[ARCHIVE] Custom Jutsu Submission - II

Status
Not open for further replies.

Elmage G Ace

Elite
Joined
Mar 30, 2011
Messages
6,091
Kin
2,624💸
Kumi
6💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

~Resubmitting~
(Fuuton: soudai hando)Wind release: Majestic Hands
Type: supplementary
Rank: S rank
Range: Short-Long (Made Short-Range of the user but can travel up to long-range)
Chakra: 40
Damage: 80
Description: The user performs the hand seals boar>>Tiger>>Ram>>Horse>>Dragon then clapping his hands together the user creates two large-sized hands having a maximum size of 5 metres in length and 3 metres in breadth, but the user can vary the size of the hands, with the minimum size being that of a normal hand. The hands can manifest solid-like properties, being able to deal physical damage (all within reason), it can also manifest a blunt wind force as strong as a powerful wind storm, however the user cannot manifest both, further more, the wind hands is not attached to the user but is created above the user, within short range. While the jutsu is active, the users hands has to remain together and cannot use another technique. The speed of the hands is as fast as a generic wind jutsu, finally the hands can be used for different purposes, only limited to the users imagination (also within reason, the hands cannot perform handseals for a jutsu for example), and also each hand can perform entirely different task, depending on the user, but the hands cannot be more than 10 meters apart.

Note: The user cannot use wind for two turns after technique is used.
Note: User cannot mold chakra above A rank a turn after technique is used
Note: Can be used twice, with a three move interval.
Note: Can only be taught by elmage

‡ Approved ‡ These restrictions are way too hefty. You've been away for a while so that's understandable. Look at other submissions to see what's generally acceptable for restrictions nowadays. You can update this if you want.
~Resubmitting~
(Fuuton: soudai hando)Wind release: Majestic Hands
Type: supplementary
Rank: S rank
Range: Short-Long (Made Short/mid Range of the user but can travel up to long-range)
Chakra: 40
Damage: 80
Description: The user performs the hand seals boar>>Tiger>>Ram>>Horse>>Dragon then clapping his hands together the user creates two large-sized hands having a maximum size of 5 metres in length and 3 metres in breadth, but the user can vary the size of the hands, with the minimum size being that of a normal hand. The hands can manifest solid-like properties, being able to deal physical damage (all within reason), it can also manifest a blunt wind force as strong as a powerful wind storm, however the user cannot manifest both, further more, the wind hands is not attached to the user but is created above the user, within short range. While the jutsu is active, the users hands has to remain together and cannot use another technique. The speed of the hands is as fast as a generic wind jutsu, finally the hands can be used for different purposes, only limited to the users imagination (also within reason, the hands cannot perform handseals for a jutsu for example), and also each hand can perform entirely different task, depending on the user, but the hands cannot be more than 10 meters apart.

Note: User cannot use another S rank jutsu in the same turn the technique is used
Note: Can be used three times, with a two move interval.
Note: Can only be taught by Elmage G Ace

‡ Declined ‡ Woah woah woah. "Made Short to Mid Range of the user". Tried it :|. Keep that as is. The restrictions you have suck tbh. Just say "No S-Rank or above Wind in the user's next turn" and for the usage, it should just be twice per battle.

~New submission~
(Raiton: akuma gekido)Lightning Release: Demon Rage
Type: Offensive
Rank: S-Rank
Range: Mid Range
Chakra: 40
Damage: 80
Description: The user performs the Tiger seal and claps his hands together, and channels lightning chakra around his body, and releases it in form of a lightning ring around him, the thickness of the ring is up to 5 inches and at waist level, and the ring itself expands once released to a 10 meter radius, with the user at its center, the technique is moderately fast to perform, but requires good chakra control. The ring could be just one expanding towards target or can be released multiple times in rapid succession(four maximum) albeit weaker. The lightning expands as fast as a generic lightning jutsu, and has two variations. It can manifest penetration ability, capable of slicing through solid materials or it could possess the ability to electrocute and cause a repulsive force, pushing back as well as shocking the target, but it cannot manifest both at once(either high penetration, or electrocuting as well as repulsive force)

Note: Useable twice, with a move interval
Note: User cannot use lightning in the next turn
Note: User must have mastered lightning to use
Note: Can only be taught by Elmage G Ace

‡ Declined ‡ Pretty sure I've seen this only for other elements (Korra has one for Water I think).
 
Last edited by a moderator:

Python

Active member
Elite
Joined
May 15, 2014
Messages
8,255
Kin
2,287💸
Kumi
2,831💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Futon: Jōkā no sōsa) | Wind Release: Joker's Manipulation
Type: Attack/Spuulementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: This particular ability consists of array of techniques that involve the usage of thin and sharp strings of wind that the user creates from his finger tips. These strings are super strong, have great tensile strength, are razor sharp, and are nearly invisible due to being made of pure wind. However, anyone who is short range from the strings can easily spot them. These strings can be used in multiple ways, depending on how the user wants to use it, and also depending on the situation.

Normal techniques (A-Rank):

Goshikito
The user will simply slash his target with 5 strings coming out of his fingers of each hand. These strings are very sharp and durable and can cut through huge boulders of rocks easily, giving a clean cut.
Overheat
The user can shoot a thick rope made of strings of wind, from his palm and whip it at the target. The strings in the whip are extremely sharp and can be used to coil around the target and hold him immobile. The user can, unwind the rope and divide it, to make the strings move in different directions, to capture more than one target at a time. The rope itself has enough thrusting power to drill a hole the the target's body, should it be used as a projectile. Once the target is captured, the user can pull the rope and slam the target to the ground.
Tamaito
The user can point at his opponent with his index finger and fire strings from it, as if it were a gun. He can fire multiple rounds from both hands at the same time. The strings being sharp as a blade, can penetrate even the toughest defenses.
Athlete
The user will attach several long strings to his limbs and when he attacks them, it causes cutting damage. This is a short ranged technique that can be used for appropriate defenses.
Parasite
The user can attach his strings on to his targets and manipulate their movements like puppets. These strings are usually thinner than the others, and hence they seem completely invisible. Also, since these strings do not contain any cutting power (they are still very strong and highly tensile), they are a little less dangerous as compared to the other methods. With the help of the strings, the user can even keep the victims trapped floating in mid air. The strings will attach to the victims's spine, and the four limbs which allows the user to manipulate a maximum of two victims at a time by moving his fingers.
Sky Road
The user will attach his strings to any nearby entities which help him to lift himself up. The user can also move around at very high speeds (slightly above base speed) by constantly attaching and reattaching to different entities. Since the strings of wind are invisible, it seems that the user is flying in air. Once activated, this technique can be used passively for 3 turns.
Awakened Techniques (S-Rank):
Break White
The user will channel his wind chakra into the ground and will create large masses of wind strings that emerge and swipe the target. The strings will protrude and create a jungle of strings that will pierce through the bodies that stand above the ground.
Billow White
The user can send his chakra into existing structures present in the field (like a golem or a building) and let their entity be filled with the strings. He can then manipulate the entities for 3 turns where the strings act as bones that support every part of its body. Obviously the structure can only perform physical attacks.
Note:
Each ability can only be used twice.
Can only be used 5 times in a battle.
S-Ranked techniques can only be used twice in total
The user cannot use Wind techniques above S-Rank in the same turn or next.
Can only be taught by Python.

‡ Declined ‡ Thanks for the recap of Doffy's abilites. This is simply way too many techniques in one. Many of them have been done already or just aren't feasible. DNR.
 
Last edited by a moderator:

Seblax

Active member
Elite
Joined
Aug 9, 2009
Messages
8,514
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Weapon approval:

Art of the Jade Warp: One-Punch Man | Tamamayu no Jutsu: Wanpanman
Type: Offensive/Defensive
Rank: S-Rank
Range: Mid Range
Chakra: 40
Damage: 80
Description: The user manifest a huge amount of chakra into the strings of the Tamamayu gauntlet causing them to swirl outward in a storming motion of a high density. The strings are enriched with earth natured chakra, giving them high coherence as they implant their endings into heavy bodies(ex: ground) around the user in three meters radius then spring the user in the usage of earth element's ability to lighten and cumber the weight of an object, causing the strings to stand strong yet flexible. The user's fist is also mummified by a thick layer of string after being lunched at such incredible speed; a little higher than the user rank's normal speed. In the moment right after being lunched and before making contract with the enemy, the strings on his fist would have the whole chakra gathered into it, adding immense weight and stiffness. The punch will impale the user's hand and partly his forearm into the enemy and furthermore create a big gap, the shock of such hit will cause most of the enemy's bones broken or damaged. The big disadvantage of this solid technique is the fact that once the user is lunched in that direction, it's utterly hard to change the trajectory unless the technique is completely abandoned and another force was applied to repel against the first (Ex: via another technique usage of such force) and even then the user must secure his arm so that his body doesn't lunch so forcefully in an opposing direction of his trajectory for it may lead to the dislocation of his shoulder or forearm. Upon delivering the punch, the user's arm is vastly exhausted and luckily unbroken or dislocated thanks to the application of earth chakra to fix the ligaments and bones in place. In the aftermath of this technique's usage, the user will tend to warp his arm with the strings to keep his arm fixed in resting position and support the hand viability for hand signs. While having the strings swirling around the user in preparation for this technique, the user shall be protected from thrown weapons or jutsus of A rank or lower of any elemental nature except lightning element which stand one rank lower in the security efficiency and S rank Water techniques, of course, this applies on the logic of what the dancing strings around a user could shield of;it cannot stop a wide technique like an A ranked water wave but it can stop S ranked water projectiles.
-Must be used via the arm wearing Tamamayu.
-User must have already mastered earth element usage.
-Can only be used once per battle.

✦ Declined, your CW says and I quote

"the user is able to control the strings as they desire and direct it to anywhere he wishes, manipulating them into different shapes and also able to infuse the wires with raw or elemental chakra increasing their strength and also giving them a variety of different effects. The gauntlet itself doesn't affect the user's arm speed or disturb forming hand signs. When infused with lightning chakra, the wires/gauntlet is able to paralyse the target. When infused with Fire Chakra, the wire/gauntlet is able to cause severe burns on contact. When infused with wind chakra, the wires are able to cut through boulders. When infused with water chakra, the gauntlet are able to absorb moisture from the air.
-All the elemental based abilities mentioned require the usage of the weapon's techniques.*to be submitted*"

Note that it never makes any mention of Doton chakra and even says the elemental abilities MENTIONED need to be submitted. No mention of Earth, no Earth based ability. ✦


CFS proof:
Technique it's based on:

Hurricane Skater Martial Art: Surfacent Pulse | Shippuusuka Tatakai no Jutsu: Joubumyaku
Type: Offensive/Defensive/Supplementary
Rank: B-Rank
Range: Mid Range
Chakra: 20
Damage: 40
Description: While riding the Hurricane Skater Martial Arts: The Twister Skater technique, the user manipulate the hurricane with his chakra causing it to generate strong pulses of wind that wave over the floor, fifty centimeters long and 4 meters in radius of the user's location. The repetitive pulses cause the enemy to lose their balance and fall then roll away, it also pushes away any body connected to the floor such as trees.
-Can only be used thrice per battle.
-This Jutsu is treated as a B ranked wind elemental jutsu.
-Must have used Hurricane Skater Martial Arts: The Twister Skater before hand.

