its weak to. After this technique ends, the user cannot use the two elements of the masks they used in the transformation (or any CEs which include them) for two whole turns. The damage the user takes due to this technique manifests itself in the form of fatigue and sore limbs for two turns after this technique ends. Regeneration of lost limbs counts as one of the user's three jutsu per turn, can happen a maximum of two times and the threaded replica will be capable of molding chakra and performing handseals/techniques.

Carnage the Red Dread - Tyrant of the Sky
This transformation is based off using the Water and Lightning hearts together to form a part-human, part-spider, part-snake looking creature with threaded tendrils covering its entire body. This creature is capable of using Water and Lightning simultaneously (from its respective mouths) to create electrified torrents of water, as well as retaining its capability to use both elements individually. The spiked tendrils which make up this creature's body are continuously moving around, feeling the air around them, almost as if they're living themselves. This tendrils are five meters long and come from every point on the user's body, making this form that much more grotesque. These tendrils will feel anything which comes within short range of the user, making it impossible to sneak up on or come within close-range of the user without him knowing about it.

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Wolverine the Dark Scourge - Tyrant of the Dusk
This transformation is based off using the Lightning and Fire masks in conjunction whilst forming the user's body to resemble that of a half-man, half-wolf like creature. This werewolf-like creature can simultaneously use Lightning + Fire for devastating combinations attacks (from its respective mouths), as well as retaining the capability to use both natures individually. Its entire body is composed entirely of spiky threads and the creature is also fully equipped with a five-meter long tail, allowing it to be used almost as an extra limb in combat. This form is extremely athletic and so the user is capable of leaping incredible distances and very high into the air above.

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Diablo the Soul Eater - Tyrant of the Inferno
This transformation is based off using the Fire and Wind masks together whilst forming the user's body to resemble that of a part-man, part-ram and part-reptile like creature. This creature can simulatenously use Fire + Wind for augmented flame-based attacks (from its respective mouths), as well as retaining the capability to use both natures individually. This form grants the user a pair of serrated claws, horns that can be rammed into the opponent, arching spiked protrusions which are focused around the upper body and a flexible five-meter long spiked tail which can be used for physical attacks.

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Theinen the Great Sphinx - Tyrant of the Storm
This transformation is based off using the Wind and Lightning masks together whilst forming the user's body to resemble that of a part-man, part-lion, part-bird and part-stallion like creature. This creature can simulatenously use Wind and Lightning (from its respective mouths), as well as retaining the capability to use both natures individually. This form grants the user the lower body of a stallion and hence additional legs as well as a tail. The user develops a mane, sharp claws and a jaw capable of biting down with insane compressive force. Additionally, this sphinx-like form also possess a pair of wings which can be used for flight.

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Trident the Oceanic Overlord - Tyrant of the Sea
This transformation is based off using the Water and Wind hearts together to form a half-human, half-sea serpent like creature. This creature is capable of using Water and Wind simultaneously (from its respective mouths) to create high pressure torrents of water, as well as retaining its capability to use both elements individually. The creature possess a serpent-like lower body which means it slithers rather than walks. Its upper body is covered in spiked protrusions and the spikes on the spine of it's back resemble a row of swords. Due to its streamlined body its capable of cutting through water at high speeds (almost on the level of Kisame in his Shark Fusion Mode).

You must be registered for see images

Note: Lasts for four turns
Note: Can only be used once per battle
Note: Can only be used by Negative Knight
Note: No Forbidden Rank techniques while this is active
Note: Can only be used if all alive masks are inside of Kakuzu's body
Note: CE elements composed of the unrestricted elements can still be used
Note: This only restricts the user's elements (nin, gen, tai, etc can still be used)
Note: No S-Rank or above Dark Threads techniques for two turns after this technique has been deactivated
Note: No long handseal sequences (longer than three) for two turns after this technique has been deactivated
_____________
-Pending- Leaving for Typhon.


☼ Declined ☼

Ok, good on the stuff from last time, lets move on to the defensive stuff. As of not its too much. The immunity to A-rank and below, plus the regenerative abilities, and the ability to add elemental armor (both through this technique, and when coupled with canons/cjs) needs to be toned down. Since this is pretty heavily restricted I'm fine with it being strong, but it has to be within reason. It also seems through the description that the resistance to fire/burning is a separate defensive ability and has the potential to just make you completely immune to any and all burning/corrosive techniques. That needs to be changed.
Toned down the defensive abilities but removed a restriction

(Boukun no Mokushi) - Tyrants of the Apocalypse
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: Short
Chakra: 50 (-20 chakra per turn)
Damage: N/A (-40 damage to user) (+20 damage to physical attacks)
Description: Using the abilities of the Earth Grudge technique, Kakuzu will utilize his dark threads to transform his body into a monstrous version of a chosen human/animal hybrid which will have two of the masks the user has manifested upon its head as its face. The two chosen masks and his main heart (Earth) will become the only basic elements usable by Kakuzu whilst he's in this form, severely limiting his arsenal but in turn greatly heightening his offensive and defensive power. Both elemental affinities of the masks positioned on his face can be used in conjunction as well as individually. The two prohibited elemental hearts/masks simply remain idle in the body and cannot be used or accessed in any shape or form. They cannot be released and CE elements which they're a part of cannot be used. Much like all threaded creatures, whilst in this form the user is capable extending and retracting their limbs as well as regenerating any and all lost limbs (except the head). The threads which make up the armour are intricately and tightly interwoven to make for a very formidable defense. As a result, the user becomes immune to all B-Rank and below techniques and any such damage sustained (from B-Ranks and below) will be momentary at best as the armour will immediately begin repairing itself. The threads which make up the armour will undergo a continuous regenerative process of growth, with the growth of new threads replacing the old ones, causing them to be shed the moment new threads manifest themselves. As a direct result, the user will become extremely resistant to attacks which seek to burn, decay, cut or mutilate the user as a mass of threads will simply grow in their place and in effect undo any damage damage afflicted to the user. The continuous process of shedding of threads means the user is almost impossible to burn whilst they're in this form, as the affected threads will be shed almost immediately, carrying away the flames in the process. This does not mean the user is immune to all burning/corroding techniques. Fire/corrosive techniques that are strong enough (S-rank or above) can eat away at the threads faster than they can be replenished. While this doesn't make them immune to the attacks, it does slow down the actual burning or corroding (1/2 speed), given the user extra time to deal with the threat. This also doesn't eliminate any damage sustained by a technique (e.g. An A-Rank fireball), it simply removes the residue of the said jutsu to prevent the armour from being engulfed completely. Each transformation can optionally be combined with one of the basic five elements to unlock an array of possibilities depending on the chosen nature (the chosen element must be one of the three the user has been restricted to). The infusion of earth chakra will harden and darken the threads (in a similar manner to Earth Release: Earth Spear). The infusion of water chakra will grant the threads adhesive properties, negate the effectiveness of Taijutsu/Kenjutsu which involve physical interaction and the chassis will become virtually impervious to burning. The infusion of lightning chakra will electrify the threads to the extent they gain paralyzing capabilities similar to those exhibited in Chidori Nagashi. The infusion of wind chakra will insulate the threads, create a minor repulsion effect (preventing the user from being hit from physical Taijutsu/small scale attacks) and allow the user to levitate off of the floor. The infusion of fire chakra will coat the armour in a layer of flame which prevents anyone from coming into contact with the user. The fire possess a protecting coating of chakra which ensures the threads don't burn, similar to how one can create an armour of fire yet remain unburnt. In the case of an element being infused, the user becomes immune to techniques A-Rank and below of elements its strong to, immune to B-Rank and below techniques of neutral elements and immune to C-Rank and below techniques of elements its weak to. After this technique ends, the user cannot use the two elements of the masks they used in the transformation (or any CEs which include them) for two whole turns. The damage the user takes due to this technique manifests itself in the form of fatigue and sore limbs for two turns after this technique ends. Regeneration of lost limbs counts as one of the user's three jutsu per turn, can happen a maximum of two times and the threaded replica will be capable of molding chakra and performing handseals/techniques.

Carnage the Red Dread - Tyrant of the Sky
This transformation is based off using the Water and Lightning hearts together to form a part-human, part-spider, part-snake looking creature with threaded tendrils covering its entire body. This creature is capable of using Water and Lightning simultaneously (from its respective mouths) to create electrified torrents of water, as well as retaining its capability to use both elements individually. The spiked tendrils which make up this creature's body are continuously moving around, feeling the air around them, almost as if they're living themselves. This tendrils are five meters long and come from every point on the user's body, making this form that much more grotesque. These tendrils will feel anything which comes within short range of the user, making it impossible to sneak up on or come within close-range of the user without him knowing about it.

You must be registered for see images

Wolverine the Dark Scourge - Tyrant of the Dusk
This transformation is based off using the Lightning and Fire masks in conjunction whilst forming the user's body to resemble that of a half-man, half-wolf like creature. This werewolf-like creature can simultaneously use Lightning + Fire for devastating combinations attacks (from its respective mouths), as well as retaining the capability to use both natures individually. Its entire body is composed entirely of spiky threads and the creature is also fully equipped with a five-meter long tail, allowing it to be used almost as an extra limb in combat. This form is extremely athletic and so the user is capable of leaping incredible distances and very high into the air above.

You must be registered for see images

Diablo the Soul Eater - Tyrant of the Inferno
This transformation is based off using the Fire and Wind masks together whilst forming the user's body to resemble that of a part-man, part-ram and part-reptile like creature. This creature can simulatenously use Fire + Wind for augmented flame-based attacks (from its respective mouths), as well as retaining the capability to use both natures individually. This form grants the user a pair of serrated claws, horns that can be rammed into the opponent, arching spiked protrusions which are focused around the upper body and a flexible five-meter long spiked tail which can be used for physical attacks.

You must be registered for see images

Theinen the Great Sphinx - Tyrant of the Storm
This transformation is based off using the Wind and Lightning masks together whilst forming the user's body to resemble that of a part-man, part-lion, part-bird and part-stallion like creature. This creature can simulatenously use Wind and Lightning (from its respective mouths), as well as retaining the capability to use both natures individually. This form grants the user the lower body of a stallion and hence additional legs as well as a tail. The user develops a mane, sharp claws and a jaw capable of biting down with insane compressive force. Additionally, this sphinx-like form also possess a pair of wings which can be used for flight.

You must be registered for see images

Trident the Oceanic Overlord - Tyrant of the Sea
This transformation is based off using the Water and Wind hearts together to form a half-human, half-sea serpent like creature. This creature is capable of using Water and Wind simultaneously (from its respective mouths) to create high pressure torrents of water, as well as retaining its capability to use both elements individually. The creature possess a serpent-like lower body which means it slithers rather than walks. Its upper body is covered in spiked protrusions and the spikes on the spine of it's back resemble a row of swords. Due to its streamlined body its capable of cutting through water at high speeds (almost on the level of Kisame in his Shark Fusion Mode).

You must be registered for see images

Note: Lasts for four turns
Note: Can only be used once per battle
Note: Can only be used by Negative Knight
Note: Can only be used if all alive masks are inside of Kakuzu's body
Note: CE elements composed of the unrestricted elements can still be used
Note: This only restricts the user's elements and genjutsu (nin, tai, etc can still be used)
Note: No A-Rank or above Dark Threads techniques for two turns after this technique has been deactivated
Note: No long handseal sequences (longer than three) for two turns after this technique has been deactivated

♦ Pending, leaving for someone else ♦

☼ Declined ☼

I added an edit to the fire/corrosive defense part, as it stood it could still create an immunity to something like Amaterasu, and that would be too much. But lets move on to the actual forms.

Carnage - Fine

Wolverine - The jumping and leaping needs to be better defined. What does the jumping and leaping actually allow you to do other than look cool?

Diablo - Fine

Sphinx - Fine

Trident - Speed of swimming needs to be defined better.

As for the restrictions, they're good when coupled with the actual limits of the techniques. Only things I changed was the rank of dark threads usable for the two turns after, and removed ability to use genjutsu.
 
