[ARCHIVE] Custom Jutsu Submission - II

Status
Not open for further replies.

Robot Boy

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

(Koiringu Kiba) –Coiling Fang
Type:Defensive/Supplementary
Rank:S
Range:Short
Chakra:40
Damage:n/a
Description:The user and his ninken will focus large amounts of chakra and spin at furious speeds while encircling and wrapping around an ally (while maintaining a 2 meter distance away from them in this case) in opposite directions to defend them from an attack coming from all directions. When defending themselves, the users will spin furiously before combining, moving in a single direction, facing upward, and in place. The ‘barrier’ is strong enough to endure against one F-ranked attack. If the users are within range of the enemy and when performing a wide spread attack, the Inuzuka and ninken can encircle around the target and contain the attack, resulting in the enemy being caught by his own move. Though the technique protects the user/ally, it puts a large amount of strain on the users body and mind (-40 damage), making this a onetime thing. If they were to use it again, they would certainly die before completing it.

-Must be a member of the Inuzuka clan
-Can only be used once per battle
-Lasts for one turn
-The user needs at least two ninken to perform this

☼ Declined ☼

Definitely not defending against F-rank techniques. Turning the attack back on the target is iffy. It could work but depends on the technique. I would remove that bit and just use it that way in battle should a workable scenario arise.

( Jinjū Henge: Bīsutohito-ka) – Human Beast Transformation: Beast humanized
Type:Supplementary
Rank:S
Range:Short
Chakra:40 (-5 per turn)
Damage:n/a
Description: After creating a shadow clone beforehand, the user will make the ram hand-seal to fuse with their Ninken and shadow clone into a single entity, and compress all of their chakra into a smaller, condensed transformation, taking on a more suitable form for close quarters. Their back and shoulders is hairier and hardened compared to the other transformations and they retain their human arms which are covered in tough fur and are slightly bulky. The user and Ninken retain its wolf legs and tail, and their forearms become large. The transformation grants the user a technique known as Wyrm Beast Blow, where they will chase after their targets and deliver a flurry of claws strikes towards them, producing long (2 meter), air-like cuts in rapid succession. The technique ends with the last strike, appearing in the form of an upper claw strike that lifts the target and blasts them away in a large air burst. The resulting attack causes the ground to buckle under and send debris flying upward. Wyrm Beast Blow counts as an S-rank move and can only be used twice per battle. Once per battle, the user can sacrifice the transformation to perform a forbidden ranked Beast Impact, without the need to use a tool as a medium, instead releasing it from their own body while spinning in place, focusing immense amounts of energy in their attack, shaping it in the form of large a lion head chakra blast, and being shielded from incoming attacks upon release but, doing so ends the transformation and leaves the Inuzuka and ninken exhausted and damaged from technique putting strain on the user (-25 damage). While in this transformation, the user’s endurance is enhanced, being able to endure against physical attacks, up to and including B-rank. Their speed and reflexes is also enhanced, allowing them to run across the battlefield slightly faster than a Taijutsu user as well jump longer distances than them. Lastly, the user is limited to using Taijutsu and Inuzuka techniques while in this form.

-Can only be used once per battle
-Lasts for three turns or until deactivated
-Must be a member of the Inuzuka clan and requires a dog companion

☼ Declined ☼

I'm not seeing this "Beast Impact" on the Inuzuka technique list. If its a CJ you need to quote it in this post. I don't think the clone is necessary for this technique either.





(Bouhatei Ryūsandan No Hisan Kugi) – Mole Shrapnel of Flying Nails
Type:Attack
Rank:S
Range:Short
Chakra:40
Damage:80
Description:The user will focus their earth chakra into and around their forearms to form the paws of a mole, layered in stone with the moles claws extending from each of the user’s nails/fingers. The user then enhances and shrouds the claws in wind chakra to allow them resistance against lightning techniques up to A-rank and enhance their speed and piercing capabilities. After this, the user holds up and aims his mole paws at the target and fires the ‘nails’ of the paws which fly at the enemy in a rotating manner and pierce through their body.
-Can be used twice per battle
-Counts as two moves
-Must have signed the mole contract



‡ All Pending ‡ Leaving for Typhon.

☼ Declined ☼

Don't see this as an S-ranked technique, and really its two separate techniques. There are various wind techniques that cover things to give protection, so I'm tempted to say remove that bit.
(Yajuu Shindou) – Beast Impact
Type: Offensive
Rank: A
Range: Short-long
Chakra Cost: 30
Damage Points: 60
Description: Using a hammer and imbuing large amounts of chakra into it, the user will perform a stronger version of beast blow. The user doesn't need to smash the target to initiate the attack but he does need to spin before releasing it. The lion's head is much larger than it was with the original, being of equal size to a large fireball, and has a greater reach than before.

-Must have a hammer to use this
-Usable up to three times.

tech:

♠ Approved ♠
Resubmitting:

(Koiringu Kiba) –Coiling Fang
Type:Defensive
Rank:S
Range:Short
Chakra:40
Damage:n/a
Description:The user and his ninken will focus large amounts of chakra and spin at furious speeds while encircling and wrapping around an ally (while maintaining a 2 meter distance away from them in this case) in opposite directions to defend them from an attack coming from all directions. When defending themselves, the users will spin furiously before combining, moving in a single direction, facing upward, and in place. The ‘barrier’ is strong enough to endure against one S-ranked attack. Though the technique protects the user/ally, it puts a large amount of strain on the users body and mind (-40 damage), making this a onetime thing. If they were to use it again, they would certainly die before completing it.

-Must be a member of the Inuzuka clan
-Can only be used once per battle
-Lasts for one turn
-The user needs at least two ninken to perform this

Declined - -40 damage doesn't mean much in the RP these days, so give it a a more realistic restriction, like no taijutsu above B rank for two turns or something. Not only that do you just spin on the spot like a kid does if so wouldn't that just create a tornado aroudn yourself? Not an ally? Or do you both run around in a circle really fast? Just explain it a bit better.

( Jinjū Henge: Bīsutohito-ka) – Human Beast Transformation: Beast humanized
Type:Supplementary
Rank:S
Range:Short
Chakra:40 (-5 per turn)
Damage:n/a
Description: The user will make the ram hand-seal to fuse with their Ninken and shadow clone into a single entity, and compress all of their chakra into a smaller, condensed transformation, taking on a more suitable form for close quarters. Their back and shoulders is hairier and hardened compared to the other transformations and they retain their human arms which are covered in tough fur and are slightly bulky. The user and Ninken retain its wolf legs and tail, and their forearms become large. The transformation grants the user a technique known as Wyrm Beast Blow, where they will chase after their targets and deliver a flurry of claws strikes towards them, producing long (2 meter), air-like cuts in rapid succession. The technique ends with the last strike, appearing in the form of an upper claw strike that lifts the target and blasts them away in a large air burst. The resulting attack causes the ground to buckle under and send debris flying upward. Wyrm Beast Blow counts as an S-rank move and can only be used twice per battle. Once per battle, the user can sacrifice the transformation to perform a forbidden ranked Beast Impact, without the need to use a tool as a medium, instead releasing it from their own body while spinning in place, focusing immense amounts of energy in their attack, shaping it in the form of large a lion head chakra blast, and being shielded from incoming attacks upon release but, doing so ends the transformation and leaves the Inuzuka and ninken exhausted and damaged from technique putting strain on the user (-25 damage). While in this transformation, the user’s endurance is enhanced, being able to endure against physical attacks, up to and including B-rank. Their speed and reflexes is also enhanced, allowing them to run across the battlefield slightly faster than a Taijutsu user as well jump longer distances than them. Lastly, the user is limited to using Taijutsu and Inuzuka techniques while in this form.

-Can only be used once per battle
-Lasts for three turns or until deactivated
-Must be a member of the Inuzuka clan and requires a dog companion

Declined - the transformation sounds like you turn into a lycan or werewolf. But that's fine, as for the attacks they need to be submitted separately

(Bouhatei Ryūsandan No Hisan Kugi) – Mole Shrapnel of Flying Nails
Type:Attack
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user will focus their earth chakra into and around their forearms to form the paws of a mole, layered in stone with the moles claws extending from each of the user’s nails/fingers. After this, the user holds up and aims his mole paws at the target and fires the ‘nails’ of the paws which fly at the enemy in a rotating manner and pierce through their body.
-Can be used twice per battle
-Must have signed the mole contract
Link to the mold contract/ your training - declined

‡ All Pending ‡ Leaving for Typhon.
 
Last edited by a moderator:

Kirikoe

Active member
Legendary
Joined
Oct 26, 2011
Messages
10,733
Kin
1,465💸
Kumi
1,955💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Taijutsu - Seikuken)Body arts - Control of the air sphere
Type:Supplementary|Defensive|Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The Seikuken is A combat method that involves controlling the entire radius within short range of the user, creating a spherical shield around oneself of chakra capable of sensing anything which enters within short range such as the opponent, allowing the user to predict his movements. It can be used for both offence and defence, The Seikūken can only be erected with a calm and focused mind and once erected the user will have reached a pinnacle of focus capable of tracking movements much faster than himself equal to that of a 1 tomoe sharingan.

The Seikuken allows one to make better use of there body movements and actions with minimal effort removing the wasted movements making his techniques sharper and slightly quicker as a result in the process.

The user can focus this shroud of chakra around him as a projection in front of himself by performing a double palm strike, condensing the shroud in order to strike the enemy with a solid bludgeoning force capable of knocking away large opponents which can reach to mid range of the user.

upon ending the technique the user suffers a headache due to the mass amounts of concentration needed to maintain the technique.

Visual aids

You must be registered for see images

Note - Seikuken lasts 3 turns whiles utilising its supplementary use.
Note - Seikuken can be used a total of 3 times per battle
Note - User must wait 2 turns before using again once the technique has ended
Note - the projection of the Seikuken counts as another technique and goes towards the users 3 jutsu and will end the technique then and there.
Note - The projection use of Seikuken can combat elemental ninjutsu of A rank and below

‡ Declined ‡ Similar to several canon barrier techniques (Fuuinjutsu).

(Fuuton - Fantomu tora) Wind Release - Phantom Tiger
Type:Offensive|Defensive
Rank: S
Range: Short - Long
Chakra: 40 ( +10 to solidify)
Damage: 80 (+10 if solidified)
Description: The user focuses there wind chakra from around there body in front of them projecting there wind chakra forwards which takes the form of a large tiger running towards the opponent, the tigers head has the height of a common shinobi in proportion with its body giving you an idea of the tigers actual size, the tiger holds the intangible properties of wind, being nearly invisible all except for a faint greenish hue which creates the tigers outline and is able to seperate itself in order to move around solid structures and reform itself on the other side of the technique, additionally the user is able to perform a single hand-seal solidifying the winds at any moment he or she chooses which creates a bludgeoning and cutting force when it strikes the opponent, this makes the tiger appear to be a type of spectre, appearing suddenly and then fading away once again.

The wind tiger whiles intangible can combat intangible elements such as lightning, fire as well as other intangible techniques respecting strengths and weakness and if ramming the opponent in this intangible state causes moderate amount of cuts as it passes through the opponent, if ramming the opponent in its solidified form the tiger deals a massive amount of cuts plus a large bludgeoning ripping force as it rams the opponent and will also effect solid elements such as earth, water and others solid techniques.

The user spends an extra + 10 chakra in order to solidify the winds which only lasts a mere instant before returning to its original intangible state, the tiger is able to act on its own accord using the chakra the user previously spent as a fuel to maintain itself thus allowing it to move around the opponents defence if necessary. Additionally the tiger is able to let off a mighty roar of devastating cutting winds which holds S rank power however can only use this roar a limited number of times in order to maintain its own form.

Note - Costs a move to solidify the Phantasmal Tiger
Note - Can only be used twice per battle
Note - The Phantasmal Tiger lasts 3 turns
Note - The Tigers roar is an S rank ability with a range of short - mid which can only be used once and counts towards one of the users allotted moves

‡ Declined ‡ The coloured is similar to a few of Shady's techniques. The rest isn't original enough to warrant an approval.

(Doton - Otoshiana) Earth release - Pitfall
Type: Offensive|Supplementary
Rank: B
Range:Short - Long
Chakra:20 (+5 to petrify)
Damage:40 (when exposed to flames/explosives)
Description:The user focuses his/her Doton chakra underground in an area of there choosing, the user changes the properties of the earth below the surface into flammable sticky mud, leaving a thin sheet of earth covering the flammable mud making it appear as if nothing has changed on the surface, when exposed to a small amount of weight the thin sheet of earth breaks causing anything above to fall into the sticky mud becoming trapped, essentially creating a pitfall trap, this pitfall traps size can range from a very small and precise area to an area which encompasses short range, however can be no larger than that. Additionally the user can perform a single hand-seal focusing an additional 5 chakra into the mud in order to petrify the substance trapping the enemy in solid rock.

Note - Can only be used 5 times
Note - Petrifying the mud costs a move
Note - the surface is able to hold light objects such as Kunai however anything heavier such as a persons weight would surely make it break
Note - Must wait a turn between usages

‡ Declined ‡ Similar to Jiraiya's Hidden Earth Trap and another technique attempted by Joker.
 
Last edited by a moderator:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Suiton: Kurisutaru Mizu) - Water Release: Crystalline Water
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: N/A
Description: An activation type technique that can be utilized before or after the release of a water-style technique. The user will gesture the Tiger hand seal or include it in the row of hand seals required for said water style technique. He will then compress the technique, making it seem almost solid and crystalline in nature, giving it a more blunt-force type of attribute. Due to the compression, the additional chakra utilized to perform the change, will also evaluate the volume of the water so that the technique in question does not reduce in size as it 'crystalizes'. Another alternative to the activation method is to compress the outer layer of the water technique in question whilst leaving the insides intact. With a mental command the user can further shape manipulate the crystalline layer of the technique converted in order to release jagged spikes or pillars that extend up to short range of the technique. With the gesture of a single hand seal the user can manipulate a portion or the entire crystalline converted technique to release a barrage of water-crystalline projectiles that can reach up to mid range distance from it's origin. The trajectory is pre-determined by the user before release.

⋩ Crystalline manipulation/projectiles equal the damage of the technique that was converted.
⋩ Stays active as long as the technique in question, or until deactivated by the user.


‡ Declined ‡ Better but the more I read, the more this felt like multiple techniques in one. The purpose of this technique should merely be changing the composition of your water techniques. The two applied uses (extending jagged spikes and sending out projectiles) warrant the creation of another technique.
(Suiton: Kurisutaru Mizu) - Water Release: Crystalline Water
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: N/A
Description: An activation type technique that can be utilized before or after the release of a water-style technique. The user will gesture the Tiger hand seal or include it in the row of hand seals required for said water style technique. He will then compress the technique, making it seem almost solid and crystalline in nature, giving it a more blunt-force type of attribute. Due to the compression, the additional chakra utilized to perform the change, will also evaluate the volume of the water so that the technique in question does not reduce in size as it 'crystalizes'. Another alternative to the activation method is to compress the outer layer of the water technique in question whilst leaving the insides intact. With a mental command the user can further shape manipulate the crystalline layer of the technique converted in order to release jagged spikes or pillars that extend up to short range of the technique. The jagged spikes/pillars would be filled with the liquid of the water, depending on how the activation was utilized.

⋩ Crystalline manipulation is equal to the damage of the technique that was converted.
⋩ Stays active as long as the technique in question, or until deactivated by the user.
⋩ Cannot be used on mist-based techniques

‡ Approved ‡

(Suiton: Kurisutaru Manipyure-shon) - Water Release: Crystalline Manipulation
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The user will shape manipulate a pre-existing source of crystalline water technique created by the user. He will then either fully shape it, or partially transform it to apply a more versatile usage to the technique. This could range from erupting spikes from the crystalline source to fully re-shaping it to something entirely, limited to the user's imagination and within reason. The chakra utilized to activate this manipulation of this technique will gather moister from the air, allowing the technique being manipulated (For example to extend spikes) to retain it's original shape. This means that the technique in question will not shrink in size due to the external expansion of said manipulation, like spikes or something of similar nature. With a mental command, the user can cause the extended creations to be released up to mid-range of the technique, causing for a crystalline barrage of projectiles/objects. The speed in which the projectiles travel can be compared to a shot arrow. If the user wishes, the entire technique in question can be turned into a blast of projectiles/objects to release a full radius attack that reaches to the previously mentioned range. The user is free to choose the precise degree of the scattered radius, giving him a way to avoid danger if within range.

