[ARCHIVE] Custom Jutsu Submission - II

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DrProof

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Re: Custom Jutsu Submission

(Raiton: Kainarasare ta Enerugii) - Lightning Style: Tamed Energy
Type: Offensive
Rank: A - E Rank
Range: Short - Mid
Chakra: 30 (-X amount; Rank dependent)
Damage: 60 (-X amount; Rank dependent)
Description: Single-handedly performing, then holding the Ram handseal, the user manifests a large spheric quantum of lightning chakra. The energy sphere becomes the caster's puppet attacking their target(s) relentlessly, with jolts of electricity upon contact. The sphere of energy can also be divided up to four times, each division lessening its potency (eg; E-Rank; 5 spheres - 5 chakra / 10 damage). Being channeled, if the user by any means disbands the Ram handseal the jutsu will vanish.

Note: Can last up to 4 turns.
Note: While active, jutsu requiring two hands aren't viable.

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___________________

(Gekido shi ta Enerugii) - Lightning Style: Unstable Energy
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60 (-10 to user)
Description: Creating a small sphere of lightning chakra, the user then manipulates the properties: Positive Ions & Negative Ions. Disrupting the balance - Changing the Positive to Negative ratio 9:1 - The lightning sphere becomes unstable; a ticking time bomb. The lightning sphere erupts in an explosion destroying anything caught in its warpath. Due to the instability the user endures recoil: damaging, and paralyzing their arm.

Note: Recoil damage, and Paralysis last 1 turn.
Note: Can be used 3 times per battle - Each use increasing the number of turns paralysis lingers by 1.

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_______________

(Iatsu Tekina Enerugii) - Lightning Style: Intimidating Energy
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user releases their lightning chakra, allowing the energy to protrude around them freely demonstrating their mastery over Lightning Style. The user through exceptional chakra control can change the color of the lightning aura, as well create, and portray any image they see fit. Though similar in application to the Raikage's Lightning Armor, it doesn't given the user any extra benefits - Merely used for the intimidation factor.

Note: Does not provide additional benefits
Note: Merely used for intimidation.

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‡ All Declined ‡ All have been done to some extent and third one goes beyond the normal applications of the Raiton element. Also, all the additional details in your techniques are either meaningless or make the description more confusing. You don't have to add what rank things will be when split, its implied. You can't say things like "Changing the Positive to Negative ratio 9:1" because it's baseless in our RP.
 
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pop123

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Re: Custom Jutsu Submission

Suna no ken) - Sand sword
Rank: A
Type: attack
Range: Short
Chakra cost: 30
Damage points: 60
Description: The sand sword was formed by Gaara after the 4th ninja war to help him improve his sand fighting style, and so he created his own sword made of compacted sand. This sword was infused with his chakra to be held together and is strong enough to not be broken down by water or lightning of the same rank and below. This sword has a special ability, that when Gaara swings it, it releases a wave of sand forwards created from the chakra in the sword, which can travel forwards up to long range. These waves are 5 meters wide and 7 meters high. The wave of sand will push almost anything back (within rank reason and elemental weaknesses) and cover the opponent, which then gaara can use his sand techniques to bind or crush the opponent.

Note: This sword can only be used by Gaara
Note: The sand wave ability can be used up to 6 times per battle and only be used once every two turns. the sand wave is A rank and comes from the sword going in a straight line.

‡ Declined ‡ If this is a Custom Weapon, you need to put "Weapon" next to "Type" in the template. As for the weapon itself, the abilities aren't unique enough to warrant approval.
 
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Vex

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Re: Custom Jutsu Submission

Sound Release: Kalliope's Ballad - (Ototon: Riyou no Kalliope)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A sound jutsu conceived after seeing the legendary Hozuki clan in action. The user would be able to suddenly turn his body into pure, low frequency, high amplitude sound waves which take on a green color. It would, in actuality, appear as if the user had turned into wind. However, the user's body becomes changed into sound. The user is actually able to reform and disperse at will. This can even be applied to singular portions of the user's body, or to single limbs. The opponent would not actually be harmed upon the user's body turning to sound. However, the sound waves would drive back all matter within a short range radius. This is similar in manner to (Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill. Thus, the jutsu would be good to use upon being bound. While the user is capable of normal movement if a singular body parts are changed into sound, if the user were to turn just his lower body into sound he becomes capable of moving at the average speed of a kage ranked user, and able to use sustained flight for the turn it was activated in. This is done by way of acoustic levitation. Furthermore, if the user was to turn his entire body into sound he becomes able to move as a cloud of sound waves (unable to attack, and extremely vulnerable to wind). The user is visible as ripples ain the air, and the opponent is able to hear him as a low pitched hum. Although matter, and energy attacks will be unable to affect the user, attacks utilizing wind are extremely effective. They become able to disperse the user's form. When large scaled wind jutsu such as Tornado Wall strike the user, his form becomes displaced to such a degree that he is unable to reform. This means that the user must be very wary while he is transformed.

Note: Usable thrice per battle.
Note: Lasts two turns per use
Note: No sound jutsu in the same turn
Note: No sound above A rank next turn
Note: Teachable only by Vex

‡ Declined ‡ Your format has bugged me for a while. Japanese name - ENGLISH name. Not the other way round. As for the technique itself, it's too powerful when combined with other techniques e.g. sealing away the opponent's ability to use wind and then using this.
 
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Panthalassa

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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: Bikoushoku ) Hidden Insect Technique: Oligotroph

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: N/A ( 5 per Technique )
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 chakra 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 metabolised, 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, the chakra will transfers to the user only, no one else. Make them use Aburame techs you to A rank and three usages of this. ✦

( 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.
( 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.
Note: Since it follows the bug's S&W, it can defend against B rank elemental ninjutsu indefinitely until the technique wears off, and will be neutralized by any A rank elemental ninjutsu, at any point.

✦ Approved ✦

( 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.
( 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 and violently 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 several tons, carving a large crater in the ground, 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.

✦ Approved ✦
 
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Glad Of War

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Re: Custom Jutsu Submission


Summoning Animal: Tardigrade
Scroll Owner: Monster
Other Users who have signed the contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to the contract: N/A
Description of the animal: are short and plump with four pairs of legs, each with four to eight claws also known as "disks". The first three pairs of legs are directed ventrolaterally and are the primary means of locomotion, while the fourth pair is directed posteriorly on the terminal segment of the trunk and is used primarily for grasping the substrate. Tardigrades can survive in extreme environments. For example, they can withstand temperatures from just above absolute zero to well above the boiling point of water (100 °C), pressures about six times greater than those found in the deepest ocean trenches, ionizing radiation at doses hundreds of times higher than the lethal dose for a human, and the vacuum of outer space. They can go without food or water for more than 10 years, drying out to the point where they are 3% or less water, only to rehydrate, forage, and reproduction. Tardigrades have no specific elemental nature as they are only summoned for supplementary purposes. They can resist all elemental related techniques up to S-rank with the exception of Forbidden-rank.