✦ Approved ✦

Hurricane Skater Martial Art: Skating Barrage | Shippuusuka Tatakai no Jutsu: Suke-to Renda
Type: Offensive/Defensive/Supplementary
Rank: A-Rank
Range: Mid Range
Chakra: 30
Damage: 60
Description: The user skates toward the enemy via the Hurricane Skater Martial Arts: The Twister Skater technique or other means, once She/he's about reach the enemy, the user generate a small but powerful hurricane below his skate while riding it and around it. The hurricane will cause the skate to spin with a stilled flight height in an angle forward as it repetitively slam the enemy with each of its ends. The user in the meantime uses the skate as a footing with chakra channeled into his legs to maintain its trajectory as he leap forward preforming kicks then stand back on it to maintain control over it only to dash forward again with an arsenal of kicks and punches. After few laps, the user will manipulate the hurricane's properties to change the trajectory and spinning state of the skate to then lunch it a little upward so he/she can preform one last hummer drop with the skate upon the enemy's head with all the kinetic energy left from the operation released through it. In the aftermath, the enemy is left in a horrifying state including cuts, bruises, broken skull as well as other broken bones.
-Can only be used twice per battle.
-Ends the usage of the Hurricane Skater Martial Arts: The Twister Skater technique technique upon successfully delivering the final blow.
-Treated as an A ranked wind/taijutsu technique.

‡ All Pending ‡ Leaving for LoK.

✦ Uhh...can you rewrite this? I'm getting lost so much. ✦
 
Last edited by a moderator:
  • Like
Reactions: Joker

RuckenTM

Legendary
Joined
Mar 15, 2014
Messages
10,543
Kin
2,675💸
Kumi
2,113💴
Trait Points
54⚔️
Re: Custom Jutsu Submission

(Waki pērudoragonzu)-Springing Pale Dragons
Type: Supplementary/ Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After performing a single hand seal Ram, the user creates up to four blue lightning dragons creatures which emanate at a different vibration then regular Lightning jutsu. This different vibration of lightning chakra will have a spring coil likeness to it. These dragons are each 3 feet in length and 2 feet in diameter thickness. The spring like coil of the lightning jutsu gives the miniature dragons quicker bursts of speed towards the enemy when released from the hands of the user. These dragons will be coiled and look similar to a spring which upon being sent out from the hands will be pushed out and uncoil. This stretch of the coiled dragons are what make them faster then a regular lightning dragon. Once the dragon fully uncoils upon being sent out the tail recoils like a spring pushing it forward with extra momentum.


Notice:
->User can also apply it within mid air.
->Can only be used 2 times per fight
->Can only be taught by Ikiru Uchiha or Juha
You must be registered for see images

‡ Declined ‡ Raiton is already the fastest canon element, no need to make it faster lol.
(Ration: Chāpu wa doragonzukōnā o waki)-Lightning Style: Chirp springing the Dragons corner
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 (+10 if used to boost Taijutsu damage)
Description: The user can create up to four blue lightning dragons creatures which emanate at a different vibration then regular Lightning jutsu. This different vibration of lightning chakra will have a spring coil likeness to it. These dragons are each 3 feet in length and 2 feet in diameter thickness (when 4 have been released, but as one, x4 each width & length). The spring like coil and hoping state of this lightning jutsu, gives the miniature dragons ability to outwit objects in the way as they head forward only toward their enemy when released from the hands of the user. These Dragons aren't controlled by the user once released, they will operate on a simple instinct 'kill the target(s)' as they (ARH) lock on and track the target autonomously till they shock them. While these dragons are coiled they'll appear as a ball of ration in their user's hands, in that state of a sphere that covers the user's hand as if boxing gloves(in height/length 6-inchs, given it's condensed state) aren't formed to impale. Given that they don't kill on contact but, will rather shock the enemy also paralyze them.

Notice:
These dragons can chase up to 4 people, as they'd split up the targets upon themselves.
Once shocked paralyzation lasts 1 turn if successful but is ineffective against bios who have a primary Lightning Specialty.
You must be registered for see images

‡ Declined ‡ Too much detail at some points (ARH/lock on/whatever). Just say it follows the opponent. No need to be so specific with the sizes/dimensions of techniques btw. A vague idea is fine.


I changed a lot about the jutsu, so figured to just post it as is.


(Ration: Dantō Hōndochā)- Lightning Style: Decapitation Horned chirp
Type: Offensive
Rank: B-A
Range: Short
Chakra: 20/30 (+5 per turn active/use)
Damage: 40/60
Description: The user starts by channeling his lightning chakra into one or both of his hands. Using shape manipulation, they can release the lightning chakra in the form of a claw/horn in either short or long form on there arm(12 inches to 16 inches in length, 3/8 inches in width). While depending on the amount of chakra used, streaming A-rank raiton chakra makes the 16 inches form state. When formed the lightning blade(s) vibrate at a high frequency, it creates a short loud strained-bird chirp-like sound. The blade(s) within is a collected rotation of ration acting as a chain saw at such a high speed, for temperature of the blades increase in length. Hōndochā is an extremely powerful and devastating melee weapon in close quarters combat. A single strike can penetrate through solids as butter, being able to slice through the toughest metals or jutsu(s) [all depending on the Elemental S&W]. Hōndochā in most cases is fatal — as the blade passes through the body, the innards of the body are burned and cauterized by the temperatures produced by the blades. Survival is minimal at best and in the case of non-vital organs being stabbed with the energy, proper medical treatment must be applied as soon as possible to ensure long term survival.
Notice:
- Can only be taught by Ikiru Uchiha
- Can only be used thrice.
You must be registered for see images
You must be registered for see images

‡ Declined ‡ Aside from it's shape, this is no different from existing techniques.
(Ration: Dantō-kaku no chāpu/Dantō Chāpu)- Lightning Style: Chirp of decapitation angle/Chirp Decapitation
Type: Offensive
Rank: B-A
Range: Short-Mid
Chakra: 20-30
Damage: 40-60(+5 when Ration chakra absolved)
Description: The user starts by channeling his Ration chakra into one or both of his hands. Using shape manipulation, they can release the lightning chakra in the form of a claw/horn in either short or long form on their arm(12 inches to 16 inches in length, 3/8 inches in width). While depending on the amount of chakra used, streaming A-rank raiton chakra makes the 16 inches form state. When formed the lightning blade(s) vibrate at a high frequency, it creates a short loud strained-bird chirp-like sound. The blade(s) within is a collected rotation of ration acting as a chain saw at such a high speeds, for temperature of the blades increase in length. While against other ration jutsu, Dantō has the ability to steal ration chakra from other lighting jutsu within range, by sending out bursts of ration currents that connect with other ration jutsu thus leeching off the power of the other jutsu. This leeching/draining power is limited to one rank lower than it's desired state, that takes 1 turn for that ration jutsu to be nullified/ drained by Dantō. While as an extremely powerful and devastating melee weapon in close quarters combat. A single strike can penetrate through solids as butter, being able to slice through the toughest metals or jutsu(s) [all depending on the Elemental S&W]. Dantō in most cases is fatal — as the blade passes through the body, the innards of the body are burned and cauterized by the temperatures produced by the blades. Survival is minimal at best and in the case of non-vital organs being stabbed with the energy, proper medical treatment must be applied as soon as possible to ensure long term survival.
Notice:
- Can only be used thrice.
You must be registered for see images
You must be registered for see images

‡ Declined ‡ DNR.

(Doton: Borudākyaribā) - Earth Release: Boulder Calibre
Type: Supplementary
Rank: C-S
Range: Short - Long
Chakra Cost: 15-40
Damage Points: 30-80
Description:
This technique allows the user after streaming Doton chakra into the ground to form boulders to rise within the area. While this allows the user to simply pull the boulders from the ground crumbling into chunks that form around the users arm, the given process is quite smooth and fluid. The size and power of the technique is dictated by the amount of chakra put into the technique, varying from C-rank to S-Rank.
You must be registered for see images

‡ Declined ‡ Cool technique but this is multi-ranked for no reason. Choose a rank.
 
Last edited by a moderator:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: Custom Jutsu Submission

(Raiton: Rai Shinsei)- Lightning Release: Electrical Reconstruct
Type: Offense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: An advance lightning application technique, provided by the user through unique shape manipulation. The user by concentrating on their lightning techniques, will re-create the overall bodily structure of most electrical techniques, "hardening" them or in short, making them more concentrated then before. This technique can be considered a "next level" technique, since it can be used on virtually any lightning technique and bring them up a new level of abilities. Even already tangible/concentrated techniques can benefit this jutsu by its effect granted. The initiation of this technique is done by simply performing an extra hand seal during performance of the initial lightning jutsu, it would allow it to be done within the same time-frame. By having lightning more concentrated, they become less likely to conduct on water, have a specific penetrable offensive ability, less predictable through movement, but tougher to hear since its so compacted. Brightness remains relatively the same however. There will still have a certain amount of shock, and numb value to the electricity. An example is if this was used on Nagashi, it would make the current much more sharper and rip the opponent to shreds on contact due to its sharpness. This technique can be considered a unique method of electrical creation. This form of lightning can also be used to combat other energy based techniques without phasing through one another.

Note: Can only be used four times
Note: Can only be taught by Yusei
Note: Can't be used on Forbidden rank lightning

‡ Declined ‡ This is pretty OP, at least when combined with Nagashi.

(Raiton: Zeusu kaminari no shifuku)- Lightning Release: Zeus's Thunderous Artilery
Type: Offense/Supplementary/Defense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will release electricity from their body creating a group of electrical senbons (needles). These needles have a certain amount of numbness and able to pierce through flesh. When created, their purpose is simply to aid the user for specific needs. Due to their small shapes, and vast majority, the user can manipulate the needles during creation of the technique to create various basic shapes such as walls, spears, spikes, swords, etc. Nothing of advancement like animals. The user can passively control when the needles shape, or split back up. By splitting them up, through hand gestures can control the needles in groups for attack (same in weapon form). The user can also send them in a projectile manner to travel long range. The amount of needles created at once can ever exceed that of short range radius. Offensively the user can decide to use either the basic shapes, or needles, the result will be numbness and possible flesh wounds/burns. Defensively it is limited to elemental strength and weakness, as well as regular logic of interaction with lightning. Supplementary wise, it can combo with water techniques, but loses its shape by conducting on the current, adds 20 damage to water when doing so. The range of the needles creation can extend up to mid range through using the ground as a medium.

Note: Can only be used five times
Note: Can not be used consecutive turns
Note: Can only be taught by Yusei

‡ Declined ‡ This is just a generic lightning creation technique.
 