⋩ Crystalline manipulation equal to the damage of the technique that was converted.
⋩ Stays active as long as the technique in question, or until deactivated willingly by the user

‡ Approved ‡

(Suiton: Kurisutaru Ko-tingu) - Water Release: Crystalline Coating
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20 (-5 per turn)
Damage: 40
Description: Inspired by the technique "Hidden Waterfall Style: Water Slicing Blade", the user will materialize a source of water around a weapon that he is holding or on his person and compress it to the point of creating a crystalline-like water defense around the weapon/object/limb. The thing in question can be either fully or partially coated in the protection depending on the situation at hand. Not only can the user increase the weapon/object's blunt force damage as well as protect it, but also it's cutting capabilities if a sharp edge is included in the manipulation, by either fortifying already bladed objects, or giving it bladed properties. (Ex: Coating the fist and giving the knuckles a bladed edge.) Not only can the coating be applied to objects or weapons but also to at least two of the user's limbs, for example his fists, his feet, an arm, leg, chest etc. In the case of coating limbs, the coating will hover one inch away from the user with the help of chakra, allowing for free-movement. For faster execution on limb coating the user can release the water from his pores to speed up the process within the moment's notice, similar to Gaara's Defense.

⋩ While active, the user can only mold Water Techniques along with non-elemental abilities

‡ Approved ‡ Nice technique. You should make a full body variant z.z
 
Last edited by a moderator:

Noni

Active member
Legendary
Joined
Dec 20, 2012
Messages
13,987
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Fuuton: Ventus no Komando)- Wind Release: Command of Ventus
Type: Offense/Supplementary/Defense
Rank: C-S
Range: Short-Mid
Chakra Cost: 15-40
Damage Points: 30-80
Description: The user will focus their wind chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse can just barely be perceived with the naked eye but it cannot be reacted to (as in blocked by a technique). The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any substances (or anything imbued with the user's own chakra) caught in its reach with the user's wind chakra, this does not include the opponent's techniques. The object themselves will have a light-green hue aura covering the exterior of the objects body, these objects can also be included as metal, cloth, earth, water, etc, and will not have any lethality on all its own. Anything that stands by logic for imbuing with wind can essentially be covered. When covered, these objects obtain a certain ability, where the user by performing basic hand gesture can release a pulse of wind from the object, creating a repel effect to push objects away (which can be aimed depending on the direction of the pulse), or create a vacuum effect to draw objects in closer to the user. The objects can be repelled up to long range (mainly due to momentum), however, material can only be drawn in from mid-range (where the pulse is set), this also means if the user was to exit the mid-range area of the pulse they can no longer perform this jutsu. Depending on the amount of chakra imbued can depend on how large, or how much power the wind can release, obviously, a C-Rank pulse can repel and draw in small constructs and kunais, an S-Rank pulse will have the power to push away large rock sections. Evidence of a technique like this has been seen in the Narutoverse, for we have seen material be covered and imbued by wind (Danzo's wind technique), and wind has a basic tendency to releases pulses as well as vacuums from different mediums within specific jutsus. The drawback of this technique is another basic concept of wind, for not only is it easy to notice a greenish-aura around these constructs/techniques, the pulse to repel, is rather easy to hear, and the vacuum effect has a certain "suction" noise to it, once again easy to notice for the average ninja hearing. The movement of the objects when being repelled or vacuumed in, is dependent on the size of the construct, obviously a larger rock section will be repelled much slower then a small kunai, either or, they can all be traced and reacted to by any ninja.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: Must have Mastery of Wind
Note: The jutsu is kept active for three turns
Note: Requires one turn cool down before use again, the entire technique
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time
Note: Follows elemental strength and weakness
Note: Can not be used on lightning or fire element
Note: The repel pulse is projectile, the vacuum effect is a stream

‡ Pending ‡ Leaving for another mod.

☼ Declined ☼

No reason for this to be multi-ranked. Pick one. I'm a little worried about you being able to cover the opponent's close in this, has room for abuse.
(Fuuton: Ventus no Komando)- Wind Release: Command of Ventus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their wind chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse can just barely be perceived with the naked eye but it cannot be reacted to (as in blocked by a technique). The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any substances (or anything imbued with the user's own chakra) caught in its reach with the user's wind chakra, this does not include the opponent's techniques. The object themselves will have a light-green hue aura covering the exterior of the objects body, these objects can also be included as metal, cloth (can not be used on actual clothing on the opponent's body), earth, water, etc, and will not have any lethality on all its own. Anything that stands by logic for imbuing with wind can essentially be covered. When covered, these objects obtain a certain ability, where the user by performing basic hand gesture can release a pulse of wind from the object, creating a repel effect to push objects away (which can be aimed depending on the direction of the pulse), or create a vacuum effect to draw objects in closer to the user. The objects can be repelled up to long range (mainly due to momentum), however, material can only be drawn in from mid-range (where the pulse is set), this also means if the user was to exit the mid-range area of the pulse they can no longer perform this jutsu. This technique has potential to repel, and vacuum material as small as rocks, and Kunais, to larger size material like boulders. Evidence of a technique like this has been seen in the Narutoverse, for we have seen material be covered and imbued by wind (Danzo's wind technique), and wind has a basic tendency to releases pulses as well as vacuums from different mediums within specific jutsus. The drawback of this technique is another basic concept of wind, for not only is it easy to notice a greenish-aura around these constructs/techniques, the pulse to repel, is rather easy to hear, and the vacuum effect has a certain "suction" noise to it, once again easy to notice for the average ninja hearing. The movement of the objects when being repelled or vacuumed in, is dependent on the size of the construct, obviously a larger rock section will be repelled much slower then a small kunai, either or, they can all be traced and reacted to by any ninja.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: Must have Mastery of Wind
Note: The jutsu is kept active for three turns
Note: Requires one turn cool down before use again, the entire technique
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time
Note: Follows elemental strength and weakness
Note: Can not be used on lightning or fire element
Note: The repel pulse is projectile, the vacuum effect is a stream

‡ Pending ‡ Leaving for Typhon.

☼ Declined DNR ☼

(Suiton: Dorisu Akuma Kuiiruyōni)- Water Release: Doris Devilish Devouring
Type: Supplementary/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This mist has absorption abilities (similar to grudge rain), but not of chakra, it absorbs the specific traits of elements within the mist, and from their since the mist is closely in contact with the water technique, it will in a way 'transfer' these traits onto the water technique. When the users water technique clashes with fire, the mist will absorb the heat, transfer it to the water technique, from there the water becomes scolding hot to touch. Lightning has more potential to conduct through water without it overpowering it. This transfer will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This way the original water technique will not be weakened, and retain the fullest of capabilities. Due to the mist veil being A-Rank, and have specific chakra harboring. This technique works under logical elements, not all elements will be able to cope with this, such as wind, earth, most water, wood, steel, etc. This also means the abilities absorbed, and transfer will grant the water logical traits in correspond with the element it touches. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Use of this technique does not manipulate elemental strength and weakness, but simply gives it special traits. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with an element.

Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can not be used on KG/CE water based elements
Note: Can only be used three times per battle
Note: Cannot be used on Forbidden Rank Techniques

‡ Declined ‡ Made some edits. All I need you to clarify is, the mentioned elements like wind and whatever else. Will it still absorb them/absorb the chakra out of them even though the traits aren't being reciprocated? Also, state that solid elements which are "absorbed" will still exist as structures devoid of chakra. Otherwise, great technique you have here. If and when I approve this, I'm going to specify that Doris itself can't benefit from Ceto but the underlying technique can.

(Raiton: Eregan Tentai Jisshi)- Lightning Release: Elegant Celestial Embodiment
Type: Defense/Offense
Rank: A
Range: Short
Chakra Cost: 30 (-10 per turn)
Damage Points: N/A (60)
Description: The user will gather lightning chakra throughout their body, and release it on the edge of the users skin. This creates a unique armor of electricity for the user, that has quite the versatility attached to it. The user can summon the armor in two distinct fashions. The one being focused lightning, the second being unfocused. The focused lightning will appear tightly around the body of the user, rather tangible, with no current. Offensively the user can slice, and pierce through many types of material- making this form very offensive based. While defensively, due to it being so tangible - tightly concentrated, when water contacts it, the armor will not conduct it. This makes swimming, and liquid interaction easily accessible for the user. The user is vulnerable to larger attacks however, for this doesn't have as much destructive force. When using the unfocused armor, it would appear similar to a Nagashi around the users body. Simple touch can numb the area, the longer the contact, the higher chance of paralyzing the victim, offensively the armor is not as potent. The user is more vulnerable to water in this state. But the main attribute is defensively, when touching things of solidity, no matter the size, the electricity will be able to ravage along the body, conducting through it, and destroy it to pieces. This makes Golems gripping onto the opponent vulnerable, roots of wood destroyed with ease, and steel cages less of a threat. This armor provides suitable defenses, but work logical with the size, along with the ranking. The armor for both facets can be used for bodily attacks (punches, kicks, tackles, etc), and kenjutsu. With the armor on, the user can only use lightning, and regular ninjutsu (raw chakra). The user can switch the form of the armor through the use of a hand seal at any time needed, while able to deactivate it mentally with no time wasted.

Note: Last three turns
Note: Can only be used twice
Note: One turn cool down before re-use
Note: Can only be taught by Noni

‡ Declined ‡ The focused lightning bit has been done more times than I can remember. I'm willing to allow the unfocused bit. However, it will not act as you imagine. Nagashi is the same rank as this and in terms of destructive potential, it can only affect up to C-Ranks. I don't think you'll find this all that useful.
 
Last edited by a moderator:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Kumo Ninpo: Akui Bakudan)- Spider Ninja Arts: Malice Bomb
Type: Offensive
Rank: B
Range: Short-Long
Chakra cost: 20
Damage: 40
Description: By harvesting venom from spiders before battle, signers of the Spider contract carefully place these small amounts of venom in vapourized forms into metal pellets to be carried in their ninja pouches. The pellets look very similar to the bells Kakashi wore when challenging Team 7 in terms of size and dimensions. They are very light weight and can be thrown incredible distances, only two at a time can be thrown though. When met with force, for example being thrown on the ground, the bells erupt into a putrid black mist releasing the neurotoxic or necrotic venom in a 5 meter (short ranged) radius from its explosion point. Then, with a wind technique of C ranked or above the user can spread the venom to have it diffuse quicker in the air and cover a larger area of up to mid ranged from the explosion point. The user has access to a single vial of the antidote that nullifies the effects of the venom no matter the stage, which is kept on their person should they be affected. There are essentially two types of malice bombs:

Neurotoxic variant
- The main effect of a neurotoxic venom mist is to block nerve impulses to the muscles, causing cramps and rigidity and also disrupting many of the body's functions. By gaining atraxotoxin from Funnel Web spiders this bomb variant, when inhaled, overstimulates the production of the neurotransmitters, acetylcholine and norephinephrine, causing paralysis of the entire nervous system. The combined effect causes sudden and severe stress to the entire human body.In extreme cases, this can result in death due to respiratory or circulatory failure. But this takes time, in the first turn of inhalation the target's muscles become rigid and numb, severly slowing down Taijutsu and other bodily movements as well as hand seals. In the second turn of inhalation the target's lungs begin to shut down, depriving the body of air, which will lead to suffocation. If by the third turn the opponent doesn't halt the inhalation of the venom his entire nervous system is shut down, and his body enters a state similar to comatosis and remains that way for two turns.

Necrotic variant
- Normally, necrotic venom causes skin blisters around the site of the bite, which may lead to ulcers and tissue death - necrosis. Needless to say this variant literally eats away at the target's flesh, until it is no more. The necortic venom mist doesn't have to be enhaled though, after two turns of direct exposure the mist causes the underling tissue of the exposed skin in the victim's body to rot away causing the opponent to feel great pain whenever he moves either of them, when stationary however the pain subsides. After the 3rd turn the underlying tissue rots away at the epidermis of the victim's skin causing it to fall from his body exposing his muscles to the elements, which causes an immense amount of pain. Finally, after the 4th turn of prolonged exposure the venom mist will see the target have a full scale necrosis in the exposed areas which will have them rot and fall from his body with any sudden movement.

Note(s):
- Only one variant can be used at a time, and only once per turn
- This jutsu requires a two turn cool down
- Only two of each variant can be thrown a time
- User is highly resistant but not immune to the venom, taking one turn longer for the dictated ailments to take effect
- Must have signed the Spider contract

‡ Declined ‡ Sorry but you require medical training (specifically Poison Release) to submit something like this. You can submit things which are venomous/poisonous but not on this level without having certain skills or bios such as Sasori.

(Futon: Iongeto Reishiki)- Wind Release: Aeon Gate Type 0
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra cost: 50
Damage: 90 (-40 from user)
Description: After successfully devising the parent technique, Yosamu pushed himself yet again, to break all the boundaries that obscured his initial success and developed a successor technique that far surpassed the first. He named it, Type 0, because it was the final form of the ingenious jutsu, set to annihilate the greatest of foes. This move, required immense amounts of chakra from the user being converted to Futon at a near instananeous pace. The user will gather this great amount of energy within himself and hold both his hands outwards, as if getting ready to hug something but as he does this he/she's actually releasing all this stored chakra across the battlefield in an omnidirectional manner starting from short ranged reaching up to long ranged, a gate will open up short ranged from the user as this happens. Then, the user will run a physical non-chakra coated object through this initial gate, just like the parent technique. But, instead of just one portal opening 5 meters from the target multiple gates will open, amounting to the hundreds, each with elaborate patterns on their 2D shape. The object that the user had placed through the first gate would get replicated by this multitude of gates and will be multiplied accordingly. Meaning, if the user had thrown a kunai through the first gate, the gates that follow would each release a single Futon replica of this said kunai which would in turn fire hundreds of replicas at the target all collectively amounting to Forbidden rank. But it doesn't end there, the gates will close as usual after releasing this replica, but will continue to repoen to fire more replicas of the said object, they will continue to reproduce these replicas at a rapid pace with the Futon projectiles appearing as green streaks of light. The gates open and close at the speed of a blinking eye, releasing only replica at a time, but in the company of the many other gates these replicas appear infinite. The gates will continue to rain down the projectiles on the enemy for two whole turns and their arrangement can be set in any order by the user. Meaning, he can choose to arrange the firing gates in a wall formation, a dome formation, a concave/convex formation anywhere as long as it stays 5 meters from the opponent. With chakra guidance and control the user can even open the firing gates in his vicinity as well, having the projectiles rain around him without as much as touching a hair on his head. Throughout the technique however, he must stay focused and can't mold any other forms of chakra until the technique ends or is destroyed. After this technique ends, the user is left much fatigued, as that much chakra takes a strain on his reservoir and physical well being. His speed will fall by two ranks and the user will have sore painful limbs for two turns after using this technique.

Note(s):
- Can only be used once
- Lasts 2 turns
- After this technique, user can't mold above B ranked Wind next turn, then nothing above A ranked Wind the turn after, until the fourth turn after this technique he may use up to Forbidden ranked Wind jutsu

‡ Approved ‡ Made some edits. Added restrictions befitting of a Forbidden Rank.

(Kumo Ninpo: Doku Heiki)- Spider Ninja Arts: Venomous Weaponry
Type: Supplementary/Offensive
Rank: D
Range: N/A
Chakra cost: N/A
Damage: N/A
Description: Similar to the concept of Malice Bombs, shinobi of the Spider contract have learned to harness the powerful venom of some of the most dangerous spiders in their arsenal. The venom, once gained, is then applied to the ninjas' weapons to offer much more lethal potential beyond sharp blades and blunt edges. Unlike Malice Bombs, the venom isn't specified (neither Necrotic or Neurotic) and is a cocktail of both variants. Also, the venom isn't vaporized but is kept in liquid form but dried when placed on the weaponry. This way the venom can stay discreet and catch the opponent by surprise should he be as much as grazed by said weapon(s). However, to coat so many weapons in venom it looses its toxicity as it is 'stretched' among so many tools. Instead of grim and immediate effects like that of Malice Bombs the effects of the venomous weaponry are much more mild, but when applied in large amounts can prove their destructive power. For an opponent grazed, slashed, or stabbed by the weaponry he/she will lose feeling in said limb area affected. They will still be able to move it and have it function on their behalf, but sensation would be lost as well as the spider venom settling in their system. One graze is mild and will probably go unnoticed. Each time the opponent is afflicted with these venomous weapons it equals to a D ranked attack, and it stacks each time they get exposed to the weapons so a second occasion will turn the D ranked affliction into a C ranked affliction. Then on the next exposure it turns to a weak B ranked, then a full fledged B ranked. If the opponent manages the venom to be stacked to that of a full S ranked technique they will die as the venom builds up in the their system over time. So in total it takes sixteen strikes from a venomous weapon to kill the opponent (x16 D ranks= 1 S rank) and this can come in the form of slashes, stabs, and cuts as mentioned before, below is a small table of ranks and accompanying afflictions:
D Rank= No noticeable affliction
C Rank= Slowed reaction and cognitive actions
B Rank = Blurred vision, slightly slurred speech
A Rank= Involuntary coughing, bleeding from eyes, nose, mouth and ears
S Rank= At the end of the turn victim dies
Note(s):
- Can only be applied to weapons with blades such as kunai, swords, shurikens
- Bios with this ability must specify which type of weapon is being used as venomous, meaning one can't have venomous shurikens and a venomous sword
- Must have signed the Spider contract

‡ Approved ‡


 Declined  Was reported this: The technique above is declined. You cannot submit poison or venom techniques without medical training. Your summons might be venomous or poisonous but that doesn't allow you the same chracteristics. This technique is hereby revoked. PS- This also includes the note on your bio. No, you cannot have all your weapons poisonous/venomous.
 