✦ Declined, Too much here. You're giving all tardigrades S rank elemental immunity, as well as immunity to Ice as well as a few CE related to cold temperatures. I get you want to make them accurate but it still needs to fit RP rules. ✦

(Doton: Medeyūsa ikari) - Earth release: Medusa's Wrath
Type: Offensive
Rank: S
Range: Short/Long-range
Chakra cost: 40
Damage points: 80
Description: The beginning of this technique requires the user to execute a series of consequential hand seals, before subsequently molding their doton chakra. Thereafter, the user while utilizing shape manipulation will form a Doton construct similar to Medusa a Gordon. Medusa body physique isn't dissimilar with that of an average human. She has a face of a hideous woman and possesses an extremely long tail reaching three meters in length. Her abilities are as follows; She has the ability to easily submerge herself unto earth based construct and move through it freely without any hindrance. This would incurcate unpredictability as she can easily emerge herself from any position she indulged or in other words desire. The tail can whip opponents causing severe injuries, and substantial consequences pertaining to the nature of the inflicted injuries. Notably, are Lengthy tail upon contact can cause dense earth rocks to protrude out from the opponent's body in seconds, hindering their movement. The earth rocks will continue to envelope the opponent's body until it completely covers the body, Thus turning them into stone-like statues.

Note:
• Last up to three turns.
• Can only be used by Monster

✦ Approved ✦

Sōru bachi | Soul Repellent
Rank: C
Type: Supplementary
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: To commence this technique, Hidan will firstly place his Triple-scythe on his dominant hand. Upon seeing a technique or an assault moving towards his way, Hidan without hesitation ventures into a new manner of evading by spewing his scythe with great speed towards a desire direction. As a result of this, a non-centripetal force is induced on the metallic cable connected to Hidan's body which enables him to be pull away from the opponent's assaults at intense speed towards the intended direction of the scythe.

Note:
• Can only be used by Hidan.

✦ Declined, Needs usage limit, otherwise you would have unlimited dodging of jutsu.✦
 
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Shady Doctor

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Re: Custom Jutsu Submission

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Yoi monkīfisuto | Drunken Monkey Fist: Don’t Touch My Banana
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: This technique utilizes the elements of the playful monkey and is designed, not only to defend, but to increase the opponent’s frustration. In this technique the user makes use of various acrobatic movements; flips, rolls, jumps, bobbing and weaving and taunting motions to avoid enemy attacks and mocking their inability to hit them. This is not an all encompassing defense as the user can only defend/dodge at their current speed level and against other taijutsu or general small area techniques. As the Drunken Fist makes use of highly unpredictable movements that ordinary shinobi would need training for, these acrobatics enable the user to effective bob and maneuver in ways that cause the opponent to be unable to successfully land an attack.

‡ Declined ‡ What makes this any different from Scorps' Flip and Roll Techniques?
Yoi monkīfisuto | Drunken Monkey Fist: Don’t Touch My Banana
Type: Defensive/Supplementary
Rank: C
Range: Short-Mid (illusion can be casted at mid range)
Chakra Cost: N/A
Damage: N/A
Description: This technique utilizes the elements of the playful monkey and is designed, not only to defend, but to increase the opponent’s frustration with miniscule prankster illusions. In this technique the user makes use of various acrobatic movements; flips, rolls, jumps, bobbing and weaving and taunting motions to avoid enemy attacks and mocking their inability to hit them. This is not an all encompassing defense as the user can only defend/dodge at their current speed level and against other taijutsu or general small area techniques. As the Drunken Fist makes use of highly unpredictable movements that ordinary shinobi would need training for, these acrobatics enable the user to effective bob and maneuver in ways that cause the opponent to be unable to successfully land an attack. Along with the amazing acrobatics, every evasive maneuver would be accompanied by a simple illusion (D-rank). The illusion uses the movements as a medium for induction to make the opponent see an entirely different evasion; basically pranking them to be unaware of the true evasive move. So if the user was doing a roll to the left, he could make the opponent see a flip backwards, though the illusion only lasts a few seconds or so before being released.

- Can only be used once every 3 turns
- Cannot move more than within a 5 meter area of the original position
- Cannot be used to mask an attack
- Need to have learned the Drunken Monkey Fist cfs



 Approved 














(Tiglon Kuchiyose: MoMo No SìdūoKíck)-Tiglon Summoning: MoMo The Sidekick
Type: Summon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A (+25)
Description:
The user first draws blood from his hand and does the hand signs for the summoning technique. In return he/she is able to summon the Tiglon contracts self proclaimed greatest side kick, MoMo. MoMo is the daughter of the Tiglon Bach, as such she bares a striking resemblance to him in terms of their dark black fur that wrapped around their bodies. Unlike most Tiglons, MoMo isn't very large at all, in fact she only stands about 1ft tall and weighing a few pounds at most thus allowing her to sit on a summoners shoulder or head. Just like her father and uncle who are summonings of the contract, she has inherited the keen ability to communicate mentally with signers of the contract, allowing them to better strategize mid battle.
Abilities:
MoMo's abilities come from her being a pure ninjutsu specialist, being able to perform normal ninjutsu up to S-rank, but has no skill in elemental usage or Genjutsu. Her real talent comes in the form of specific jutsu such as the chakra transfer technique, which makes her the perfect side kick. She has Mastered the chakra transfer technique to such a degree that at all times that she's in contact with her summoner or another Tiglon, she begins passively transferring chakra into them, boosting the damage of their techniques +25. The only downside to her constant transferring of chakra into who she's aiding is they're chakra would constantly disrupted so they wouldn't be able to perform jutsu that are overly complex such as Genjutsu and Fuuinjutsu. Along with her amazing ninjutsu skill, she has the trademark senses of a great cat, being able to hear extremely good, smell the difference in odors between people within mid range, and can see greatly in a dark environment.

☆ Can only be taught by Shady Doctor
☆ Can only be summoned once and lasts only 4 turns, while all of her moves and techniques count towards the users own 3 technique per turn count
☆ Can only use 2 jutsu per turn with her active
☆ Takes 60 damage to disperse her.

Declined. + 25 damage to other techs? Yea sure.


(Tiglon Kuchiyose: MoMo No SìdūoKíck)-Tiglon Summoning: MoMo The Sidekick
Type: Summon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description:
The user first draws blood from his hand and does the hand signs for the summoning technique. In return he/she is able to summon the Tiglon contracts self proclaimed greatest side kick, MoMo. MoMo is the daughter of the Tiglon Bach, as such she bares a striking resemblance to him in terms of their dark black fur that wrapped around their bodies. Unlike most Tiglons, MoMo isn't very large at all, in fact she only stands about 1ft tall and weighing a few pounds at most thus allowing her to sit on a summoners shoulder or head. Just like her father and uncle who are summonings of the contract, she has inherited the keen ability to communicate mentally with signers of the contract, allowing them to better strategize mid battle.
Abilities:
MoMo's abilities come from her being a pure ninjutsu specialist, being able to perform normal ninjutsu up to S-rank, but has no skill in elemental usage or Genjutsu. Her real talent comes in the form of specific jutsu such as the chakra transfer technique, which makes her the perfect side kick. She has Mastered the chakra transfer technique to such a degree that at all times that she's in contact with her summoner or another Tiglon, she begins passively transferring chakra into them, boosting the damage of their techniques +10. The only downside to her constant transferring of chakra into who she's aiding is they're chakra would constantly disrupted so they wouldn't be able to perform jutsu that are overly complex such as Genjutsu and Fuuinjutsu. Along with her amazing ninjutsu skill, she has the trademark senses of a great cat, being able to hear extremely good, smell the difference in odors between people within mid range, and can see greatly in a dark environment.