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Detective L

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Re: Custom Jutsu Submission

( Fuuton: Seishi torunēdo) | Wind Release: Stationary Tornado
Rank: Forbidden
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80 (-20 to user)
Description: The user uses his fuuton chakra to make a tornado at any where up to long range from him. This is no regular tornado however as the tornado retains its sucking capabilities while remaining almost completely still and the wind around it is not spinning at all. This is how it earned the name Stationary. The trick behind this technique is complex. At the centre of the tornado there is an incredibly dense ball of fuuton chakra, which is also incredibly small. It is about 3 centimeters in diameter. The core gets smaller and smaller as it releases the stored fuuton around it to fuel the wind around the tornado but because of the large amount of chakra inside the core it is able to fuel the tornado for a while. The tornado itself is just simple what looks like a regular tornado of wind, but instead of the slicing gales spinning around it, it has a calm, almost still, breeze spinning around. This makes the technique look calm but this is just a deception. The core has immense suction properties and is able to pull in any person or jutsu that comes into close range of it. Once the person has started being sucked inside the easily pass the outer layer of gentle wind, because of its low resistance, and are pulled into the core. Once they come in contact with the core that large amount of unstable fuuton chakra suddenly implodes within itself, causing anything within the vortex of gentle wind to become sliced into tiny pieces. However the technique has enough unique ability behind it and that is that it is self-sustaining. The fuuton could normally be defeated by a katon jutsu of A rank but the outher layer despite not being able to rip apart foes is still an S rank obstacle, and the core is S rank on its own as well. The jutsu would first have to destroy the outer layer and then destroy the core after with both obstacles being S rank since the outer layer does no damage to the opponents. Once the outer layer is destroyed the user can post this jutsu again in their turn so that the core sheds some of the condensed chakra around it to create a new outer layer.

To reiterate: There is an outer layer of gentle wind which takes the shape of a tornado but has none of its ravaging properties. Inside the calm winds is a core of condensed chakra which has immense suction properties. Any person within 5 meters of the tornado is sucked in and the outer layer does no harm but once past the outer layer the core implodes and slices up everything inside the tornadoes outer layer. If a jutsu is used on the outer layer then the outer layer would count as a S rank wind obstacle and take the brunt of the attack and if its defeated then the attack would carry on to the core and harm it as well. The core also counts as an S rank wind obstacle. User can make the core smaller and release the wind around it to form a new tornado but they will have to post the jutsu again.

Note: Reforming the tornado by shedding chakra from the core can only be done once
Note: If the user doesn't do this the turn after the the outer layer is destroyed then the core dissipates
Note: The user cannot use any handseals over 3 while this jutsu is active
Note: This jutsu remains active for 2 whole turns but the 2 turns are reset if the user reforms the tornado.
Note: Because of the strength of the tornado the user cannot use it in short range
Note:The user is unable to use wind jutsu in the turn which it is activated
Note: The users arms start bleeding when they first make the tornado, no damage is done to the user when they reform the tornado as the chakra is already there.

♦ Declined, if you can write a condensed, reiterated version, then you can make it smaller. >_> ♦



(Musha Shukke Fuu: Aurerianusuburasuto) | The Warrior Monk's Way: Aurelian Blast
Type: Supplementary
Rank: D-Forbidden
Range: Short
Chakra: N/A (Variable)
Damage: N/A (Variable)
Description: The main art of the Musha Shukke Fuu, is the knowledge of creating the Chakra Sphere. This is the most basics of basic fundamentals with the style. Without the Chakra Sphere, the art could not exist. The Chakra Sphere is a round sphere composed entirely of raw chakra, which revolves around the user until the user decides to actually allow the chakra sphere to enter the body. The sphere's size varies upon the rank and nature of the jutsu being used, so it does not have a definite size, circumfrence, or area. Therefore, within each jutsu the user must designate the size of the sphere entering his body. In most cases, the larger the chakra sphere, the more powerful the attack and jutsu used. Chakra spheres can then be quickly separated into multiple spheres which enter the user's body for the reason of multiple taijutsu blows. The sphere can be manipulated merely with the user's thoughts, and if the user desires hand gestures in order for it to become easier to enter the user's body. Upon first starting out with the style (during training), the user must actually sit and meditate to create the chakra sphere. Due to practice, and repeated use the user becomes able to concentrate and create the sphere within an instant. Furthermore, the creation of the sphere itself must be created before, or during the use of every jutsu so the user must post this jutsu before every other unless otherwise stated. For this reason, this creation of the chakra sphere is regarded as a passive ability, although it must be posted with every use of a jutsu.

Note: Can only be used by user's of Musha Shukke Fuu-(The Warrior Monk's Way)
Note: Can only be taught by Detective L

♦ Declined, if every jutsu of the style will contain these orbs, every jutsu should mention making the orb as part of the jutsu, like the one below. There's no need to make this at all ♦

(Musha Shukke Fuu: Dāku yūwaku) | The Warrior Monk's Way: The Dark Seducer
Type: Offense
Rank: S rank
Range: Short
Chakra: 40
Damage: 80
Description: This jutsu is considered the basic form, and principle behind the entire custom fighting style. The user enters a low stance, focusing primarily upon offense and precision strikes. Upon materializing chakra sphere(s), the user will then absorb the chakra spheres into his body incorporating them into his taijutsu. Through fast paced, precise, and linear attacks with explosive power, the user will attempt to deliver one or multiple taijutsu blows to the opponent. With each landing strike, the user will cause a small 'boom' or explosion with the strike in order to amplify and enhance the effects of the user's blows. The damage caused is mostly external, although with some internal effects. The most common effects are broken bones, bruses, and possibly minor cuts depending on the nature of the taijutsu blow. While using the style, the user will of course have slightly enhanced speed and strength as is evident by a user of Musha Shukke Fuu. Regardless of how many blows the user lands, the amount of chakra and damage will always equate to that of an S ranked jutsu.

Restrictions:

-Can only be used 3 times per battle
-Can only be used in conjunction with Musha Shukke Fuu jutsu
-Must be a practicioner of the CFS 'The Warrior Monk's Way'
-Can only be taught by Detective L

♦ Declined, how is this the "basic form and principle" behind the style if it's an S rank jutsu? The basics are meant to be basic, S ranked jutsus are advanced jutsus, not basic. ♦
 
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Goetia

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Re: Custom Jutsu Submission

Arutemisu | Artemis
Type: Weapon
Rank: B-Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: Artemis is a metal rod which looks like a small metal stick when not in use. When being used, the rod extends and expands to 2 metres. By charging chakra into the rod, the weapon can be turned into a scythe. While the weapon is in its scythe form, the weapon gains a huge crescent blade on one end of the rod.

Artemis when not in use:
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Artemis in extended rod form:
*note* all just one part.

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Artemis in Scythe form:

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♦ Declined, nothing unique about this to warrant a CW ♦
 
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Re: Custom Jutsu Submission

(Ginrei Kojaku) - Arc Sparrow of the Silver Peak
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Ginrei Kojaku is a portable composite bow made out of chakra enhanced steel that is indestructible. The weapon first takes an appearance of a pentacle-like necklace. It is abnormally large, able to match the size of a man's palm. By squeezing it, it expands into giant, unusually shaped bow reminiscent of blue flames. The bow is a cross between a Spider Web and a Pentagram. It extends out into 4 extensions, the width being 1.75 meters long and the height being 2 meters. It is connected by several curved structures which is the primary foundation that holds everything in place. The handle has two hollow semi circles next to it, in which the object(s) are projected. Even though it may not look like, it is very flexible, bending backwards when the string is pulled back with great force, making it function like a Slingshot in some cases. The string is joined together, attached at the top and bottom of the bow's extension. The hollow sides near the handle allow for greater accuracy when shooting the arrows, by narrowing down and aligning the hollow sides with the target.

♦ Declined, nothing about this makes it unique enough to be a CW ♦
 
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Aomine Daiki

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Re: Custom Jutsu Submission

(Fuuton/Suiton Ran Torento: Hari Hōtai)Wind/Water style: Turbulent torrent: Needle Swathe
Type:Offensive
Rank:S-rank
Range:Short – Mid range
Chakra:40
Damage:80
Description: The user, after performing the dog – dragon- horse – ram- hare – monkey handseals, gather a sphere of water in his palm, about the size of two rasengan, and by holding the sphere close to his mouth he exhales a stream of wind on the sphere of water, causing the water to fly away in the opposite direction. As he does so, the user by using shape manipulation, transforms the water into dussins of sharp needles with great cuttingpower, being able to pierce through solid rock.
Note: Can only be twice per battle
Note: User cannot perform any water or wind technique above B-rank for the next turn
Note: Can only be tought by Kαkαshi Hαtαke

♦ Declined, I'm confused on how this is supposed to work, you say you create a sphere of water in your hand, I'm assuming it is a spinning sphere of water. But then you say you exhale a stream of wind on the water, causing it to fly in the opposite direction....you never stated any direction prior to this. You then say you transform the water into dussins (dozens btw) of needles able to pierce through solid rock. First, this is essentially just a ball of water that turns into needles of water, sped up by wind, which has probably been done before but if the water is spinning and the wind enhances this, when the water is released, you're essentially being hit with needles of water as they would move omnidirectionally due to the spinning water. ♦
 
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Re: Custom Jutsu Submission

( Katon: Eien no honō no tamashī) - Fire Release: Soul of Eternal Flames
Type:supplementary
Rank: B
Range: N/a
Chakra Cost: 20
Damage Points: adds 10 damage to any fire jutsu
Description: The user focuses katon chakra in ever cell of his body turning his physical bodies substance to be made out of flames while maintaining it with chakra while in this form the user can only use fire jutsu and all fire jutsu used get plus 10 damage also the user in this form cannot die even if his body is put out by water the user will turn to ash and in a few seconds his body will regenerate to the body of flames
Note- the form can only be used twice
Note-the form lasts for 4 turns
Note-can only be used by Kâkashí and those he teaches it too
Note-5 point chakra drain every turn its active

♦ Declined, this has been done sooooo many times, it's crazy but at least in the other versions, water actually defeats them, not turn them into ash and make them reform seconds later. >_> DNR ♦
 
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Lord of Kaos

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Re: Custom Jutsu Submission

Thread Reopened

Thread reopened for submitting CJ. I advise everyone to check the first post as well the past few pages to see what has been approved and what hasn't; it may give you help with getting your own customs approved. Some submissions have been left unchecked, but no more than 10, which will be checked over the next few hours and tomorrow. There's no need to link a RP Mod saying "my jutsu was skipped, can you check it?" as we already know and will be handling it as soon as we can. That being said, with the update of CFS rules (check the RP Update thread for details), if permission is granted, you are able to submit CFSJ as a student but note: These count towards the 10 CFS jutsu limit and cant be revoked and must be taught to all students. That being said, have fun submitting this cycle
 

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Re: Custom Jutsu Submission

1. ( Ήφαιστος' Καταραμένο Άρσεναλ Khryselakatos ) - Hephaestus' Cursed Arsenal of the Golden Shaft
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Attack points: 80
Description: Derived from the , the user channels fire chakra to his hands, coating them in a highly flammable and hot ash which begins to "overflow" from his hand, pieces of ash being seen falling from it as it ever grows, constantly dropping chakra and constantly reforming it, forming a Odama Rasengan size of cloud like ash in his hand. As this ash constantly grows, the user holds his arm outwards, adding lightning chakra to this creation, giving it a hotter temperature as well as causing it to maintain a corrosive like property, capable of eating through earth jutsus of one rank higher and below. As the lightning is channeled, the user draws his remaining hand back as multiple arrows begin to form from the ash. Forming the arrows, the user wills them forward, causing the ash to be released in a powerful burst, the ash lingering in trails as the arrows are released. Upon reaching their target, these arrows strike with great force despite it's pseudo-solidity properties due to the lightning chakra imbibed in the arrows, piercing through earthen defenses with little power or momentum lost, the ash spreading across the earth jutsu defense corroding it (this only works if the earth jutsu is of equal or lower rank), the lightning in the ash allowing for this. Should the arrows reach the target, the user is able to control these arrows via hand movements, the trail of ash still emanating from the arrows. Upon his signal, the user can cause the arrows to detonate, causing an explosion that spans short range of these arrows and cause the trails of ash to detonate, creating an A ranked stream of fire behind these arrows, following the path the user willed the arrows to travel.
Note: Can only be used twice
Note: After using, takes 2 turns before being able to use again
Note: Cannot use any Fire jutsu of S rank and higher next turn and no lightning above S rank next turn.
Note: Can last up to 3 turns if the user continiously controls the arrows, spending 10 chakra per turn


 Declined  Corrosive part is eluding my understanding. Don't you mean the ash will erode the targets through friction and grinding? Corrosion is associated with a wear and aging effect to a material, normally through oxidation in metals or through acidic/alkaline properties in chemical interactions. Basically, ash doesn't corrode. Also, if its dual elemental manipulation, it needs to be done in two separate steps and cost 2 moves or you'll need to have Yin/Yang mastery to control 2 elements at the same time.


2. ( Kuchiyose: Phorcys ) Summoning: Phorcys
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Phorcys sharks are a genus of sharks closely related to Bull sharks, with Water affinity capable of reaching lengths of 4 meters long and stockier than most Sharks. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They're excellent swimmers and can exert great strength though their jaws, with a bite force of up to 600 kilograms (1,300 lb), dealing S ranked damage. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks. They have the passive ability to swim through any type of water source, allowing them to leave the sea and "swim" through mist, making them deadly in the misty environment of Kirigakure. This is acheived through the use of employing water chakra to keep them afloat through mist and atop rain drops by causing the water to become denser under them as they swim, keeping them elevated. However, with the case of rain, there will never be enough rain to contain the density of these sharks so they inevitably fall back into the ocean by the end of that turn they are summoned, being able to be summoned up to 10 meters above the short range field of the user and able to be directed towards an opponent in order to allow the sharks to bull-dive direct into the opponent, biting them as it does so, with force of an A rank attack. These sharks, by nature, are able to use up to S rank water.