Last edited by a moderator:

Gobi Gobletsson

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

(Doton: Chikyu Jun) - Earth Release: Earth Associate
Type: Offensive/Defensive
Rank: B
Range: Short-Long
Chakra cost: 20
Damage points: 40
Description: This technique enables the user to, through a gesture of hand, to link himself or other earth structures with one another. Not literally, but through a constant output of earth chakra that will in a direct lane within the shape of the object in question connect to another. Essentially this will create a barrier, or wall if you would with a constant influx and outflux of earth chakra, between the two objects similiar to Kakashi's Lightning Chain. Now, the objects can however be linked with more than one, such as three connecting together. The outflux is similiar to a stream of condensed dust which travels by tremedous speed, which proves capable of severe shredding and cutting as if hit by rock shrapnels.

✦ Declined, up to how many of these things can be connecting and long range is too far to connect, Kakashi's only works up to mid range and is S rank, this is essentially the same thing as his and shouldn't be B rank either. 1 Handseal minimum as well, no waving or gestures ✦

(Doton: Chikyu Tenpuru Seido) - Earth Release: Earth Temple Sanctuary
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: N/A
Description: ''Chikyu Tenpuru Seido'' is a technique triggered through a wave of both the users hands, forming a perfect circle infront of himself. Upon activation the user activates the most fabled defensive earth technique known by mere plainwalkers. By extracting the strongest minerals from the ground below, the user will forcefully cause smooth earthern pillars to emerge by high speeds around the himself in circular formation that can range from short to the mid-range. The earthen pillars themselves do not move, however emit a continuous flux of Earth chakra so that the space between the pillars is filled with chakra, forming a complete dome around the user, however it remains transparent so that the user still can see through it. Because this dome of fluxated chakra is spinning, it not only can defend against offensive jutsu's, but also against things like smoke, dust (not the element), poison clouds etc. as it purifies the air in and around the sanctuary. ''Chikyu Tenpuru Seido'' equals that of a Forbidden Ranked technique and is capable of blocking F-ranked techniques and blow. Once used it lasts untill deactivated. It drains additional chakra of 20+ chakra per turn it is activated. While the Sanctuary is active, the user is restricted from using other elemental chakras, aside from those related to earth.

‡ Both Pending ‡ Leaving for someone else.

✦ Declined, for one the "strongest minerals" line has to be removed, there are too many mineral based CE to allow that to be said. It's simple earth This is an F rank jutsu and will need a usage limit and of needs to cause some form of daamge to the user. As it is though, this is simple rotating pillars around the user that you get specific with the wind that naturally is sucked out, just worded better ✦
(Doton: Chikyu Tenpuru Seido) - Earth Release: Earth Temple Sanctuary
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: N/A (-15)
Description: ''Chikyu Tenpuru Seido'' is a technique triggered through a wave of both the users hands, forming a perfect circle infront of himself. Upon activation the user activates the most fabled defensive earth technique known by mere plainwalkers. By extracting the strongest properties of earth release from the ground below, the user will forcefully cause smooth earthern pillars to emerge by high speeds around the himself in circular formation that can range from short to the mid-range. The earthen pillars themselves do not move, however emit a continuous flux of Earth chakra so that the space between the pillars is filled with chakra, forming a complete dome around the user, however it remains transparent so that the user still can see through it. Because this dome of fluxated chakra is spinning, it not only can defend against offensive jutsu's, but also against things like smoke, dust (not the element), poison clouds etc. as it purifies the air in and around the sanctuary. ''Chikyu Tenpuru Seido'' equals that of a Forbidden Ranked technique and is capable of blocking F-ranked techniques and blow. Once used it lasts untill deactivated, and can only be used twice per NW event. As any other F-ranked technique, it takes a toll on the user body -15. It drains additional chakra of 20+ chakra per turn it is activated. While the Sanctuary is active, the user is restricted from using other elemental chakras, aside from those related to earth. Should an object come in contact with the walls of Earth Sanctuary, he would be hit by a punch packed with enough damage to equal that of an F-rank - Thus the strength of the defensive properties..

‡ Declined ‡ Elaborate on the nature of this more (it isn't clear through your description). Also, this needs restriction befitting a forbidden rank and can only be used once per battle/NW event.

(Doton: Chikyu Jun) - Earth Release: Earth Associate
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: This technique enables the user to, through a hand sign, to link himself or other earth structures with one another. Not literally, but through a constant output of earth chakra that will in a direct lane within the shape of the object in question connect to another. Essentially this will create a barrier, or wall if you would with a constant influx and outflux of earth chakra, between the two objects similiar to Kakashi's Lightning Chain. Now, the objects can however be linked with more than one, such as three connecting together(Max 3 per usage.). The outflux is similar to a stream of condensed dust which travels at a considerable speed, which proves capable of severe shredding and cutting as if hit by rock shrapnels. These links only reach mid-range off itself. Meaning that the user can link himself to a structure mid-range in all directions of himself, and said object functions the same.

Note: Can only be used thrice per battle

‡ Approved ‡

(Doton: Hanto) - Earth Release: The Hunt
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique enables the user through a transmission of earth chakra, to lay a dormant trap that stays on the field, untill triggered by the lift a pressure. By compressing and converting the earth beneath the combatant into a sticky liquid, the ground below the target will lower slightly to an extend which is overall unnoticeable. Should the lift of pressure occur should the target move, the trap will trigger and explode similiar to a grenade converging onto everything within short-range. The sticky liquid is similiar to the mud found in Swamp of the Underworld. The user can create upto three traps, within the range of the technique which is almost instantous in creation, such as it is upon explosion.

‡ Declined ‡ An A-Rank with no notes or restrictions whatsoever? No to the instant in creation and activation. How long does the lie dormant for? And what kind of explosion is it? Is the opponent merely covered in mud?
(Doton: Hanto) - Earth Release: The Hunt
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: After performing the Boar handseal, this technique enables the user through a transmission of earth chakra, to lay a dormant trap that stays on the field, untill triggered by the lift of pressure. By compressing and converting the earth beneath the combatant into a sticky liquid, the ground below the target will lower slightly to an extend which is overall unnoticeable. Should the lift of pressure occur should the target move, the trap will trigger and explode similiar to a grenade converging onto everything within short-range. The sticky liquid is similiar to the mud found in Swamp of the Underworld. The user can create one trap per usage, within the range of the technique which is fairly fast in creation, such as it is upon explosion.

Note: Can only be used thrice per battle

‡ Approved ‡ Something like this shouldn't inflict damage and it should require at least a single handseal. I don't want you activating this at the beginning of a battle with your opponent being completely unaware that a technique has been used. Made these edits for you.

New

(Doton: Keshin Shuyona Umi Chikyu) - Earth Release: Incarnational Primal Earth Sea
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: A technique long lost by the newer generation of Shinobi, only yet to be summoned forth by the true masters of Earth Release, namely those that are members of the Earth Temple. Yet not even everyone in said place can muster the technique. Through a special hand sign accompanied with either a stomp of the foot, or slamming both palms onto a surface, the technique triggers. When triggered the user's chakra will flood the field, fleeing into long-range in an omni-directional manner of the user, and lay dormant in the outer range of the battlefield. Upon activation the entire field takes toll of the technique - The earth will start to shake as the parameters from the technique start to spin viciously fast in either direction of the clock, and cause the mass of earth within the boundaries of the technique to follow, starting from the borders and going inwards. The insides of the field will start to crack, shatter and otherwise following the motion of rotation causing an humongous pit to form, dragging everything within range towards and into its epicenter where upon once would be crushed beneath the sheer weight of the earth itself, should one not have been knocked out prematurely by the mass amount of debris. The technique itself is not easily countered, as it requires for the borders of the technique to be destroyed as in itself, the inside is not affected by chakra, but due the high rotation still carries the punch of F-ranked technique. The user himself is during the technique incapble of utlilizing Fire, Wind, Water and Lightning, however his earth-based techniques are unhindered and unaffected by the technique itself(Unlike his opponent), allowing himself to create a plateu should he not want to be sucked into his own attack. Primal Earth Sea lasts a duration of four turns and are usable twice per NW event. It takes a toll on the user's body damaging him for 20, while if the creator should wish can regenerate any damage given the borders by paying an additional amount of +20 a turn.

‡ Declined ‡ This is just a Forbidden Rank version of the Antilion technique.
 
Last edited by a moderator:

Yashiro

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

(Genjutsu: Sen'i No Akumu) - Illusionary Arts: Fiber Nightmare

Type: Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user performs a sequence of three (3) hand seals whilst focusing their chakra into the mind of their target. By making mention of the word "Retract", the genjutsu is activated, causing the target to start seeing and believing that suddenly all their clothing starts retracting/pulling inward and sucking their entire body sort of into a dark vortex, but more like the fiber within the clothing starts to retract and reshape into a tiny ball of cotton or wool. At first it feels as though the clothing is only getting tighter, however, not long thereafter or almost immediately thereafter, the clothing starts to completely squeeze the body, sucking violently inward and effectively immobilizing the target. It further moves to the bones, crushing the bones and compressing the entirety of the targets body into one small ball of fiber. The whole experience delivers excruciating pain to the opponent due to him believing what is actually happening to him. Should the fiber be allowed to completely retract, the target would pass out for a single turn. With the fiber retracting, the target is compelled to tense up his body. Making the illusionary experience have almost the same effect as within the illusion. Even if the target releases the illusion, depending on how far along the fiber retracted, the body would still feel stiff, slightly imparing movement.

Note - Can only be used once per battle.
Note - No genjutsu during the same turn nor the one thereafter.
Note - After the illusion has been cast, it remains Dormant for two turns and can be activated anytime within that time, thereafter it simply fades if not activated.
Note - Should the illusion not be released in the immediate turn after it has bee activated, the target would lose consciousness.
Note - Can only be taught by Yashiro.

‡ Declined ‡ Woah woah woah. This became more and more unreasonable the more I read. Causes the target to go unconscious? Even if its only for a turn, that's OP. Still feeling the effects of an illusion after having broken it? Never. S-Rank paralysis (or even techniques which hinder movement) are no longer allowed.
(Genjutsu: Sen'i No Akumu) - Illusionary Arts: Fiber Nightmare

Type: Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user performs a sequence of three (3) hand seals whilst focusing their chakra into the mind of their target. By making mention of the word "Retract", the genjutsu is activated, causing the target to start seeing and believing that suddenly all their clothing starts retracting/pulling inward and sucking their entire body sort of into a dark vortex, but more like the fiber within the clothing starts to retract and reshape into a tiny ball of cotton or wool, consuming the target's entire body. At first it feels as though the clothing is only getting tighter, however, not long thereafter or almost immediately thereafter, the clothing starts to completely squeeze the body, sucking violently inward and compressing the target's body into a small, hand sized ball of fiber. It consumes the flesh then moves to the bones, crushing the bones and compressing the entirety of the targets body into one small ball of fiber. The whole experience delivers excruciating pain to the opponent due to him believing what is actually happening to him. Should the fiber be allowed to completely retract, the target would completely lose his senses of sight and hearing, as the world around him darkens entirely with the target appearing to have been absorbed into a dark vortex from his point of view. With the fiber retracting, the target is subdued by the excruciating pain of having his entire body crushed and consumed with extreme force, albeit, movement doesn't prove impossible.

Note - Can only be used once per battle.
Note - No genjutsu during the same turn nor the one thereafter.
Note - Can only be taught by Yashiro.

‡ Declined ‡ This is still vague. Is movement possible or not? To what degree is it hindered? Logically, something like this would leave someone almost incapable of movement. This needs to be lowered to A-Rank. I also removed the note about this being usable as a dormant genjutsu.

(Ninjutsu/Genjutsu: Shi no shokubutsu no shushi) - Ninja Arts/Illusionary Arts: Seed of the Death Plant

Type: Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user either forms an inflorescence shaped explosive of chakra which is tossed at the opponent and detonated into multiple seeds of chakra or makes direct contact with the targets body and releases a seed of their chakra into the opponents chakra network. If no contact is made with the head, affects is delayed by one turn as the seed projects an embryonic shoot that vines through the body and into the brain to cast the illusion. Once the seed of chakra is released into the opponent's brain or the embryonic shoot has made it's way to the brain, It begins the affects of the illusion on a subtle scale before escalating into one gruesome illusion yet beautiful at the same time. During the turn the seed has been planted, the target would experience a tingling sensation within their bodies as the seed begins to sprout it's roots through the body. The target would also have his sense of smell disrupted by the smell of flowers and pollen, compelling the target to sneeze constantly, which in fact would also disrupt the targets sense of sight as with each sneeze the eyes automatically close. Following in the next turn, the roots begin sprouting into flower buds which escalates the affects of the illusion, now the sneezing becomes uncontrolable as the smell becomes even stronger. The target would even begin tasting the flowers overwhelming even the targets sense of taste. The taste of the flowers or roses depends on the user, for example, a tropicana rose for instance tastes like a blade of grass, the pale lavender colored roses have a distinct taste of Black Pepper where as the dark red ones have a faint soapy taste etc. the tastes depends on flower or rose being used for the illusion. During the following and final turn, the roots and flowers would have spread throughout the target's body, leaving no space for further development, the flowers/roses would then burst forth from the target's body, forcing it's way out and inevitably destroying the target's body from the inside out. Ripping apart every fiber of their being and delivering overwhelming and excruciating pain as the target nears death. Thereafter a large flowerbed grows from the body ending the opponent's life as well as forming a grave for the deceased as well. A simple way of exclaiming that there is beauty in peace.

Note - Can only be used once per battle.
Note - No other genjutsu may be used or layered with this illusion.
Note - No regular ninjutsu above A rank during the course of this illusion.
Note - The illusion is in affect for 3 turns, following death in the 4th. Albeit, if the seed is not directly planted in the brain, then it would be an extra turn added.
Note - Can only be taught by Yashiro.

‡ Declined ‡ What gave you the idea that this would ever be allowed? I won't DNR this simply because the illusion part is fine and has some potential. Remove everything to do with explosive chakra and flowers exploding out of the opponent's body. Make this a simple genjutsu.

(Fuuton/Kenjutsu: Shinku Tsuki, Gin Kiba) - Wind Release/Sword Arts: Crimson Moon, Silver Fangs

Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user focuses their wind chakra between himself and the opponent, creating a distortion in the air between them that swiftly draws the target towards the user. The wind sort of forms tentacles of air that latches onto the target and drags his/her body towards the user. This, however, is best used when the opponent moves to perform an attack that causes him to raise his arms above the head, since then the target would leave an opening in the abdominal area for the user to strike. And when the arms are raised above the head, the force of the wind dragging the target would leave them temporarily immobilized when within short range(Five meters apart or so). However, Being mid range and using this technique allows more time for the target to break free of the wind, by the time the wind had dragged the target into short range the wind would be so weak that it could easily broken with force or a drastic weight change. When close enough the user performs a desirable sword strike most convenient for the user or
the situation.

Note - Can only be used 3 times per battle.
Note - No wind in the same turn.
Note - Can only be taught by Yashiro.

‡ Declined ‡ I was going to outright decline this, since it's simply an A-Rank dragging force and a freeform slash but I'll do something else. Raise the rank of this to an S-Rank. Make the initial pulling force an A-Rank Wind technique and then have your slash release an A-Rank blade of wind. Whether or not the opponent breaks free of the pulling force, you can still release the slash of air.
 