• Can only be taught by Shady Doctor
• Can only be summoned once and lasts only 4 turns, while all of her moves and techniques count towards the users own 3 technique per turn count

✦ Approved ✦







Derived from the Summoning Bach approved

Tiglon Arts: Bách's Divine protection | Bahha no kago
Type: Defensive/Offensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This is a defensive technique used by clapping one's hands together to summon a cloak made from a partial piece of Bach's mane. The mane is pure black and is draped over the user like an oversized fur coating to be used immediately. As seen by Bach's abilities, his mane is very special so becomes a great defensive asset to whoever is wearing it. Just like Bach, the user becomes able to transform the fur into pure flames (though the cloak is made where a piece of Bach's skin is between the user and the flames to protect from scolding) in order to gain access to its power. When in flame form the mane becomes capable of absorbing fire techniques equivalent to A-rank or lower, thus feeding the flames to both empower and make the flames bigger. Usually the flames can be used to inflict up to A-rank (60) dmg by whipping waves of flames at a nearby opponents, but this damage is risen if a technique is absorbed. For absorbing a D-rank the tech gains +5 damage, for C-ranks the gain is +10, for C-ranks the gain is +15 and for A-ranks the gain is +20.

☆ Only teachable by Shady
☆ Lasts 4 turns max and can only be used twice. Meaning if used for three turns the first usage, the second usage will only last a single turn
☆ Must be a signer of the Tiglon contract
☆ The damage boosts can't be stacked
☆ Damage boosts from absorptions only last that turn and only one technique can be absorbed per turn

✦ Declined, the fire absorption.ability is too mimicked in other Fire CJ to allow.✦
 
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Kung Fro

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Re: Custom Jutsu Submission

(Shikotsumyaku: San-Bon Būsutāgan) - Dead Bones Pulse: Booster Series, Third Gear
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique would resonate with a kaguyas prowess in close quarters. Working as either a supplement for taijutsu or purposed for a stand alone attack, the Shikotsumyaku user would manifest a torrent of bones from either his upper body or lower body to replicate a crude, larger version of his arms or legs solely composed of bone. The bones would explode into place to allow the user to strike at the opponent with unexpected speed and size.
Upper Body - The bones composing the hand and forearm of the user of this technique would quickly grow outwards into the shape of a giant fist. On top of the quick speed that the bones would grow, the giant size of the fist would be enough to crush a person underneath them. An alternative to utilizing both arms, would be to manifest the bones from just one arm to free up the opposite hand and allow for quicker movements. Handseals would not be possible during the use of this technique.
Lower Body - The shin bone and the plethora of bones composing the foot would rapidly erupt out of the Kaguya and take the shape of a giant foot and lower leg, not specific to any species. This enlarged leg could deliver a devastating kick and its size is great enough to leave a print behind that's multiple inches deep. A single leg or both could be used in conjunction with this technique but would not grant any additional bonus to speed.
-Usable 4 turns
-Limited to A rank Shikotsumyaku techniques in the same turn

(Shikotsumyaku: Shibō chikan)- Dead Bones Pulse: Orochimarus Influence
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/a
Description: A Kaguya will manipulate a pre-existing bone they have already created in a manner to cause it to expand. Most bones created from Shikotsumyaku will either be a solid or have some properties of cartilage integrated with it, through their special ability they will use chakra to manipulate the bones core to compound outwards, causing the center to lose density outwards and the displaced bones would add to the size of the pre-existing bone. The bone moved from the core would reinforce the outsides as it gains size, the preceding technique not losing any of its strength thanks to the composition this technique would enable in another bone. The size of the bone could be "inflated" within reason, never exceeding logic as this technique does not create more bone but rearranges the existing composition to grant an increase in the bones surface area.
-Usable 3 times
-Does not work on Shikotsumyaku techniques over S-rank

✦ Both Approved ✦
 
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Souji

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Re: Custom Jutsu Submission

(Dan bōru-bako) | Cardboard Box
Type: Weapon/Defensive/Supplementary
Rank: S
Range: Short (from user)
Chakra: 40
Damage: -
Description: This cardboard box is no ordinary packaging. Forged in the flames of war, it was the preferred weapon of some of history's most legendary soldiers and ninjas. The box itself is imbued with a two-way summoning seal; it can be summoned to the user and summoned away from them at will, similar to how a weapon is summoned, albeit requiring very little time to do so. The box itself has openable flaps on all sides, its top, and its bottom, which can be controlled at the user's will, only requiring manual force to open or close them. These movable flaps can also allow the box to be folded into a smaller form, allowing the box to be strapped to the user's back or unfolded and formed in the heat of a fight where a summoning would prove too risky. There are also eyeholes in the form of cutouts for the user to keep an eye on their surroundings. Furthermore, the box has pre-existing chakra that flows through it independent of the user's input (having been channeled before and between battles), which is an important property to note. The box provides a rudimentary form of battlefield awareness (sensory), allowing the user to detect things within a mid range radius with them at the center as long as they're inside the box.

In order to use the cardboard box, the user will summon it and hide inside it, being covered from all angles. If the box is already present on the user's person, they can alternatively unfold the box and cover themselves. This weapon is unique in the fact that it is almost purely defensive; the user's chakra that flows through every pore of the box is capable of strengthening its integrity; the box is destructible, but it can tank the equivalent or a combination of before being destroyed: 1 Forbidden Rank, 2 S-rank, 4 A-rank, 8 B-rank, 16 C-rank, 32 D-rank, 64 E-rank, or an indefinite amount of freeform damage. So, for example, the box can survive 2 A-rank attacks and 31 D-ranks, requiring a single D-rank or above to completely destroy it.

A master of the cardboard box can utilize it with a variety of combat stances. The first stance is the "mobile crouch":

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Where the user is fully mobile while wearing the box like a turtle's shell. This reduces the user's movement speed by one level, but otherwise, the box's defensive properties are retained, and due to the openable flaps around the box, the user is able to "pop and peek" out and use their jutsus against a target, turning the user into a mobile tank of sorts. The box itself is only defensive and does not boost any of the user's jutsus.

The second stance is known as the "full run":

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Where the user stands straight up, propping the box up and covering their body. The user can move at their normal speed, and the box can act as a ram of sorts, with the user slamming into their opponents. This may not cause significant damage, but should be sufficient enough to briefly stun or daze the enemy if they take the brunt of it (approximately free-form to D-rank in strength). That moment could possibly provide a tactical advantage. In this stance, the user cannot "pop and peek" like in "mobile crouch", but the box, due to its shift in form and larger surface area, gains the ability to Deflect projectile-based jutsus, which do not count towards the damage done towards the box. Masters can even deflect jutsus back towards their opponent.

The final ability of the box is that it can be used as a trap. A box user can throw the box over a target if they come within short-range, essentially trapping them in the box, forcing the target to destroy the box from inside with the equivalent power as stated before. This window of time allows the user to set up attacks or techniques as a contingency should the opponent be able to break free.

- The user is allowed to use up to two (2) boxes per battle.
- Summoning a box to and from the user counts as a move.
- Taking an attack counts as a move.
- Changing stances counts as a move.
- Deflecting a jutsu in the "full run" stance counts as a move.
- Attempting to trap an opponent counts as a move, and can only be used within short range, twice per battle.
- Once a box is destroyed, it cannot be summoned for the rest of the battle.
- Can only be taught by Souji.

✦ Declined, Seriously reduce this pls ✦
 
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Naruto.

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Re: Custom Jutsu Submission

(Youton: Barukan No Hinansho)- Lava Release: Vulcan's Shelter
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user gathers their Youton chakra and channels it to their entire body, essentially turning their whole body into solid or molten lava. The solidity is similar to Dragon Flame Release Song technique. This process happens quite fast, and the user immediately reforms into their original shape after several seconds. Physical attacks would cause the opponent's body part(s) to melt and burn terribly. Elemental strengths and weaknesses apply.
Note: Can only be taught by Naruto.
Note: Must have mastered Lava.
Note: Can only be used thrice per battle.
Note: The user can't attack/defend while in this form.