Phorcys sharks are also able to be summoned in their younger form, summoning Baby Phrocys sharks, each with the size of 1 meter. These Baby Phorcys sharks are remarkably similar to their adult counterparts, able to bite through C ranked jutsus and swim through mist at a faster rate, slightly faster than the average ninja runs. As they are smaller than than full grown Phorcys sharks, they are able to last twice as long in the air before inevitably falling back into a water source. A special trait that baby Phorcys Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. If in a water source, the user can call these baby sharks up and direct them 20 meters into the air where they are multiplied into 10 shark-clones, all around the opponent. They then swarm inwards attacking him with all different angles inflicting damage equal to an A ranked attack. These 10 baby Phorcys Shark-clones are only able to attack and defend collectively, no one individual shark can be utilized by itself and their power is divided among them, being that more sharks, equals smaller and weaker individual clones. The clones last only until the attack ends.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Phorcys sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Water up to S Rank (up to C rank for baby Phorcys).
Note: Using Phorcys to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using water jutsu and the swarming of baby sharks.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.


 Approved  Stretching the logic a bit here... specially the hearing part outside of water... but ok.


3. ( Kuchiyose: Aegeon ) ♆ Summoning: Aegeon
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Aegeon sharks are closely related to Blue sharks, with Wind affinity. They have a long blade-like snout that is sharp and ideal for piercing and are able to grow to sizes of 6 meters. It is a chakra focal point, thus achieving great piercing power and sharpness. While able to reach great dimensions, Aegeon Sharks are usually smaller than average, yet liner and faster. An Aegeon Shark displays countershading, by having a yellowish to greenish-gray or brown color above and white to yellow below. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Aegeon Sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They have the passive ability of swimming through air as well as through sea, and use that to rain down one their prey and impale them through the water. Using their wind chakra to keep them afloat as they travel, they cannot go 2 full turns without water contact in some form, having to at least have the gills submerged in water. Aegean Sharks are also able to use their wind affinity to create a whirlwind that pulls objects towards the shark's center with great force, cutting them, as the shark propels itself forward to pierce the foe with greater momentum, causing the opponent to bleed profusely as they are left with major internal juries, equating to an S ranked attack. Aegean Sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks.

The user is also able to summon Baby Aegean Sharks, each around the size of 2 meters. These baby sharks are capable of biting through C ranked attacks as well being able to use up to C ranked Wind jutsu. These sharks also have an unique ability that their adult counterparts do not have, having lost their way from the school, becoming more independent. These sharks are able to attack as a school of sharks, creating a sharp blade of wind as they form the shape of a Blue shark, enhancing the shape of the snout with Wind chakra so when they strike a foe, the wind chakra can slice inwards and deliver injuring wounds from the intense slashing and deep cuts that causes profuse bleeding. This is equal to an A ranked jutsu.
Note: Last 4 turns
Note: Can only be summoned once per battle; baby Aegean sharks are able to be summoned twice. But if baby Aegean sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Aegean sharks more than once.
Note: They are able to use up to S rank wind (baby Aegean Sharks are able to use up to C rank).
Note: Usage of wind counts as a move per turn, as well the ability to break through Earth and the ability to turn into a massive wind shark/Whirling effect.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.


 Approved  Same comment as above...
 
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Noni

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Re: Custom Jutsu Submission

(Katon: Toneriku Zan)- Fire Release: Fraxinus Residue
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (+10 for every technique used)
Damage: N/A (The ash left off can fuel up to 20+ for other techniques)
Description: The user will release and focus their fire chakra into fire-based attacks or earth-based techniques (KG and CE included), initiating an ability where ash will come out of the technique. This is done quite simple; when fire is released and makes contact with earth-like material, both on Narutoverse and real world scenario, what occurs is the stones and rocks will begin to burn and residue of ash will be released. So by simply releasing fire chakra towards an earth structure, the fire will slowly begin to burn the solid stones producing the ash for the duration or with fire techniques that move along solid structures or material that burn and can create ash when burned (like wood or grass), techniques for example can be Fire Release: Intelligent Hard Work; how it moves along the ground incinerating anything is met by the flame. There are two main purposes for the techniques, first when used with earth techniques, they will gain a certain amount of corrosive property, where the fire chakra will heat up the earth techniques making them much more lethal but also it will constantly leak ash out of it's body (earth techniques body), the same can be said for using this technique with fire techniques, as regular fire attacks burn whatever obstacle is unlucky enough to pass through will produce a certain amount of ash similar to when using it with earth. The purpose for that is to create a source of ash for the user to use, either to use for more techniques, fuel other fire techniques, or simply create an explosive terrain. There are some unlucky drawbacks however, when using this technique with earth techniques, the fire will continually burn the structure and after a certain set of turns, the earth technique will be rendered nothing but a dust of ash and will no longer be of use, the actual initial earth technique that is. Due to this fact, the earth technique's ranking or damage points is not increased for it will continue to slowly burn and die out, only property set is how it will be much hotter, in exchange for some of its brute force as it deteriorates. The other problem is, the ash created can also be a double-edge sword, for even the opponent can use the ash source to set it ablaze, not however to perform techniques with it for other ash related jutsus, unless of course the amount of chakra infused overpowers the users initial chakra set within it.

Note: Can only be used two times
Note: Requires one turn cool down before re-use
Note: Can only be taught by Noni
Note: Ability lasts for three turns

♦ Pending, leaving for someone else ♦


 Declined  This collides with existing techniques and elements. Cannot be approved. Also, in its basic core, it lacks an explanation as to why it is that fire, when hitting a rock, tends to produce ash. But it can't be approved either way as it will bump heads with many things.


Adachi gave me permission to resubmit in . I simply took off everything, when it comes to armor usage and made it purely tai and ken usage.

(Ranton: Bodi no Kaosu)- Storm release: Body of Chaos
Type: Offense/Supplementary/Defense
Rank: B
Range: Short
Chakra: 20 (+10 for every turn active)
Damage: N/A (+10 to taijutsu and kenjutsu attacks)
Description: The user will channel their storm chakra towards every end of their body creating almost a light blue aura, emitting from head to toe. What this technique's main purpose is supplementing the user when it comes to close quarter combat. The aura itself is extremely potent and powerful storm lightning. There will even be flashes of electricity appearing around the body (mainly for cosmetic reasons), which in some cases can produce a sound. The aura being a bright blue light, also allows the user to have a sort of makeshift body flash light when it comes to being in the dark. This technique does not cope extremely well when it comes to actually corresponding with other jutsus, hence why it would not make for a well thought out shield against techniques or combining them. Though when it comes to the amount of damage actually dealt by the technique mainly depends on just how long the opponent was exposed to the aura, a simple touch can momentarily numb the area but a long lasting grip can potentially paralyze that whole limb that was exposed. The technique being pretty precise, would only cause damage to the designated limb which came into contact and only that limb. This technique can also be modified for the user's needs, for example instead of engulfing the whole body the user can simply cover single limbs or joints at a time making for a much more stealth infested tactic, damage however would remain the same either or. This can be expanded upon with the usage of kenjutsu attacks, where the user is able to engulf the metal constructs (whether from a kunai or a blade) with the blue aura of storm chakra increasing its cutting efficiency and shock output, the construct would have to stay in contact with the user, the moment the user does let go of the weapon then the storm chakra will disperse from the weapon. This technique saps chakra from the user for every turn left active but in turn maintains a well balanced attacking potency. This technique by no means increases speed or strength of the user, it simply adds on damage to certain body art attacks producing an electrical damage, or for simple defensive uses.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: Requires Taijutsu up to B-Rank
Note: Requires Kenjutsu up to B-Rank

♦ Declined, this essentially only has one restriction as the last 2 are cosmetic as well as the first one nor does it have any time limit. ♦
(Ranton: Bodi no Kaosu)- Storm release: Body of Chaos
Type: Offense/Supplementary/Defense
Rank: B
Range: Short
Chakra: 20 (+10 for every turn active)
Damage: N/A (+10 to taijutsu and kenjutsu attacks)
Description: The user will channel their storm chakra towards every end of their body creating almost a light blue aura, emitting from head to toe. What this technique's main purpose is supplementing the user when it comes to close quarter combat. The aura itself is extremely potent and powerful storm lightning. There will even be flashes of electricity appearing around the body (mainly for cosmetic reasons), which in some cases can produce a sound. The aura being a bright blue light, also allows the user to have a sort of makeshift body flash light when it comes to being in the dark. This technique does not cope extremely well when it comes to actually corresponding with other jutsus, hence why it would not make for a well thought out shield against techniques or combining them. Though when it comes to the amount of damage actually dealt by the technique mainly depends on just how long the opponent was exposed to the aura, a simple touch can momentarily numb the area but a long lasting grip can potentially paralyze that whole limb that was exposed. The technique being pretty precise, would only cause damage to the designated limb which came into contact and only that limb. This technique can also be modified for the user's needs, for example instead of engulfing the whole body the user can simply cover single limbs or joints at a time making for a much more stealth infested tactic, damage however would remain the same either or. This can be expanded upon with the usage of kenjutsu attacks, where the user is able to engulf the metal constructs (whether from a kunai or a blade) with the blue aura of storm chakra increasing its cutting efficiency and shock output, the construct would have to stay in contact with the user, the moment the user does let go of the weapon then the storm chakra will disperse from the weapon. This technique saps chakra from the user for every turn left active but in turn maintains a well balanced attacking potency. This technique by no means increases speed or strength of the user, it simply adds on damage to certain body art attacks producing an electrical damage, or for simple defensive uses.

Note: Can only be taught by Noni
Note: Can only be used two times
Note: Requires Taijutsu up to B-Rank
Note: Requires Kenjutsu up to B-Rank
Note: Only stays active for a max of three turns
Note: Can not use storm jutsus above S-Rank after deactivated


(Ranton: Pootaru no Porcella)- Storm Release: The Portal of the Porcella
Type: Supplementary
Rank: B
Range: Short-Long (Can be made anywhere in the atmosphere)
Chakra: 20
Damage: N/A (+20 to techniques or weapons)
Description: The user will release their own storm chakra outward into the atmosphere around the battlefield. By user the water vapor in the air, the user will create a cloud and then channel their lightning chakra within the cloud, mixing the elements together creating a full blown storm cloud, hence the actual storm release jutsu. The cloud that is created is around five meters in size (radius, max size as well), the cloud has a dark color with light blue electricity ragging along the body of the storm cloud. The electricity within the cloud is extremely lethal and is unfocused, hence its random appearance and movement along the storm cloud. The cloud appears like a portal, and can appear anywhere around the battlefield simply because storm clouds are able to appear anywhere around the terrain; by allowing the storm cloud to feed off of the water vapor in the air to create the storm cloud (since storm release has water part of the elemental KG, we have seen this happen in the canon list), we have seen similar transactions happen where clouds appear out of the air (e.g. Storm Release: Thunder Cloud Inner Wave). The main usage of this storm portal is quite simple in battle usage. Anything that passes through the storm cloud will come out the other end with an unfocused electrical current running along the body, making even the most simplest of metal weapons much more lethal, giving them a much more shock property in attacking usage. This can also be used on rocks (both chakra infused but must be lower in rank of the jutsu and non-chakra infused) since unfocused lightning can run along the body of certain rock jutsus. It can also be used with small amount of water, not much however (either of lower rank of the jutsu itself or all natural rain), it also depends on logical size, since at most the portal can grow up to 5 meter large in radius anything of water that might overtake it in size, will render the portal's ability usage even if the rank is less. The rain will have a numbing property due to the unfocused lightning which can shock and slow down anyone unlucky to have encountered the rain. This can be a double-edge sword however, mainly because of how the lightning within the storm cloud is unfocused even the opponent can have weapons or techniques pass through the portal and enhance their own techniques as well. Making this technique best used with proper awareness. This technique will not fill well with elements such as wind, fire, or lightning (since it will not effect lightning jutsus at all) or KG/CE of the same sorts.