Last edited by a moderator:

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,729
Kin
6,839💸
Kumi
26,730💴
Trait Points
28⚔️
Re: Custom Jutsu Submission

(Zetsubō) Despair
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Given to him by his late master Akiza, Zetsubō is an army arrangement that stands at six feet tall and has large crimson rose drawn on the front. The back of the gunbai is decorated with two Senju clan emblems, and it is similar in shape to that of Madara Uchiha's war fan. Zetsubō's dense wooden center has a tan like hue, and it's outer areas are lined with a thin yet durable metal that allows it to deflect kunai and other thrown projectile. Within the shaft of the gunbai is a hidden chokutō ("straight sword") that can be detached at a moments notice, enabling the user to perform kenjutsu techniques. While in this form, the main portion of the gunbai can be attached to the user's forearm to act as a shield of sorts. The sword within the shaft is known as Izanagi, 'He who Invites', which measures three feet in length and is made of the pure obsidian steel. The blade itself is tinged black, with the cutting edge holding a mirror finish that reflects despair into the eyes of all who gaze upon it.

Abilities
By swinging Zetsubō in different ways the user is able to activate a number of it's abilities, the first of them being Shinkū. When held at a forty degree angle to the ground and swung in a downward diagonal manner, the user is able to create a A-ranked vortex of wind that can reach up to mid range around the him, depriving everyone including the user of air to breathe, and lowers the strength of fire attacks by one rank due to the lack of oxygen. If the field isn't escaped in one turn then the lack of air will cause those within the field to faint, however, once the wind used to encase the user and his opponent is breached, the vortex will dissipate.

The second ability of the gunbai is known as Atsuryoku, and is activated when the user swings it in a downward vertical motion, summoning an A-ranked non-invisible pillar of wind that crushes the enemy into the ground. This pillar falls down with tremendous force, able to crush solid earthen techniques of the same rank or below, and has a radius of 4 meters. The pillar of wind will leave a decent sized crated in the ground, and dissolves after impact, creating a gentle breeze that spreads throughout the battlefield.

Zetsubō's final ability is known as Jōshō, and comes about when the gunbai is placed beneath the user's feet and a surface. A B-ranked stream of continuous wind would be released from the bottom of the fan, launching the user about six to seven meters into the air. After the initial burst subsides the user can continue channeling a minimal amount of wind chakra (-15) into the fan for two turns in order to hover three meters above the ground, and can move in a certain direction by tilting it. When this technique is in use, only wind techniques can be used.

-Must have Fūton Primary Affinity to wield.
-Shinkū can only be used once per battle.
-Atsuryoku can only be used twice per battle, and requires a cooldown period of three turns.
-Jōshō can only be used three times per battle, and requires a cooldown period of three turns.

You must be registered for see images

‡ Declined ‡ The first ability is overpowered and the latter two have been done already.

(Kenjutsu: Sōdo Yajirushi) Sword Art: Sword Arrow
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will channel raw chakra into their sword and perform a simple thrust to trick an enemy into thinking that the thrust was the extent of the attack. However, as the user fully extends his arm he will use shape manipulation to release the stored chakra in the form of a green arrow that measures about three feet in length, that travels at a considerable speed. The arrow would be incredibly sharp, so much so that it's able to split apart techniques of the same rank and below. Once the chakra is released the user can will it to split into four parts in order to attack multiple opponents, or a single opponent from different sides.
-Can only be used twice per battle

‡ Approved ‡

(Katon: Chikyū ) Fire Release: Earth Spirit's Reckoning
Type: Attack
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90
Description: Kneading an immense amount of chakra and then converting it to fire, the user will do the Horse → Tiger → Snake handseals as he channels this chakra through his hand and into a sword that is held perpendicular to the ground. The user will thrust his blade into the earth and release the built up fire chakra underground, causing a circular shockwave of earth to travel outward as the surface of the battlefield heats up and becomes unstable due to the extreme heat that spread underground in a short amount of time. Apart from the three feet circular clearing on which the user stands, the ground would become so hot that it begins to melt and becomes a sea of molten lava that is approximately four feet deep. Anyone standing on the bare surface would severe burns all over the body, and solid structures would be set ablaze as they sunk into the fiery depths. High ranking water techniques (S-ranked) in contact with the lava would begin to boil, and go on to evaporate after one turn, while lower ranking water techniques would evaporate during the turn they are used. Metals such as steel would dissolve into an extremely hot liquid state. Needless to say, anyone hiding underground would vaporise as the earth turned from a solid to liquid state. The continuous channeling of fire chakra through the sword would cause it to heat up rapidly, and thus the hand holding it would suffer burns to the point that it would turn black and become useless.
-Can only be used once per battle.
-No S-ranked technique can be used in the same turn.
-No fire techniques can be used in the next two turns.
-Only two techniques can be used in the following turn.

‡ Declined ‡ This really is just pseudo-lava.
 
Last edited by a moderator:

-Quest-

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

[Fuuinjutsu: Godai Mibae] | Sealing Arts: Fifth Charm
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user has pre sealed 5 marks on his body, each of them contains the 5 basic elements. The marks are connected to a trigger that activates when a foreign elemental ninjutsu is about to hit the user, releasing one of the contained element to counter with the incoming one. For e.g..If the opponent launches a fire jutsu thats about to land on the user, the trigger releases the seal containing water. When unsealed, the element blasts outwards omnidirectionally from the user's body. The user can also release the seals manually if he wishes.
~ Each element is useable once.
~ Unsealable one per turn and 2 turn cool down between use.

‡ Declined ‡ Similar techniques exist.
 
Last edited by a moderator:

Vision

Active member
Legendary
Joined
Jan 19, 2012
Messages
14,640
Kin
5💸
Kumi
1,009💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Katon: Gyararuhorun | Fire Release: Gjallahorn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will create 6 small sized spheres of fire which are extremely dense in nature, coated with regular chakra to form it's shape and integrity. These small spheres are the size of a ping pong ball and will rotate around each other. While the spheres form, another, larger sphere begins to form around the group, containing them inside. The larger sphere is the size of a basketball while not being as dense as the smaller ones. The user is able to fire off the sphere up to a distance of long range & as it comes in contact with any object, it explodes outward, causing B rank damage to anything within a short range radius & leaving the remaining 6 spheres undamaged. the user is able to control the movement of the spheres due to them being coated with his chakra, 3 from one arm & 3 with the other. The range that these small spheres can travel from the initial blast impact is short range & can cause severe damage as a whole. Due to the heat & density of the each sphere, they are able to cause damage of up to C rank individually. The speed of the smaller spheres travel as normal fire jutsu that are projectile type. The user would not be able to control the smaller spheres individually but only in groups of three. The smaller spheres will explode once it travels to the max range of short range from the initial blast. The blasts of the smaller spheres only effects the immediate area and not a blast area like the bigger sphere. The smaller spheres can move anywhere up, down, around, left, right from it's original location where the initial impact of the bigger sphere occured.

Note: Can only be used 3 times per match
Note: Can not use another fire jutsu the next turn
Note: Counts as 2 moved per turn, thus only allowed to use another jutsu on the same turn
Note: Due to the nature of the jutsu and needing immense chakra control, the smaller spheres will explode if the user has to use another jutsu or release the jutsu due to other factors.
Note: Can only be taught by Vision
 
  • Like
Reactions: Penguin

Negative Knight

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

‡ New Cycle ‡

The new cycle starts on 24/07/2015 (at 22:50 GMT +1) and ends on 31/07/2015. The thread will be closed up to a week so I can check any remaining submissions and then it will be re-opened.

Rules of all upcoming cycles
1) Checking will happen throughout the week rather than at the end. Only make your submission when its complete as its liable to being checked there and then. No need to rush like crazy to submit your stuff since as you've seen, I check things in a random order.

2) To avoid clutter you're only allowed to make one post. This means if your post is checked and it only contains one technique, you cannot make another post to submit additional techniques. If you wish to submit the full three techniques, I suggest you post them all in one post when all of them are ready.

3) Of course this means resubmissions in the same cycle are no longer allowed.

4) You cannot edit your post if even one of your techniques has been checked by a moderator.

5) Techniques I deem too long for no reason will be declined automatically.
 
Last edited:

Robot Boy

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

(Koton: Toreddo Jitensha) – Steel Release: Tread Bike
Type:Offensive/Defensive/Supplementary
Rank:A
Range:short-long
Chakra:30 (-20 per turn)
Damage:n/a
Description: The user creates a bike of black steel by using a pre-existing source of earth and molding the earth with their fire chakra. Much like a motorcycle, the user can perform freeform moves with the bike such as wheelies or spins but, also in conjunction with elemental attacks. On the Bikes tread wheel, are spikes that run along its surface and is used for dealing extra damage when the user races through the targets. By focusing his fire chakra into the bike, the user can leave behind trails of fire from the wheel and inflict damage, move, or release an A-ranked backfire from the engine’s valves. By focusing earth chakra, the user can form a B-ranked dust cloud to slow down targets or spray rocks to inflict damage. While using the tread bike, the user is limited to earth, fire, and steel techniques. Outside of battle, the user can use this as a means of transportation. Twice per battle and at the cost of 30chakra, the user can boost their speed (though still traceable by normal eyes) by focusing a great amount of fire chakra.

-Can only be used by steel bios
-Lasts for four turns
-Can be used once per battle

‡ Declined ‡ Spikes on the wheels? Also, this is three techniques in one. You can make the fire out of the "engine" and the dust cloud as separate techniques.
-Resubmitting-

(Koton: Toreddo Jitensha) – Steel Release: Tread Bike
Type:Offensive/Defensive/Supplementary
Rank:A
Range:short-long
Chakra:30 (-20 per turn)
Damage:n/a
Description: The user creates a bike of black steel by using a pre-existing source of earth and molding the earth with their fire chakra. Much like a motorcycle, the user can perform freeform moves with the bike such as wheelies or spins but, also in conjunction with elemental attacks. While using the tread bike, the user is limited to earth, fire, and steel techniques. Outside of battle, the user can use this as a means of transportation. Twice per battle and at the cost of 30chakra, the user can boost their speed (though still traceable by normal eyes) by focusing a great amount of fire chakra.

-Can only be used by steel bios
-Lasts for four turns
-Can be used once per battle

☼ Pending - Leaving for NK ☼

✦ Declined, inconsistent. You say it can be used as a means of transportation, but it lasts 4 turns, meaning only 4 posts of usage. Also, how do you form handseals if you are using handlebars? And if it can only be used once, and you have the twice per battle thing, you're basically saying that 2 out of those 4 turns can be spent on enhancing speed. ✦

(Chimeiteki Keiteki) - Fatal Horn
Type: Weapon
Rank: S
Range: Short-mid
Chakra: N/a
Damage: N/a
Description: Is a hammer with the appearance of a Ram's head as the hammers face and has a chain linked to a spiked metal ball. The head is gold in color, and the 'horns' of the head have a silver color, while the ball's 'shell' is blue with white spikes. The weapon is made of a sturdy, durable metal that can deflect regular weapons (kunai, shuriken, wind mill-shuriken, regular swords etc.) without receiving so much as a scratch. Fatal Horn has the ability to crush/break through 'solid' techniques such as ice, steel, and earth techniques up to B-rank. The spiked ball is placed/rested on top of the hammer like the Kendama. Originally it belonged to a famous warrior from Sunagakure who participated in the third ninja war and died fighting. When the hammer and ball are together, the weapon is used by bouncing the ball on the Hammer's sides before batting the ball towards the target. The Hammer and ball can be disconnected to perform separate attacks. The hammer's handle has a built-in mechanism that allows it to extend to mid-range (6 meters) to 'Ram' the target and send them backward or to smash them.