‡ Declined ‡ Raise this to at least A-Rank. I also feel like you're restricting yourself with the last note. Instead of basing this around Water replacement, you should make it more like Gaara's Sand body e.g. you should be capable of maintaining your form, moving around as a wave of lava, still capable of using other techniques e.g. Earth, Fire, Lava and non-elemental abilities.
(Youton: Barukan No Hinansho)- Lava Release: Vulcan's Shelter
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long(when in molten form)
Chakra: 30
Damage: 60
Description: The user gathers their Youton chakra and channels it to their entire body, essentially turning their whole body into solid or molten lava. The solidity is similar to Dragon Flame Release Song technique, when in solid form. This process happens quite fast, and the user moves as a wave of molten lava, when in molten form, being able to cross long distances. Physical attacks by the opponent on the user would cause the opponent's body part(s) to melt and burn terribly. However, the user is restricted to only Earth, Fire and Lava elements, and non-elemental abilities in this form. Elemental strengths and weaknesses apply.
Note: Can only be taught by Naruto.
Note: Must have mastered Lava.
Note: Can only be used thrice per battle.
Note: The transformation only lasts one turn.

✦ Approved, lava doesn't really move at extreme speeds, idky you added that. ✦
 
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El Alucard

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Re: Custom Jutsu Submission

(Genjutsu:toraiaru kami kyoufu)-Illusionary Arts: Trail of Paper Terror
Type:Offensive
Rank:A-Rank
Range:Short-Mid
Chakra:30
Damage:N/A
Description:The illusion is brought about by a simple trigger,but activates after a single turn. The user would simply run his/her left hand through their hair thus triggering the illusion. After a turn the opponent would begin to see the user turn into a vast amount of little paper strips. These pieces of paper then then begin to surround the opponent and randomly as if their being flung, the opponent sees them coming at him/her very fast, dealing cuts to all of the his/her important muscles and tendons thus causing that person great pain and also paralysis in the real world (due to thinking the important muscles/tendons were cut). No real damage is done to the opponent however and once that person manages to break out of the illusion, the effects immediately wear off.

-Can Only Be Taught By El Alucard
-Can Only Be used 4 times per fight
-No A Rank and above Genjutsu in same turn

✦ Declined, collides with existing customs. Only notable difference is the trigger. DNR.✦
 
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Gobi Gobletsson

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Re: Custom Jutsu Submission

(Doton: Chikyu Tenpuru Seido) - Earth Release: Earth Temple Sanctuary
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: N/A (-15)
Description: ''Chikyu Tenpuru Seido'' is a technique triggered through a wave of both the users hands, forming a perfect circle infront of himself. Upon activation the user activates the most fabled defensive earth technique known by mere plainwalkers. By extracting the strongest properties of earth release from the ground below, the user will forcefully cause smooth earthern pillars to emerge by high speeds around the himself in circular formation that can range from short to the mid-range. The earthen pillars themselves do not move, however emit a continuous flux of Earth chakra so that the space between the pillars is filled with chakra, forming a complete dome around the user, however it remains transparent so that the user still can see through it. Because this dome of fluxated chakra is spinning, it not only can defend against offensive jutsu's, but also against things like smoke, dust (not the element), poison clouds etc. as it purifies the air in and around the sanctuary(The fluxation of chakra is similar to a stream of condensed dust which travels at a considerable speed, which proves capable of severe shredding and cutting as if hit by rock shrapnels.). ''Chikyu Tenpuru Seido'' equals that of a Forbidden Ranked technique and is capable of blocking F-ranked techniques and below. Once used it lasts untill deactivated, and can only be used once per NW event. As any other F-ranked technique, it takes a toll on the user body -15. It drains additional chakra of 20+ chakra per turn it is activated. While the Sanctuary is active, the user is restricted from using other elemental chakras, aside from those related to earth. Should an object come in contact with the walls of Earth Sanctuary, he would be hit by a punch packed with enough damage to equal that of an F-rank - Thus the strength of the defensive properties. Upon deactivation of the Sanctuary, the user will be unable to perform S-ranked earth techniques the following turn.

✦Declined, no Forbidden ranked jutsu will last indefinitely; this needs an actual turn based limit and a better drawbacks than merely -15 damage to the user; it needs something that actually limits and hinders you because practically, -15 damage does nothing answer we all know that. And change the last line from S rank to A rank earth and above. ✦
resub

(Doton: Chikyu Tenpuru Seido) - Earth Release: Earth Temple Sanctuary
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: N/A (-15)
Description: ''Chikyu Tenpuru Seido'' is a technique triggered through a wave of both the users hands, forming a perfect circle infront of himself. Upon activation the user activates the most fabled defensive earth technique known by mere plainwalkers. By extracting the strongest properties of earth release from the ground below, the user will forcefully cause smooth earthern pillars to emerge by high speeds around the himself in circular formation that can range from short to the mid-range. The earthen pillars themselves do not move, however emit a continuous flux of Earth chakra so that the space between the pillars is filled with chakra, forming a complete dome around the user, however it remains transparent so that the user still can see through it. Because this dome of fluxated chakra is spinning, it not only can defend against offensive jutsu's, but also against things like smoke, dust (not the element), poison clouds etc. as it purifies the air in and around the sanctuary(The fluxation of chakra is similar to a stream of condensed dust which travels at a considerable speed, which proves capable of severe shredding and cutting as if hit by rock shrapnels.). ''Chikyu Tenpuru Seido'' equals that of a Forbidden Ranked technique and is capable of blocking F-ranked techniques and below. Once used it lasts three turns, and can only be used once per NW event. As any other F-ranked technique, it takes a toll on the user body -15. It drains additional chakra of 20+ chakra per turn it is activated. While the Sanctuary is active, the user is restricted from using other elemental chakras, aside from those related to earth. Should an object come in contact with the walls of Earth Sanctuary, he would be hit by a punch packed with enough damage to equal that of an F-rank - Thus the strength of the defensive properties. Upon deactivation of the Sanctuary, the user will be unable to perform A-ranked earth techniques the following turn.

✦ Approved ✦

(Doton: Teranachura) - Earth Release: Terra Natura
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: Terra Natura is a magnificant technique that falls under the category of Earth Release. Through a gesture, stomp on the ground or otherwise warn-giving signs of act - The user will condense earth particles within the air space, forming cones, squares, triangles or spheres depending on the user's choice. The size may vary from each usage from a tennisball to the size of a truck, and the user can at maximum create three structures within one usage. Upon creation, much akin to 'Manipulate Advancing Blades' the structures are surrounded by a hue of chakra which enables to user to manipulate them at will, to either smash against a target, move infront of oneself, etc. etc. Can be used thrice per battle. The user can't use A-ranked earth techniques the following turn.