Note: Can only be used three times in battle
Note: Can only be taught by Noni
Note: Can last for two turns before dispersed on its own
Note: Requires one turn cool down before re-use

♦ Declined, first bold isn't even needed, we all know what Storm release is, no need to explain it to us. Second colored is unnecessarily worded lengthy; all you are doing is creating a portal on the field, no need to write all the rest. You mention the "main use" of this, then what other uses does this have? And cut the description down, you include a lot of trivial information that doesn't even matter in regards to the CJ.
(Ranton: Pootaru no Porcella)- Storm Release: The Portal of the Porcella
Type: Supplementary
Rank: B
Range: Short-Mid (Can be made anywhere in the atmosphere)
Chakra: 20
Damage: N/A (+20 to techniques or weapons)
Description: The user will release their own storm chakra outward into the atmosphere around the battlefield, creating a storm cloud. The cloud that is created is around five meters in size (radius, max size as well), the cloud has a dark color with light blue electricity ragging along the body of the storm cloud. The electricity within the cloud is unfocused, hence its random appearance and movement along the storm cloud. The cloud appears like a portal, that can appear anywhere within mid range of the user. The only usage of this storm portal is quite simple in battle. Anything that passes through the storm cloud will come out the other end with an unfocused electrical current running along the body, making even the most simplest of metal weapons much more lethal, giving them a much more shock property in attacking usage. This can also be used on rocks (both chakra infused but must be lower in rank of the jutsu and non-chakra infused) since unfocused lightning can run along the body of certain rock jutsus. It can also be used with small amount of water, not much however (either of lower rank of the jutsu itself or all natural rain), it also depends on logical size, since at most the portal can grow up to 5 meter large in radius anything of water that might overtake it in size, will render the portal's ability usage even if the rank is less. The rain will have a numbing property due to the unfocused lightning which can shock and slow down anyone unlucky to have encountered the rain. This can be a double-edge sword however, mainly because of how the lightning within the storm cloud is unfocused even the opponent can have weapons or techniques pass through the portal and enhance their own techniques as well. Making this technique best used with proper awareness. This technique will not fill well with elements such as wind, fire, or lightning (since it will not effect lightning jutsus at all) or KG/CE of the same sorts.

Note: Can only be used three times in battle
Note: Can only be taught by Noni
Note: Can last for two turns before dispersed on its own
Note: Requires one turn cool down before re-use

♦ Both approved, edited the second slightly. ♦
 
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Never

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Re: Custom Jutsu Submission

(Futon : Aiorosu no awa) - Wind Release : Bubbles of Aeolus
Type: Defense/Offense
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description:
The user manipulates the air around projectiles of Earth, Water or Fire only; the sphere can be a very large one up to a 5 meter diameter, or multiple small ones varying on the type of attack they are countering. The Spheres are a continuous movement of wind that swirls around the projectiles to stop them from continuing in a certain direction, they would then hover on the spot and the user will manipulate the spheres to go back towards their opponent or another target. The Bubbles can't be used on wind or lightning because they would just be dispersed by the wind bubbles, it can only capture C-Rank fire because of the elemental strengths and weaknesses, but can capture B-Rank water and earth. One rank higher of these elements means it would be neutral and both techniques would be dispersed.

- Can only be taught by LonelyAssassin
- No A-Rank or higher wind on the same turn
- No S-Rank wind on the next turn

♠ Declined, do not resubmit ♠
From what I understand, you're stopping projectiles of the aforementioned of the elements. That's essentially impossible because it means you'd need to manipulate a large amount of chakra and also calculate the speed and the size of the object that is coming towards you and a "sphere of Wind" wouldn't be enough to halt the advance of fast moving projectiles controlled by the other opponent. Asides from that, there are too many complications and situations where this won't work.


(Futon : Suzume no kēji) - Wind Release : Cage of the Sparrows
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Cost: 90 (-20 to user)
Description:
The user makes some the hand seals, Ram → Monkey → Dog → Ram → Bird and claps their hands together focusing and manipulating the air all around at a 20 meter radius, to start off with it looks as if (from the target's point of view) that the user creates a Tornado around them self and nothing else, but then the 20 meter radius of air becomes a huge tornado itself, creating a prison of wind that can't be escaped by the people inside.

The Giant tornado has a wall of wind and seems to be hollow inside (except for the Inner tornado, but that is just around the user), the wall of wind cannot be passed through and if fire comes into contact with it, the whole wall of the outer tornado will light up and fry anyone near it. The hollow inside of the tornado actually isn't so hollow and travelling around it in a clockwise direction are small arcs of sharp wind that travel at quick speeds, these won't set on fire if the outer wall does and instead just cut to pieces anything in their path. The inner tornado itself is quite deadly and causes damage to the user, causing many cuts over their body which range from deep to small and can leave the use weak and unable to use some limbs.

Restrictions
- Can only be Taught by LonelyAssassin
- Can only be used once per battle
- Wind cannot be used on the same turn this is used
- Wind cannot be used for 3 turns after use

♠ Declined ♠
This doesn't make sense at all. You create a tornado around yourself in order to trap other people, but it also does damage to you? So you're saying there's two separate walls of this jutsu, an outer tornado and an inner tornado? Or does the original one you create become a bigger one?Because from where it stands, it seems this jutsu does much more damage to you than it would to enemies.
Resubmitting :

(Futon : Suzume no kēji) - Wind Release : Cage of the Sparrows
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Cost: 90 (-20 to user)
Description:
The user makes some hand seals, Ram → Monkey → Dog → Ram → Bird and claps their hands together focusing and manipulating the air all around at a 15 meter radius, to start off with it looks as if (from the target's point of view) that the user creates a Tornado around them self and nothing else, but then the 15 meter radius of air becomes a huge tornado itself, creating a prison of wind that can't be escaped by the people inside. Basically there are two tornadoes made, the inner one around the user and a much bigger one that has the inner tornado inside of it in the middle and the user.

The Giant tornado has a wall of wind and seems to be hollow inside (except for the Inner tornado, but that is just around the user about half meter away all around him), the wall of wind cannot be passed through and if fire comes into contact with it, the whole wall of the outer tornado will light up and fry anyone near it. The hollow inside of the tornado actually isn't so hollow and travelling around it in a clockwise direction are small arcs of sharp wind that travel at quick speeds, these won't set on fire if the outer wall does and instead just cut to pieces anything in their path. The User is damaged by the Inner tornado because there are some sharp winds that get through and hurt the opponent's body causing cuts on them.

Restrictions
- Can only be Taught by LonelyAssassin
- Can only be used once per battle
- Lasts for two turns
- Wind cannot be used on the same turn this is used
- Wind cannot be used for 3 turns after use

♠ Declined ♠
Hold up, I'm still very confused. So when you say you start by manipulating the air in a 15 meter radius (that's nearly the entire battlefield, given that long range is 10-15 meters), it begins with a small tornado around the individual...then a large tornado appears out of nowhere behind the opponent? Furthermore, I'm failing to see the point of this jutsu. You say you trap the opponent in the space between the outer tornado and yourself with the inner tornado, but where is the offensive aspect of this jutsu asides from the "small blades of wind" that come out and slice your enemy? If you can't move, what's the point? I mean, if it were me, then I'd just borrow underground and get out.




Kādo no Shinigami: Burēdo no Jakku | Reaper of the Cards: Jack of the Blades
Type: Offensive/Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: This is one of the core abilities of the style and requires very precise chakra control. By channeling chakra into a card of the user's desire, the user can manifest the chakra into the form of a blade made entirely of chakra. It bears great resemblance to one of the blades on the double edged scythe used by the user. Each blade can range in size from 1 to a full 5 meters in length. The user can force 3 cards to use this technique, but the strength would be equally divided between each blade. Since the technique was designed for quick and stealthy kills, it is quite hard to notice.
~Only usable 4 times per battle
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♦ Declined, the cards aren't hard to notice, they're cards...you can clearly see a card. and this doesn't need to be A rank, at best B rank imo ♦
CFS :
Permission to Submit + Training :
Resubmitting :

Kādo no Shinigami: Burēdo no Jakku | Reaper of the Cards: Jack of the Blades
Type: Offensive/Supplementary
Rank: B
Range: Short/Mid
Chakra: 20
Damage: 40
Description: This is one of the core abilities of the style and requires very precise chakra control. By channeling chakra into a card of the user's desire, the user can manifest the chakra into the form of a blade made entirely of chakra. It bears great resemblance to one of the blades on the double edged scythe used by the user. Each blade can range in size from 1 to a full 5 meters in length. The user can force up to 3 cards to use this technique, but the strength would be equally divided between each blade. IF you manage to get a card behind the opponent without them noticing this can be a great assassination technique as there is little sound when the blades are formed for this purpose.

~ Must know Reaper of the Cards Fighting Style and be taught by LonelyAssassin
~ Can't be used more than once in the same turn


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♠ Pending, leaving for Kurisu ♠

♦ Approved ♦
 
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Edward

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Re: Custom Jutsu Submission

New Submission

(Suiton: Sukyura no kodoku) - Water Release: Solitude of Scylla
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user will send water-based chakra on water molecules around the air. By manipulating the water molecules to be as dense as possible, the user can allow small projectiles, like kunai's and shurikens to be 'carried' by these water molecules. To the naked eye, it looks as if the kunai's are floating in air, however, enemies with Dojutsus are capable of seeing the water chakra gathered underneath the item. With simple hand gestures, the user can manipulate the direction the item travels to and is capable of making sharp turns, etc. While mid-air and moving through the water molecules, the projectile used is capable of moving as fast as the projectile could when its thrown with full force, however, the user can change the speed of it if necessary. This can be used on other weapons, like katana's, but the item used to travel through the usage of molecules can not be larger than 2 meters. Releasing focus from the technique will simply cause the item being carried to gradually fall on the ground, depending on how fast it is traveling. For example, if a kunai is traveling using this technique at a rather fast speed, releasing this technique will make the platform it 'laid' on disappear, but continue a few more meters before hitting the ground due to the momentum it traveled as. Likewise, if an item is traveling slowly, releasing from this technique will cause it to fall to the ground without going any further.
Notes and Restrictions:
- Can only be taught by Edward.
- Cannot be used Consecutively.
____________
-Declined- It has to be visible to the naked eye, also define the maximum speed you can use with this, and while you are manipulating the kunai.
Resubmitting. I think i may have confused you with the word 'platform'; it is just water molecules/with chakra carrying the projectile/item, its not shaped into an actual platform (so, i don't believe water molecules would be see-able to the naked eye). Also clarified the maximum speed and speed information about this technique.

(Suiton: Sukyura no kodoku) - Water Release: Solitude of Scylla
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user will send water-based chakra on water molecules around the air. By manipulating the water molecules to be as dense as possible, the user can allow small projectiles, like kunais and shurikens to be 'carried' by these water molecules. To the naked eye, it looks as if the kunai's are floating in air, however, enemies with Dojutsus are capable of seeing the water chakra gathered underneath the item. With simple hand gestures, the user can manipulate the direction the item travels to and is capable of making sharp turns, etc. While mid-air and moving through the water molecules, the projectile used is capable of moving as fast as the projectile could when its thrown with full force, however, the user can change the speed of it if necessary. The maximum speed the projectile travels at is the speed in which it would travel at if it were thrown at full force. "Changing the speed of it if necessary" does not mean you'd be able to change the speed to make it move faster, but rather, have it travel slower than the maximum speed according to the user's preference. This can be used on other weapons, like katanas, but the item used to travel through the usage of molecules can not be larger than two meters. Releasing focus from the technique will simply cause the item being carried to gradually fall on the ground, depending on how fast it is traveling. For example, if a kunai is traveling using this technique at a rather fast speed, releasing this technique will make the 'platform' (Platform is not literally a platform, it is simply the water molecules that are 'carrying' the item used. it 'laid' on disappear, but continue a few more meters before hitting the ground due to the momentum it traveled as. Likewise, if an item is traveling slowly, releasing from this technique will cause it to fall to the ground without going any further.
Notes and Restrictions:
- Can only be taught by Edward.
- Cannot be used consecutively.

♠ Declined ♠
Explain to me the point of this jutsu. It's too much like the C-Rank manipulating shurikens Ninjutsu. Seriously, it seems useless as hell and besides, if you're concentrated on shape manipulating miniscule water chakra, how can you do something else at the same time? Also, learn how to use a possessive "s".




(Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique
Rank: B-Rank
Type: Supplementary
Range: Short-Long
Chakra cost: 20 (-50 per turn while trapped in the vortex of waves)
Damage points: N/A
Description: The user will first perform the Dog hand seal and release his chakra into the atmosphere which will then create an accumulation of large storm clouds in the sky, which in turn produces rain. The large amount of rain falling all around can then be turned into a large wave of water which sweeps the enemy off their feet while wrapping around him and binding him in the flow of water around him. While the targets are trapped in the water, their chakra will slowly be drained away. The water vortex can be sustained and controlled for up to two turns as long as the user keeps the dog hand seal made.
New Submission, Jutsu above for reference. Tobirama bio in sig

(Suiton: Zerasu-jū no hara) - Water Release: Belly of the Zealous Beast
Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40 (-80 per turn to the target)
Damage: N/A (80 if used Offensively)
Description: Tobirama, with his legendary mastery of water release, will send his water chakra at an area within mid-range. With the use of his water chakra, Tobirama can materialize an orb of water from thin air, which would quickly grow into a large blob of what appears to be a plump goblin made of water. The size of it would be about two times the size of the user, with a fairly large stomach and a body that is about 3 meter wide. The goblin itself is a sentient entity, capable of acting on its own accord. The water that makes up its body has similar properties to (Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique, therefore its ability focuses on absorbing chakra from targets that make contact, including Smaller summonings, Clones, Humans, etc. The main usage for this water blob is to utilize the unique ability of the water to absorb the target's chakra. This is done when the blob would race towards or attempt to approach the target and upon reaching short-range, it would open up its large belly, in which four long whips would emerge to grab a hold of the target's limbs and abruptly pull the target in the stomach. The whips are dense and almost solidified, allowing it to grab a hold of tangible beings despite being made of water. As it is pulled in, the blob's stomach would close, shutting the enemy inside. While the target is inside, he/she will lose chakra from the physical contact with the water, and any raw chakra created inside will be ineffective, like Rasengan, but elemental chakra would still work. The blob itself stays on the battlefield for three turns, however, if it successfully traps a target, the user will be able to manipulate it to stay on the battlefield for longer. Doing this would require a constant stream of chakra, therefore the user will be unable to perform any other techniques while the target is successfully trapped inside the belly. Absorbing chakra if the target is inside the belly has no turn limit, so long as the target is trapped inside. However, if the user deems necessary, with a single handseal, he/she can cause the walls to squeeze in together, trapping the target in an extremely pressurized orb of water that would easily crush anyone inside.
Notes and Restrictions:
- Tobirama bios can use this without hand seals or a water source. Alternatively, bios that don't have his water abilities will have to perform a set of five hand seals.
- The blob itself lasts for three turns, and if the user does not successfully trap the target within the stomach, or if it is destroyed, it will disperse back to water.
- Can only be used once and no water techniques above S-rank while this technique is active.

♠ Approved ♠
I'm getting a Greed feel from this jutsu. Good luck trapping someone in this, doubt anyone would let you do that.


New Submission

( Genjutsu: Seigi no te ) - Illusionary Arts: Hands of the Righteous
Type: Supplementary / Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A (60 If used Offensively)
Description: Hands of the Righteous is an illusionary technique that takes control of two senses: The sense of Sight and Touch. The user will use hand motions to place their hands and cross them across the chest, similar to Nico Robin from One Piece when she uses her abilities. After doing so, the user will disrupt the normal chakra flow of the target(s) to cast an illusion to one or more targets. In the illusion, the target(s) would feel arms/hands sprouting out of their body, depending on where the user wants the hands to appear out of. This is where the sense of touch comes from, where they would feel the limbs coming out of their body (which won't hurt or anything, just give off a 'weird' feeling on that area), and the hands would be able to make contact with the enemies' body and they'd feel it as well. Depending on the usage, the user can use these hands to do a multitude of things. For example, the user can touch the enemy as a distraction, like tickling or having the hand sprout out to cover the enemies eyes, blocking their vision. Or, if the enemy is running, the user can have the hands sprout out to trip the enemy in the illusion, which would cause them to trip in reality as well. Offensively, the user can use the hands to break bones, like turn their heads a full 360 degrees, causing immense pain or using hands to punch the enemy, which is within the illusion, of course. The usages of it depends on the user's creativity and imagination; of course, there is a maximum of ten arms/hands that they can use in the illusion at any given time.
Notes & Restrictions:
- Usable 4 times per battle.
- Teachable by Edward.
- Hands lasts for two turns, or until it is dispelled.
- Any effects caused by the hands lasts for two turns, like if your vision is blocked from the hands, you lose vision for 2 turns or until dispelled, or if you're unable to move from the hands clutch, that would last for two turns.

♠ Pending, leaving for another mod ♠
I hate Genjutsu.


☼ Declined ☼

Remove the reference to Nico Robin / One Piece. Not everyone has seen that, so its not necessary. The way it is now makes it seem like you can control the opponent's movements through the illusion. Remove the part about being able to trip them if they're running.
 
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-Best-

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Re: [CSC] - Snake

Genjutsu : Yoto~unheimu Kara Chiru No Kaze | Illusionary Arts : Chill breeze from Jotunheim
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description:

This is a double layered genjutsu.The user will perform a series of three hand seals and place the opponent in a Genjutsu. Once the opponent is trapped in the genjutsu the opponent will feel a sudden breeze of chill wind towards him. As the Chill breeze hits the opponent the opponent body will start to turn old and feeble. His skin looses its flexibility and shrinks. His legs and hands starts to dangle and shiver continuously making it very difficult to move them. His hair turns white. THe opponent feels like his overall energy level is dropped and he is turned into a 100 year old fart. Once the opponent finds that he is in a genjutsu and releases it, the second genjutsu kicks in making the opponent feel a chill breeze surrounding him. due to the chill breeze surrounding the opponent, the opponent will feel a bit cold but not freezing chill. But when the user uses a Water technique to attack the opponent, if the opponent gets hit by the water technique, he will feel as if he was hit by a semi frozen water that will make the particular area that is hit numb for a moment of second. Because of this all the Water techniques that is used against the genjutsu affected opponent will deal a extra + 10 damage to the opponent.While normal releases will release only one illusion at a time, a strong enough pain or an external source of chakra can dispel both at the same time.

Note :
- Can only be used twice per battle.
- No genjutsu A rank and above while this genjutsu is in play.
- Each Genjutsu is of A rank in strength.
- Both the Genjutsu are casted at the same time.
- Can only be taught by -Best-
♦ Declined, remove the old fart line. Also, neither of these illusions deserve to be A rank separately nor does this jutsu need to be S rank overall; all this is is a wind that causes the opponent to believe they've become incredibly older. No +10 to water either, it's an illusion that they are cold, not even freezing as you stated. Cold water doesn't cause significantly higher damage to the body. This deserves to be A rank overall with two B ranked illusions. Also, fix the wording overall, the English and grammar here is weird in points. ♦
-Reworded it completely. Removed the +10 to water. Changed from S rank to A rank.

Genjutsu : Yotounheimu Kara Chiru No Kaze | Illusionary Arts : Chill breeze from Jotunheim
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:

A double layered genjutsu. The user will perform a sequence of two hand seals and trap the opponent in a double layered genjutsu. As soon as the opponent is trapped in the genjutsu, he will suddenly feel a chill breeze blowing towards him. As the breeze is blowin, the opponent's leg, hand and whole body muscles start to shrink and he starts to grow old and feeble suddenly. His hands and legs starts to shake continuously like a person who has nerve weakness. His body suddenly loses his strength such that he won't even be able to raise up his hands nor make any hand seals. He won't be able to take more than a step from his current position due to his feeble legs. He is made believe that he has aged up rapidly and his entire body has become weak. If by any means the opponent snaps out of the genjutsu, the second genjutsu kick's in. In the second genjutsu the opponent will feel a severe cold air surrounding him(around 5[SUP]o[/SUP] C). Once again the opponent's hands and leg start to shiver rapidly due to the coldness of the air surrounding him. If the user uses any water technique against the opponent now , due to the opponent being trapped in a genjutsu where he is made to believe that severe cold air surrounds him, the water jutsu will hit the opponent as a very cold water( around 5[sup]o[/sup] C since 0 Deg will turn it to ice. ) . The part of the body of the opponent that gets hit by the water technique B rank and above will go numb as cold water has the property to make the body go numb. Numbness only lasts for a turn. While traditional methods (normal releases) will release only one genjutsu at a time, strong enough pain or an external chakra source will release both at the same time. A strong armour like a S rank Earth armour can protect the opponent from the severe cold air since he won't be able to feel the coldness. Both the genjutsus lasts as long as the opponent releases it.

Restrictions :
♣ Can only be used three times per battle.
♣ No genjutsu above A rank while this genjutsu is in play.
♣ Each Genjutsu is of B rank in strength.
♣ Two turn gap before using this genjutsu again.
♣ Both the Genjutsu are casted at the same time.
♣ Can only be taught by -Best-

♠ Pending, leaving for Kurisu ♠

♦ Approved ♦



Earth Release : Murloc the Swampy Beast | Doton : Numachi-jū o Murloc
Type: Offensive / Supplementary
Rank: S
Range: Short ( created short range with a long range reach)
Chakra: 40
Damage: N/A ( 80 if Mud shots are used )
Description:

The user concentrates their doton chakra and creates a swampy beast with no definite shape and a mouth which acts as a projectile launcher by one of the two ways. One way is by spitting out the swamp beast made of mud from his mouth and the other way is by utilizing the earth that is present within short range from the vicinity of the user. This Swampy beast has two special uses.

- Swampy the transporter: One of the main ability of the beast is to travel under the ground. Swampy can take ninja tools with it while moving underground, however only basic ninja tools like shuriken, Kunai, Explosive tags, smoke bombs can be transported by it. Custom weapon, Swordsman sword or even a normal katana cannot be transported by it. Swampy can come out of the ground from anywhere the user wishes and shoot the carried ninja tools, however all these actions of swampy are controlled by the user as long as he is contact with the ground. On not being in contact with the ground, Swampy will just stay stagnated in the place where it actually is. Swampy can also be used to place tags or fix kunais to some certain position in the battlefield. The amount of ninja tools that can be carrier by the mud beast is however restricted to a max of 10.

- Swampy the Warrior: Swampy is capable of splitting itself apart to form a similar mud beast however the strength of the technique will be equally divided between them. If it split into two then each will have a strength of A rank. If 3, then each B rank. If 4, then C rank. If 5, then each D rank. Swampy is capable of creating swamps in a desired location merging its entire body with the ground as it traverses through the ground. However after turning into a swamp by merging with the ground, it cannot reform itself to its original beastly state but it can however grow mud arms from the swamp that can be used to grab anything at short range around the swamp. It can also harden its arms in the swamp state like how the swamp gets petrified when added weight is used. While in its beastly state, Swampy has the ability to shoot powerful mud balls from its mouth that is capable of delivering impact damage to the opponent if hit. The damage produced by the mud ball depends on the rank of swampy. The size of the swamp also depends on the rank of swampy. S rank - 10 x 10. A rank - 8 x 8. B rank - 6 x 6. C rank - 4 x 4. D rank - 3 x 3. The depth of the swamp is the same 10 meter for all.

Note :
♣ Swampy beast remain in the battlefield for 4 turns after which it turns into a pile of mud.
♣ One can control swampy as long as he has contact with the ground.
♣ Can be used twice per battle.
♣ Can only be taught by -Best-.

♠ Declined ♠
How large is Swampy in the first place? Also, are you to manually pass items to it? Wouldn't that seem obvious in the first place? What happens when the arms come out and grabs your opponent? Don't just give him a bunch of useless and stacked abilities. Furthermore, if you decide to split up Swampy, all the "parts" should be only able to execute the same action and not do something on its own.




Flying Thunder God : Fire God's Rage Technique |Hiraishin : Kagutsuchi no ikari jutsu
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 ( -10 to the user )
Description:

This variation of Flying thunder god technique is only possible if the opponent is marked with the FTG seal or any object (even clones) that has a FTG seal on it is present at close - short range around the opponent. Minato will then teleport to the FTG seal on or near the opponent and smashes the opponent with a elemental fire big ball rasengan (Oodama Rasengan) with one of his hand to the abdomen of the opponent and send him flying into the mid air. As he hits the opponent with the fire rasengan, Minato places a FTG seal on the abdomen (if he doesn't have a seal already on him) of the opponent as he is sent flying. Now by taking out a normal katana which already has the FTG seal on it, Minato will infuse it with katon chakra which will rapidly heat the sword and throws it towards the airborne opponent. As soon as the Katana leaves his hand and gains some momentum, Minato will quickly perform a single hand seal and quickly teleports the katana to the seal that is present on the opponent along with the momentum of the katana making a deep cut in his abdomen or chest severely damaging the internal organs present in the abdomen region and the lungs. There will only be slight bleeding and there won't be heavy blood loss since the fire will aggravate the clotting of the blood, but severe third degree burns with deeps cuts in the abdomen region will be inflicted on the opponent. Due to the usage of fire chakra both in the rasengan and Sword, Minato's hand which he used for the technique will be slightly burnt making that hand not usable in taijutsu moves B rank and above for 2 turns. Elemental Rasengan is S ranked in strength.

Note :
♣ Can only be used once per battle.
♣ Must have learnt Rasengan and its variants.
♣ No B rank and above tai with the hand used for the technique for two turns.
♣ No FTG technique next turn.
♣ Cannot perform techniques with faster hand seal (second affinity) for two turns.
♣ Can only be used by Minato Namikaze bios.
♣ Can only be taught by -Best- .

♠ Declined ♠
How is this forbidden? Also, this doesn't even seem like a technique, it just seems like a long string of actions that are achievable through freeform. Not to mention, you need the items said above with the FTG tag already placed on them and during a long fight, it doesn't seem possible to have all those items readily at hand.
 