Restrictions
-Can only be wielded by Fang.
-Each hammer-based technique counts as a move.
-The hammer and ball cannot separate and form back on the same turn.
-Only one hammer technique per turn.
-The user can separate and connect up to two times.
-Extending the Hammer can be used up to three times.
-When the hammer is used to extend and knock the target backward or to smash them it is only C-rank.
You must be registered for see images


 Approved 
-Dropping fatal horn-

( Sumakku-te) – Smack Hands
Type:Weapon
Rank:S
Range:Short
Chakra:n/a
Damage: n/a
Description: Smack Hands appears as a pair of orange gauntlets which are fitted over the hands (or where they used to be) and serve as a pair of prosthetic limbs/replacements to those who can no longer make use of their hand/arm in battle or have lost them. One extends up to and around the forearm while the other extends up to and around the upper arm. The weapon can aid the user’s taijutsu, fighting style, and freeform attacks, specifically with moves that involve the hands. The weapon is strong enough to break simple weapons such as kunai, shuriken, tanto etc. The smack hand has the ability to lift or break through ‘solid’ techniques or heavy objects such as earth, ice, steel etc (including CE variants) up to and including B-rank. When breaking through solid techniques, the hand spins similarly to a high-powered drill. The hand reacts to the user’s chakra when they are in a different state, for example if the user is an Inuzuka and is in one of the wolf transformations, the gauntlets will expand and change shape in order fit onto their owner’s paws/claws, being enveloped in a cloud of smoke before emerging in its altered state. With Smack hands, the user gains access to its strongest attack, Power fists, where with the help of the smack hands, the user will focus his/her chakra into the hand to produce spikes on the knuckles before making a fist. The user will then focus even more chakra as he/her charges at the target and slam the hand into the target’s mid-section. Upon impact, the user releases the hand, firing it off as projectile missile, and knocks the target back as the hand pierces through their body before ripping them apart, and blowing them up. The weapon was forged from an unnamed material which made the weapon highly durable, preventing it from being broken, crushed, burned, frozen, cut through or melted when coming into contact with A-ranked techniques. If for some reason the hand is lost, the user can have the weapon create a new set of hands (as long as the user has chakra to spend and some of the weapon remains) in place of the old ones. This counts as a move and consumes 15chakra from the user.

-The hand’s ability to destroy solid techniques, counts as an S-rank move (40 chakra, 80 damage)
-Power fists can only be used once per battle, counts as a move, and cost 40 chakra
-The size and shape change counts as a jutsu and costs 10chakra
-The hand return to normal size when the user’s mode, transformation technique, body-altering technique etc., ends

☼ Declined ☼

This needs a little work, something to make it more unique.
 
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



(Fūinjutsu: Kiyome) - Sealing Arts: Purification
Rank: B
Type: Defensive/Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: The user will either activate a paper tag with the symbol for "Pure" (清) or artificially create it with chakra. The activation of the seal will work as a cleansing mechanism for water sources or techniques as well as substances around the user's person. If used on water sources the seal will absorb all the impurities, naturally turning it into pure water thus removing its conductivity. Not only does the seal absorb natural impurities but also external sources. These can range from things such as mud or earthen debris that may have gotten infused with the water. The seal can also be used on the user himself, absorbing things like a vacuum on his person. These could range from mud-like debris, to toxins/poisons/external liquids, adhesive substances, dirt, dust, grime and mainly all physical impurities that weren't percent before. Four times per battle, the seal can absorb up to A-Rank substances around the user's water/natural water within a mid range radius or his own person. (Ex: A mud binding, Syrup etc). This is also compatible with the Hozuki Hydrification techniques.

‡ Approved ‡

(Fūinjutsu: Uetto Seichuu) - Sealing Arts: Moisture Control
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage points: N/A
Description: The user will either activate a paper tag with the symbol for "Moisture" (濕) or artificially create it with chakra on his person. The seal will absorb all moisture in the battlefield, creating dry and humid conditions. This will prevent users from materializing water techniques on the battle field. Through sheer will, the user can re-create a portion of the seal made of chakra some where else on the field. This will give the user the ability to materialize water techniques his water techniques, using the moisture as a source. The re-created Kanji is invisible to the naked eyes as it is made of vague chakra.

⋩ Can be used four times
⋩ Seal is active for 4 turns
⋩ Seal will deactivate after using three techniques that naturally require a water source.

‡ Declined ‡ I removed one of the notes. Since you absorb all of the moisture in the air, would techniques previously created from it still be possible? I personally don't see that being the case (unless you use one of your three allotted spots for the creation of the technique).

(Suiton: Hozuki's Baku Taijutsu) - Water Release: Hozuki's Explosive Body Technique
Rank: B-A
Type: Defensive/Offensive
Range: Short - Mid (Propel)
Chakra cost: 20-30
Damage points: 40-60
Description: Through the usage of this technique, the user will momentarily enter a hydrified state or manipulate his already activated state. By taking the concept used in the Hozuki Bullet Technique, the user will release blasts of water from limbs or joints/body parts, augmenting not only striking speed, but also strength. For example, the user can release blasts of water from his elbows, increasing the overall potential of punches. Or even release blasts from the soles of the feet, boosting thrust momentum to that of a traveling arrow or slower. Before or upon physical contact, the user can release another blast from his striking limb, allowing him to deliver great blunt damage.

⋩ A-Rank can be used four times per battle.
⋩ Can only be used by Hozuki Clan Biographies.
⋩ Can be combined with Water Techniques along with non-elemental abilities.

‡ Approved ‡ Edited.
 
Last edited by a moderator:
  • Like
Reactions: System001

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,401💴
Trait Points
80⚔️
Re: Custom Jutsu Submission

Signed Summons Here:

(Magen: Rushiina no Houyou)Demonic Illusion: Lucina's Embrace
Type:Offensive| Supplementary
Rank:C -Rank
Range:Short
Chakra:15
Damage:30
Description:
The user will make three hand seals before causing a genjutsu to occur on his targets. The user will cause a special doll to appear behind the enemy. The doll will imitate a eerie laugh to which the target will hear and fall into a light slumber. Once done the target will awaken and find them covered by something. The doll will have wrapped itself around the target and now is acting like an outer skin. The user will then have another doll in his/her hands but instead, it looks like the target. The user is able to freely manipulate the doll by bending it, stabbing it and even burning it. The doll that formed around the target will imitate these motions or attributes, causing the target to feel the pain of the illusion. The user can end the genjutsu by simply ripping the head of the doll off, doing so the target. The genjutsu will end but leave the target slightly taxed out due to the mental stress.

☼ Declined ☼

If the target falls asleep, then this isn't an illusion, its a dream. They can't really do anything if they're asleep in reality, so you need to change that.



(Kuchiyose: Megami Diana}Summoning Technique: Goddess Diana
Type:Summoning
Rank:S-rank
Range:Short
Chakra:40
Damage:N/A
Description: Goddess Diana is the eldest of the three Goddesses of the Cougar contract, along with her sisters Adara and Selena. She is a very calm and open mined individual, and is accepting of all signers to the contract. She is roughly as tall as an adult male (7ft) and when standing on her hind legs reaches about 9ft. She has very particular markings under her eyes resembling that of lighting markings but she doesn’t have any ties towards the element. Her main affinity lies in her genjutsu usage, being a master of the illusionary arts. She is able to use them up to S-rank, and using her special ability she can cast all of them up to long range using her roar as a sound medium. This in turn makes all of her illusions induced through sound rather than normal means. Her fur color is completely white with the tip of her tail having a black tip on the end of it. She naturally can leap long distances reaching up to 15 meters with ease on each jump. She is very swift on her feet, able to outpace ninjas of the user’s rank with ease.

*Can only be summoned once per battle*
*All her genjutsu counts as a move*
*Lasts four turns*
*Must be a Cougar signer*

☼ Declined ☼

Having a genjutsu focused summon is fine, but this is too much. Rather than having access to a broad spectrum of genjutsu, it should be a summon specific genjutsu. It also can't be sound based like this.


(Tsubaki no Ken-Senin: Ten no Seifuku)Dance of the Blade Sage: Heaven's Conquest
Type:Offensive | Defensive | Supplementary
Rank:A-Rank
Range:Short - Long
Chakra: 30
Damage:60(-30 when touched by Fire)
Description:
After the activation of the style the user will be able to manipulate his/her chakra into the wires connected to the swords hilt and infuse chakra into them. This technique is the first and most versatile technique of the style. Once the user is ready they can infuse chakra into the swords and depending on which element they use can achieve different effects.

Katon: The user will infuse their fire chakra into the blades, and using the mental commands can ignite the swords to be set blaze. The swords when they make contact with the target will burn then and even slash at the same time, causing damage to occur to the target. The user can further manipulate the structure of the swords to become similar to that of ash, and when doing so can use the mental commands after infusing chakra into it to cause the blade to release hot ash from it and explode as normal when created from the body. The hot ash is formed around a blade and then “shed” off similar to hair on an animal and then the ash with the click of the teeth or mental command will explode causing damage to the target.

Raition: The user will channel chakra into the wires and into the sword, using mental commands in order to burst the chakra into life, causing the blades to become evoked in lightning. The user can form the lightning into two forms: Unfocused and Focused. When it’s unfocused, the lightning works similar to the Chidori, and when it touches a person, the lightning numbs the point of impact it made. The limb becomes numb enough that the target can't use it properly in combat. The focused version of causes the blades power to increase, making other kenjutsu techniques used with the swords power increase by +10. The lightning is also more solid enough to combat other projectile based techniques (within reason and elemental S&W)

Doton: The user will infuse there earth chakra into the wires and then into the swords, using mental commands in order to burst the chakra into life, though this isn’t needed in the case of Doton. The user will manipulate the chakra into their swords and using the weight changing properties of earth release, the user can infuse there chakra into an enemy technique using chakra to over throw the weight of techniques and actually move the attack away and stop it from hitting them, simply by decreasing the weight of the objects the blades implant into. The user can also do the same with increasing the weight of the objects if needed. The user can also use open small areas of mud in the ground by infusing chakra into the ground with the blades and using the mental commands to do so. The mud puddles aren’t wide but are big enough to hold a human inside of it, causing a 10 meter hole to form.