✦Declined, Collides with a jutsu of Iwa's.✦
 
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Wakizashi

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Re: Custom Jutsu Submission

(Kita no Ten no ryu)-Dragon of the North Heaven
Type: Supplementary/Defensive
Rank: Forbidden
Range: short-long
Chakra: 50(-25 per turn to keep active)
Damage: 90(-15 to self upon deactivation)
Description: This is the epitome of the fighting style. After charging the entire body with chakra with all 6 blades in hand. Using the mastery of shape manipulation of chakra the user covers himself in a great amount of chakra in the shape of an eastern style dragon the same size of the tailed beast. This ethereal dragon made of raw chakra is able to stay active unless jutsu of the same rank counters it whether its elemental jutsu or not due to the shape manipulation. While the jutsu is active provides an A-rank defense and an S-rank attack with a sweep of it’s claws caused by the swinging motion of the users blades. Since this technique is performed by releasing chakra from the entire body it could be used to release A-rank genjutsu or lower.
note: jutsu last up to 3 turns
note: after jutsu deactivates user is no longer to utilize the Ten no ryu no Tsume.
note: user can’t use Kenjutsu A-rank or higher due to exhaustion since the techniques a great amount of chakra.
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✦ Declined, the scale of this is entirely too big lol. Tailed Beast size? That's too high. Also, since it would be a Forbidden ranked chakra surge, it would naturally release up to S rank genjutsu. My thing is, though, the CFS is centered around releasing chakra from your blades within your hands, which are held like claws. Okay, cool. You're adding chakra to your whole body to form a type of ethereal dragon to enhance this. Okay, I'm cool with that as well. But you need to make this better. At this level, it's basically just an S rank jutsu that you want for Forbidden ranked. ✦
(Kita no Ten no ryu)-Dragon of the North Heaven
Type: Supplementary/Defensive
Rank: S-rank
Range: short-long
Chakra: 40(-15 per turn to keep active)
Damage: 80
Description: This is the epitome of the fighting style. After charging the entire body with chakra with all 6 blades in hand. Using the mastery of shape manipulation of chakra the user covers himself in a great amount of chakra in the shape of an eastern style dragon 2 stories tall. This ethereal dragon made of raw chakra is able to stay active unless jutsu of the same rank counters it whether its elemental jutsu or not due to the shape manipulation. While the jutsu is active provides an A-rank defense and an S-rank attack with a sweep of it’s claws caused by the swinging motion of the users blades. Since this technique is performed by releasing chakra from the entire body it could be used to release A-rank genjutsu or lower.
note: jutsu last up to 3 turns
note: after jutsu deactivates user is no longer to utilize the Ten no ryu no Tsume.
note: user can’t use Kenjutsu A-rank or higher due to exhaustion since the techniques a great amount of chakra.
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✦ Approved ✦

[Ōyamatsumi]-God of War
Type:Weapon
Rank:S
Range:short(mid for ability)
Chakra:40
Damage:N/A
Description: This sword and sheath was forged by the Japanese god of war before he instilled part of his divine spirit within it. Not everyone can wield it. Only those with the blood of many opponents on their hands. The sword is made of a metal that is strictly dense and compressed at a molecular level making it difficult to break. (S-rank attacks). As the god of watched over many wars he noticed the change in weapons that opponent's from the west used. He despised the western enemies weapons and sought no honor in using them. The god of war incorporated a trigger on the sheath though, allowing anyone to quickdraw and swing the blade as fast the strongest samurai. Lastly the god of war gave the sword the ability to put the opponent in an illusion(lasting 1 turn) allowing them to see a nothing but a white, blinding light when the user quickdraws the blade.
note: quickdraw ability cost 40 chakra
note: perform illusion twice with 3 post cooldown.
note: can only be used by Wakizashi.
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✦ Declined, no to the Samurai thing. ✦

[Hayaton no Shiryoku]-swift release sight
Type:Supplementary
Rank:S
Range:self
Chakra:40
Damage:N/A
Description: With the mastery of swift release, the user is able to focus Swift chakra to his brain and optic nerves. The effects of this allows the user's perception of time to slow down. Making his tracking speeds the same as the 3 tomoe sharingan. with this ability it will allow the user to analyze and deduct quicker normal as everything around him seems to move in slow motion.
note: perform jutsu twice with 2 post cooldown
note: can only be used by Wakizashi.

✦ Declined, collides with Yard's Swift Senses jutsu. ✦
 
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OG Smoove

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Re: Custom Jutsu Submission

(E·Shirīzu Papetto: Kureiman) E·Series Puppet: Clayman
Type: Puppet
Rank: S Rank
Range: N/A
Chakra: 40
Damage: N/A
Description: E Series Puppets are an advancement from the traditional wooden made puppets. These puppets are mechanically made by using special material to make them fully optimize for battle. This idea came about when the creator, Kanta Mizuno, wanted to utilize his chakra natures through his puppets, but through natural means to reduce chakra strain. With his adept mechanical skills, Kanta was able to mimic each chakra nature by using advance machinery implemented within each puppet to achieve the desired effect. There are five puppets in the E Series, one for each of the basic 5 chakra natures. Clayman, Sparkman, Avian, Burstinatrix, and Bubbleman.

Clayman act as the Doton puppet from the E Series Puppets. Its body mimics the hardness and durability of earth and is able to withstand attacks A rank or below. Clayman is the biggest out of the E series puppets standing at 10 feet, and acts as the defensive puppet out of the group. To attribute to its status as the defensive puppet, one of its abilities is to create a chakra shield around itself to not only protect itself but the puppeteer as well. Utilizing his size and strength, Clayman can either punch or stomp the ground to cause a slight tremor that can cause the opposition to lose their balance and fall. Despite the many pros that comes with his size, one disadvantage that comes with being this big is the inability to hover around like other typical puppets. However, he is still able to move around via walking/running, but his speed is equivalent to that of a Jonin ninja. Lastly, behind Clayman is a compartment within its back that is big enough for the puppeteer to jump in and protect themselves from attacks that may come from behind Clayman. While inside, the puppeteer can still see outside by using the telescope that connects from the back to the head of Clayman which can be turned 360 degrees.
Notes:
~Clayman can only be destroyed by an attack that is A rank or higher.
~The chakra shield counts as a S rank technique that can only be used 2 times.
~The puppeteer can still control Clayman and other puppets while inside the back compartment
~Can use any general Puppetry techniques.
~Can only be used by OG Smoove and those he allows.

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☼ Approved ☼

Toned down the defense a little to make it more on par with Hiruko.



(E·Shirīzu Papetto: Supākuman) E·Series Puppet: Sparkman
Type: Puppet
Rank: S Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:E Series Puppets are an advancement from the traditional wooden made puppets. These puppets are mechanically made by using special material to make them fully optimize for battle. This idea came about when the creator, Kanta Mizuno, wanted to utilize his chakra natures through his puppets, but through natural means to reduce chakra strain. With his adept mechanical skills, Kanta was able to mimic each chakra nature by using advance machinery implemented within each puppet to achieve the desired effect. There are five puppets in the E Series, one for each of the basic 5 chakra natures. Clayman, Sparkman, Avian, Burstinatrix, and Bubbleman.

Sparkman acts as the Raiton puppet from the E Series Puppets. Sparkman was made to mimic the qualities of Raiton which makes him the fastest out of the E Series Puppets with speeds equivalent of an unofficial Sage. Within Sparkman body lies electrical generators that are used to generate high voltage electricity around Sparkman's body that can paralyze or burn whatever object/thing that comes into contact with it. Around Sparkman body are tiny holes made by designed, and within these holes lies yards of thin wires with a sharp metal tip that is made to puncture skin. Once these wires are in contact with their target, Sparkman can then channel electricity through the wires to incapacitate the entire target, similar to that of a stun gun. Lastly, Sparkman is able to absorb Raiton techniques B rank or lower, and in return use that absorb energy to send back a stream of concentrated lightning, with the same rank of the absorbed attack, right back at them.
Notes:
~The electrical generators will need a 1 turn cool down after every 5 turns.
~The wires have a short to mid range reach and counts as a move.
~If paralyzed by Sparkman either thorough touch or via wires, the target will be left incapacitated for 2 turns.
~The attack after absorbing the Raiton tech must be done in the same turn.
~The attack after absorbing the Raiton tech has a reach of short-mid range and can only be done 3 times.
~Can use any general Puppetry techniques.
~Can only be used by OG Smoove and those he allows.