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Re: Custom Jutsu Submission

Katon: Honō Bakuhatsu | Fire Style: Flameblast
Type: Offensive
Rank: D-S rank
Range: Short/Mid
Chakra: 10-40
Damage: 20-80
Description: Flameblast is a very powerful but delicate technique because of the way it's performed. The technique manifests itself as a flaming circle on the ground whose main feature is to blast upwards in a surge of flames, incinerating everything caught within the circle. To execute the technique the user would need to put his hands in a similar position that the Yamanaka clan is using for their techniques, i.e create a with his fingers while his palms are open and facing towards the opponent, his hands pushed in front of him. Once this action is performed the user can start charging the flameblast anywhere in the mid range radius from the user. Once the destination has been chosen a flaming circle would appear on the battlefield with its epicenter being the chosen destination and with a 1m diameter. Afterwards the user can charge up the flameblast in order to increase its damage and size. For every second of charging time, the flameblast would grow by 1m in its diameter and its power would increase for 1 rank, with the maximum being 5m in diameter and S rank. For the whole duration of the charging process the user has to remain completely calm and still, otherwise, even the slightest movement would trigger the flameblast and prevent it from completely charging up. Once the flameblast is charged up and/or triggered, it would blast upwards reaching about 1m in height.
Note: Can only be used three times per battle
Note: Can only be taught by McRazor

♠ Declined ♠
Yeah, you link me a five minute freaking ass YouTube video (and of course, it would be Path of Exile) that I am not wasting five more minutes of my lifetime watching it as much as I am already doing so checking your CJs. You literally spend 90% of your jutsu description telling me how you would execute this jutsu, but not exactly what it does except "incinerate everything in the goddamned circle". So if I'm not wrong, you start with a small circle of fire on the battlefield (which you can detonate anytime between D-S, am I correct?) and it grows every second to gradually become S-Rank. Now, I have some questions. What if your opponent was caught in between it while it was growing in size? Secondly, what exactly does it do offensively? Cause "incinerate everything in it" while giving me a dumb description on how it slowly grows makes it seem like a retarded CJ and a waste of space.




Shīhōsu Kuchiyose no Jutsu: Hepaisutosu | Seahorse Summoning Technique: Hephaestus
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Hephaestus is a regularly sized seahorse, with about average human height and body constitution, that was expelled from the community and exiled into the 6th aquatic circle of hell. This is where the souls of the deceased are trapped in flaming tombs and scalded with boiling water by Hephaestus. The gruesome character traits are also visible on its body. It is red in color with sharp lines defining its figure. It has devilish red eyes and a spiky, blood-red colored mane on its back. Along with a couple of fins, it uses the mane for movement within the water. According to mythology Hephaestus is believed to still habitat deep underwater, in the 6th aquatic circle of hell. Deep there, the pressure and heat are so great that only the souls of the deceased can exist for Hephaestus to rule them. As their ruler, Hephaestus uses fire to control and contain them, from which its abilities originate. Being able to produce and use fire chakra, Hephaestus often resorts to a very torturous and punishing technique, heating up water molecules and sources using its own chakra. The heating process happens quickly and is accompanied by Hephaestus' eyes starting to glow red as well as the water source turning red itself. The heat quickly reaches just below the boiling temperature of the water source in order to prevent evaporation but still inflict serious skin damage. If an opponent happens to be trapped within a heated water source he would suffer serious scalding injuries which are classified as 2nd degree burns. These burns are deeper and result in splitting of skin layers or painful blistering of skin. The heating ability is S ranked and it can only affect water jutsus of same strength, meaning that the maximum rank of the affected water shouldn't exceed A rank, due to fire being weak to water. Using the same principle, Hephaestus can also evaporate water molecules and sources completely, although this ability can only affect the water up to B rank. To be able to completely evaporate the water, the heat from Hephaetus' fire chakra has to be stronger than the water source thus the one rank minimum difference.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Heating up of the water source can only be used twice per battle with a 1 turn cooldown
Note: Evaporation can only be used once per battle
Note: Using any of its abilities counts as a move turn
Note: Hephaestus can stay on the field for 4 turns
Note: Can only be summoned once

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♠ Approved ♠
You can boil yourself.


Shīhōsu Kuchiyose no Jutsu: Kingdra | Seahorse Summoning Technique: Kingdra
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Kingdra is the boss summon of the seahorse contract for apparent reasons. Other than the majestic and distinguishing looks, it is the only one with two completely unique abilities. Kingdra is the biggest of the seahorses, their protector and so called ruler of the seven seas. Kingdra is a large seahorse with a tightly curled tail. It is covered in blue scales except for its yellow, compact belly scales. There are thin spines with a single branch atop its head and thin, white fins under its cheeks. Its thin snout is powerful, allowing streams of water jets with devastating power to be fired. Its long and elongated snout is also capable of producing loud and painful clicks which are usually used for communication and genjutsu induction. Two-pronged fins extend slightly past its cheeks. On its back is a white fin supported by thin, blue spines similar to the ones on its head. The small fin on the back is capable of flapping at great speed but doesn't add to its battle prowess. It's mostly used for quick maneuvers and for hovering in a specific position within the water source. Being the largest seahorse with the height of 5 meters, it also has the biggest breeding pouch capable of carrying two instead of a single person, unlike the rest of the seahorses. During battle, Kingdra uses its snout and the clicking noise to create powerful illusions that are able to affect multiple individuals up to long range. This is possible because the clicking noise is very loud and can be heard up to great distances. Being a genjutsu master of the highest caliber within the seahorses, Kingdra can use regular genjutsu as well as all the genjutsu within the seahorse arts, however, after every genjutsu use there is a turn cooldown. Depending on the situation and the flow of the battle, Kingdra can also use its snout to expel a highly pressurized stream of water from its water source. The rank of the stream is S because it's a technique that precisely pictures Kingdra's size and power. The pressure and chakra manipulation are so great that the stream reaches long range within two seconds, however, once the water source is used for this attack, Kingdra has to wait two full turns before being able to use it again. The duration of the stream depends on the size of the water source. For example, with a 5m[SUP]3[/SUP] of water, the highly pressurized stream can be maintained for 2 seconds. Kingdra can also redirect it with its snout while expelling it, if the need arises. Some myths that are proving Kingdra's size and strength say that the yawn of the sleeping Kingdra is powerful enough to create undercurrents capable of destroying small ships. It's also said that once Kingdra decides to emerge from the depths of the ocean, with its brute strength, it can create large whirlpools and sea-born tornadoes on the surface. Because of its immense power, Kingdra often hibernates deep in uninhabited areas of the sea to rest and build up its energy. When a storm arrives, Kingdra is said to awaken and wander about in search of prey.
Note: Must have signed the Seahorse contract and have its tattoo
Note: The water and genjutsu abilities count towards the users 3 moves per turn
Note: Water ability can only be used twice with a 2 turns cooldown
Note: Genjutsu ability can only be used twice with a 1 turn cooldown

Note: Kingdra can stay on the field for 4 turns
Note: Can only be summoned once
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_________________
-Leaving for Scorps-



 Declined  The genjutsu part needs clarification. If he can use normal genjutsu how can he do the handseals? Do you mean he substitutes the need for handseals with the sound? If so that ability right there is unreasonble and needs to go. Genjutsu exists in a few ways: Handseal based one (normal one where you use the handseals to shape your chakra and mold it in order to produce the illusion), Sensory Link one (where you use a medium that your enemies senses will perceive and as such will influecence his senses directly, like sound, light, smell, touch, etc) or mental influencial ones/pure yin release ones (like the doujutsu ones, where one uses the power of ones spiritual energy to overcome your enemies senses and overal mind). If I allow you to have a summon that can essentially transform any normal genjutsu into sound genjutsu, that becomes ridiculously oped. And without hands, he cannot do the handseals for normal genjutsu. As for the water ability, remove the 2 second thing. I never approve such notes. Its a fast S-Rank Water jet. No need for the whole water source thign and what not. Thats you trying to restrict something which is unreasonable. If it can reach 30 meters for example in 2 seconds, that means it takes less than a second to make it 5 meters, which is the border of mid range. Nope. Question: how does he move around without water? Can you summon him without water?​
Shīhōsu Kuchiyose no Jutsu: Kingdra | Seahorse Summoning Technique: Kingdra
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Kingdra, also known as King Dragy, is the boss summon of the seahorse contract for apparent reasons. Other than the majestic and distinguishing looks, it is the only one with two completely unique abilities. Kingdra is the biggest of the seahorses, their protector and so called ruler of the seven seas. Kingdra is a large seahorse with a tightly curled tail. It is covered in blue scales except for its yellow, compact belly scales. There are thin spines with a single branch atop its head and thin, white fins under its cheeks. Its thin snout is powerful, allowing streams of water jets with devastating power to be fired. Its long and elongated snout is also capable of producing loud and painful clicks which are usually used for communication. Two-pronged fins extend slightly past its cheeks. On its back are two white fins supported by thin, blue spines similar to the ones on its head.

The small fins on the back are capable of flapping at great speed and due to their structure, Kingdra developed a way of using them as a substitution for handseals. Kingdra uses the fin positions to mimick fingers and this way mold its chakra properly in order to perform powerful illusions that are able to affect multiple individuals up to long range. Positioning the fins takes the same amount of time as performing a handseal and if the technique requires three handseals, Kingdra would also need to reposition its fins three times in order to properly mold the chakra for the genjutsu. Being a genjutsu master of the highest caliber within the seahorses, Kingdra can use canon genjutsu as well as all the genjutsu within the Seahorse Arts, however, after every genjutsu used there is a 1 turn cooldown.

Depending on the situation on the battlefield, Kingdra can use an ability called . The Leidenfrost Effect is a naturally occurring phenomenon in which a liquid, in near contact with a mass significantly hotter than the liquid's boiling point, produces an insulating vapor layer keeping that liquid from boiling rapidly. This is most commonly seen when cooking; one sprinkles drops of water in a pan to gauge its temperature and if the pan's temperature is at or above the Leidenfrost point, the water skitters across the pan and takes longer to evaporate than in a pan below the temperature of the Leidenfrost point (but still above boiling temperature). Since this is a naturally occurring phenomenon Kingdra can further enhance it. To execute the ability, Kingdra channels chakra into a previously used water technique and focuses it into the newly formed insulating vapor layer around that technique. This chakra enhanced insulating vapor layer allows water techniques and water sources to be protected against instant vaporization and prolongs their life. This is especially useful against very strong fire techniques as well as very hot fire variation CEs. By not being instantly vaporized the user can re-use the water technique or water source. The strength of the insulating vapor layer depends on the rank of the previously used technique and by adding the layer to the technique it acts as a single entity being stronger and more durable. Raw and technically speaking, the water jutsu at hand gets powered up by 1 rank, doubling its strength since the rank of the layer depends on the rank of the technique. Because it's a naturally occurring effect, it requires Kingdra to act very quickly and enhance the vapor layer as soon as possible in order to protect the water, thus why the technique can be executed very swiftly.

Ancient mythology and various stories that are passed down from knee to knee say that the yawn of the sleeping Kingdra is powerful enough to create undercurrents capable of destroying small ships. It's also said that once Kingdra decides to emerge from the depths of the ocean, with its brute strength, it can create large whirlpools and sea-born tornadoes on the surface. Because of its immense power, Kingdra often hibernates deep in uninhabited areas of the sea to rest and build up its energy. When a storm arrives, Kingdra is said to awaken and wander about in search of prey. Stories like these aren't yet proven and they are mostly told by sailors who cross the deepest oceans but they clearly depict how much respect Kingdra has.
Note: Must have signed the Seahorse contract and have its tattoo
Note: The water and genjutsu abilities count towards the users 3 moves per turn
Note: Genjutsu ability can only be used twice with a 1 turn cooldown
Note: Water ability can only be used twice with a 2 turns cooldown
Note: Kingdra can stay on the field for 4 turns
Note: Can only be summoned once

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♠ Pending, leaving for Scorps ♠


 Declined  I'm really tempted to DNR this. Its oped, unreasonable and exploitable in many ways. His usage of Genjutsu is long range. No. That alone is DNR. The ability you add is unreasonable. And have you see the fins of a seahorse? How can they be used as fingers? >_> Its a summon that has the abilities normally allowed in 3 summons. Its too powerful and the unique abilities it has are too much and declined many times before for that same reason. In my last check I pointed out the areas you needed to explain to make sense and noted that he, without hands, couldn't do handseals for genjutsu nor could he substitute it for sound or anything. Yet you force that and make it become some for of weird "finger-fin" hybrid concept. I told many members before and I think to you as well: a summon can use a genjutsu but only one that is unique to him and not all the genjutsu the users knows. We don't approve such things. One more go. But I can tell you, its too much as it is and its simply too all over the place.
 