Suiton: The user will channel chakra into the wires and into the sword, using mental commands in order to burst the chakra into life, causing the blades to be evoked in water chakra. The user can change the properties of the blades, making them intangible and unaffected by physical attacks. The user can also change the blades in order to become sticky enough to pile onto the target and capture them using he sticky nature of the water. This immobilizes them and allows the user to follow up with more attacks with ease.

Futon: The user will channel chakra into the wires and into the sword, using mental commands in order to burst the chakra into life, causing the swords to be evoked in wind chakra. Once the user does so, he can change the form of the blades similar to the Samurai Sabre, allowing it to take the form of various weapons including lances, war hammers etc. The wind weapons are solid enough to counter other physical techniques, and when the enemy touches the weapon, it naturally cuts them due to the nature of wind release. This also causes minor cuts and bleeding to the target.

*Must know Dance of the Blade Sage*
*The user can only have one element infused the blades at once.*
*Creating the Ash and mud puddles counts as moves , each can only be used once per battle. The blast from the Ash is B-ranked*
*When the element is infused, they naturally gain the first properties of the element(example Fire being hot to touch, weight increasing and decreasing for earth etc) and thus don’t count as moves due to being the passive nature of the elements*
*When using wind, the user can passively change the weapon they created.*
*Each lasts 4 turns each unless the user deactivates it prior to*

Taught CFS Here:
Permission to submit CFS Jutsu:
Approval of CFS:

☼ Pending - Leaving for MU ☼
✦ Declined, the manipulation of the "structure" into ash is a no. Coating fire chakra over the blades that manifests as ash, is okay, but not manipulating the structure itself. The way the CFS itself is designed disallows for it to be used with regular Kenjutsu, so the +10 to Kenjutsu needs to be removed and/or revised to something else. The entire Earth portion is a no; redirecting and deflecting earth attacks because the weight is increased makes little sense. If anything, the impact damage would be increased and it'd be harder to effectively stop if it's a projectile and it obviously would only work against Suiton and Doton or other matter based attacks, though that matters little as conceptually it fails. Also, I dont understand clearly the next part; it seems as if you're implying that by using "mental commands" and chakra sent through the swords, you can manipulate the earth for the muds which is a no as that has nothing to do with your levitating blades and the earth itself. Intangible Water swords passing through solid based attacks both make no sense and doesn't work on concept; Water has little to no intangibilty properties unless you mean Mist and even then, matter based attacks easily control and confine Water, meaning that you cannot claim that water chakra lets you pass through matter. The wind ability isn't similar to Chakra Sabre, it's a clear rip of it. And also, an A rank with no restrictions on usage? I also dont get what you're trying to say about the element infusing and being passive. ✦
 
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

(Doton/Meiton : Uchi kyōshin) - Earth/Dark Release : Resonating Within
Type: Defensive/Offensive
Rank: B (A)
Range: Short
Chakra Cost: 20
Damage Points: N/A (+60 Blue Flames)
Description:
After Absorbing the Physical and Spiritual energy of a technique through Dark Release then the user will channel their dark chakra into an Earth Technique that is created before this use (doesn't have to be in the ground). Or channel it through the ground and once an earth technique is used from the earth the Dark will be combined with it (can only be use with earth coming from the ground when used this way), the earth technique will appear to have cracks that glow purple sort of like veins that resonate through their entirety. This gives the Earth Technique Dark like properties where it will absorb techniques into the cracks of the technique, once a technique has been absorbed it will be converted into blue flames and will resonate from the cracks to make the Earth Technique Stronger.

If the Earth Technique is Destroyed the Blue Flames within will carry one as a wave that spreads out in the direction that the Earth technique was originally going. If the Earth technique is destroyed before it manages to absorb anything then it will all be destroyed including the Dark Chakra, (The Initial Dark Chakra doesn't give an extra layer of defence to the earth, only gives it absorption properties. Since Dark Release naturally strengthens the chakra absorbed the blue flames will become A-Rank in power).

- Must be taught by LonelyAssassin
- has the same absorption power as Inhaling Maw
- Can only be used if a technique has been absorbed before hand
- Can only be used thrice

‡ Declined ‡ This is really cool though it's usage needs to be clarified. Make this something which is used just before an earth technique but still happens in the same time-frame.

-Dark Training :
-Dark Bio :
(Doton/Meiton : Uchi kyōshin) - Earth/Dark Release : Resonating Within
Type: Defensive/Offensive
Rank: B (A)
Range: Short
Chakra Cost: 20
Damage Points: N/A (+60 Blue Flames)
Description:
After Absorbing the Physical and Spiritual energy of a technique through Dark Release then the user will channel their dark chakra into the ground and once an earth technique is used from the earth the Dark will be combined with it (this is all done within the same time frame since it doesn't have any effect until a compatible earth tech is used). The earth technique will appear to have cracks that glow purple sort of like veins that resonate through their entirety. This gives the Earth Technique Dark like properties where it will absorb techniques into the cracks of the technique, once a technique has been absorbed it will be converted into blue flames and will resonate in the cracks to make the Earth Technique Stronger.

If the Earth Technique is Destroyed the Blue Flames within will carry one as a wave that spreads out in the direction that the Earth technique was originally going. If the Earth technique is destroyed before it manages to absorb anything then it will all be destroyed including the Dark Chakra. The Dark Chakra doesn't give an extra layer of defence to the earth, only gives it absorption properties. Since Dark Release naturally strengthens the chakra absorbed the blue flames will become A-Rank in power.

- Must be taught by LonelyAssassin
- has the same absorption power as Inhaling Maw
- Can only be used if a technique has been absorbed before hand
- Can only be used thrice

☼ Declined ☼

Seems like a bit much. Its an earth tech, that can absorb a technique, and then after absorbing the technique, if the earth is destroyed, the dark portion of it carries on. I think maybe choosing between giving it absorptive abilities, or extra attack power would be best. Maybe allow yourself to choose when using the technique.


(Norowareta-Meiton : Ten to ji no gisei) - Cursed-Dark Release : Sacrifice of Heaven and Earth
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 to Dark Techniques)
Description:
Works with those that have a proficiency of sorts in the spreading of Senjutsu Chakra, they will have it so that it spreads all down their arm with a Dark Release Tattoo on it. The chakra instead of forming extra appendages as this would usually do, the chakra instead gets absorbed into the Dark Mark and fuels the user with a lot of chakra from the Cursed Mark. The user will be capable of using 200 Chakra points worth of Dark Release Techniques without the need to use Inhaling Maw Beforehand because the converted chakra has already been gathered, however because this is Senjutsu chakra instead of ordinary chakra the Dark Release abilities will receive a small Damage Boost for a limited amount of time.

- Must have Cursed Mark Level 2
- Must have Dark Release
- Can only be used 3 times if CM Level 2 and Level 1 haven't been used.
- Damage Boost Lasts for Four Turns

☼ Pending ☼

Leaving for someone else.


Declined - 200 points of chakra is too much. Needs to be useable once. Needs to reduce the power of your curse mark as the chakra is drawn out of you aswell as the curse mark for this. Just needs a little reworking.

(Fūton Hijitsu : Ken no sandan jū) - Wind Release Secret Technique : Sword Shotgun
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description:
The Sword Shotgun Technique is an advanced Wind Ability that requires the shinobi to have good Stamina and a proficiency of wind whether it be a primary or secondary speciality to be able to use. This Technique uses the very structure of one's sword and positioning to created quick and powerful attacks, through the use of wind as a propellant through quick bursts that last not even a second. The Bursts of Wind are extremely strong and are imbued with the blade, using it's structure as a way to aim said bursts to create quick and powerful blade strikes.

These bursts can be use in various ways that the user desires, the most simplest way to use this technique is vertical and horizontal slashes. The Blast of wind will shoot from the back of the Katana's Blade, creating a really fast strike that happens in a split second. However, through the same way the user can do a 360 degree spin on the spot because of the burst of winds power, however their body must be positioned in such a way that they are standing on one leg so that they are easily spun around. The ordinary slash would be performed whilst standing on both feet.

Then there is the more acrobatic way to use this Technique, for example the user can point the blade behind themselves after lifting themselves from the ground and expelling the burst of wind from their blade to shoot them towards the target in short range, they can then slash them when they are close after travelling the distance (Maximum of 5 meters). The Blade can also be pointed at a target and expelled that way blasting the opponent away if they are in point blank range, if it's used this way they will receive no damage and just be shot into midrange; the user will also be push back from the recoil created. Another acrobatic use would be as the user is performing a vertical upwards slash, they expel the blast of wind, lifting them from the air whilst slashing and then finishing by spinning in the air doing a 360 degree slash - sort of like doing the shape of a "9" with the tip of their blade.

- Can be used with other Swords other than a Katana
- Can be used on two swords at the same time, power is split between them (C-Rank each)
- Must be Taught by LonelyAssassin
- Requires Wind Specialty (Can be Second or Primary)
- Requires Mastery of Ordinary Taijutsu
- Can be used consecutively for Combos, however can only be used twice a turn

☼ Approved ☼
 
Last edited by a moderator:

Vex

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

Batman
Type: Puppet
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The first in his Justice League series of puppets, Batman is one of Sasori's most versatile creations, and one of his most used puppets. Batman is a puppet outfitted with a black matte finish. He wears a golden belt, with various pouches. Each of these pouches has been inscribed with a special sealing formula by Sasori, allowing him to carry several large items in each pocket without them being cumbersome or awkward to carry like normal. He carries standard ninja tools, each coated in Sasori's special poison. He also carries swords, bows arrows, and other specific weapons. In addition to weapons, he also carries a variety of House hold objects including balls, chairs, and several kinds of stuffed animals. Along the entire puppet, he is outfitted with a special armor designed to be lightweight yet extremely durable. Like his Hiruko puppet, it affords him a B ranked protection. Instead of standard shuriken, Batman utilizes small Bat shaped boomerangs called 'batarangs'. They can be used much the same way as shuriken. Along his back, he has a bat themed cloth cape. The cape is extremely lightweight, but allows him to glide through the air at kage rank speeds. The cape also allows him some freedom of movement, while in the air. Batman is able to achieved a sustainable flight using chakra propellors in the soles of his feet once per baffle, which lasts for 3 turns. On his head he wears a bat shaped cowl, ans on his chest is emblazoned a bat shaped crest. His final ability is that he is able to detatch and disassemble himself into an armor to be worn by the user during battle in a similar manner to Hiruko. Batman can even be worn into battle, just like Hiruko. Sasori appears to be wearing the armored costume himself, when he comes into battle as Batman.

You must be registered for see images

☼ Declined ☼

This just seems like a way to give Sasori flight and armor. Choose one or the other.