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☼ Approved ☼

Removed the need to destroy with A-rank or above. Not a defense based puppet so shouldn't have that ability.


Given what these are based on I assume they'll be combine-able at some point. Just keep that in mind when designing them, if they're too strong alone then it'll be very difficult to do that. :p
 
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Kooljay

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Re: Custom Jutsu Submission

(Katon: Fenikkusu no Chūmon) - Fire Style: Order of the Phoenix
Type: Offensive
Rank:D-S
Range: Short - Long
Chakra: 10-40 (Chakra cost of revival is = to half the rank of the revived phoenix)
Damage: 10-80
Description: The Order of the Phoenix jutsu is a powerful jutsu created by the Uchiha that was gifted to the newly made Leaf Village during peace negotiations between the Uchiha and Senju. However the scroll containing the jutsu was lost to time before being found again. Now only a select few can use its power. After performing a series of 5 hand seals, the user gathers Katon chakra in their lungs and expels it through their mouth in the form of a Phoenix. The Phoenix's size depends on how much chakra is used to create it. Once created the user can manipulate the Phoenix with their chakra via having it evade incoming obstacles, flying in place, and doing advanced flying maneuvers. Its main use is swiftly crashing into the target resulting in a powerful devastating blazing explosion. The unique characteristic of this jutsu is that the Phoenix can be revived in a weaker state from the flames of its own past explosion using the Tiger hand seal. From the there the user can manipulate the Phoenix to continue its blazing onslaught.

Upon revival the Phoenix loses two ranks in power. For example, a S ranked Phoenix can only be revived as a B rank Phoenix. That Phoenix will be revived as a D ranked Phoenix.

Note: Can only be used by those taught by Kooljay
Note: No other Katon can be used the same turn as the Order of Phoenix jutsu. This includes its revival.
Note: The Phoenix can only be revived the following turn.
Note: Riving the Phoenix takes up the time slot of 1 jutsu.
Note: If the Phoenix is extinguished by Suiton or any other technique preventing it from exploding, it cannot be revived.
Note: This jutsu can only be used twice per match and the revivals do not count toward that count.
Note: D ranked Phoenixes cannot be revived as too much power is lost in the explosion.
Note: Only S and A ranked Phoenixes are capable of long range flight and result in an explosion that has a 15m radius. They also have the size of the Phoenix in the reference picture.
Note: B and C ranked Phoenixes are only capable of long range flight from its point of creation and result in an explosion that has a medium radius. They are half the size of S and A ranked Phoenixes
Note: D ranked Phoenixes are only capable of medium ranged flight from its point of creation and result in an explosion with a radius of 3m. It is the size of an Eagle.
Note: The Phoenix will disperse at the end of the turn if it does not hit anything and cannot be revived.

Picture of Phoenix
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Link to Approved Curse Seal Sasuke Bio { }

(Juinjutsu Raiton: Raijin no Ikari)- Cursed Seal Lightning Release: Raijin’s Wrath
Type: Offensive
Rank: B
Range: Medium
Chakra: 20
Damage: 40
Description: During the Raijin’s Wrath jutsu, the user jumps into the air and drives their fist into the ground, releasing a powerful, medium-radius shockwave of corrupted raiton chakra into it. Due to the Curse Mark’s influence, the raiton chakra in purple. As the raiton chakra travels outward from the point of impact, anyone unlucky enough to be in the radium of the attack is electrocuted, lifted, thrown outward a short range away by bolts of raiton. The power of the corrupted raiton chakra is enough to paralyze the target as well.

Note: The bolts of lightning only appear if someone is caught in the shockwave.
Note: The user must at least be in Curse Mark Level 1
Note: Usable once in Curse Mark Level 1 and Twice in Curse Mark Level 2

Picture of Jutsu
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☼ Both Declined DNR - Similar to Existing Techs ☼
 
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System001

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Re: Custom Jutsu Submission

Raiton: Kaminari no Kami no Seiza | Lightning Release: Constellations of the Lightning God
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Calling on concepts from 'Four Pillar Bind' and 'Lightning Blades Levitation', this technique allows the user to send Lightning chakra into the earth and through the careful administration of lighting raise a mass of electrically augmented rock, debris and dust from the ground. The raised debris, filled to the brim with lightning chakra, will act as conductors and amplifiers for the chakra, and can be manipulated into desired positions, allowing for the formation of shaped clouds of swirling electrified dust. Due to being charged with lighting chakra the raised dust storms will also hold the additional property of drawing electrical currents within range towards them. Due to this, any Lightning or electrical based techniques within mid range of the clouds that hasn't been produced by the user (or allied summons) will have their strength drained by one rank as the dust clouds siphon off their electrical energy and grow stronger. The dust clouds can be made to hover about the battlefield in specific arrangements or patterns so as to weaken any utilised lightning technique and grow in strength, and, upon command can be directed towards the opponent - shredding them with the abrasive power of earth and continuously zapping and electrifying them with extremely powerful currents. Furthermore, with the formation of a single hand seal the user can have the clouds detonate to consume anything within short range of their reach in an electrical explosion, or instead implode so as to consume anything caught within the dust cloud in an electrical discharge.

Note:
- Can only be used 3x
- No lightning techniques above A rank for the rest of the turn
- No lightning techniques above A rank while this is active.
- The dust cloud can remained on the field until dispersed.
- Cannot be used on consecutive turns.


✦ Declined, not to electric charged dust ✦


Genkotsu Kamakiri: Nan-mei no Aidea Arimasen) Mantis Fist: No Name Ideas
Type: Defense/Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A
Description: One of the most Ninjutsu orientated, and by far the fastest Mantis Fist jutsu, this technique allows the user to rapidly release a beam of lightning chakra from their fingers towards the opponent. The beam of chakra will reach the opponent near immediately, so fast in fact that even those with chakra augmented speed will be hard pressed to react to it. When it contacts a healthy and uninjured opponent the beam will have no effect and would simply harmlessly disperse. However this technique was developed so as to take advantage of any damage that a Mantis Fist user may do to an opponent during battle, and as such against an opponent that is injured or paralysed the beam of chakra will disperse into the body and serve to enhance the ailments to make the enemies affliction feel substantially worse. Should the opponent have a small wound such as a scratch the beam of chakra will make it feel as if the opponent has suffered from a gaping wound, and should they have suffered a fracture to a tiny, minor bone it will feel as if a major bone has been completely crushed and so on. Needless to say should the opponent have suffered a substantial wound such as a stab wound, a broken arm or moderate burning they will experience extreme and incapacitating pain and will likely lose the ability to think coherently or mold chakra for as long as the pain persists. The enhanced pain will persist for as long as the user sustains the beam, during which time the user will be incapable of using any other jutsu. When the user releases this technique the magnified pain will almost immediately wear off, however a particularly diligent user may be able to exploit the lapse in the opponent before it does (Such as in close quarters combat). This technique is particularly effective against opponents who are heavily injured and wish to escape or heal themselves, as it's capable of preventing them from moving or moulding chakra, and forcing them suffer with their ailments until they either bleed out or pass out from the pain, giving them no chance to save themselves and thus ending the battle.

Note:
- Can only be used 3x
- Cannot be used on consecutive turns
- No Mantis Fist techniques above A rank for the rest of, and the next turn.