Last edited by a moderator:

21 Savage

Active member
Legendary
Joined
Mar 14, 2014
Messages
11,522
Kin
717💸
Kumi
5,004💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

The Amulet of Anubis
Rank: S
Type: Weapon
Range: Short
Chakra: N/A
Damage: N/A
Description: The Amulet of Anubis created in Second Ninja World War by Nabi, the Flying Fairy's Shinobi steward which was a reward for his most admired Humans, Bolin and Sokka. Based on ignorance, they both didn't fully understand the abilities of the amulet as they saw it to be a mere monumental kept for design. The 2nd Ninja World War broke out a few months later while the assistance of Nabi was required at the Borderlands of Kirigakure to ward off invaders from the east. He warned the children to keep the Amulet close to themselves always after telling them of their Kekkei Genkai and that he'll always be there; Thus they began wearing the Amulet everyday and Everytime.
The Amulet has a primary passive ability to detect the interference of external chakra source, to see through Illusions in short though the Twins have to break through themselves. It gives a slight glow to alert in such circumstances.
By Focusing chakra into the Amulet, It can locate any chakra-based entity up to Mid range from the user able to pin-point the location of enemy beings in case of Emergency.
Also, the Amulet is able to Defend the Twins from any suprise attack that seeks to damage or affect the user based on Nabi's will to protect the Twins - even in death. In a situation where such attack is properly defended from, It releases a strong blinding beam of light up to Mid range capable to blinding the enemy temporarily for atleast One successful turn of Impact.

‡ Declined ‡ Teno just made something exactly like this one cycle ago. Only difference his was more powerful. DNR.
 
Last edited by a moderator:

Never

Active member
Supreme
Joined
Jun 22, 2012
Messages
32,560
Kin
2,719💸
Kumi
44,736💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

You must be registered for see images

Enbāserika ☯ Ember Celica
Type : Weapon
Rank : A
Range : Short - Mid
Chakra Cost : (+10 Fire Cannister)(+20 Recoil Celica)
Damage Points : (+40 Fire Cannister)(+20 Recoil Celica)
Description :
They appear as bracelets at first, but when willed by the user they cover the user's hands and forearms, acting as arm guards/gauntlets. The gauntlets have a golden colour and can block freeform blades and weapons with ease. The Gauntlets are loaded with small orange cannisters that revolve around it so that they can each be shot from the front, they're fired by channelling fire chakra into cannister area causing a small explosion that fires it forward whilst also setting it alight - it doesn't take much chakra to fire the cannister. The cannisters shot from the gauntlet travel at the same speed as an arrow fired from a bow and explode on impact, the explosion no bigger than that caused by an explosive tag.

Ember's Wink
These Gauntlets can also be coupled with Taijutsu, firing them as you punch to make them even more powerful. At this short range the explosions are controlled as they explode outwards as a fiery blast; The explosions aren't enough to kill someone but will cause serious 2nd degree burns and can set clothing on fire, though they are still capable of fighting opposing elements. This is a single shot that is B-Rank fire damage and can even be used to punch the ground, creating a tremor capable of knocking those in short range off balance, though it doesn't split and buckle the ground. This can also be used at range, the cannister will travel up to mid range before exploding or hitting something and exploding.

Ember Barrage
Fires a Succession of Cannisters from each or one gauntlet (up to 4), that can be punched into something at close range multiple times or fired up to mid range. Each Cannister is ranked at B and so up to the four in total fired this adds up to S-Rank if all four were aimed at a specific target. When they are fired however, it doesn't have to be shared from both gauntlets and the user may choose how many is fired from each gauntlet as long as it's a maximum of 4 that are fired.

Recoil Celica
The user basically fuels more Fire chakra into the cannisters and so when it explodes they become more powerful, this can be coupled with both Ember's Wink and Ember Barrage (however the damage boost will only be added to one of the four cannisters fired). This can also only be used in Short range as the blast come directly from the Gauntlets and anything on the other end of this stronger explosion will be blasted away into Mid-Range, the damage still isn't enough to kill a person but will cause 3rd Degree Burns. However, this stronger explosion is so powerful that it will cause the user to be pushed back a few meters them self as it carries so much force (User can also be pushed into Mid-Range depending on how they stand, for example if they are in the air they will be push a lot further than be pushed whilst standing against the ground which would probably be only up to short range).

Light Reload
Though this is a freeform move it has to be done when a certain amount of cannisters are fired, each gauntlet carries 12 of them and when all 12 are used on each they have to be replaced. Although the user can reload prematurely when there are only a couple left and they'll know they're gonna need the full load. When this action is done, this counts for reloading both gauntlets.
You must be registered for see images
Notes
- Transition from Bracelet to Gauntlet is purely cosmetic
- Ember's Wink Counts as a Move
- Ember Barrage Counts as a Move
- Ember Barrage has a cool down of 2 turns
- Recoil Celica doesn't count as 1 of the 3 moves, but the extra chakra is still deducted
- Light Reload can only be done 3 times

‡ Declined ‡ This doesn't warrant a custom weapon. The abilities are too similar to canon fire techniques, namely exploding flame shots and the D-Rank Fire Release technique.
You must be registered for see images

Enbāserika ☯ Ember Celica
Type : Weapon
Rank : A
Range : Short - Long
Chakra Cost : (+30 Close Range)
Damage Points : (+60 Close Range)
Description :
They appear as bracelets at first, but when willed by the user they cover the user's hands and forearms, acting as arm guards/gauntlets. The gauntlets have a golden colour and can block freeform blades and weapons with ease. The Gauntlets are loaded with small orange cannisters that revolve around it so that they can each be shot from the front, they're fired by channelling fire chakra into cannister area causing a small explosion that fires it forward whilst also setting it alight - it doesn't take much chakra to fire the cannister. The cannisters shot from the gauntlet travel at the same speed as an arrow fired from a bow and explode on impact, the explosion no bigger than that caused by an explosive tag.

The Cannisters that are loaded onto the CW are basically Explosive Tag replacements in the form of little cylinders that can be shot from the Gauntlet by punching forward. The Cannisters unlike explosive tags explode on contact once they are shot, however they carry the same strength as an explosive tag and will only cause minor burns and cuts - however it is strong enough to at least push the opponent back onto his back if it hits. (Cannister Explosion has about 2 meter diameter)

These Gauntlets however can also be combined with Taijutsu, rather than using the long range cannister firing, they can be much stronger at close range. When the user is close enough they will shoot the cannister, however by channelling chakra into the cannister the user can make it explode as it leaves the cannister when the punch, the explosion will be controlled outwards and a lot more powerful because of the chakra. The explosion is powerful enough to send the opponent flying into mid range with 2nd degree burns, but it's also powerful enough to send you flying. If you are on the ground, you would probably be pushed at max 5 meters (short range) depending; OR if you jumped and fired or were in mid-air you could be launched a distance of at least Mid-range and so this can be used to the user's advantage and be combined with Taijutsu.

The Cannisters cannot be fired forever, each gauntlet only carries 12 which means 24 in total. The user must reload the gauntlets by replacing the Cannisters with a new strip probably taken from their ninja pouch (or wherever else stored stated on the user's bio) and this take up time and one of their three moves.


You must be registered for see images
Notes
-Long Range Use is Passive Like throwing Explosive Tag Kunai
-Short Range use costs a turn
-Short Range use can be combined with Taijutsu
-Reloading costs a turn


‡ Declined ‡ Sorry but this is something I would only allow for Blast Release (non-clay variant) since their effects are virtually identical.

(Genjutsu : Furi shi) - Illusion Technique : Feign Death
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description:
A Short Range Genjutsu where the opponent will go to do a blow with a weapon or their Taijutsu, the genjutsu will activate and their attacks seem to go through and in the illusion they will see their weapon strike down their opponent whether it be gory or not. If Taijutsu is used then they will see their opponent get knocked out and collapse to the floor. However in reality the user would dodge the attack and be free to move around the opponent and perform a counter strike as they can't be seen, the opponent is free to move around but all they will see is the dead/knocked out user in the battlefield until broken out of the Genjutsu.

This can also be used on the opponent if they are in short range and are doing a Jutsu, however the user must be able to avoid the jutsu because for example large scale jutsu in close range would be impossible to dodge. The opponent will see the user defeated in the genjutsu as they would with the weapons and Tai variation.

- Can not be used in the turn after first use
- No genjutsu in the same turn as this
- Must be taught by LonelyAssassin

‡ Declined ‡ This is similar to existing things and somewhat overpowered.

Resubmitting All
Custom Summoning Contract :

(Kuchiyose : Bānakuru-wan) - Summoning : Barnacle Bay
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/A
Description:
The user can either do the normal summoning method or bite their thumb, wipe it on the summoning tattoo and then slam the ground. These are Acrothoracica type barnacles and they are summoned into the ground where they burrow into it, creating thousands of little slits in the earth all up to the max of Mid-Range all around the user. This summon uses its tendrils by sticking them out of their burrowed homes and anything that brushes passed they sense, sending the information back to the contract signer(s) of the disturbance in that area, their tendrils can be damaged but they usually retreat into their burrows if anything damaging starts to spread across the ground (like fire) and when it has dispersed they reappear. These barnacles disallow the opponent from using any jutsu using chakra that come from the ground up to A-Rank in their vicinity because they now have complete control of the earth stopping any chakra from above the surface.

- Can only be Summoned Once
- Lasts 4 turns on the battlefield.
- If the Opponent uses an S-Rank Earth Jutsu from the ground it is weakened to an A-Rank.

(Removed Mud Blast)

♠ Approved ♠
^ For Reference

Contract :

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Legs of the Thoracica
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tentacle like limbs, fuelling them with strength and making them much longer and stronger. The limbs will now be capable of stretching up to 5 meters and grabbing a hold of a target that the user wishes for the summon using this jutsu to. Because this is the fleshy part of the barnacle, it isn't as durable as the shells, but because of the extra strength put into the tendrils they can at least with stand B-Rank elemental attacks.

This can be used by up to a group of four Thoracica or Ancrothoracica Barnacles, however the power would be split between each barnacle that used the technique. For example if "Barnacle Bay" performs this jutsu then from each slit in the ground would be C-Rank tendrils from four different locations that could grab onto the opponent. The tendrils can also grab onto nearby tools or be used as transportation if the Barnacles are capable of moving (unlike barnacle bay as they are embedded into the ground) by grabbing onto something and pulling themselves closer.

- Any Thoracica or Acrothoracica type barnacles can use this
- No Barnacle arts in the same turn
- Grown Tendrils last for 3 turns

‡ Approved ‡
 
Last edited by a moderator:

Urda

Active member
Supreme
Joined
Aug 4, 2011
Messages
23,635
Kin
2,210💸
Kumi
7,699💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Doton: Daimimizu Bakuhatsu Dansu) - Earth Style: Great Earthworm Exploding Dance
Type: Attack, Supplementary
Rank: S
Range: Mid/Long
Chakra: 40 (-10 for the duration of the technique)
Damage: 80
Description: Daimimizu Bakuhatsu Dansu is a ninjutsu that utilize the Earth Element to create a giant, 20-foot-long worm that devours the target. After performing the Boar → Dragon → Bird → Tiger → Snake hand-seals and slamming their palm on the ground, a huge worm is constructed from underneath the ground (appearing below the target). Laying low in the earth, it is totally submerge and hidden from the targets site. It is fueled with chakra for suiting the purpose of pinpointing and locking on the targets location. It ambushes the target as it emerges from the ground floor to consume them. As the target is consumed, they are entrap in the belly of the earth creature, where the inner body is fabricated with adhesive mud, preventing escape. Also, along the inner walls of the earth creature, paper-tag bombs are scatter throughout and set to explode on the users command (initiated by the "release" hand-seal).

~ Sustainable (until techniques is canceled)
~ Only able to perform Earth techniques while this techniques is active.
~ No Earth Techniques of A rank or higher next turn.
~ Usable once per battle
~ Only taught by Anubis

‡ Declined ‡ Similar to Dork's Diving Serpent and that Hollow Snake jutsu Gobi has with the only difference being that it's filled with adhesive mud. The fact that it's filled with explosive tags doesn't make much sense since you would first need to stream those tags into the ground before you use this.
 
Last edited by a moderator:

Vegeta

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

Signed contract and learned Snake Ninjutsu
(Hebiātsu - Akireusu no shi) Snake Arts - Death of Achilles
Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40 (15 per turn after initial bite)
Description: By molding chakra and wiping blood on their summoning tattoo, the user summons 2 snakes 1 inch in diameter and 1 foot long that travel down the users pant legs entering the ground behind each heel. Being small in size, it takes the 2 snakes 1 turn to travel to mid range, and 2 turns to travel up to Long range. the snakes are fairly weak, and only live for 2 turns as is but they have 1 purpose in life upon being summoned, to seek out the opponent and bite into their Achilles tendon on each of the opponents legs. Upon biting, they pump venom into the enemy that begins to numb their legs. After 1 turn movement speed will drop 1 rank and after 2 turns the legs begin to go completely numb making speedy movements impossible. After 3 turns the victim will collapse unable to hold their own body weight as they cannot even feel their legs anymore.

~Notes~
- Can be used 1x
- Must be taught by -Vegeta
- Must have signed the Snake contract and completed Snake Ninjutsu training to use

‡ Declined ‡ Poison is something we scrutinze a lot in our RP since the effects can be devastating and most people can't reverse them. Remove the coloured and make this something that wears off in a certain number of turns after being bitten.


(Kuchiyose No Jutsu - TSUCHI ikkaku) Summoning Technique - Tsuchi Narwhal
Type: Summoning
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Tsuchi Narwhal. Narwhal of Earth release. He can use up to S rank earth ninjutsu without the need for seals. It's main ability is that you can summon him with his tail in your hand. He is giant and weighs several tons, has a bad eating disorder, and doesn't like people talking about his weight. Anyways. He passively uses earth chakra to make himself very light weight so that he can cheat scales and feel like he's average weight. Like how Tsunade uses her reverse aging jutsu passively. Except that when he's summoned in the users hand, he will wait for the user to swing him at their opponent and then he'll release the light weight jutsu making him weigh his normal weight and crush the opponent. The user can also use Doton to increase his weight further. He's huge and non athletic, he's the biggest narwhal but only due to being so fat unlike the boss summon.‏ If needed the opponent can throw him before he returns to his normal weight, therefore launching an attack at the opponent. The user does not need to speak in order to tell him which jutsu's to use. The user just needs to release a bit of chakra from their palm, squeezing his tail causing slight pain sort of like trying to make a horse run faster. A small squeeze means to release his light weight rock jutsu. A hard squeeze means to increase his weight. However if the user yells the word "ready!?" upon summoning him, that means he needs to get ready to be thrown. If the user wants to throw him and have him increase his weight to crush the opponent, they just yell "ready!?" upon summoning with a tight squeeze of the tail.‏ He also has the ability to turn his skin as hard as steel.‏ The Narwhal weighs 6 tons. Nearly twice the amount of the largest known Narwhal.

~Notes~
- Must be taught by -Vegeta
- Must have signed the Narwhal contract
- Stays on the field 4 turns
- Can be summoned 1x per battle
- Using his abilities counts as a move

‡ Declined ‡ I like this. At first I was like "wtf. He's giant and weighs several tons and you summon him with his tail in your hand?". Then I was like "Oh, makes sense." This was amusing to check due to the coloured bits. Anyway, my only problem. You say he manipulates his weight passively (similar to a CJ idea I had ;_; ) but at the end you state that using his abilities count as a move.
-resubmissions-
Signed contract and learned Snake Ninjutsu
(Hebiātsu - Akireusu no shi) Snake Arts - Death of Achilles
Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40 (15 per turn after initial bite)
Description: By molding chakra and wiping blood on their summoning tattoo, the user summons 2 snakes 1 inch in diameter and 1 foot long that travel down the users pant legs entering the ground behind each heel. Being small in size, it takes the 2 snakes 1 turn to travel to mid range, and 2 turns to travel up to Long range. the snakes are fairly weak, and only live for 2 turns as is but they have 1 purpose in life upon being summoned, to seek out the opponent and bite into their Achilles tendon on each of the opponents legs. Upon biting, they pump venom into the enemy that begins to numb their legs. After 1 turn movement speed will drop 1 rank and after 2 turns the legs begin to go completely numb making speedy movements impossible. After 3 turns the victim will have the same limitations as the 1st turn, then on the 4th turn they will return to normal speed.