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Re: Custom Jutsu Submission

Resubmitting without indents.
(Raiton: Tōru no tondemonai ōra) | Lightening Release: Outrageous Aura of Thor
Rank: S
Type: Defend/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: It is a common knowledge that water is a huge collection of electric dipoles. By using polarities of charge, we can create an influence on it by making it move away or come near to the charge. Understanding this concept, lead to the development of this jutsu that would help the user to deflect the incoming water jutsus so as to avoid damage.
Attraction: The user concentrates a lot of raiton chakra in his body/ parts of the body. By manipulating his chakra, he concentrates a single polar charge around his body. This charge will force the electric dipoles in the water to align themselves and be attracted to the user's charge. This will help the user to attract water molecules from big sources of water, or from the mist or air in general and stick to his body. The amount of water that sticks to the body directly depends on the user's control and the amount of water present in the source.
Repulsion: Similar to attraction, the user will concentrate single polarity around his body. As and when a body of water comes closer to the user, he instantly changes the polarity so that the water is thrown away from the user's body. To deflect an incoming water of any rank, the user requires a polar charge of similar rank.
Combination: With precise chakra control, the user can constantly keep changing the polarity every millisecond to push and pull the molecules of water and in essence control the flow of water so as to meet his needs. This method requires the user to constantly feed in chakra as long as he controls the target water body by constantly changing the polarities, and so he cannot use anything except taijutsu during that phase.
Note:
+ This electric energy in itself does not cause any damage. Neither does it add damage when combined with other elements.
+ This jutsu can be performed on opponent's water jutsus
+ Cannot perform Raiton of above S rank in the same turn.
+ Can only be used twice.
+ Can only be taught by Azráel



☼ Approved ☼
(Raiton: Tōru ni Zeusu no kotae) | Lightening Release: Zeus' answer to Thor
Rank: S
Type: Defend/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Inspired by the lightening technique - Outrageous Aura of Thor, Azráel decided to create a technique similar to it, which helped him fight against lightening techniques. Every lightening technique is made up of countless electrical charges - the positive and negative. They too follow the same principle of attraction and repulsion that other elements of nature do. By using polarities of charge, we can create an influence on it by making it move away or come near to the charge. Understanding this concept, lead to the development of this jutsu that would help the user to deflect the incoming lightening jutsus so as to avoid damage.
Attraction: The user concentrates a lot of raiton chakra in his body/ parts of the body, by releasing a surge of chakra throughout his body. By manipulating his chakra, he concentrates a single polar charge around his body, creating an aura of sorts. This charge will force the electric dipoles in the incoming lightening jutsu to align themselves and be attracted to the user's charge. This will help the user to attract lightening from the nature (stray lightening from storm etc.) towards himself.
Repulsion: Similar to attraction, the user will concentrate single polarity around his body. As and when a body of lightening comes closer to the user, he instantly changes the polarity so that the lightening is thrown away from the user's body and deflects it away from the user/back to the opponent.
Note:
+ This electric energy in itself does not cause any damage. Neither does it add damage when combined with other elements.
+ This jutsu can be performed on opponent's lightening jutsus
+ The aura of charges lasts for 3 turns around the user unless he de-activates it.
+ Cannot perform Raiton of above S rank in the same turn.
+ It can be performed against lightening variation CEs as well, as they too contain the same dipole charges.
+ In both cases, the user can release himself from genjutsu with this technique.
+ Can only be used twice.
+ Can only be taught by Azráel

♠ Pending, leaving for Kurisu ♠
♦ Declined, this is essentially Bishamon or another older member's lightning attraction where they draw lightning to them and other lightning jutsus that redirect it away from you. DNR ♦



(Katon: Fenikkusu no akumu) | Fire Style: Nightmare of the Pheonix
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This is one of those jutsus that require advanced manipulation of the fire element. The jutsu involves the usage of tiny mist sized embers to burn the opponent's flesh. This mist can be created in two ways.
Existing Source: After performing 2 handseals (Tiger > Ram) the user simply channels his chakra into the stray fire (if there is any) or the opponent's fire techniques (of lower ranks) and makes it burst completely into tiny sparks so that he can manipulate each of the tiny little sparks of ember like mist.
Self Source: Instead of channeling chakra into a stray fire source, the user can also release these tiny mist-sized sparks from his mouth with the same 2 handseals and get the desired results.
Now, its a known fact that every sentinent organism releases heat from their body, which is a natural process. And every person has a unique heat signature. So since these sparks of ember carry the user's chakra, they can be manipulated to spread out throughout the battlefield so as to sense the opponent through his heat signature. When the user splits the fire source, it looks as if the fire has completely vanished leaving behind the tiny mist sized embers. However, this heat sensing is secondary to the main ability of this technique which is to attack the opponent that would cause 2nd degree skin burns on 1 turn of exposure. These sparks of ember contact the skin and start burning it until there is nothing left of the opponent. These tiny sparks have a reddish hue that can be distinguished by normal eyes, which spreads like a mist. Continued exposure will cause complete burning of the flesh until the only thing that remains is ash.
- The user can use this on incoming jutsus of lower ranks (B rank and lower) as well.
- Cannot use any fire jutsus above S-rank in the same or next turn.
- The user is immune to 'this mist' as it is his own chakra.
- Can only be used thrice.
- Can only be taught by Azráel

☼ Pending - Leaving for Adachi ☼

♠ Declined ♠
Embers into mist? Give a set definition to the mist because right now, I can't allow you to use this both as supplementary and offensive. It'll be too OP as it also extends into long range. Also, no, since you're simply channeling chakra as a medium, it's not logical to be able to take over the opponent's jutsus like that. Remove it.
Changes:
- Shortened the range
- Changed everything to mist sized embers.
-Took out the ability to take over opponent's jutsu.
-Shortened the handseal requirement.
- Increased the rank

(Katon: Fenikkusu no akumu) | Fire Style: Nightmare of the Pheonix
Rank: S
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: This is one of those jutsus that require advanced manipulation of the fire element. The jutsu involves the usage of tiny mist sized embers to burn the opponent's flesh. This mist can be created in two ways.

Existing Source: After performing a single handseal, the user simply channels his chakra into the stray fire (if there is any) or the user's own fire techniques and makes it burst completely into tiny mist sized embers so that he can manipulate them as mist. These tiny mist sized embers are actually very hot, being able to evaporate any mist (water) and moisture in the air as its property (temperature) is enhanced by the user's chakra, and hence the rank. (Up to A-Rank.)

Self Source: Instead of channeling chakra into a stray fire source, the user can also release these tiny mist-sized sparks from his mouth with the same handseal and get the desired results.

Now, its a known fact that every sentinent organism releases heat from their body, which is a natural process. And every person has a unique heat signature. So since these mist sized sparks of ember carry the user's chakra, they can be manipulated to spread out throughout the battlefield so as to sense the opponent through his heat signature. When the user splits the fire source, it looks as if the original flames have completely vanished leaving behind the tiny mist sized embers. However, this heat sensing is secondary to the main ability of this technique which is to attack the opponent that would cause 2nd degree skin burns on 1 turn of exposure and 3rd degree on two. These sparks of ember contact the skin and start burning it until there is nothing left of the opponent. These tiny sparks have a reddish hue that can be distinguished by normal eyes, which spreads like a mist. Continued exposure will cause complete burning of the flesh until the only thing that remains is ash.
- Cannot use any fire jutsus above S-rank in the same or next turn.
- The user is immune to 'this mist' as it is his own chakra.
- Can only be used thrice.
- Can only be taught by Azráel



♠ Pending, leaving for another mod ♠

♦ Declined, remove the sensing part; if it touches someone, it does 2nd degree burns. No need to sense them lol ♦

( Kouton Hijutsu: Ten'i ✳ Outenkou ) Hidden Box Arts: Paket Kongo ✳Ayida Weddo
Rank: A/S
Type: Supplementary
Range: Short
Chakra Cost: 30/40
Damage Points: 60/80
Description: "In the beginning there was a vast jellyfish, whose body extended seven thousand tentacles beneath the earth, protecting it from descent into the abysmal sea. Then the titanic jellyfish began to move and heave its massive form from the earth to envelop the sky. It scattered stars in the firmament and wound its taught flesh down the mountains to create riverbeds. It shot thunderbolts to the earth to create the sacred thunderstones. From its deepest core it released the sacred waters to fill the earth with life. As the first rains fell, a rainbow encompassed the sky and Damballah took her, Ayida Wedo, as his wife. The spiritual nectar that they created reproduces through all men and women as
milk and semen. The two jellyfishes taught humankind the link between blood and life, between menstruation and birth, and the ultimate Vodou sacrament of blood sacrifice."

After her untimely death caused due to the trauma that she went through after her husband's sacrifice, she was laid down to rest at the highest point in archipelago. However, even after so many years past that incident it was seen that her body did not decay. Though dead she was, her body blue as the sky remained unaffected. It became an object of veneration and respect. Human summoners were allowed to summon her body and wear it as a cloak, combining themselves with Ayida's gift, as her body bestows upon them enhanced phyisical attributes and box-abilities.

Ayida is not alive, and neither is her body. This technique is, thus, not an animal summoning technique, but a complex ninjutsu. It is separated in two levels, the first summoning part of Ayida's body, and the second summoning it's totality. The process of cladding onself with Ayida is similar to the basis of the Combined Transformation Technique.

Level 1 ✳ Sur Pwen

The user will summon a part of Ayida and combine with it, to gain the physical traits of a box jellyfish. The user gains blue markings on his/her cheeks which looks like dotted tentacles scarred in the flesh. His/her hair turns more bluish as his eyes become dark sky coloured, ethereal and otherworldy. The floater of Ayida comes through the head as a ghostly hood, and the user dresses four of the sky blue tentacles as sleeves and pants, controlling them as his/her own, while 4 other float from the user's back, reaching up to 10 meters in length at will.

This armor helps the user to attain certain characteristics of the boxes, like the ability to breathe underwater and filter poisonous gases from the water and atmosphere, protected by the blue hood and to secrete venom and use venom-based techniques via the cloak tentacles. Ayida's body is immune and impermeable to the cubozoan venom, such as it is lesser venom's. The user's weight reduces as he gets combined with a box, helping him in increasing his speed by 50%. Box techniques increase their damage output by 10 damage points. It is considered A rank. The user needs to spend 5 chakra per turn to maintain this form.


Level 2 ✳ Asogwe

The user will summon Ayida's body and cloak him/herself in it, allowing him/her to gain physical traits of Ayida. The user becomes the core of a giant sky blue coloured box jellyfish, having hundreds of tentacles. The huge floater covers the head like a celestial veil, and grows exponentially beyond, carrying the user into the air. The hair becomes translucent blue, dressed in multiple thin tentacles, and the blue markings spread all across the body, around the ghostly blue eyes. The size of the cloak is similar to that of a Boss Summoning. The tentacles (each) are atleast 50 meters long which the user can use to either hit the opponent or to grab other summons or tailed beast, four of which are clearly cladding the user's arms and legs.

This armor helps the user to attain certain characteristics of the boxes, like the ability to breathe underwater filter poisonous gases from the water and atmosphere, through the blue hood of Ayida, and secrete and venom and use venom-based techniques via the tentacles. Like any other box, Ayida's body is immune and impermeable to the cubozoan venom, such as it is lesser venom's. The user's strength increases by 50% as he gets combined with a box, as opposed to speed, helping him in fighting monstrous beasts. Box techniques increase their damage output by 20 damage points. It is considered S Rank. The user needs to spend 10 chakra per turn to maintain this form.

Note:

- Each level lasts for a maximum of 4 turns
- Each level can only be used once
- The protection given by the armour is similar to suiton in terms of elemental advantage and disadvantage.
- Users in level 2 can only use free form tai and Box Jellyfish techniques.
- The user is unable to use Summoning Techniques or Box Jellyfish Techniques for the next 3 turns after usage of either level.
- The user is unable to perform Forbidden techniques throughout the duration of the cloak, and up to 2 turns after
- No box summoning can use this technique, and no box summoning can be active during.



♠ Pending, leaving for Kurisu ♠
♦ Declined, shorten, shorten, shorten! ♦
 
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Re: Custom Jutsu Submission

CFS:

CW:

(Fuuton: Doragon no hōkō) Wind release: Dragon's Roar
Type: Attack
Rank: Forbidden rank
Range: Short-long
Chakra: 50
Damage: 90 (-15 to the user)
Description: This technique requires a nunchaku from "Multiplicity" to have been made before performing. The user channels wind chakra throughout their nunchaku(s) as they swing their nunchaku around their body/limbs as they usually would when building up momentum for a strike whilst releasing wind chakra from the nunchakus as they build up powerful wind currents/air pressure from building up momentum with the added power from the wind chakra and the already great speed of the Nunchakus themselves as they are noted to have. The result is the user building up highly pressurized currents of wind as they swing their nunchaku around. which The user will then quickly thrust their arms forward, gripping both nunchaku sticks in each hand. The built up wind currents are thus pushed forward from the user creating a wide ranged highly pressurized wind blast from the Nunchaku towards the target resembling Wind Release: Pressure Damage. When the wind currents are building up, it appears as if a large dragon's head has formed around the user made of wind currents. When the user thrusts their arms forward, it will appear as if the dragon's mouth opened unleashing a roar that sends the currents outwards. However, the user's arms suffer great strain from having to maintain momentum with the wind currents.