- Cannot be used on consecutive turns

✦Declined, link to approval missing. Nice name tho ✦


(Katon: Kaika Ninetails: Dai Roku Tēru. Oshokui) | Fire Release: Flowering Ninetails: Sixth Tail; Corruption
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Allows for the release of vast amounts of pure fire chakra from all over ones body that creates an aura in the shape of nine fox tails, each twice the size of the user, that will cocoon around the users body. The tails can be manipulated to attack or defend for a time - acting as condensed chakra capable of interacting with physical objects to deal blunt and burning damage - however their real power lies in their ability to disperse into dozens, if not hundreds of seed like orbs of fire chakra that, by default pulsate outwards in all directions, but can be directed towards particular locations should the user so wish. As the seeds travel outwards they indiscriminately phase into any object, being, or technique of lesser strength and forcefully alter or distort it's properties to make it explode - with said explosions always being angled away from the user. When a structure explodes it in turn releases countless more seeds that allows for a chain reaction that can completely devastate battlefields, as the seeds are capable of making the strength of undermined techniques into their own, not weakening, but instead growing in strength and number with each clash. This ability is effective against all earth based techniques of lesser strength (Excluding crystals), opposing fire techniques of lesser strength, and water techniques two ranks lower, however it is ineffective against water techniques of A rank and above, Lightning techniques and wind techniques; A rank water techniques will simply evaporate while Lightning and Wind techniques will clash normally.

- Can only be used 2x
- No fire techniques above B rank for the rest of the turn
- Cannot be used on consecutive turns
- Can only be taught by Scaze

✦ Approved ✦
 
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Geezus

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Re: Custom Jutsu Submission

Kage☆Boshi - Shadow☆Star
Rank: S
Type: Weapon
Range: Short - Long
Chakra: +20 per transformation
Damage: N/A
Description: The Shadow☆Star is a unique weapon created by Black☆Star in order to save the soul of his friend. During his days in Kirigakure, Black☆Star could often be seeing goofing off while his childhood friend Tsubaki tagged along. The two were inseparable and as such graduated the from the Ninja Academy together. As comrades in battle, the two's bond was as clear as day as they easily worked in sync to dispatch foes. One fateful evening, during a recon mission the two were ambushed and escape was nearly impossible. The two fought their way bravely through enemy lines, unfortunately for Tsubaki she had been dealt a fatal stab wound in all of the fighting. Tsubaki was only moments away from dying as she pulled the katana that had been lodged in her body out, sealing what was left of her chakra into the weapon. When Black☆Star picked up the weapon, he notice a special fuuinjutsu inscription that glowed along the hilt of the blade, in order to hide it until he could inspect it later, Black Star wrapped the hilt of the weapon in bandages. Over time, Black☆Star has come to understand exactly what Tsubaki had done when she sealed her chakra in the sword. Dubbing the weapon Shadow☆Star, the weapon possesses a sentient mind due to the fact it is inhabited by the chakra of Tsubaki. Having spent so much time together the two have a very similar chakra signature and with their chakras resonating so closely, Black☆Star and Shadow☆Star can communicate via a mental link. The true ability of the Shadow☆Star is the fact that it showcases the expertise Black☆Star has when using various weapons. Through the use of the Combination Transformation technique, Black Star can alter the Shadow☆Star's form, each transformation counts towards the user's total move count.

Zeroth Form | Masumune
The base form of the weapon, it is the original katana that Tsubaki's chakra was sealed within. In appearance, the blade is black due to the influence of Tsubaki's chakra. The hilt is bandage wrapped and bears a mysterious fuuinjutsu seal on the blade of the weapon. This weapon form is very balanced and with it's use, Black Star can preform the various kenjutsu style techniques he knows. Twice per battle, Black Star can summon Tsubaki's chakra from the blade, and have it wrap around his neck as a scarf. This scarf of chakra is solid and offers a variety of offensive and defensive capabilities and can be freeform manipulated by Black Star or Tsubaki. It can even act as an extra appendage, allowing Black Star to pull of maneuvers without losing his balance. This technique is equal to A-rank, reaches up to mid-range and last a maximum of three turns, this counts towards the move count.

First Form | Rengoku
Rengoku is the first of the four forms that Shadow Star can take and its focus is primarily defensive. It appears to be a chain-scythe with a long black sharp sickle-blade, with white ornate patterns on it with a handle attached for the wielder, accentuated with three short spikes. The end of the blade holds a chain that can freely be manipulated to become longer or shorter depending on Black Star's needs. There is a always a part of the chain surrounding Black Star that can be used to protect him from all sides, while also allowing him to control the trajectory of the blade should he throw it at the opponent. Once per battle, Black Star can have this chain coil around him before extending outwards into the shape of a five-point star slightly above the ground. Anything that enters this area will be instantly sensed by Black Star and bound by the chains before they can escape. This sensory even extends underground by using the vibration traveling along this weapon form to sense the opponent's chakra. This technique is equal to A-rank and reaches up to short-range while counting towards the move count.

Second Form| Tsukiyoha
The second form, Tsukiyoha, is a large four-pointed shuriken, constructed from four black (and vaguely leaf-shaped) blades with ornate white patterns on them extending outwards from a wide circular ring acting as the weapons center. It can be be thrown with considerable force at a target, using the high speed of the rotations and sharp blades to easily slice through the majority of objects. Although the weapon is a shuriken, it behaves like a boomerang returning to Black Star after being thrown without losing speed. Tsubaki or Black Star can manipulate the trajectory of the weapon in mid-air to alter it's path. Once per battle, the Black Star can enter his hand into the ring of the shuriken covering his hand up to his wrist in Tsubaki's chakra. After this process is complete, Black Star can release a directional blast of pure chakra that can cause significant damage to the landscape. This technique is S-rank and has a long-range reach, counting towards the move count. After use, Black Star is slightly damaged and Tsubaki can not transform for two turns.

Third Form| Zetsuei
Zetsuei, is the third form and takes the form of a large black kunai-style dagger with white ornate patterns and a long strap of cloth tied to it. This form focuses on speed and during the use of this weapon form effectively doubles Black Star's currendt speed as Tsubaki channels her chakra into Black Star. This however requires a good amount of friction, as if the surface is made slippery even by recent rain, he is likely to trip. Twice per battle, Black Star can create after images as he moves. Unlike normal afterimages, these still retain some mass and can be used to inflict damage on the opponent. However these afterimages don't move independently of Black Star and a skilled opponent can derive what the next move will be and where it will land. This is equal to B-rank and counts towards the total move count.
Note: Only one transformation per turn.
Note: Can only be used by Black Star bios.

Fuuton| Menimienai-fū no Jutsu - (Wind Release| Invisible Air Technique)
Rank: S
Type: Attack/Supplementary/Defensive
Range: N/A
Chakra: 40
Damage: (+15 to weapon techniques)
Description: The Invisible Air technique is a advanced wind element technique that begins with the user manipulating his wind chakra around a weapon in the form of a barrier. It is also possible to implement the barrier on something other than a weapon. If needed the user can form the barrier in the area around themselves or as a quick defensive wall of wind. This wind is made up of multiple layers of cutting wind compressed into super-high pressure air with a massive amount of chakra, which distorts the refraction of light and renders what is inside completely invisible. It is rather simple in execution, but it proves tremendously effective in hand-to-hand combat. The barrier isn't a vacuum, so the air constantly whirling around is essentially a weapon. It also provides an increased accuracy and defense against opponents unfamiliar with the nature of the technique. When used in combination with weapon techniques, opponents cannot discern the length, width, reach, or trajectory of the weapon, or even the fact that it is even a weapon until they actually make contact with it, which leaves them constantly on guard due to having to rely solely on the user's movement to decipher attacks. Against an opponent who can figure out the nature of the weapon quickly and correct the visual disturbance, someone who already is familiar with the technique, or someone with a resistance to visual impediments such as dojutsu users, it becomes nothing more than wind around a sword. Since the user can still manipulate this wind surrounding the blade, they are unable to use other wind techniques while this technique is in use due to the amount of concentration needed to control the high pressure air. Once per use, the user instead can release the air from their weapon outwards, creating a protective dome of wind that will diffuse into the air with enough force to damage and knock over normal people up to mid range equal to a S-rank attack. However, the user can release this air as a single-use projectile of compressed air acting like a hammer made out of wind. Using this gale made out of super high pressure condensed air that is powerful enough to easily crush and blow away opponents and fling a stone slab weighing several tons into the air as if it were nothing. This attack reaches up to long-range and counts towards the user total move count. Twice per use, this wind can also be used to accelerate the user's own body, allowing them to travel at three times their normal speed. By holding the weapon in a backward wide stance, the user releases the air and changes into a supersonic bullet that charges towards the opponent. If working together with another person, the partner can use the vacuum left behind by the attack to immediately rush in behind it by using the surge of air taken in by the vacuum as a Slipstream. After releasing it, the user can recall it by compressing the surrounding air to reform the barrier with the use counting towards the total move count.
Note: Usable twice per battle.
Note: Last 3 turns, after use, the user must wait 3 turns before using again.
Note: While this technique is in use no other wind techniques may be used.