~Notes~
- Can be used 4x
- Must be taught by -Vegeta
- Must have signed the Snake contract and completed Snake Ninjutsu training to use

‡ Approved ‡


(Kuchiyose No Jutsu - TSUCHI ikkaku) Summoning Technique - Tsuchi Narwhal
Type: Summoning
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Tsuchi Narwhal. Narwhal of Earth release. He can use up to S rank earth ninjutsu without the need for seals. It's main ability is that you can summon him with his tail in your hand. He is giant and weighs several tons, has a bad eating disorder, and doesn't like people talking about his weight. Anyways. He passively uses earth chakra to make himself very light weight so that he can cheat scales and feel like he's average weight. Like how Tsunade uses her reverse aging jutsu passively. Except that when he's summoned in the users hand, he will wait for the user to swing him at their opponent and then he'll release the light weight jutsu making him weigh his normal weight and crush the opponent. The user can also use Doton to increase his weight further. He's huge and non athletic, he's the biggest narwhal but only due to being so fat unlike the boss summon.‏ If needed the opponent can throw him before he returns to his normal weight, therefore launching an attack at the opponent. The user does not need to speak in order to tell him which jutsu's to use. The user just needs to release a bit of chakra from their palm, squeezing his tail causing slight pain sort of like trying to make a horse run faster. A small squeeze means to release his light weight rock jutsu. A hard squeeze means to increase his weight. However if the user yells the word "ready!?" upon summoning him, that means he needs to get ready to be thrown. If the user wants to throw him and have him increase his weight to crush the opponent, they just yell "ready!?" upon summoning with a tight squeeze of the tail.‏ The Narwhal weighs 6 tons. Nearly twice the amount of the largest known Narwhal.

~Notes~
- Must be taught by -Vegeta
- Must have signed the Narwhal contract
- Stays on the field 4 turns
- Can be summoned 1x per battle

‡ Approved ‡ Removed his ability to become as hard as steel. If he can use Earth techniques up to S-Rank, he can just use Earth Spear (summons can use techniques which require handseals without the need for handseals).

-new-
(Raiton - Supēsukaubōi) Lightning Style - Space Cowboy
Type: Offensive/Supplemental
Rank: S
Range: Short/Mid
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: An advanced form of Raiton Kage Bunshin only usable with a specialty in Raiton. Molding large amounts of lightning chakra, the user creates a Shadow Clone of themselves but made from lighting chakra. When the clone gets hit it will return to its previous state of pure lighting chakra. The clone has a physical substance and therefor is able to use ninjutsu and taijutsu techniques as well as he has all the normal moves the user has, however he can use Raiton techniques up to S rank.

~Notes~
- Must be taught by -Vegeta
- Must have Raiton as a Main or Secondary specialty to use
- Can only be used 2x and lasts 5 turns before dispersing
- Counts towards the Kage Bunshin limit

‡ Declined ‡ Simply a more powerful version of the canon Raiton clone.
 
Last edited by a moderator:

Akuma

Active member
Legendary
Joined
Oct 24, 2011
Messages
19,063
Kin
279💸
Kumi
803💴
Trait Points
46⚔️
Re: Custom Jutsu Submission

(Fuuton: Rogatana Hishuken) - Wind Release: Eurus' Daggers
Type: Offensive
Rank: B
Range: Short/Mid
Chakra: 20
Damage: 40
Description: The technique is initiated simply by the caster gathering wind into the palm of their hand (one or both) and manipulating that chakra nature into the very tangible shape of a dagger(s). While solid enough to be wielded by the user, they still retain an hint of shapeless wind around the edges. These are useful for hidden attacks and assassinations as they can be manifested in a split second notice, and their translucent color and green hue makes them hard to fully distinguish without them being motion-less; the user can wield them in close combat to land a series of quick and subtle small but deep slashes through the target's body, however they can be thrown of a distance at which point they use the wind composing them as a current to make them turn back at the end of their reach, and come back around much like a boomerang. Once thrown however, upon returning they'll disperse into natural wind, that is if they haven't landed on the target in which case the user has the option of performing 1 handseal, causing it to turn into form-less cutting wind that enters the wound it just inflicted and causing internal damage to the victim.
- Can only be used x4 times per battle.

‡ Declined ‡ You place too much emphasis on the speed of their creation. I understand this needs to be a fast technique for it to be useful but tone it down a bit lol.

(Suiton: Mizukami Rinrin Gokusha) - Water Release: Water Wolf - Biting Prison
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will perform two handseals in order to pool his Suiton chakra into the ground beneath the selected target, afterward ending the hand movements with a clap of their hands. At this point the water shoots from the surface as five (5) towering streams of water, each from a diferent location around the target with the ends resembling that of a Wolf's head. The pillars of rushing water will attempt to bite onto the target and hold them tightly in place as the fifth head (and final one) deals a decisive blow against the target. The water of this technique is of that nature that resembles "Water Style: Starch Syrup Capture Field" technique, however these properties are only located at the jaw of the Wolf heads, as such when biting onto the target they'll stick endlessly to them as means to prevent forced escapes. Aside from the additional damage of their teeth (which are compressed to sustain enough hardness to pierce flesh) their jaws are rather strong, enough to damage a limb in a bite. When the water is used from a pre-existing water source, there is no need for handseals instead only the hand clap will be required. The user can either maintain the hands clapped to manually control the technique, or pay and extra chakra leech per turn to give the wolf heads a sentient-like role, in which they'll passively seek out targets (can cancel this jutsu with 1 seal). Additionally, the user can cast the technique in such manner that they rise near the user for protection, either by coiling around them or by forming a wall.

~ Can only be used twice per battle.
~ Must wait three turns prior second usage.
~ Can only last two turns after the activation turn if the sentient option is used and the chakra toll payed.

‡ Declined ‡ S-Ranks require restrictions which restrict the skill used for a certain amount of time.

(Fuuton: Rogatana Hishuken) - Wind Release: Eurus' Daggers
Type: Offensive
Rank: B
Range: Short/Mid
Chakra: 20
Damage: 40
Description: The technique is initiated simply by the caster gathering wind into the palm of their hand (one or both) and manipulating that chakra nature into the very tangible shape of a dagger(s). While solid enough to be wielded by the user, they still retain an hint of shapeless wind around the edges. These are useful for hidden attacks and assassinations as they can be manifested as fast as other wind techniques which require no seals, and their translucent color and green hue makes them hard to fully distinguish without them being motion-less; the user can wield them in close combat to land a series of quick and subtle small but deep slashes through the target's body, however they can be thrown of a distance at which point they use the wind composing them as a current to make them turn back at the end of their reach, and come back around much like a boomerang. Once thrown however, upon returning they'll disperse into natural wind, that is if they haven't landed on the target in which case the user has the option of performing 1 handseal, causing it to turn into form-less cutting wind that enters the wound it just inflicted and causing internal damage to the victim.
- Can only be used x4 times per battle.

‡ Approved ‡

(Suiton: Mizukami Rinrin Gokusha) - Water Release: Water Wolf - Biting Prison
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will perform two handseals in order to pool his Suiton chakra into the ground beneath the selected target, afterward ending the hand movements with a clap of their hands. At this point the water shoots from the surface as five (5) towering streams of water, each from a diferent location around the target with the ends resembling that of a Wolf's head. The pillars of rushing water will attempt to bite onto the target and hold them tightly in place as the fifth head (and final one) deals a decisive blow against the target. The water of this technique is of that nature that resembles "Water Style: Starch Syrup Capture Field" technique, however these properties are only located at the jaw of the Wolf heads, as such when biting onto the target they'll stick endlessly to them as means to prevent forced escapes. Aside from the additional damage of their teeth (which are compressed to sustain enough hardness to pierce flesh) their jaws are rather strong, enough to damage a limb in a bite. When the water is used from a pre-existing water source, there is no need for handseals instead only the hand clap will be required. The user can either maintain the hands clapped to manually control the technique, or pay and extra chakra leech per turn to give the wolf heads a sentient-like role, in which they'll passively seek out targets (can cancel this jutsu with 1 seal). Additionally, the user can cast the technique in such manner that they rise near the user for protection, either by coiling around them or by forming a wall.

~ Can only be used twice per battle.
~ Must wait three turns prior second usage.
~ Cannot cast another S rank Sution in the same turn after this is used or the turn after.
~ Can only last two turns after the activation turn if the sentient option is used and the chakra toll payed.

‡ Approved ‡
 
Last edited by a moderator:

Tsuki

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

- Made 2 separate techniques: one for lightning and the other for fire. Also added a different transformation for each technique which I'll be making an individual cj for later on, if these summoning techniques gets approved -


(Rōdoran'nā Kuchiyose: Aaron to Ansonī) - Roadrunner Summon: Aaron and Anthony
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two prideful roadrunners, each one of them having the height of an average shinobi. They both specialize in the usage of the lightning element, however, only performs a rather restricted amount of jutsus within said element. They only allow themselves to use what each of them personally deem to be the greatest techniques of their respective arsenal of jutsus as a sense of pride, so basically self restricting themselves. Amongst them, Aaron is the one who has practiced lightning the most and will only allow himself to perform S-Rank and A-Rank lightning techniques (won't use Forbidden, B, C and D ranks). As for Anthony, he didn't learn S-Rank lightning yet so he'll only allow himself to perform A-Rank and B-Rank lightning techniques (won't use Forbidden, S, C and D ranks). They are capable of performing any technique that the user knows as long as it is within the restriction previously stated. Since Aaron has mastery over lightning, his lightning techniques won't require him more than a single hand seal. However Anthony would still need to perform all required hand seals for his lightning techniques since he hasn't mastered the element yet. Besides their ability with elemental techniques, their movement and reaction speed is equal to the user's base movement and reaction speed. Each one of them also have a body strong enough to withstand C-Rank and below physical attacks. Unfortunately, due to their short wings, they can only fly/remain airborne for a duration of two turns. Lastly, they are distinguished by their ability to transform into two nodachi's. The blade part of the nodachi is made of many assembled metallic feathers, making the blade have the same cutting capability of a real nodachi.

Note: Can only be summoned once
Note: They remain on the field for 4 turns while in roadrunner form
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn

‡ Declined ‡ When I first read this I was like "Dafuq is a nodachi" and now I know. Anyway, this is fine barring one thing. Roadrunners can't perform handseals.

(Rōdoran'nā Kuchiyose: Riamu to Sen) - Roadrunner Summon: Liam and Sen
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two prideful roadrunners, each one of them having the height of an average shinobi. They both specialize in the usage of the fire element, however, only performs a rather restricted amount of jutsus within said element. They only allow themselves to use what each of them personally deem to be the greatest techniques of their respective arsenal of jutsus as a sense of pride, so basically self restricting themselves. Amongst them, Liam is the one who has practiced fire the most and will only allow himself to perform S-Rank and A-Rank fire techniques (won't use Forbidden, B, C and D ranks). As for Sen, he didn't learn S-Rank fire yet so he'll only allow himself to perform A-Rank and B-Rank fire techniques (won't use Forbidden, S, C and D ranks). They are capable of performing any technique that the user knows as long as it is within the restriction previously stated. Since Liam has mastery over fire, his fire techniques won't require him more than a single hand seal. However Sen would still need to perform all required hand seals for his fire techniques since he hasn't mastered the element yet. Besides their ability with elemental techniques, their movement and reaction speed is equal to the user's base movement and reaction speed. Each one of them also have a body strong enough to withstand C-Rank and below physical attacks. Unfortunately, due to their short wings, they can only fly/remain airborne for a duration of two turns. Lastly, they are distinguished by their ability to transform into two large-sized shurikens that are said to be hardly destroyable.

Note: Can only be summoned once
Note: They remain on the field for 4 turns while in roadrunner form
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn

‡ Declined ‡ When I first read this I was like "Dafuq is a nodachi" and now I know. Anyway, this is fine barring one thing. Roadrunners can't perform handseals.

(Rōdoran'nā Kuchiyose: Aaron to Ansonī) - Roadrunner Summon: Aaron and Anthony
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two prideful roadrunners, each one of them having the height of an average shinobi. They both specialize in the usage of the lightning element, however, only performs a rather restricted amount of jutsus within said element. They only allow themselves to use what each of them personally deem to be the greatest techniques of their respective arsenal of jutsus as a sense of pride, so basically self restricting themselves. Amongst them, Aaron is the one who has practiced lightning the most and will only allow himself to perform S-Rank and A-Rank lightning techniques (won't use Forbidden, B, C and D ranks). As for Anthony, he didn't learn S-Rank lightning yet so he'll only allow himself to perform A-Rank and B-Rank lightning techniques (won't use Forbidden, S, C and D ranks). Both of them can perform those techniques without any hand seals whatsoever. They are capable of performing any technique that the user knows as long as it is within the restriction previously stated. Besides their ability with elemental techniques, their movement and reaction speed is equal to the user's base movement and reaction speed. Each one of them also have a body strong enough to withstand C-Rank and below physical attacks. Unfortunately, due to their short wings, they can only fly/remain airborne for a duration of two turns. Lastly, they are distinguished by their ability to transform into two nodachi's. The blade part of the nodachi is made of many assembled metallic feathers, making the blade have the same cutting capability of a real nodachi.

Note: Can only be summoned once
Note: They remain on the field for 4 turns while in roadrunner form
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn

‡ Approved ‡


(Rōdoran'nā Kuchiyose: Riamu to Sen) - Roadrunner Summon: Liam and Sen
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two prideful roadrunners, each one of them having the height of an average shinobi. They both specialize in the usage of the fire element, however, only performs a rather restricted amount of jutsus within said element. They only allow themselves to use what each of them personally deem to be the greatest techniques of their respective arsenal of jutsus as a sense of pride, so basically self restricting themselves. Amongst them, Liam is the one who has practiced fire the most and will only allow himself to perform S-Rank and A-Rank fire techniques (won't use Forbidden, B, C and D ranks). As for Sen, he didn't learn S-Rank fire yet so he'll only allow himself to perform A-Rank and B-Rank fire techniques (won't use Forbidden, S, C and D ranks). Both of them can perform those techniques without any hand seals whatsoever. They are capable of performing any technique that the user knows as long as it is within the restriction previously stated. Besides their ability with elemental techniques, their movement and reaction speed is equal to the user's base movement and reaction speed. Each one of them also have a body strong enough to withstand C-Rank and below physical attacks. Unfortunately, due to their short wings, they can only fly/remain airborne for a duration of two turns. Lastly, they are distinguished by their ability to transform into two large-sized shurikens that are said to be hardly destroyable.

Note: Can only be summoned once
Note: They remain on the field for 4 turns while in roadrunner form
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn



‡ Approved ‡


- New submission -

(Genjutsu: Hanbun Sora no Hai) - Illusionary Arts: Half Empty Grail
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user performs two hand seals, inducing the target in an illusion that disrupts the target's chakra system and the chakra within their brain. The sole purpose of this genjutsu is to cause the target and all of his/her senses to perceive that they no longer posses chakra within themselves. This does not include the consequences that a shinobi's body experiences when their chakra is exhausted (in our RP), which can hint the target that there is something out of the ordinary going on. They might be lead to resort to use a small weapon or other means to escape the illusion by inflicting minor harm to themselves (following release rules of genjutsu), allowing the user ample moments to attack. This is because Half Empty Grail prevents them from being capable of controlling their own chakra and chakra flow in reality due to them believing that they do not possess any of it, thus, preventing them from performing chakra-requiring techniques. This implies techniques such as a full body chakra surge, self illusionary techniques or control their chakra to perform "Illusion Technique: Release". Victims trapped by this genjutsu also have their sustained techniques from previous turns end because of losing chakra connection and control over them as a consequence of this illusion. A comparison to this can be that of a shinobi holding a sword with their hand and suddenly get trapped in an illusion where all their senses lead them to believe that their hand suddenly got amputated, making them lose control over their hand, which also makes them lose hold of the sword in reality. This only happens if they are the ones giving away their chakra to feed the ability/technique, not if said ability/technique is the one "absorbing" chakra from them. Half Empty Grail can only be performed thrice per conflict. It cannot be layered on or be layered on with other illusions.

‡ Declined ‡ The coloured doesn't make any sense to me. I also added a note.

‡ Declined ‡ This is just unreasonable when stacked with other things.
 
Last edited by a moderator:

Korra.