Doflamingo
Type: Puppet
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Doflamingo is a puppet with a unique set of abilities. He appears to be extremely tall when compared to the average human. His clothes are brightly colored, with his hot pink feather coat most distinctly of all. Doflamingo sports a pair of curved, thin white sunglasses over his eyes. He has a white shirt with red stripes, a green belt, and orange pants with white stripes. He also wears black dress shoes that are somewhat pointed. He always has a smile on his face. Even his hair is reminiscent of a Flamingo, appearing feathery. It is a bright shade of blonde. His ability itself is rather simple. He is able to utilize and manipulate wire thin metallic steel strings. The strings are extremely durable, unable to withstand cuts from most standard bladed weapons with ease. The strings themselves are thin enough to cut through human flesh with little difficulty. He can perform several unique combinations through the usage of these strings. Doflamingo usually bends his fingers to move his strings as he pleases. These strings can be used to link up with and control other puppets, so the user would be controlling Doflamingo who is then controlling the other puppet. This leaves the user free to utilize other limbs for other tasks. This is because if the user cotnrols Doflamingo and another puppet with one hand, he'd be able to use his other hand for other tasks. This ability is called Parasite. His next ability, Goshikito (Five Color Strings) allows him to have 5 strings extend outward from each fingertip, and attempt to bifurcate the target utilizing a B rank slashing technique. If the user wishes, he could have Doflamingo condense hundreds of strings together, in an ability he calls Overheat wherein he creates a long whip which extends up to long range and can be used to cut through up to A rank attacks. The whip is easily manipulated, but would only be good for one quick slash before the strings retract back into Doflamingo's body. Doflamingo is able to release simultaneously all the strings released in his body to utilize his ultimate attack. He allows his strings to suddenly travel underground, surrounding the opponent from both sides. Then by suddenly bringing his arms together (similar in manner to how a bird flaps its wings), hundreds of pointed strings try to making this a difficult Jutsu to avoid, even by going upwards. This ability is S ranked, and is Doflamingo's most powerful offensive attack. It is called Wing Strike Thread. Doflamingo is one of the most versatile puppets in Sasori's arsenal, and his core could easily be transferred into Doflamingo's chest cavity where his heart should be.

Note: Each of Doflamingo's abilities counts as a move

☼ Declined ☼

An S-ranked puppet needs more restrictions, considering this one isn't really a restriction at all.


(Kugutsu: Itosenjigusuri) - Puppet Technique: Thread Infusion
Type: Supplementary
Rank: B
Range: Short - Long
Chakra cost: 20
Damage points: N/A (+20 damage)
Description: Thread Infusion is a technique based on one of the many abilities possessed by chakra threads. In Chiyo's fight with Sasori she displayed the ability to transfer the connection of chakra thread from one object to another seamlessly. The chakra thread switches between the objects on contact. The user applies this same concept to the jutsu he performs. When a jutsu is released, the user can attach chakra strings on to that jutsu. Once that jutsu makes contact with the target, the chakra threads become connected to it. However, this does not affect the purpose of the original jutsu. For example, if chakra threads were attached to the great fireball technique and the fireball technique hit a wall, the fireball will still scorch the wall but chakra threads will be attached to that wall also. The chakra threads can be concealed in two ways. The user can compress the chakra threads within the jutsu so that it appears invisible to the naked eye or the chakra threads will end up being concealed within the jutsu itself. Moreover, due to the nature of this jutsu, it happens in the same time frame as the technique(s) it is used with. Chakra Threads can be infused with other jutsu up to 4 times per battle and can't be used in consecutive turns.

☼ Pending ☼

Leaving for someone else. Not really sure this is doable with chakra threads.


✦ Declined, Im not allowing this. Too exploitable. ✦
 
Last edited by a moderator:

Panthalassa

Active member
Elite
Joined
Jan 21, 2013
Messages
9,001
Kin
1,105💸
Kumi
32,712💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

( Aburame no Hijutsu: Bikoushoku ) Hidden Insect Technique: Oligotroph

Type: Supplementary
Rank: E
Range: Short-Long
Chakra Cost: 5
Damage Points: N/A
Description: Oligotroph is a technique that capitalizes on the insect's natural chakra draining ability. Rather than infusing the insects with the user's own chakra, this technique allows one to manipulate already satiated insects with very low ranked and small amounts of chakra. When the insects feed on foreign chakra, they are capable of transferring half of that chakra to the user, or any other being. The other half is directly metabolised by the insects. When this happens, the user can, through Oligotroph, convert this metabolised chakra into techniques, guiding the satiated insects with his own chakra in small quantities. There are two variations of this technique. In the first variation, this is a passive technique: The user is able to perform any known Aburame technique by spending only 5 chakra, as long as the swarm has metabolised enough chakra to fit the requirement. Thus, one spends only one move. The second variant is considered a technique itself, as it is not supported by any other. The user is able to convert the metabolised chakra into a technique with double the damage per chakra point, which will be manifested as a single projectile-like swarm, travelling up to Long Range.

Note: First Variant + Aburame Technique count as 1 jutsu.
Note: Can only be used once every 2 turns
Note: Second Variant counts as 1 technique up to S rank-like projectiles ( 40 chakra, 80 Damage ) and as 2 techniques higher than that.
Note: Can only be used 4 times per battle up to S rank, and 2 times per battle higher than that.
Note: Either variant will spend the metabolised chakra, and will require the insects to feed more.
Note: Only foreign chakra drained will count, user's chakra that is required for Aburame techniques will not count.

☼ Declined ☼

This is a whole lot for an E-ranked technique.



( Aburame no Hijutsu: Udegumi ) Hidden Insect Technique: Exopodite

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user surrounds his arm with a highly concentrated swarm of insects, compacted together while allowing very minute lines of flow. This will enhance the user's arm into beastly proportions, which the user can utilize to exert greater strength or defend oneself, over 5 meters, with great flexibility and disjointed movement. At the core of the insect arm, surrounding the user's own arm, the user infuses the swarm with a variant of the Insect Cocoon technique, replenishing the whole arm through the minute lines of flow. This allows the user to keep regenerating the power of the technique. This insect arm can be overpowered or neutralized following the insect's S&W, but can't be weakened, as the insects will always be replenished unless killed.

Note: Lasts 4 turns.
Note: Can only be used 3 turns.
Note: Requires a 2 turn cool down.
Note: Can't use other techniques higher than S rank while the arm is in play.

☼ Declined ☼

The way this is set up it seems like you can indefinitely defend against A-rank and below techniques until the technique wears off. Can't allow that.


( Suiton: Shinkirou ) Water Release: Crypsis

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user will pulsate water from all around his body, creating a quickly expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of a brick wall and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

☼ Declined ☼

Is this an attack or a supplementary technique? The description seems to suggest a technique mostly used for deception and for a water source, but then its S-ranked with S-ranked damage. The offensive description doesn't seem to warrant anything close to S-ranked.
 
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

(Futon: Usuguraikara sasayaki)- Wind Release: Whispers from the Dim
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80 (+20 to Katon techniques)
Description: The user will stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area as well as empower any underground Katon techniques that happen to pass through it by (+20), but also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as viscious, slicing winds meaning anything caught in the hole would be sliced to pieces in mere seconds. This technique was made primarily to prevent earth technique coming from deep in the ground.Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.
- No Futon techniques above A ranked in the same turn.

☼ Declined ☼

The wind cuts up and grinds down the earth under the surface...but where does that earth go? Grinding it up doesn't make it just disappear, and given that this makes a 20x20 meter cavity that's a lot of unexplained dirt to account for.


(Genjutsu: Giji senrigan )- Illusion Art: Pseudo-Clairvoyance
Type: Supplementary
Rank: A
Range: Mid-Long
Chakra cost: 30
Damage: N/A
Description: A somewhat subtle Genjutsu, the user will remove the '4th wall' of the user's mind where his inner thoughts and tactics are kept to himself. Instead, with this mental wall now gone the opponent would begin to unknowingly speak his inner most thoughts and ideas in the middle of battle. The Genjutsu is such that his hearing remains ideal except for this inner voice speaking. Meaning, he can speak normally and hear it, and he can also hear the user speak as well as any other auditory stimuli in ear shot, however he/she won't be able to hear their own voice when it comes to informing the enemy on their intended moves and tactics as well as see their own lips move as they do this. With this ever updating intel the user can always stay ahead no matter how hard the opponent tries.Note(s):
- Can only be used 3x
- Remains over the opponent's mind for 2 turns
- During the time the opponent is being affected no other Genjutsu can be placed on him/her above B ranked or this technique will be dispelled.

☼ Declined DNR ☼

(Katon: Igneagēto )- Igneas Gate
Type: Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: (+80 to coated object)
Description: After unlocking the secrets of the Aeon Gates Yosamu didn't stop his arcane studies there, he delved deeper into the other elements until he discovered the Katon variant, the Igneas Gate. Named after the famous fiery fiend Igenas' Gate is similar to its predecessor in that with a single hand seal (Seal of Confrontation) it opens up a 3x3m 2D gate within 5 meters away of the user in any direction and orientation he so chooses, orange in color with varying markings, this spectacle anoints an object that passes through it in a coat of flames. One Igneas Gates adorns an object with an S ranked level of fire (+80), while two Igneas Gates adorns objects passing through them with a A ranked fire shroud (+60), three are B ranked giving (+40) supplementary damage to objects passing through. A simple kunai passing through one Igneas Gate would gain the damage of an S ranked Katon attack with a twist; in addition to gaining a slight speed boost akin to a firing mechanism, objects given the Igneas shroud explode each with a 4 meter radius of pure fire and shrapnel. The gate(s) stay open to allow multiple projectiles for as long as the entire turn it was performed. However, just like Aeon Gate, only none chakra coated objects can be sent through the delicate Igneas Gate, meaning normal kunai (not explosive ones), shurikens, senbons, even a body part can be sent through the gate as the fire shroud doesn't affect the object it covers, its more a a supplementary technique. In addition, the only element that can pass through Igneas' Gate is Doton which allows flaming boulders and spikes made of earth, the other elements are too reactive to be used however.
Note(s):
- Can only be used 2x
- No Katon techniques above A ranked during and the turn after.
- Requires a turn cool down.

☼ Declined ☼

This doesn't seem to be an S-ranked technique. A fire coated kunai shouldn't have S-ranked power without something more being added here.
 
Last edited by a moderator:
  • Like
Reactions: Never

Ushiro

Active member
Legendary
Joined
Apr 23, 2010
Messages
13,005
Kin
768💸
Kumi
99💴
Trait Points
50⚔️
Re: Custom Jutsu Submission

(Shuradō: Rēzā Shōmetsu) – Asura Path: Lazer Annihilation
Rank: S
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: 80
Description: An advanced version of Lazer Explosion, the user creates four chakra cannons from his body that shoot very dense and concentrated beams of chakra at blazing speeds, causing widespread destruction. The dense concentration of the beams makes them strong enough to play in equal terms to elemental techniques of the same rank.
-Usable twice per battle and requires a 2 turn cool down period.
-Requires the user to have the (Shuradō) - Asura Path active.
-Can only be used by Ushiro.