- Can only be used by -Yard-
- Must use the Intercepting Nunchaku and Multiplicity to perform.
- Can be used once per battle
- From having to build up currents with two Nunchaku it counts as two techniques
- No A rank and above wind for two turns
- No Taijutsu for two turns, requiring two turns to recover.
- No Nunchaku techniques for two turns

♦ Declined, I'm fine with the wind forming a massive dragon through bending of air currents, but not to the massive roar at the end. Him roaring and sending currents backwards is too much when he's already the size of Pressure Damage, an already massive attack in itself. ♦


Basic idea, where this idea came from



CFS:


CW:


(Fuuton: Doragon no hōkō) Wind release: Dragon's Roar
Type: Attack
Rank: Forbidden rank
Range: Short-long
Chakra: 50
Damage: 90 (-15 to the user)
Description: This technique requires a nunchaku from "Multiplicity" to have been made before performing. The user channels wind chakra throughout their nunchaku(s) as they swing their nunchaku around their body/limbs as they usually would when building up momentum for a strike whilst releasing wind chakra from the nunchakus as they build up powerful wind currents/air pressure from building up momentum with the added power from the wind chakra and the already great speed of the Nunchakus themselves as they are noted to have. The result is the user building up highly pressurized currents of wind as they swing their nunchaku around. which The user will then quickly thrust their arms forward, gripping both nunchaku sticks in each hand. The built up wind currents are thus pushed forward from the user creating a wide ranged highly pressurized wind blast from the Nunchaku towards the target resembling Wind Release: Pressure Damage, however, in the form of a dragon. However, the user's arms suffer great strain from having to maintain momentum with the wind currents.


- Can only be used by -Yard-
- Must use the Intercepting Nunchaku and Multiplicity to perform.
- Can be used once per battle
- From having to build up currents with two Nunchaku it counts as two techniques
- No A rank and above wind for two turns
- No Taijutsu for two turns, requiring two turns to recover.
- No Nunchaku techniques for two turns

♦ Approved ♦



(Fuuton: Tābin) Wind release: Turbine
Type: Attack/Supplementary
Rank: S Rank
Range: Short-long
Chakra: 40
Damage: 80
Description: When faced with a lightning technique, the user channels wind release chakra throughout their nunchaku as they spin them to the left in front of them which creating a vaccuum like effect that draws the lightning in and onto the freely spinning nunchaku stick. When the lightning has been sucked in by the Nunchaku/wind currents, the user then whips the nunchaku forward in a swiping motion releasing the bolt of lightning along with the built up wind current at the target. The gathered electricity is released in the form of a lightning bolt that's further powered by the wind.

- Can only be used by -Yard-
- Must use the Intercepting Nunchaku and Multiplicity to perform.
- Can be used once per battle
- No other S rank wind release this turn
- Works on S rank and below lightning
- If used on S rank lightning for example, the attack that get's shot back at the opponent would be an S+S Combo.


☼ Leaving for MU ☼
♦ Declined, has been done before, only notable difference is you use nunchakus. ♦
 
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Re: ±±Custom Jutsu Submission±±

Sakugen | Reduction
Type: Weapon
Rank: S-rank
Range: Short - Long (Only if the chain is used.)
Chakra: 40 (+30 for every beam of chakra used.)
Damage: 60 (+20 for every beam of chakra used -5 when the user absorbs raw chakra)
Description:
A blade of the finest quality forged by Castiel and named for its raw chakra stealing abilities. It is exquisite in both form and use, a dual edged blade that mimicked the shape of a roaring flame, a hilt of obsidian, and a long chain hidden within the hilt which would only respond to his chakra. This blade was developed to steal the raw chakra from opponent with every connecting attack, and store them within, making it a “living” but not sentient blade. He crafted it of Crusentu, a metal darker than night and near indestructible. Due to its large size it is worn on Castiel's back and when swung it can deal both slashing damage and blunt bashing damage. With each swing that connects with the opponent chakra is taken and absorbed by the sword. Once raw chakra has been absorbed into the blade it may be used to produce beam of energy that can cut through steel and fly off the blade with each slash, increase the cutting power of the blade, or provide Castiel with chakra. Within the hilt of Sakugen is a chain that can be used to extend the range of the swings and enables Sakugen to be used as a projectile weapon that may be retrieved. The chain has a limit of extending to a distance of twenty meters, and is able to retract at a speed of half a second per meter, meaning it takes ten seconds to retract Sakugen after the chain has been extended to the maximum length which creates a large window from an opponent to counterattack.
Restrictions & notes:
- Using Sakugen and it's absorbing raw chakra both count as 1 of the 3 moves
- Sakugen is on Castiel's back at all times.
- Sakugen can't absorb anything but raw chakra.
- Can only use the absorbing raw chakra from opponent(s) ability three times per-match.
- User takes five damage when absorbing opponent(s) raw chakra.
- Chain only extends to 20 meters and takes 10 seconds to retract the chain/sword.
- Can only be wielded by Nathan and his Castiel bio.
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X-Approved-X
Dropping if the below is approved:

Kongousho | Vajra
Type: Weapon
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description: The Vajra is a holy weapon currently wielded by Nathan. Originally an ancient weapon dating back to the time of the Sage of the Six Paths, it is so called because of its legendary hardness The Vajra takes the form of a short metallic weapon made of iron or copper, is slender in shape with a pointed end. It can be imbued with raw chakra nature which allows it to display enhanced cutting power, though this is not the weapons true ability The weapon has the three specific abilities which are called The Three Secrets (三秘密, San-Mitsu). These abilities have the power to influence the target in both mind and body.

This first ability is known as the Vajra Voice (金剛の声, Kongō no Koe). When an opponent is stabbed or cut by the weapon the first time, they lose their ability to perceive sound, this renders the target helpless as they are unable to hear the sounds from the surrounding vicinity, this poses a problem as the opponent cannot keep track of the user’s movements or hear an incoming attack. This ability is helped by the user using their sound chakra, that is released into the blade as they cut into the intending target.

The second ability is known as the Vajra Body (金剛体, Kongō no Gōtai), when the opponent is cut or stabbed by the Vajra, they lose control of their own body. With a simple gesture the user of the weapon can either paralyse the opponent which in turn restricts their movements or can control them like a puppet with the aid of the weapon. The influenced opponent retains their mind and personality but are forced to move against their will upon the users command, with this ability the user can make an enemy attack their own allies, this makes it a very effective ability. If this ability is used and works, the target can break out of the control and regain control of their body by using a S-rank chakra surge if they find a suitable opening to do so. The major downside to using this ability is that the user cannot mould any other chakra, otherwise if they do this technique will be halted.

The final ability is known as the Vajra Mind (金剛心, Kongōshin), when the opponent is cut by the Vajra, they are placed under an illusion. The user can make the opponent see anything they wish, but this technique is best used against a large group of opponents (such as an army), as the effects of the technique can cause them mistake one another for enemies and the user can take advantage of this and make them fight each other. To use a specific ability, the user must say the name of the ability before stabbing or cutting the opponent with the weapon, on contact with the blade, the technique is activated and the opponent is under the influence of the Vajra, most of the abilities are active for a short period of time and the influence of technique over an opponent disappears eventually.
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Notes & Restrictions:
- Each of the Vajra abilities count as one of the three moves per-turn & you can only use one of the abilities per-turn.
- Each ability of the Vajra lasts two turns unless countered, the genjutsu ability can be broken out of by any normal means of breaking out of a genjutsu but obviously under the plausible reasoning.
- Each of the Vajra abilities can only be used a max of twice per-match.
- Each of the Vajra abilities are a equivalent to S-rank techniques.
- Sound mastery is a must to wield this weapon.
- Can only be wielded by Nathan, & those he allows.

☼ Declined ☼

Really close to DNR. You can't control your opponent's movements, so that second ability needs to be reworked entirely. Why would losing your sense of sound prevent you from tracking your opponent via vision or another sense? What do you mean by saying its helped by using sound chakra? Is it just vibrating the blade so it cuts better? The genjutsu can't just be "make them see anything". Its too broad and undefined.

Personally, if you're getting the chance to cut the opponent I would think you'd want to do more than whats going on here, but in the end if you'd rather do these things that's up to you.

.

Yūgana Ken: Kamino Ai | Graceful Fist: The God's Love
Type: Defence/Supplementary/Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the basic counters of the fighting style. When an opponent is attempting a kick towards the user in any directions or area of the users body, the user due to their flexible motion is able to move around to position himself properly to ready is counter. The user will gather fuuton chakra towards one of their hands and sharpen the chakra around their hand to increase its cutting efficiency. The moment an opponent attempts to kick the user, they will use the hand that gathered the fuuton chakra, to block the attack. Not only does the opponent block the attack but since the style revolves around always countering an opponents movement, the user will immediately severe a wound of the opponents foot located around the ankle. For example if they are trying a round house kick to the users head, the user will block the kick while severing the wound located on the foot (around the ankle) by raising their hand to level with the wound, since that was the area attempting to make contact with the opponents head. The block and cut is basically done at the same time when contact is made, thus allowing this jutsu to keep true with one of the rules of the fighting style. This counter only works towards the lower body of the opponent, specifically their legs (Spinning kick, straight kick, etc). The severing of the wound will inflict an annoying, pinch type pain. Not only will this slow down the opponents movement but also it will begin to spill blood (though it will not necessarily kill them).
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist

♦ Declined ♦ The bold seems to imply that you channel chakra before the enemy even does their attack, making this one start before their attack even starts, which will lead to issues in fights, so clarify on that. One or two restrictions is also needed.
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Yūgana Ken: Kamino Ai | Graceful Fist: The God's Love
Type: Defence/Supplementary/Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the basic counters of the fighting style. When an opponent is attempting a kick towards the user in any directions or area of the users body, the user due to their flexible motion is able to move around to position himself properly to ready is counter. The moment an opponent attempts to kick the user, the user will gather fuuton chakra towards one of their hands and sharpen the chakra around their hand to increase its cutting efficiency. They will then use the hand that gathered the fuuton chakra, to block the attack. Not only does the opponent block the attack but since the style revolves around always countering an opponents movement, the user will immediately severe a wound of the opponents foot located around the ankle. For example if they are trying a round house kick to the users head, the user will block the kick while severing the wound located on the foot (around the ankle) by raising their hand to level with the wound, since that was the area attempting to make contact with the opponents head. The block and cut is basically done at the same time when contact is made, thus allowing this jutsu to keep true with one of the rules of the fighting style. This counter only works towards the lower body of the opponent, specifically their legs (Spinning kick, straight kick, etc). The severing of the wound will inflict an annoying, pinch type pain. Not only will this slow down the opponents movement but also it will begin to spill blood (though it will not necessarily kill them).
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used four times

♦ Approved ♦

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Kyu Doragon Jutsu: Sukai Foabooru | Nine Arts Dragon: Sky Walk
Type: Supplementary
Rank: B-rank
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: A quick burst of speed, caused by the user focusing wind chakra on his feet. The user then causes the wind to suddenly burst, allowing the user to gain a sudden surge of speed. This technique can be used to propel the user high into the air, evade an attack, or simply to propel the user towards the opponent. The speed attained by the user when this technique is used can only be tracked by one tomoe sharingan. The technique can be used extremely quickly, and can even be used to evade wide scale technique like Majestic Annihilation.
Notes:
- Can only be used four times per-match
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

♦ Declined, Sorry, but after talking it over with other RP Mods, this will come into direct clashing with the EIG tech Guy used, only difference is this uses wind. ♦
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Kyu Doragon Jutsu: Sukai Rimitto | Nine Arts Dragon: The Sky is the Limit
Type: Supplementary
Rank: B-rank
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: By performing a kicking motion with the users feet and by releasing wind chakra at the same time; this technique allows the user to blow back his opponents as well as projectiles. Due to the fast nature of these kicks and the basic mechanics of this fighting style, the user shall start to propel himself up into the air. Which can be used to evade a elemental attack, or something else of the latter. This technique is done at quite a fast speed, and can be used to evade quite large techniques such as Majestic Annihilation.
Notes:
- Can only be used four times per-match
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon


☼ Leaving for MU ☼
♦ Declined, sorry can't approve this as it would clash with the canon ability Guy used with EIG ♦
 
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