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

(Ninpo : Hane mawaru eafurōkabā) - Ninja Art : Gambol Shroud
Type : Offensive / Defensive / Supplementary
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description :
The User releases a burst of chakra from around there body and moves in a certain direction, whether it be forward, upwards, backwards or to the side the chakra will remain where they once stood manifesting into an element to carry different effects. The Shroud of Chakra basically stays there and takes the hit whilst the user moves out the way, though the effects could be different and be advantageous especially in close range.
Raw Shadow
A Supplementary / Defensive use, the user will release a burst of chakra and move away from it. The Chakra will notmanifest into the elemental affinity and will retain the shape of the user's body producing a sort of copy like the shadow clone but it has a tiny amount of chakra to carry some sort of form. The Body can be used to take a hit or as a temporary platform as it can also be formed whilst airborne
Burning Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Fire whilst retaining the shape of the user's body, though it would explode at the user's will causing the opponent (and the user if not careful) to be blown away. The explosion as a 2 meter radius and isn't fatal, it will cause minor cuts and burns over the victim if they are caught by it.
Petrified Shadow
Good to use when the opponent is attacking you in close combat, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Earth whilst retaining the shape of the user's body a stone statue will be left behind as a defence. However it can also be used when the opponent tries to attack with a weapon or with their limbs, the earth manifesting around said weapon or limb to trap them as you make your next attack.
Liquid Shadow
Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of water whilst retaining the shape of the user's body, the water can either be sticky or not leaving behind a small water source or trapping a target if they manage to walk into the liquid.
Breeze Shadow
Also Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of wind whilst retaining the shape of the user's body and as the opponent or a target runs into the body they will be cut by the razor sharp winds it is made up of. This can be fatal if they manage to run straight through it or stop in the midst of the body of wind.
Shocking Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Lightning whilst retaining the shape of the user's body, the lightning will branch off from the left behind body to any target within short range and will shock them with lightning damage.

Restrictions
- Can't be use another ability in the same turn as a different one
- Usable 4 times a battle
- Can only be taught by Korra.

‡ Declined ‡ Similar to Zaphkiel's Pale Doppleganger (only with different elements).

(Hebiātsu: Moeru Hebi Chi) - Snake Arts: Burning Snake Blood
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: A jutsu developed by Korra after studying Orochimaru's White Snake form. Using the user's chakra and and channeling into any snake the user will modify the snake(s) blood. Once the snake(s) effected by this whenever they are cut up or someone how loose blood their blood will start to evaporate an release a strong gas that when inhaled by opponents causes their bodies to freak out. Once the gas is inhaled the opponent will start to see their vision blur and their body feeling numb. After 2 turns of inhaling the gas the opponent will start to loose balance and feeling in their entire body. After 3 turns the opponent loose complete concussion and suffers from paralysis in their entire body.
Note: Must have sign snakes and snake users and med nin are immune from this.
Note: This is activated once snake blood is spilled from a snake.
Note: Must be taught by Korra.

‡ Declined ‡ I'm not keen on seeing this approved. Poisons and toxins in our RP are strictly controlled for a reason.
 
Last edited by a moderator:

Kung Fro

Active member
Legendary
Joined
Apr 5, 2013
Messages
10,145
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

( Doton: Joka Ressha ) - Earth Release: Joker Train
Rank: A
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Forming the Tiger handseals, the ninja will change the composition of the earth beneath the target to form a linear track Starting where the target is and extending up to mid range in any direction. First, the distance of the track will turn into a slick mud for the entire distance other than what the opponent is standing on. This would take a moment but once the path takes the properties of the slick mud, the casting ninja would dislodge the patch of earth the target is standing on and launch it down the path at fast enough speeds to cause the target to fall down.
-Can only be used 3x times
-Can only use up to S rank earth same and next turn

‡ Declined ‡ Change the range, lower the rank and remove the damage.
(Doton: Joka Ressha) - Earth Release: Joker Train
Type: Supplementary/Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: Following a foot stomp or placing the hands to the ground, the ninja will change the composition of the earth beneath the target to form a linear track Starting where the target is and extending up to mid range in any direction. First, the distance of the track will turn into a slick mud for the entire distance other than what the opponent is standing on. This would take a moment but once the path takes the properties of the slick mud, the casting ninja would dislodge the patch of earth the target is standing on and launch it down the path at fast enough speeds to cause the target to lose footing.
-Can only be used 3x times

‡ Approved ‡

(Genjutsu: Hason Shita Me) - Illusionary Arts: Corrupted Ocular Prowess
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/a
Description: This illusion is triggered when the user claps his hands together as the opponent watches. This illusion affects the opponents perception of the caster. More specifically, the illusion has an affect on the opponents depth perception and the nerves synchronizing the eyes, making it impossible for the opponent to attack with accuracy with techniques that are projectiles or anything else requiring accuracy to strike. The opponents eyes would fail to work together, each one independent of its counterpart, a necessity to use the eyes to measure anything or work to their full potential. The techniques subtle effects would be what makes it so useful to its caster, the opponents would see everything the same on the battlefield, just betrayed by his own eyes which would not give a true representation of the measurements and calculations a Shinobi would have to make.
-Only usable twice

‡ Declined ‡ You need to elaborate on this more. If it affects depth perception, does it make things further away or closer than they are? You need to specify which. You also need to explain what "the eyes working independently" entails. Right now, that doesn't seem to fit with the reason of the description.

(Genjutsu: Hason Shita Me) - Illusionary Arts: Brutal Mental Reversal
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: This technique is a counter illusion applied by a Shinobi who understands and makes use of the necessity of pain to be released from an illusion. After using a logical deduction to figure out they are in an illusion, the caster of this technique will place an illusion on themselves. Affecting their own chakra flow, the caster would fool his brains nerve receptors through the illusion to amplify the sense of self-imposed pain. This illusion would serve the purpose of aiding the Shinobi to escape an illusion by making their brain believe they are under more pain then they really are. Falsifying what they really experience, the pain imposed for example by a kunai simply nicking the the users skin would now feel more like the kunai was just stabbed into them. While the user is under this illusion, it could backfire if an opponent lands a technique, as the user would feel a false pain far beyond what the opponents technique actually delivered. The illusion would immediately end after its use in conjunction with a source of pain to escape an illusion, the illusion itself dispersing from the faux pain it enabled.
-Usable 4 times
- User could not use S rank Genjutsu the subsequent turn to this one

‡ Approved ‡
 
Last edited by a moderator:

Nathan

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

(Ototon: Damu Hooru) - Sound Release: Dumb Hole
Type: Supplementary/Offensive
Rank: S-rank
Range: Short (Short - Long for offensive application)
Chakra: 40 (-20 per each turn the Dumb Hole's supplementary application is active)
Damage: 80
Description: This Sound technique was developed by a specialist task force from Otogakure, whose missions almost always required their presence to be unnoticed until after they were done. They developed this technique so they could carry out their missions without fear of attracting attention, while not requiring them to maintain a high level of care or concern for their actions, as this Jutsu prevented them from revealing their presence through sounds they made. One man, known as "The Mime" or "Corazon" was able to use this technique so effectively that he was once able to infiltrate an enemy stronghold, kill the majority of the guards and escape without his presence ever being discovered or detected until he was already long gone. This technique is based off a interesting concept known as the . The user starts by gathering Sound Release Chakra either in a specific part of their body, or throughout their entire body. The user then releases this Chakra in the form of a "bubble" around themselves which can be as large or as small as they wish, but it's size is restricted to Short Range of themselves. The bubble consist of high frequency, low energy sound waves, which vibrate at an extremely high frequency, so any noise that the barrier makes is above regular hearing, but this also creates an interesting effect. As the sound waves are vibrating at a higher frequency than most other sounds, especially those that are not created as a result of Sound Release, they act like a barrier for all but the most powerful Sound Waves, making it impossible for sounds from outside the bubble to be perceived inside the bubble. This applies in reverse too, making sounds from inside the bubble impermeable from the outside.

In addition to acting like "soundproofing", Dumb Hole has another application, which is far more violent and destructive than it's more supplementary application. By compressing the same high frequency, low energy Sound Release Chakra in their hand, the user is able to create a much more violent, but controllable Dumb Hole, which visually resembles a Rasengan, that acts like a Black Hole for Sound Waves, drawing in any Sound from the immediate vicinity and trapping it inside the Dumb Hole. Once inside, the user is able to use their own Chakra to amplify and change the Sound trapped within the Dumb Hole, changing it into a sound wave that has low frequency and high energy, or in other words, destructive qualities. Once the user has changed the sound so that is able to act like a destructive Sound Jutsu, they point the Dumb Hole at their designated target and weaken it's surface, causing the sound waves trapped within to violently burst out in the direction of the designated target, releasing them in the form of a destructive wave of Sound.​

Note: This technique's offensive application can only be used three (3) times per battle.
Note: If the offensive application is used, the user must wait two (2) turns before they can use this technique again.
Note: The supplementary application can only be used three (3) times per-match.
Note: The supplementary application stays active for three (3) turns, unless countered, or manually halted by the user. The user can also only use sound techniques below A-rank while this supplementary application is active.
Note: Can only be taught by Nathan.

‡ Pending ‡ Leaving for another mod.
✦ Declined, for one remove the underlined part or condense. It doesn't really have a purpose in the submission and I get that you want to explain some background info but its just making it look bulky for no reason. You talk about the offensive version being controllable and in their hand but later talk about the being "inside" it, making me think you're talking about the full body version being offensive. I'm not really sure about how I feel about the Rasengan-like one; I think Nagato.. has one like that or Oraan, but I'd have to check later. Overlooking that, cap the max range of this to mid range. In addition to this, you have an S rank that can be used 6 times overall. I get it's 3 and 3 but 6 overall is too high for an S rank imo. Make it a cap of 4 or 5 times (depending on how you edit it) in all, including any mix of usages that equals the number. This is like a more powerful Whispers of the Canine canon tech that somehow has more offensive properties lol nice tho. ✦
(Ototon: Damu Hooru) - Sound Release: Dumb Hole
Type: Supplementary/Offensive
Rank: S-rank
Range: Short (Short - Mid for offensive application)
Chakra: 40 (-20 per each turn the Dumb Hole's supplementary application is active)
Damage: 80 (+10 for offensive application when sound is absorbed)
Description: This technique is based off a interesting concept known as the " " or "Dumb Hole". The user starts by gathering Sound Release Chakra either in a specific part of their body, or throughout their entire body. The user then releases this Chakra in the form of a "bubble" around themselves which can be as large or as small as they wish, but it's size is restricted to Short Range of themselves. The bubble consist of high frequency, low energy sound waves, which vibrate at an extremely high frequency, so any noise that the barrier makes is above regular hearing, but this also creates an interesting effect. As the sound waves are vibrating at a higher frequency than most other sounds, especially those that are not created as a result of Sound Release, they act like a barrier for all but the most powerful Sound Waves, making it impossible for sounds from outside the bubble to be perceived inside the bubble. This applies in reverse too, making sounds from inside the bubble impermeable from the outside.

In addition to acting like "soundproofing", Dumb Hole has another application, which is far more violent and destructive than it's more supplementary application. By compressing the same high frequency, low energy Sound Release Chakra anywhere within of short range from the user, the user is able to create a much more violent, but controllable Dumb Hole, which visually resembles a Rasengan, that acts like a Black Hole for Sound Waves, drawing in any Sound from the immediate vicinity and trapping it inside the Dumb Hole. Once the sound chakra is trapped within the confines of the dumb hole, the user is able to use their own chakra to amplify and change the Sound trapped within the Dumb Hole, changing it into a sound wave that has low frequency and high energy, or in other words, destructive qualities. Once the user has changed the sound so that is able to act like a destructive Sound Jutsu, they aim the Dumb Hole at their designated target and weaken it's surface, causing the sound waves trapped within to violently burst out in the direction of the designated target, releasing them in the form of a destructive wave of Sound.

Note: This technique's offensive application can only be used two (2) times per battle.
Note: If the offensive application is used, the user must wait two (2) turns before they can use this technique again.
Note: The supplementary application can only be used three (3) times per-match.
Note: The supplementary application stays active for three (3) turns, unless countered, or manually halted by the user.
Note: The user can also only use sound, wind, lightning ninjutsu, taijutsu, kenjutsu & genjutsu techniques below A-rank while this supplementary application is active.
Note: Can only be taught by Nathan.

‡ Approved ‡

-

(Shiikuretto Doton: Kirinyou no Gyoushi) - Secret Earth Release: Gaze of the Dragon's Veins
Type: Supplementary
Rank: S-rank
Range: Short - Long
Chakra: 40 (-30 per-turn to maintain)
Damage: N/A (-20 to the user once deactivated)
Description: "Kirinyou no Gyoushi" is based off Earth Release: Earth Flow Divide, and how it uses the dragon veins within the earth, this is similar but in more of supplementary use to the user. Kirinyou no Gyoushi utilizes an ancient truth of nature. That the earth is the grand scheme for which human kind was created. The veins flow above the highest mountain to the lowest valley, constantly pumping energy throughout. The Dragon Veins life force network was said to have been humanities chakra network's predecessor. A string of veins which interconnect and spread out farther than one could imagine. As with a human's chakra network, there are various places on the land where this energy pools. creating a specific yet unknown number of concentrated sources. One popular, and almost well known source is within the Land of Wind.

Kirinyou no Gyoushi uses one's connection with the earth to enhance their view. To utilize it, the user must understand the link between the earth as a whole and the human body. Beginning with how the earth possesses a grander energy network. From the highest mountain to the lowest valley, it is one that all are connected to. An unimaginable amount of energy, ranging from ancient years to current days, is pumped throughout the earth utilizing these veins. As with the human body, there are connecting points called Sources where energy pools before spreading forward through the veins once more. These points are locations of great power, and are, by the most part, hidden. Unable to utilize the dragon veins as a method of controlling earth itself, the user can send their chakra through the veins as if his own network. From here, users usually . However, this technique is used in an unprecedented way.

The user then sends chakra connected directly to his optic nerves through the dragon veins. His chakra than mixes with the massive amounts of flowing energy below, allowing it to stretch far beyond humanly possible. He can direct it's flow, traversing multiple veins before reaching his location. At first, the user is required to closing his eyes and gathering extreme concentration. The world would darken and he'd see living organisms by their aura's. From the smallest ant to the largest mammal. Different colours for different people. Unlike chakra, their aura is determined by their emotions. After constant training, the user can activate it while keeping his eyes open, allowing for better sensory. Even increasing it's clarity exponentially. Using this technique the user is capable of seeing up to long range in every direction. Kirinyou no Gyoushi visualizes everything connected to the earth. Things suspended in the air are rendered invisible unless they have something connected as well. As there are hundreds if not thousands of veins.

Kirinyou no Gyoushi possesses a single drawback. Since it's utilizing the users chakra through the dragon veins, those capable of sensing chakra can feel his presence whenever he users this technique. Yet, it appears as if he is nearby, meaning they must follow the above ground trail back to his original location. It is recommended to only use this technique if you have large chakra reverses as it drains the user's chakra up very quickly.

Notes:
- Can only be used once per-match/twice per NW event.
- Lasts until deactivated, and reduces chakra -30 per-turn.
- While active the user can only use earth based elements, custom elements included if based around the earth element, ninjutsu, taijutsu, kenjutsu, genjutsu is also usable.
- Once deactivated the user will be drained therefore they are unable to use earth techniques of B-rank and above for three turns.
- Despite having visual in it's naming scheme, this technique is not a Dōjutsu.
- Can only be taught by Nathan.