(Shuradō: Kikai-tekina Rīchi) – Asura Path: Mechanical Reach
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: Through the Asura Path, the user can quickly extend and retract his limb(s) at will with a thick metal cord connecting it to the rest of the body. The user retains full control over the extended limb and can even manipulate it to attack at a distance, bind enemies, evade certain techniques, etc. It can also be used in conjunction with other techniques. Rinnegan bios without an Asura Path corpse will need to use additional limbs to perform this technique.
-Lasts for two turns and cannot be used on the head, only the arms and legs of the body.
-Requires the user to have the (Shuradō) - Asura Path active.
-Can only be used by Ushiro

☼ Pending ☼

Leaving for someone else.

✦ Both Approved, made edits. ✦
 
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

(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on technique)
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 technique acts as a second life to many water techniques: streams, projectiles, humanoids, armors, etc. Essentially the mist around the water will be intangible and initially play no role in the clash of the two original techniques, however, when the users original technique is weakened, the mist ability be put into fruition. The mist will turn into a body of water, and flush itself back into original body of the technique, regenerating it if it was weakened or reforming if it was negated/overpowered. This mist can regenerate specific parts of the water structures or its whole body, and can only be used once for the whole body or body parts (mainly applies to humanoids). The regeneration of the technique happens instantly when attacked and passively. When reforming a weakened technique, after reformation the technique will remain the same rank it was before. If reforming a technique that was destroyed/overpowered, it will be one rank below. This technique can be used with only water techniques, and extends to many different variants of water- syrup, crystalline, rain, etc. The technique after reformation will have the same bodily movement and abilities it had beforehand. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with a jutsu.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: Can not be used on forbidden rank techniques
Note: Does not work on KG/CE variants
Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them

‡ Declined ‡ I just don't see myself approving this.
(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on technique)
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 technique acts as a second life to many water techniques: streams, projectiles, humanoids, armors, etc. Essentially the mist around the water will be intangible and initially play no role in the clash of the two original techniques, however, when the users original technique is weakened, the mist ability be put into fruition. The mist will turn into a body of water, and flush itself back into original body of the technique, regenerating it if it was weakened or reforming if it was negated/overpowered. This mist can regenerate specific parts of the water structures or its whole body, and can only be used once for the whole body or body parts (mainly applies to humanoids). The regeneration of the technique happens instantly when attacked and passively. Full regeneration can only occur to water techniques A-Rank and below restoring their initial rank, while S-Ranks can be regenerated, but weakened to an A-Rank. This technique can be used with only water techniques, and extends to many different variants of water- syrup, crystalline, rain, etc. The technique after reformation will have the same bodily movement and abilities it had beforehand. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with a jutsu. When the opponent and users techniques initially clash the forward momentum will slow down, and as it regenerates, allowing the opponent time to react, maneuver, and counter.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: Can not be used on above S-Rank techniques
Note: Does not work on KG/CE variants
Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them

‡ Approved ‡ Not bad. Edited the third note.

(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 for body movement attacks)
Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. Its movements are governed entirely by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, where the beast prevails the most, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can completely absorb chakra of techniques up to its current ranking. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well, making this beast a great defensive tool in its mist form, but it has very little offense. At most its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing chakra for the opponent or a technique costs one move. As well as intangibility allowing physical attacks to phase through its body, avoiding them at all cost. And with its light nature, can float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent with physical attacks, and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would be a detriment to the opponent for a risk of getting stuck would be likely. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. The syrup form has more supplementary use then anything else, and moves at normal ninja speed. Lastly, its crystalline body, its base body, is quite slow, but presents a great offensive tool. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The crystalline body can erect spikes out of its body randomly to be used for attacks when needed that extend up to mid range (costs a move). This beast provides a great tool offensively, very little defensively and supplementary however. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so then on earth).

Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use water above S-rank the turn the jutsu is created
Note: Can not used water S-Rank and above the turn the jutsu is dispelled
You must be registered for see images

‡ Declined ‡ For one, this needs to be shortened. Two, this contains too many abilities. The sticky threads is fine but the crystalline one won't be capable of using any abilities. There's a lot of excess description here, especially for the sticky and crystalline ones. It's obvious what they can do given their compositions, no need elaborate so heavily on it.
(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 for body movement attacks)
Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth).

Note: Can only be Taught by Noni
Note: Can only be used twice per battle stays on field for four turns
Note: Can not use water above S-rank the turn the jutsu is created
Note: Can not used water S-Rank and above the turn the jutsu is dispelled

You must be registered for see images

‡ Approved ‡ Awesome technique.

(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.
Completely re-writing so no bold.

(Raiton: Eregan Rai Jisshi)- Lightning Release: Elegant Electrical Embodiment
Type: Defense/Offense
Rank: S
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: The user will gather lightning chakra throughout their body, and release it on the edge of the users skin all at once. This creates a unique armor of extreme condensed electricity for the user with random electrical wires appear out of it the armor that extends up to short range radius of the user. This doesn't add to Taijutsu but gives a more unique pain and method of attack, numbing on first contact and paralyzing on prolonged contact. Metal weapons will be shredded against the armor as well. Specific usages come along with the armor as well. 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 in contact with the opponent vulnerable, roots of wood destroyed with ease, and steel cages less of a threat (this costs a move and is A-Rank) and extends up to the size of the construct it is negating no matter the size, this ability activates whenever the material touches the armor, even when the user is unable to notice the attack. Also, the electricity will prevent earth (KG and CE as well) to be created under the user and their short range radius for the electricity will negate it before its creation/usage (passive) due to the electrical wires created with the armor discharging lightning into the ground. The user can also create electrical whips out of their limbs that are heavily condensed able to restrict the opponent, swing around areas or slice through material/flesh that extend up to mid range. The user can shape the threads to create various tools like spears, spikes, walls, spheres, etc to aid for various purposes, using a hand seal will allow the user to release these weapons as a projectiles (count as a move and is A-Rank). The user can create up to eight constructs at most (with the use of one hand seal) with the power of this technique being split accordingly. While active, the user can only use Lightning and non-elemental abilities. The user will be able to deactivate it mentally with no time wasted. Due to the stress of the electricity the user will be unable to use Taijutsu above C-Rank for three turns, only applicable when armor is active for all 4 turns.

Note: Can only be taught by Noni
Note: Last four turns and can only be used twice per battle
Note: Can not use lightning in same turn deactivated
Note: The abilities that come with this armor can only be used four times before it disperses on its own

‡ Approved ‡ Again, great technique. Made some edits (mainly you can only use Lightning and non-elemental abilities while this is active).
 
Last edited by a moderator:

Joker

Active member
Supreme
Joined
Jun 25, 2013
Messages
29,426
Kin
213💸
Kumi
2,291💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Suiton: Haha no giman no hogo)- Water Release: Mother's Deceptive Protection
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This technique is based of the reflection jutsu Water Mirror Technique. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc). After the sphere does its job, it disperses, it will remain dormant around the technique until interaction with an element.

Note: Can only be used three times
Note: Can not be used in consecutive turns
Note: Can only be taught by Joker
Note: Can not be used on Forbidden rank water techniques
Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Elemental strength and weakness stays the same

‡ Declined ‡ I'm torn on whether or not I should allow this. Remove the last line or rewrite it since it doesn't make such sense. Clarify how long this bubble lasts. I also don't understand the following note "Can not be used on Forbidden rank water techniques". Does this mean this is a jutsu which is applied to existing water techniques and isn't a shield/defensive type of jutsu? If so, I'm completely against that. This is powerful enough without you being capable of applying this to existing jutsu. This is a basic defensive jutsu that sends techniques back to the opponent in water form, nothing more. Remove the references to the water mirror.
(Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc).

Note: Can only be used three times
Note: Can not be used in consecutive turns
Note: Can only be taught by Joker
Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Elemental strength and weakness stays the same
✦ Approved ✦

(Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique ability. Essentially the mist is able to absorb the traits of techniques in such a way it becomes tough for the opponent to perform them. Whenever the opponent performs specific elements, the mist will absorb this trait, and be used in such a way to attack/disarm the opponent. This is done by the mist conducting/absorbing the material around the short range radius of the user and harming them in such fashion, it will not be of an extreme degree, but it does hinder. When the user performs electricity, they will notice numbness shock attacks around the area. Fire attacks will heat the area around the opponent, burning them slowly, and making it tough to breathe. Wind will make cuts appear on the opponent with their movements (nothing deep). This technique is based of the chakra absorption of grudge rain, and reflection jutsu Water Mirror Technique. This absorption 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 technique works under logical elements, not all elements will be able to cope with this, such as, solid earth, most water, wood, steel, etc. Solid elements that might have a chance to be absorbed (lava, mud, etc), will simply take the traits applicable, so lava would make the area around them hotter, mud would make the area around them stickier. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique without resistance. The opponents techniques will continue, and not be weakened, however, it might provoke the opponent in having to stop the manipulation of technique, at the least, some moderate pain depending on the absorption. The longer their manipulation, the worse the pain can get due to length and exposure to it (such as third degree burns, or complete paralysis).

Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can only be taught by Joker
Note: Can only be used three times per battle
Note: Lasts three turns
Note: One turn cool down before re-use
Note: Cannot be used on Forbidden Rank Techniques

‡ Declined ‡ Again, remove the reference to the Water Mirror. What does that last note mean? Explain the bolded. Does this absorb compatible techniques or not? Does it absorb anything at all?
(Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 20 (+20 each turn active)
Description: The user will perform two hand seals before focusing their chakra into a technique produced mist. The mist is able to absorb the traits of elemental techniques from the opponent in such a way it harms/disarms the opponent as they perform them. This is done by the mist conducting/absorbing the traits. Electricity, will cause numbness, shock attacks. Fire attacks will heat the area, burning them, and making it tough to breathe. Wind will cause shallow cuts on the opponent with their movements. This technique 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 technique works under logical elements, not all elements will be able to cope with this (earth, metal, etc). Solid elements that might have a chance to be absorbed, will simply take the traits applicable, so lava would make the area around them hotter, mud would make the area around them stickier. Elements that do not reciprocate with the technique, will not effect the opponent. This does not absorb or hinder techniques at all, just take after some of its traits and residue to harm the opponent. The pain will be continuous until the opponent stops using/focusing on them. This causes the damage to vary depending on the opponent's usage, obviously projectiles will cause less pain duration, but streaming techniques might expose the opponent longer, probably initiating (though not forced) them in wanting to stop the use of a technique to prevent further harm, It completely differs to different techniques, its usage, and the opponents resistance to damage. To prevent the user from being harmed they can control the mist's molecules so any residue is specifically aimed and covering the opponent's short range radius and beyond.

Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can only be taught by Joker
Note: Can only be used three times per battle
Note: Lasts three turns
Note: One turn cool down before re-use
✦ Approved, had to rethink this more than once. ✦




(Tiglon Kuchiyose No Jutsu: Kenpachi)- Tiglon Summoning Jutsu: Kenpachi
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (Depends on attack)
Description: One of the deadliest, and strongest of all the Tiglons. Brown fur, yellow, demonic colored eyes, random scars around the exterior of his body, just showing how much experience he has had in battle. His demeanor is aggressive, and wild, this further shows when he is in the midst of battle. He is quite individualized, compared to other Tiglons, but still acts to work with the summoner when needed for specific battle scenarios. Kenpachi stands at staggering height of twenty feet- from head to toe, with his tail specifically four meters long. His paws larger then normal Tiglons, able to dwarf the size of a normal ninja's head. His body composition is quite muscular, with visible, and define muscular outlines. With the power he contains naturally, he is able to stand on his hind legs, and remain quite mobile while moving on his hind legs. He can perform many body art attacks, or use his claws/fangs for attacks, such as slapping, piercing, or tackling the opponent, his bodily functions work logically with what his body is capable of doing. He isn't the fastest individual, just about any ninja can track, and keep up with his movement physically for evasion, and counter-attacks, however, he has amazing brute force, crushing large stones with a simple swipe of his paw, bones included (All his body attacks is A-Rank in power). Normally, like any other Tiglon, he contains rather large fangs (same size as kunais), and sharp claws (slightly larger then regular Kunais). Kenpachi excels at usage of the earth element, being able to perform all earth techniques up to S-Rank without the need of hand seals. His durability matches that of earth's elemental strength, and weakness if it was S-Rank earth. After looking at his passive abilities, he does contain some special abilities that allow for him to truly excel in battle (All count as a move). He can coat his fur with S-Rank earth chakra, this allows him to move along any type of earthly material with ease (mud included), this includes the opponents (up to A-Rank earth), the users very own (up to S-Rank), or natural earthly material. This allows him to have a certain amount of stealth in battle. On contact with these material, he can inject his own chakra accordingly, overpowering any harboring chakra that might not be of the users, and change the earthly composition into a muddy substance (flammable, slippery, adhesive, etc- A-Rank ability). His last being a defensive ability, he can use his fur to absorb water into his fur, and then with a single hand seal, release the water back, but mixing in his own earth chakra, he will turn the water into a mud form. He can either release the mud in a stream, or projectile manner, and aim the mud either at specific areas, or omnidirectional (to the users discretion of course, A-Rank ability, scale of water can never exceed that of S-Rank).

Note: Can only be summoned once
Note: Stays on field for four turns max
Note: Any jutsu executed counts as a move
Note: Must sign the Tiglon contract

‡ Pending ‡ Leaving for someone else.

✦ Declined, freeform taijutsu dealing A rank damage, usage of Earth up to S rank with no seals, movement through all earth substance up to A rank earth, injecting chakra to turn things muddy and absorbing and rereleasing water in mud form. 5 abilities in one Tiglon is too much ✦
Took off what you wanted

(Tiglon Kuchiyose No Jutsu: Kenpachi)- Tiglon Summoning Jutsu: Kenpachi
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (Depends on attack)
Description: One of the deadliest, and strongest of all the Tiglons. Brown fur, yellow, demonic colored eyes, random scars around the exterior of his body, just showing how much experience he has had in battle. His demeanor is aggressive, and wild, this further shows when he is in the midst of battle. He is quite individualized, compared to other Tiglons, but still acts to work with the summoner when needed for specific battle scenarios. Kenpachi stands at staggering height of twenty feet- from head to toe, with his tail specifically four meters long. His paws larger then normal Tiglons, able to dwarf the size of a normal ninja's head. His body composition is quite muscular, with visible, and define muscular outlines. With the power he contains naturally, he is able to stand on his hind legs, and remain quite mobile while moving on his hind legs. He can perform many body art attacks, or use his claws/fangs for attacks, such as slapping, piercing, or tackling the opponent, his bodily functions work logically with what his body is capable of doing. He isn't the fastest individual, just about any ninja can track, and keep up with his movement physically for evasion, and counter-attacks, however, he has amazing brute force, crushing large stones with a simple swipe of his paw, bones included (All his body attacks is A-Rank in power). Normally, like any other Tiglon, he contains rather large fangs (same size as kunais), and sharp claws (slightly larger then regular Kunais). Kenpachi excels at usage of the earth element, being able to perform all earth techniques up to S-Rank without the need of hand seals. His durability matches that of earth's elemental strength, and weakness if it was S-Rank earth. After looking at his passive abilities, he does contain some special abilities that allow for him to truly excel in battle (All count as a move). He can coat his fur with S-Rank earth chakra, this allows him to move along any type of earthly material with ease (mud included), this includes the opponents (up to A-Rank earth), the users very own (up to S-Rank), or natural earthly material. This allows him to have a certain amount of stealth in battle.

Note: Can only be summoned once
Note: Stays on field for four turns max
Note: Any jutsu executed counts as a move
Note: Must sign the Tiglon contract
✦ Declined, now that you reduced some of this. The bold part implies that any hit he lands deals 40 damage, including if he deals a series of attacks then each would be 40 damage. Then you imply that he has S rank immunity to jutsu, and complete immunity to Water due to having "S rank earth durability", which is a clear no. I'm not allowing a summoning that level of immunity, even if it was a boss summoning as it implies that he can survive nearly any attack. My own summonings dont even have S or A rank immunity on these levels; my sharks have no immunity and only one Liger has increased defense, up to B rank. Swimming through any type of earth is a rip of my Ceto sharks and you even buffed it up; allowing it to swim through even enemy techniques up to A rank. ✦
 
Last edited by a moderator:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: Custom Jutsu Submission

(Raiton: Rai Shinsei)- Lightning Release: Electrical Reconstruct
Type: Offense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: An advance lightning application technique, provided by the user through unique shape manipulation. The user by concentrating on their lightning techniques, will re-create the overall bodily structure of most electrical techniques, "hardening" them or in short, making them more concentrated then before. This technique can be considered a "next level" technique, since it can be used on virtually any lightning technique and bring them up a new level of abilities. Even already tangible/concentrated techniques can benefit this jutsu by its effect granted. The initiation of this technique is done by simply performing an extra hand seal during performance of the initial lightning jutsu, it would allow it to be done within the same time-frame. By having lightning more concentrated, they become less likely to conduct on water, have a specific penetrable offensive ability, less predictable through movement, but tougher to hear since its so compacted. Brightness remains relatively the same however. There will still have a certain amount of shock, and numb value to the electricity. An example is if this was used on Nagashi, it would make the current much more sharper and rip the opponent to shreds on contact due to its sharpness. This technique can be considered a unique method of electrical creation. This form of lightning can also be used to combat other energy based techniques without phasing through one another.

Note: Can only be used four times
Note: Can only be taught by Yusei
Note: Can't be used on Forbidden rank lightning

‡ Declined ‡ This is pretty OP, at least when combined with Nagashi.
(Raiton: Rai Shinsei)- Lightning Release: Electrical Reconstruct
Type: Offense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: An advance lightning application technique, provided by the user through unique shape manipulation. The user by concentrating on their lightning techniques, will re-create the overall bodily structure of most electrical techniques, "hardening" them or in short, making them more concentrated then before. This technique can be considered a "next level" technique, since it can be used on virtually any lightning technique and bring them up a new level of abilities. Even already tangible/concentrated techniques can benefit this jutsu by its effect granted. The initiation of this technique is done by simply performing an extra hand seal during performance of the initial lightning jutsu, it would allow it to be done within the same time-frame. By having lightning more concentrated, they become less likely to conduct on water, have a specific penetrable offensive ability, less unpredictable through movement, but tougher to hear since its so compacted. Brightness remains relatively the same however. This technique can be considered a unique method of electrical creation. This form of lightning can also be used to combat other energy based techniques without phasing through one another. When this technique is used in conjunction to unfocused lightning techniques, they lose their numbing/paralyzing qualities in exchange for more destructive ones. For example, Nagashi would behave as a focused lightning technique. It would expand from the user more slowly due to being a focused lightning technique and it's effects would by no means be immediate. However, it will become capable of dealing damage and destroying higher ranked (S-Rank and below) techniques following Raiton's elemental strengths and weaknesses.

Note: Can only be used four times
Note: Can only be taught by Yusei
Note: Can't be used on Forbidden rank lightning

‡ Approved ‡ Ok, edited this so it's still usable with Nagashi but since the lightning has become more "focused", it loses it's ability to paralyze in exchange for destructive qualities.

(Raiton: Zeusu kaminari no shifuku)- Lightning Release: Zeus's Thunderous Artilery
Type: Offense/Supplementary/Defense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will release electricity from their body creating a group of electrical senbons (needles). These needles have a certain amount of numbness and able to pierce through flesh. When created, their purpose is simply to aid the user for specific needs. Due to their small shapes, and vast majority, the user can manipulate the needles during creation of the technique to create various basic shapes such as walls, spears, spikes, swords, etc. Nothing of advancement like animals. The user can passively control when the needles shape, or split back up. By splitting them up, through hand gestures can control the needles in groups for attack (same in weapon form). The user can also send them in a projectile manner to travel long range. The amount of needles created at once can ever exceed that of short range radius. Offensively the user can decide to use either the basic shapes, or needles, the result will be numbness and possible flesh wounds/burns. Defensively it is limited to elemental strength and weakness, as well as regular logic of interaction with lightning. Supplementary wise, it can combo with water techniques, but loses its shape by conducting on the current, adds 20 damage to water when doing so. The range of the needles creation can extend up to mid range through using the ground as a medium.

Note: Can only be used five times
Note: Can not be used consecutive turns
Note: Can only be taught by Yusei

‡ Declined ‡ This is just a generic lightning creation technique.
Re-wrote it so no bold.

(Raiton: Zeusu kaminari no shifuku)- Lightning Release: Zeus's Thunderous Artillery
Type: Offense/Supplementary/Defense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (depends on technique)
Description: An advance shape manipulation technique that is meant to be used on existing lightning jutsus that contain a shape. By injecting the chakra of this technique into existing lightning the user can break it apart into countless needles composed of the element. When broken apart, the user has complete control of it, allowing them to move them, re-aim them, evade techniques coming their way, or engulf the opponent with the needles to pierce and numb the opponent. This helps the user to further manipulate projectiles, allow the initial technique to find away through specific terrain manipulations or defenses, essentially anything logical towards the situation to aid the user. The amount of needles created is dependent on the size of the technique itself, and initial damage remains the same. This technique is great for transitioning the tide of a fight to go from defense straight to offense since it allows for re-manipulation of techniques. The user can choose to reform the initial technique whenever they want through mental commands, but if they choose, they can reform it into a different shape for the situation if needed. If there is no existing technique to use this technique with, the user can create a spear (offense), wall (defense), or a chain (supplementary), that can be used passively along with this technique if there is no other presented. When creating these three tools they must be used within their context of the main ability of the technique and purpose for creation (such as the spear can only be used to attack, or wall for defense), their size and strength created will always be A-Rank and can only be created one at a time, at most two, but that would require another move as well.

Note: Can only be used five times
Note: Can not be used consecutive turns
Note: Can only be taught by Yusei
✦ Declined, this just splits a lightning jutsu into needles, which has been done before and this offers little variety to this. The second part that is created if no lightning exists is simply just making lightning spears, walls, and chains, all of which are canon jutsu. ✦
 
Last edited by a moderator:
Status
Not open for further replies.
Top