✦ Declined, this is entirely too long and has a lot of of filler info listed. I got to the third paragraph and you had just really started to explain the technique. Rewrite this ✦
(Shiikuretto Doton: Kirinyou no Gyoushi) - Secret Earth Release: Gaze of the Dragon's Veins
Type: Supplementary
Rank: S-rank
Range: Short - Long
Chakra: 40 (-20 per-turn to maintain)
Damage: N/A (-10 to the user once deactivated)
Description: "Kirinyou no Gyoushi" is based off Earth Release: Earth Flow Divide, and how it uses the dragon veins within the earth, this is similar but in more of supplementary use to the user. Kirinyou no Gyoushi uses one's connection with the earth to enhance their view. To utilize it, the user must understand the link between the earth as a whole and the human body. The user then sends chakra connected directly to his optic nerves through the dragon veins. His chakra than mixes with the massive amounts of flowing energy below, allowing it to stretch far beyond humanly possible. He can direct it's flow, traversing multiple veins before reaching his location. At first, the user is required to closing his eyes and gathering extreme concentration. The world would darken and he'd see living organisms by their aura's. From the smallest ant to the largest mammal. Different colours for different people. Unlike chakra, their aura is determined by their emotions. After constant training, the user can activate it while keeping his eyes open, allowing for better sensory. Even increasing it's clarity exponentially. Using this technique the user is capable of seeing up to long range in every direction. Kirinyou no Gyoushi visualizes everything connected to the earth. Things suspended in the air are rendered invisible unless they have something connected as well. As there are hundreds if not thousands of veins. Kirinyou no Gyoushi possesses a single drawback. Since it's utilizing the users chakra through the dragon veins, those capable of sensing chakra can feel his presence whenever he users this technique. Yet, it appears as if he is nearby, meaning they must follow the above ground trail back to his original location. It is recommended to only use this technique if you have large chakra reverses as it drains the user's chakra up very quickly.
Notes:
- Can only be used once per-match/twice per NW event.
- Lasts until deactivated, and reduces chakra -20 per-turn.
- While active the user can only use earth based elements, custom elements included if based around the earth element, ninjutsu, taijutsu, kenjutsu, genjutsu is also usable.
- Once deactivated the user will be drained therefore they are unable to use earth techniques of B-rank and above for three turns.
- Despite having visual in it's naming scheme, this technique is not a Dōjutsu.
- Can only be taught by Nathan.

✦ Declined, the colored portion itself makes this unapprovable; you essentially create a form of emotion sensing and a new doujutsu-like ability achieved somehow through Earth Release. You even later state that you can use this with better sensing if your eyes are open, further alluding to it being a Doujutsu like ability. Earth release literally has little to do with this; the Dragon Vein portion of the canon jutsu was in reference to the filler movie it came from and the source of chakra there. It shouldn't be used as a basis for future jutsu because it was a limited ability that only certain people could tap into. ✦

(Akuma no Iryūjon: Tengoku) - Angelic Illusion: Heaven
Type: Defensive, Supplementary
Rank: S-rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: This is a special type of genjutsu which corrupt a human's concept of Nirvana, or true enlightenment by invoking a false sense of materialistic satisfaction and creating an illusion of perfection. There are various ways to activate Tengoku (set of two handseals, look at the oppotant, etc.. up to the user). And each utilizes a different sense. Angelic Illusion: Tengoku's differs between users. However, the overall concept remains unchanged. Tengoku works with positive emotions. And such requires a pure mind. Once activated, those trapped within, view a life of heavenly bliss. Even resurrecting deceased loved ones. Tengoku's mechanics are similar to that of dreaming. In a dream, reality is subjective. Logic no longer exist. Everything is natural. Tengoku uses those very same principles to create a world of dreams within ones mind. High levels of serotonin and dopamine are released gradually. Thus giving Angelic Illusion: Tengoku a small time requirement to build up. Before truly entering the illusion, Tengoku's target can still fight and move. However, targets experience symptoms similar to laughing gas and ecstasy. Causing one to feel random spikes of happiness. After awhile, the target will faint, entering a coma.

Once unconscious, Tengoku's victim enter heaven. A world where everything goes accordingly. Everything they wish for subtly comes true. From defeating the user to winning the heart of someone they had secret feelings for. As time progresses, the body releases higher amounts of Serotonin and Dopamine, strengthening the illusion. Causing the body to feel as if everything is natural and perfect. This genjutsu can last for a few turns unless countered (three turns max). And inside, lifetimes go by. What makes this jutsu potentially dangerous is the end. If one lives a whole lifetime within Tengoku, they will also die in reality as their body believes it experienced old age. The Psychological catch rest within it's happy nature. Very few question dreams due to such levels of positive emotion. The mind willingly escapes into a dream world and so, very few suspect Genjutsu. Subconsciously, they experience the same affects of being addicted to a substance. As in their body needs the relief. And when one becomes wiser to the plan, it's a psychological battle. Why leave such a wonderful place? Tengoku has been referred to as a powerful Genjutsu due to it's unique approach on mental torture. As previously mentioned, targets are trapped into a false world of perfection while their bodies remain under a false sense of happiness.
Notes:
- Can only be used once per-match.
- Lasts max of three turns.
- No genjutsu before the use of this technique.
- Cannot be layed.
- Can only be taught by Nathan.

‡ All Pending ‡ Leaving for another mod.

✦ Pending, leaving this for Scorps, though I'm tempted to decline it. ✦


 Declined  Normal Genjutsu cannot alter the emotions or reason of a target. Only Doujutsu Genjutsu can. You can make him feel or sense anything his body would feel or sense... but not what his mind will make of it. A reason as to why this isn't possible is that the counter to something that affects your emotions is nonexistant. If I can make you feel afraid, I can make it so that it dominates your will and prevents you from releasing a technique or doing anything. Or I could even make you feel to estatic that you'd loose grasp on reality and come to me, even if I'm preparing to cut your head off. Emotional manipulation is a no no.
 
Last edited by a moderator:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

CSC Approval:

(Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) Maned Wolf Summoning Technique: Law of the Jungle
Type: Summoning
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon "The Pack". Alternatively, the user can perform this Summoning in collaboration with another Maned Wolf Summoning Jutsu, using their other hand, and requiring 2 moves of the users 3 per turn, but counting as a single move in the users time frame. The Pack is not one single animal but a combination of many Maned Wolves, all with their own personalities and appearances, making describing them as individuals impossible. However they share the same generic features as most other Maned Wolves, such as being roughly 4ft tall, with long legs, having brownish-red and black fur, white features, etc. The Pack don't have a natural affinity, or level of proficiency with any skill or form of Jutsu, instead these Maned Wolves evolved with one single ability, which they gained by living in unison with a tree that has special properties, the Litmus Tree.

Elemental Adaptation: Each wolf Summoned through this technique has the unique ability to adapt to the Elemental Affinity of Jutsu, either through copying one of the Chakra Nature's the user is, or other present Summons are, predisposed to, or by adapting to the Chakra Nature of Jutsu they are in close proximity to (Short-range). However, since they are only borrowing the Elemental Nature of others, they can only use the Element up to and including B-Rank. Maned Wolves of The Pack may only adapt to one Elemental Nature each per battle, as even though the process is natural to them, in that it is a natural response to being in close proximity to Elemental Chakra, it takes time for the adapted Nature to leave the Maned Wolves Chakra Network. When any Maned Wolf from The Pack adapts to a given Elemental Nature, they may show a visible indicator for the Element they have adapted to, such as their fur's colour or shape changing, or a more physical change, such as a flame appearing on their bodies when adapting to a Fire Affinity, being surrounded by small arcs of Lightning when adapting to a Lightning Affinity, etc.​

Note: Remains on the field for up to 4 turns.
Note: The user can Summon a max of 4 M. Wolves via this Jutsu.
Note: Summons up to a max of 4 Maned Wolves, including Maned Wolves from other Summoning Techniques.
Note: While this Summon is present, the user is not allowed to perform the Shadow Clone Jutsu, and vice versa.
Note: Requires Maned Wolf Summoning Contract.

You must be registered for see images

‡ Declined ‡ I like this one and the use of Eevee for this was both fitting and amusing. Just a note, using "up to and including" when you say what a particular summon can use rather than simply "up to". The latter makes it sound like they can use everything below that rank. Moving on to the technique itself, its slightly exploitable. Generally summons can't use KG elements because you can drop the bio/skill but still possess the ability via your summons. Its a loophole and one we don't allow anymore. Since other summons can't have KG elements, copying their affinities isn't a problem. If the user has a particular KG affinity and the summons copy it, that doesn't pose a problem either. The issue arises when we move onto their ability to adapt to the chakra nature of jutsus they're in close proximity to. I'll discuss this with another mod and re-check this if such is necessary.
Removed bolding, "wasn't easy on the eyes". Generally overhauled both Summons.

(Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle
Type: Summoning
Rank: B-Rank
Range: Short
Chakra: 20 (5 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon the Pack. Unlike most Summoning Animals from any Contract, the Pack is not a single animal or a group of pre-designated animals that are Summoned in a traditional sense. Instead, the M. Wolves of the Pack are the embodiment of the sheer strength in numbers of the M. Wolf Summoning Contract itself. The Summoning Jutsu for the Pack itself encompasses an almost unfathomable number of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc, making describing them in any in-depth manner practically impossible, as there are simply too many Summons to describe, however, they generally share similar characteristics of other animals from the Contract. The Packs theme of "ambiguity" is continued when a M. Wolf from this Summon activates their ability, as their bodies undergo a visible change in appearance, for example, the colour of the M. Wolf's fur may change, or mould into a different shape, or even physically embody the element, such as the M. Wolf being wreathed in Fire, or they may release a steady arc of Lightning around their body, etc. The M. Wolves from the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.

Elemental Darwinism: As briefly stated above, the M. Wolves of the Pack have replicated the ability of Litmus Paper, allowing themselves to naturally "adapt" to Chakra Natures. This makes the Summons from the Pack "Jacks of all Trades" in a sense, as they can adapt to just about every Chakra Nature, including the Basic 5 and certain KG Elements (Those that don't include basic Elements in their "creation", meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when one of these Summons comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 5 Chakra to perform per M. Wolf, but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu B-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone. With both of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.​

Note: Remains on the field for up to 4 turns.
Note: The user can Summon a max of 4 M. Wolves via this Jutsu.
Note: Due to their Rank, these M. Wolves can only use Jutsu B-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu up to A-Rank, or Kenjutsu up to B-Rank should they possess an appropriate weapon.
Note: Each M. Wolf summoned by this technique can only change their Chakra Nature once per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: If a M. Wolf summoned by this technique adapts to an Elemental KG, they lose 1 turn from their max turns left on the field, due to the strain caused by controlling multiple Elements simultaneously.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.

You must be registered for see images

‡ Approved ‡ Awesome technique.

(Tategami Ōkami Kuchiyose no Jutsu: Vivienne) Maned Wolf Summoning Technique: Vivienne
Type: Summoning
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Vivienne, whose nickname amongst the Maned Wolves is Kaheijū, the Floral Beast, for her unique type of illusionary combat and love of visual flair. Her fur is delicate and beautiful, the colors of which dance in different shades of red, creating dazzling patterns throughout, almost telling a story as the pattern shifts. Her eyes are a deep, vibrant green, much like the forest she and her fellow Maned Wolves inhabit. Vivienne has a naturally high level of skill in Genjutsu, which allows her to use almost any Genjutsu, but in her own unique way. Through combining her skill in Genjutsu with her own overbearing scent, Vivienne can use the opponents sense of smell as a means of inducing Genjutsu, similar to how Sound Genjutsu uses the target's hearing, or the Sharingan uses eye contact to establish.

Rotten Bloom: Vivienne begins by manipulating her own scent through her Chakra, which is surprisingly pleasant for a Maned Wolf, controlling it and directing it towards her intended target. The range of this ability is Short - Mid, as any scent produced eventually disperses after a certain distance, making it impossible to maintain smell-based Genjutsu at Long Range. Once the target is within range of Vivienne's scent, it is almost impossible to break out of the Genjutsu she applies, because even if a release method such as Kai, a full body surge or pain is used, her scent will still be present, still containing Vivienne's Chakra, allowing for instant re-administration of Genjutsu. However, the scent can be blown away with a Wind Release technique of B-Rank or higher, and if successful, requires Vivienne to re-administer her scent. This allows Vivienne to not only effortlessly traps targets in a seemingly unbreakable Genjutsu, it also opened many doors for future development in the scent-based Genjutsu field for both herself and her Summoner alike.

Note: Vivienne's scent control counts as 1 of of users 3 moves per turn.​

Note: Remains on the field for up to 4 turns.
Note: Requires Maned Wolf Summoning Contract.

You must be registered for see images

‡ Declined ‡ This is actually awesome, I like what you're doing with the contract. First things first, you require Lili's permission if you want to use smell-based illusions. Her Perfume CE has more or less patented that field. On to the summon itself, its OP. External illusions are and always will be powerful but this has taken that to a whole new level. The 2nd Mizukage can only cast one genjutsu with this clam's mist, not use every illusionary technique through it. His illusion doesn't incapacitate the opponent, all he does is conceal his own presence. This ability would be fine for genjutsu techniques like Bringer of Darkness but when I think about this being used in combination with some of the more powerful illusions I've seen/acquired, this is completely unreasonable. I suggest the following. On summoning, her odour already spans short to mid-range and through it she can use 1 to 3 different illusions using it as a medium.
Permission to resubmit from Lili was given via PM, under certain conditions which I believe I have fulfilled. I will be sure and link Lili this submission, and if there are any problems, she can mention them, and they can hopefully be fixed post-haste & pre-check.

To make the check as simple as possible, since there is a lot to this one, as advised, the Summon was limited to 2 unique Genjutsu, "Toxic Love" and "Memory's Muse", with Vivienne's original ability, "Rotten Bloom", acting as the overarching "catalyst" that allows those Genjutsu to be possible, with it's effects being activated automatically upon Summoning, dispersed with the generic cloud of smoke that appears when anything is Summoned.


(Tategami Ōkami Kuchiyose no Jutsu: Vivienne) Maned Wolf Summoning Technique: Vivienne
Type: Summoning
Rank: A-Rank
Range: Short (Short - Mid for Vivienne's Genjutsu)
Chakra: 30
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Vivienne, whose nickname amongst the Maned Wolves is Kaheijū, the Floral Beast, for her unique type of illusionary combat and love of visual flair. Her fur is both delicate and beautiful, the colours of which dance in different shades of red, creating dazzling patterns throughout, almost telling a story as the pattern shifts from one tale to the next. Her eyes are a deep, vibrant green, much like the forests she and her fellow Maned Wolves tend to inhabit. Vivienne has a naturally high level of skill in Genjutsu, which allows her to use her own unique brand of Genjutsu in her own way. Through combining her skill in Genjutsu with her own scent, Vivienne can use the opponents sense of smell as a means of inducing Genjutsu, similar to how Sound Genjutsu uses the target's hearing, or the Sharingan uses mutual eye contact to establish Genjutsu. There are several steps to such a unique Summoning Animal, which are as follows.

Fleur Pourrie (Rotten Bloom): The first, and most crucial step in Vivi's summoning, upon summoning her, in addition to the usual cloud of smoke that is usually accompanied by the Summoning Jutsu, Vivienne releases a large amount of her own scent into the air, affecting Short - Mid Range (roughly a 15m diameter around herself) with her scent, which is somewhat visible to Doujutsu users and easily detected by Sensor-Types, but is otherwise invisible and unnoticed, apart from the blatantly obvious stench. Anyone or anything within this area of effect that has a working olfactory system (such exceptions would include the Aburame Clan's insects) would be susceptible to Vivienne's Genjutsu. Vivienne's "Fluer Pourrie" can be removed by the displacement of the air, but only by Jutsu, tools, etc that create large gusts or blasts. For example, if one were to use a Wind Jutsu with a large area of effect and range, it would blow away all particles of Vivienne's scent, but if a Wind Release Jutsu with a smaller area of effect is used, it would only "move" the particles of scent around, as Wind Release Jutsu work in a similar manner to a vacuum, pulling in just many particles as it pushes out. If Vivienne's "Fluer Pourrie" is negated or dispelled through any means, Vivienne can release another burst of her scent, covering the same area of effect, at the cost of one of the user's 3 moves per turn.​

Using "Fluer Pourrie" as the method of induction, Vivienne can establish unique Smell-Based Genjutsu, all of which involve a unique brand of Illusory Combat which uses the olfactory system to her advantage. It is known in neuroscience that all smells have no personal significance until they are connected to something that has meaning. With the initial counter, one begins forming nerve connections that intertwine the smell with emotions. The capacities for both smell and emotion are rooted in the same network of brain structures, the Limbic System. The olfactory centre also interacts directly with the hippocampus, an area of the brain involved in the formation of new memories, giving smells the power to invoke powerful emotions and memories. No other sense is known to have this level of access to personal connections within the brain. Vivienne is able to use her scent, and the various reactions that occur within the brain upon smelling it, to create vivid and powerful Illusions through her control over Genjutsu. There are 2 unique Illusions Vivi can create, both of which must be activated within the range of "Fluer Pourrie", and are as follows.

Amour Toxiques (Toxic Love): By solely concentrating on a single target within the area of her "Fluer Pourrie", Vivienne uses her skill for Genjutsu to increase the target's perception of Vivi's scent, making it even more overbearing than it usually is. At the same time, Vivienne creates a visual illusion of a demonic entity that completely surrounds the target that carefully and affectionately caresses and engulfs them. The entity is composed purely out of all manners of filth, dirt, pollution, etc, with it's very presence causing extreme discomfort to the target, overwhelming them with a vile cocktail of toxic smells and sensations. As the illusionary entity surrounds the target inside the illusion, in reality they are left completely immobile, unable to move, as the entity completely engulfs them. The target, if not able to break free of the illusion, will begin to feel nauseous, and may perhaps even vomit. This is due to the effects of the Illusion being interpreted by the body in reality, thus triggering the natural response to one's encounter with foul, overbearing smells and sensations.

Note: Can only be used once per battle.
Note: Counts as one of the users 3 moves per turn.
Note: Amour Toxiques is a A-Rank technique.
Note: While concentrating on "Amour Toxiques", Vivienne cannot perform any other actions, failing to remain concentrated would automatically break the Illusion, rendering it's effects void practically instantly. This is because it's effects are very taxing to maintain through the medium Vivi employs, as the targets body will always fight to override the effects of the Genjutsu, attempting to replace it with reality, which is significantly less foul.​

Muse de Mémoire (Memory's Muse): Using the Olfactory systems direct access to the hippocampus, Vivienne uses her scent as a gateway into the target's memories. Through this Genjutsu Vivi is able to create a Visual Illusion that displays any memory or event the opponent has experienced, however, there are 2 important factors to this Genjutsu. First of all, the target must remain within the confines of Vivi's "Fluer Pourrie" and vice versa (Fluer Pourrie must be active for this Genjutsu to remain active), as the scent from Fluer Pourrie is the "fuel" that powers the technique's persistent visual illusion. The second factor that must be considered while using Muse de Mémoire is the context of the illusion which the target experiences.

For example, if the illusion displays a memory from the target's infancy, it should be immediately recognizable as an illusion. However, this is also, arguably, the Genjutsu's strongest point, forcing the target to relive painful or traumatic memories they know aren't real, but will have no real control over, creating moments of weakness in their defence. Another point worthy of note is that Vivienne is not in full control over the Genjutsu once it's activated, she or her summoner can only select generic or ambiguous situations, as she is neither a mind-reader nor a time traveller. As everyone's past is as unknown as their actions, Vivi can only specify either a time, a location or another ambiguous term in the hopes they have a memory relating to the specified term. On the other hand, not everyone Vivienne encounters will be an enigma that requires lucid guessing, for example, if Vivi or her summoner have background knowledge or personal experience with the target, they may share this information with each other through conversation upon her Summoning (In a properly worded, and perfectly legitimate discussion in the context of the RP scenario the user and Vivi are in, of course), thus increasing the Genjutsu's overall rate of succession.

Note: Can only be used once every 2 turns.
Note: Can only be used twice per battle.
Note: Counts as one of the users 3 moves per turn.
Note: Muse de Mémoire is a C-Rank technique.
Note: Muse de Mémoire cannot be broken through traditional means, such as Kai, pain or full body surges, because so long as the target remains within the range of Fluer Pourrie, even if they "break" the Genjutsu, they are still inhaling the source of the technique, instantly causing the technique to reactivate. This makes Muse de Mémoire almost identical to the 2nd Mizukage's Clam Summon's persistent Genjutsu, the main difference being Muse de Mémoire has more freedom in terms of what is displayed to the target.​

Note: Remains on the field for up to 4 turns.
Note: Requires Maned Wolf Summoning Contract.

You must be registered for see images

‡ Approved ‡
 
Last edited by a moderator:
  • Like
Reactions: Bhil

Selendrile

Active member
Legendary
Joined
Jun 26, 2011
Messages
18,231
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Hitteki Suru Ginga no Eikyō)- Impact of Rivalling Galaxies
Type: Defensive
Rank: A
Range: Short
Chakra: (-30)
Damage: N/A
Description: The basic application of this technique is designed to be used against incoming sword strikes. As a sword strike approaches the user, he will flatten both palms and then “clap” their hands together. This catches the blade between the user’s palms while minimizing damage to their hands. This application is capable of defending against kenjutsu techniques the same rank and below. The user can also infuse their arms and hands with chakra in order to protect themselves. (Ex: A fire infused sword strike approaches, the user will infuse their arms/hands with water chakra and catch the strike). This application would follow the regular strength/weaknesses of the chosen element. The elemental variation of this technique can also defend from regular elemental techniques as long as their scale is small enough to catch between the user’s palms (such as a lightning spear, wind lance, fire blade, etc).
- Usable three times per battle

‡ Declined ‡ You tried a very similar concept before and it was DNR'd for copying a technique someone is working on. DNR. Here's the technique for reference -
 
Last edited by a moderator:

Penguin

Active member
Supreme
Joined
Feb 15, 2013
Messages
29,919
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Suiton: Senchinerupengin - Water Style: Sentinel Penguins
Type: Offensive/Supplementary/Defensive
Rank: S-rank
Range: Short
Chakra: 40 (-10 per turn to sustain)
Damage: N/A
Description: One of Tobirama's most diverse and unique techniques, Suiton: Senchinerupengin is a new take on suiton ninjutsu. With the rapid release and manipulation of suiton chakra, a suiton specialist will be able to form one hand seal and use the air's moisture to create two penguins of water, the same size of Shima and Fukasaku respectively, that fly around the user or stay on the user's shoulders. These penguins are special due to their signature techniques and composition, their names being Staryu and Starmie respectively.

Staryu - Staryu is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a chakra draining mist. Due to Staryu's composition, it is able to create various tools and shields of chakra draining mist up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is b-ranked in power, but once the opponent is hit with this mist, they become significantly more sluggish due to chakra being drained from the opponent. If Staryu was sitting on the user's shoulder as one of it's attacks hit the opponent, it would replenish the user fifty chakra per turn as the opponent gets drained fifty chakra per turn. The user can use this bird as a water source, barring s-rank attacks and higher, and if the attack hits, the same effects would occur barring the chakra replenishment.

Starmie Starmie is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a crystalline water. Due to Starmie's composition, it is able to create various tools and shields of crystalline water up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is a-ranked in power, but has no other effects except for causing excess lacerations and having more power compared to regular suiton due to the crystalline like composition of said water, but still not enough to overcome it's natural weaknesses, namely wood and earth. The user can use this bird as a water source for an attack and gain an increased rank in power, with the exception being s-rank suiton attacks and higher due to the bird not being big enough.​

Note: No S-rank or higher suiton for two turns after this jutsu is over
Note: Can only use suiton, taijutsu, and ninjutsu whilst sustaining the penguins
Note: Can only be used by people who specialize in suiton
Note: Cannot use Starmie or Staryu for a source of water for S-rank attacks
Note: Starmie and Staryu last a maximum five turns on the battlefield
Note: Only useable once
Note: Starmie is based off of crystalline water
Note: Staryu is based off of chakra absorbing mist
Note: Can only be taught by Penguin.

‡ Declined ‡ Where to begin? Using them as water sources when they fit on your shoulder? Replenishing chakra when there's nothing connecting the opponent and Staryu? Techniques gaining an additional rank when used from Starmie? Their ability to create tools and weapons short-range from their position could simply be seen as a way of obtaining a method of a obtaining a generic construction technique for Water Release.

Kakusareta Misuto no Akogareno Yokubō - Longing Desire of the Hidden Mist
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After being in Kirigakure for quite some time, Tobirama had got used to the natural mist that surrounded his new village, but always was let down by the lack of mist in every other village. To compensate, Tobirama, with the help of other ninja from his village came up with an ingenious plan; Kakusareta Misuto no Akogareno Yokubō. Kakusareta Misuto no Akogareno Yokubō looks very similar, almost identical to a regular explosve tag barring one thing. Instead of the regular Fuda symbol, it says "Kirigakure" on it in Kanji form, much like 霧隠れの里. The cool ability of this special Fuda is that instead of exploding, it spews out a chakra-devoid mist that covers the battlefield with good speed and length (spans a mid-range area around it's detonation). Kakusareta Misuto no Akogareno Yokubō is like any other ninja tool, where you must specify that you have it in your arsenal and using it is no different than using a regular explosive tag.

Note: Kirigakure ninja can find their way through the mist
Note: Can only be used if it's in your bio
Note: Can only be taught by Penguin.

‡ Declined ‡ I started editing it but I feel like this should be a Fuuinjutsu technique. Also, I need to check Scorps' Fuuin customs to ensure this doesn't clash with one of his jutsus.

Himitsu Suiton: Kattingupengin - Secret Water Style: The Cutting Penguin
Type: Offensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user would begin to form a hand seal after performing the Hidden Mist Jutsu or with it already active, turning parts of the mist in short range of the user into tine, shiny crystal like shards of water in the shape of very small penguins. This is done the same way Takigakure Shinobi used the (Takigakure-Ryū: Mizukiri no Yaiba) Hidden Waterfall Style: Water Slicing Blade jutsu, by using vast amounts of shape and nature manipulation on regular water, making it seem hard and crystal like in nature. Then, with a mental command, the mist can be controlled much like how the user would use the Suiton no Jutsu technique, only except with the tiny, crystal like shards inside the mist, there would be a fair amount of damage if the crystal like shards cut the opponent. Since both opponent's are inside the mist, the user must either be from Kirigakure or have some sort of sensing to accurately use this jutsu, much like how Kakashi had to have a Sharingan to use Chidori.

Note: Must be from Kirigakure or have Sensing
Note: Can only be used three times per conflict
Note: Can only be taught by Penguin.

‡ Declined ‡ I'm not keen on approving offensive attacks which are difficult to perceive.
Himitsu Suiton: Kattingupengin - Secret Water Style: The Cutting Penguin
Type: Offensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user would begin to form a hand seal after performing the Hidden Mist Jutsu or with it already active, turning parts of the mist in short range of the user into tine, shiny crystal like shards of water in the shape of very small penguins. This is done the same way Takigakure Shinobi used the (Takigakure-Ryū: Mizukiri no Yaiba) Hidden Waterfall Style: Water Slicing Blade jutsu, by using vast amounts of shape and nature manipulation on regular water, making it seem hard and crystal like in nature. Then, with a mental command, the mist can be controlled much like how the user would use the Suiton no Jutsu technique, only except with the tiny, crystal like shards inside the mist, there would be a fair amount of damage if the crystal like shards cut the opponent. Obviously since the crystal shards are inside the mist, they could be heard and vaguely seen if the opponent was to focus on the mist itself given their different mass and density from said mist. Since both opponent's are inside the mist, the user must either be from Kirigakure or have some sort of sensing to accurately use this jutsu, much like how Kakashi had to have a Sharingan to use Chidori.

Note: Can only be used three times per conflict
Note: Can only be taught by Penguin.

‡ Declined ‡ Sorry, I just don't see myself approving this. DNR.
 
Last edited by a moderator:

Summer

Active member
Legendary
Joined
Sep 17, 2012
Messages
14,423
Kin
3💸
Kumi
24💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Doton Gi Sochi- Earth style deception step
Type: Offensive
Rank: C Rank
Range: Short
Chakra: 15
Damage:
Description:
This jutsu is primarily used in short range and close combat fighting. The user can focus their earth chakra into the ground at any point where the enemy is about to step, and proceed to lower that small portion of earth for that step. The earth section being lowered is very precise to the enemies foot size, and also the exact moment the enemy steps onto the ground. The section of earth will drop down one foot into the ground and will delay an enemies movements and creativity for defending briefly, hopefully causing an opening to attack. This jutsu is fast as it is simply focused on one foot of the enemy while they are in movement.

Restrictions:

+ can only be used on land

+ can only drop down the earth not lift it.

+ can only be taught by Juha

‡ Declined ‡ An offensive jutsu but when I look at the damage part of the template, there's nothing there.


Approved here:

Kuchiyose Meerkat Sennin Alibaba - Summoning jutsu Meerkat Sage Alibaba
Type: Summoning
Rank: S rank
Range: Short- Mid range
Chakra: 40
Damage:
Description: This old Meerkat is a 35 year old male who is slim build but yet still maintains plenty of strength. His coat is different from most Meerkats as his age has brought upon a colour change to his fur, making it Silvery Grey while his marking's are white. Once summoned to the field Alibaba's strength and wisdom is shown, a blanketed barrier of blackness envelops the battlefield but this does not hinder the sage as he is the only summon from the family to have Nocturnal vision. This provides great power to the Sage of all Meerkats being imprisoned in darkness for the first ten years of his life his sense's are razor sharp (heightened hearing and touch). He is able to sense any vibrations or irregularities in the earth on the battlefield through the sensitivity of his pressure paws, which allow for delicate measuring or vibrations through solids. He is normally one who does not do any fighting but will rather ride on the summoner's shoulder after being summoned. The pitch black cloud needs to be maintained by Alibaba hence why he only maintains himself on the summoner's shoulder so he can focus on the his ability, and sight.


Restrictions:

+ can only be summoned once per battle

+ can see in the dark as long as he remains on the field

+ he can remain on the field for one full turn

+ doujutsu users and sensors will still be able to track the summoner in the darkness through there respected means

+ must be a signer of the Meerkat contract to summon

‡ Declined ‡ The coloured bit makes no sense. Where does this darkness come from? You can't just say everything turns dark after summoning him.


Osore Ho-Ru Kagami(Horror Hall Of Mirror's)
Type: Offensive
Rank: A Rank
Range: Short
Chakra: 30
Damage: 60
Description: this jutsu begins with a single handseal and while the enemy is moving towards you the user takes control of their visual and hearing placing them in a genjutsu. the genjutsu begins with the enemy walking through a hall of mirrors which has reflections of children in them being decapitated and dismembered. the screams are heard throughout the candle light lit hall. the screams and cutting sounds vibrating throughout the enemies eardrums, echoing and driving the the enemy caught in the genjutsu insane, upon coming to the final mirror in the hall the enemy glancing at last mirror in the hall, when all of a sudden a sword is run through them in the mirror image thus binding there psych and movements in the mirror for a few seconds. when the enemy see's this image of a sword being run through their body they also see blood dripping down from it and tear's begin rolling down the enemies eyes. throughout all of this visual and hearing effects of this genjutsu the user is sneaking around behind the enemy in close range and proceeding to run a sword or kunai through the enemy. this jutsu can also be used with silent homicide to increase the effectiveness of getting behind the enemy quickly without causing disruption to the genjutsu and adding a quick easy kill.

restrictions:

: can only be used once per turn and twice times per battle.
: no A rank or above in the same turn.
: can only be taught by Rojuro

bolded the changes although you never said specifically where the problem was.

☼ Leaving for another Mod ☼

-Declined- A few things that need clarification, first, why would the screaming drive someone insane? sure it would hurt his hearing, but you can't force someone insane with a normal genjutsu, such a feat is only achievable through Sharingan genjutsu, Second, you say that his image in the mirror would be paralyzed, but does that mean that he will be paralyzed in the genjutsu which would mean he is paralyzed in reality as well? why? because of fear? it's not possible to be paralyzed this way, the only way he would be paralyzed in reality is that his mind believing that he is paralyzed in the genjutsu, like chains wrapping around his body to prevent movement..etc Also remove that whole getting behind your opponent while in the genjutsu thing, you can do that yourself after performing the genjutsu, no need for it to be there.


Osore Ho-Ru Kagami(Horror Hall Of Mirror's)
Type: Offensive
Rank: A Rank
Range: Short
Chakra: 30
Damage:
Description: this jutsu begins with a single handseal and while the enemy is moving towards you the user takes control of their visual and hearing placing them in a genjutsu. the genjutsu begins with the enemy walking through a hall of mirrors which has reflections of children/mother with babiesin them being decapitated and dismembered. the screams are heard throughout the candle light lit hall. the screams and cutting sounds vibrating throughout the enemies eardrums, echoing and driving the enemy caught in the genjutsu will want to look away and or cover there ears, upon coming to the final mirror in the hall the enemy glancing at last mirror in the hall, when all of a sudden a sword is run through them in the mirror reflection which begins to cover the mirror in blood. The echoes of screams from the dying children/mothers with babies begin to resonate with the enemy vibrating throughout their soul, every single scream in the Hall is filled with tragedy and death.

restrictions:

+ can only be used once per turn and + 2 times per battle.
+ no A rank or above in the same turn.
+ can only be taught by Juha

‡ Declined ‡ You can't say what the opponent will do or how they will react to your illusion. What if their character is extremely sadistic and enjoys the agony of others?They might very well enjoy what's going on. So you need to remove that bit.
 
Last edited by a moderator:
Status
Not open for further replies.
Top