✦ Both Declined, first is too long, shorten please and second one collides with L's CFS ✦
 
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Lord of Kaos

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Re: Custom Jutsu Submission

Alright, I've checked most if not all the pending jutsu from the last cycle and am still going through the thread checking from the previous cycles. As always, be sure to read the previous posts to get a feel of what's allowed and what's not. Don't try to overdo your CJ and do what's not allowed by your element's abilities, like recently there is a trend of lightning jutsu manipulating the earth, which is a clear no. Other than that, the same rules apply as always. If your CJ is still pending, PM me the link. If it is a Dark Release jutsu, be patient lol. I'm learning about the KG and dont want to butcher any submissions. If I left any of your Dark KG CJ pending, title the PM "Dark KG CJ". Dont VM or Skype me any links, those wont be checked but PM instead. It's easier to keep up with and ensures it'll get checked. Have fun submitting!
 

Panthalassa

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Re: Custom Jutsu Submission

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

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: N/A ( 5 per Technique )
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 chakra 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 metabolised, 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, the chakra will transfers to the user only, no one else. Make them use Aburame techs you to A rank and three usages of this. ✦
( Aburame no Hijutsu: Bikoushoku ) Hidden Insect Technique: Oligotroph

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: N/A ( 5 per Technique )
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. 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, up to A rank, by spending only 5 chakra, as long as the swarm has metabolised enough chakra to fit the chakra 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 metabolised, which will be manifested as a single projectile-like swarm, travelling up to Long Range.

Note: First Variant + Aburame Technique or Second Variant count as 1 jutsu.
Note: Either variant will spend the metabolised chakra, and will require the insects to feed more. Even if they get enough chakra, either variant of Oligotroph can only be used once every 2 turns. Oligotroph, regardless of Variant, can only be used 3 times per battle.
Note: Only foreign chakra drained will count, user's chakra that is required for Aburame techniques will not count.

( Hae Kuchiyose ♆ Milemorpha crypta) Fly Summoning ♆ Lucifer's Sages

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: When the very first Matriarch of the Flies came ipon the Earth, it is said she spawned most of the diversity in their race. But the key to do so was a small species of flies that possessed within them the ancient DNA of the whole class. These androgynous and hermaphrodithic species of flies are blank in their phenotypic expression, with no pigments, which gives them a very translucent skin that showcases all their organs. They are extremely sensitive to the Aburame's Insect Cocoon Technique evolution inducing powers, developing an ability of Hypermorphosis, where the user combines the Transformation Technique and the Insect Cocoon to rapidly evolve into any species (including the different genders of each species), and mimic their adaptative chracterestics. This Aburame technique is A rank, and costs 30 chakra. When not under the influence of Hypermorphosis, the flies share their W&S with Kikachu, thus weak to everthing except Basic Chakra and Organic Elements. When Hypermorphosed into a certain species, they inherit their strengths. In mixed-species swarms, the Hypermorphosis is positively adaptative.

Note: Can only have 3 simultaneous species hypermetamorphorsed.
Note: Hypermorphosis lasts 2 turns, where they can change into any fly species, after which the flies revert back to their base form for 1 turn before it can be used again. Unless they've been killed. The Holder of the Contract needs only to replenish the chakra cost every 2 turns, no need to wait a turn.
Note: Aburame users for more than 6 months can cut the cost by a third ( 20 ). Combined with having the Fly contract for 6 months allows one to use the Hypermorphosis Technique for a third of the chakra ( 10 ).
Note: The Lucifer Sage Flies have replaced Panthalassa's Leviathan Gorges, so they are his personal insects henceforth. This has to be stated in the begining of the battle or in the user's bio. Other users can only summon them once per battle up to 4 turns.
Note: Once per battle, one can have up to 5 species hypermetamorphorsed (lasting 2 turns). Afterwards, the user cannot perform Hypermetamorphorsis for 2 turns.

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( Aburame no Jutsu: Bara Bara ) Insect Tecnique: Splicing

Type: Supplementary
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: Splicing is a chakra signal that allows the user to command an active swarm to split apart, while maintaining an active structure. By splitting an active swarm in factors of two ( 2) , the user is granted a greater flexibility in evading a colision with an obstacle, by sacrificing the individual power of each part. The number of divisions increases the higher the rank of the structure, the bottom line is that no spliced structure can be lower than E rank. The overall strength and characteristics of the swarm is kept, it's just the power and mass that is divided in several parts.

Note: D can be spliced in 2 E ranks, C can be spliced in 2 D Ranks and 4 E Ranks, and so on...

✦ All Approved, made slight edits ✦
 
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Noni

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Re: Custom Jutsu Submission

(Raiton: Zeusu Mōretsuna Bēru)- Lightning Release: Zeus's Ferocious Veil
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will release an omnidirectional pulse of unfocused electricity from every inch of their body. Initially this electricity does no harm to anything or anyone. The pulse can reach all around the battlefield along the ground and sky. The pulse can just barely be perceived with the naked eye but it cannot be reacted to physically or blocked by a technique. After set the battlefield will have random bursts of non-hazardous electricity. The purpose of this terrain change is whenever the user performs techniques within the vicinity they will naturally conduct with the electricity present around the atmosphere and terrain. However, to activate this conduction the user must perform a hand seal along side with the technique/weapon used this allows for the technique to be used only by the user, so the opponent gains no benefit from this technique. The conduction happens within the same time frame. Kunai's become conducted with ease, every water attack will carry electricity, and earthly material will have a veil of lightning around its body, giving all these types of substances an extra amount of lethality and shocking damage. Only techniques that do not offer a benefit would be things like wind, wood, lightning, fire, etc. Logical elements apply to this as well as their alternative releases. This allows the user to constantly have a source of electricity to combine with their techniques. It does not enhance speed of techniques, gives it a new set of abilities or things of the sort, the technique originally will remain the same ability and purpose wise, just lethality is increased. The amount of electricity around the body of these material will correspond with its original size. This pulse can be manipulated and localized to fit the range and terrain that is needed for the user, but will always have the user in the center. Weapons benefit 10+ damage while techniques will be updated to one rank stronger along with the benefits lightning entails. Essentially any technique created within the dome will have the electricity, material that are created outside it will not have the benefit.

Note: Can only be used twice
Note: Lasts four turns
Note: Must wait two turns before re-use
Note: Only usable with feasible elements
Note: Does not work with techniques above S-Rank

‡ Approved ‡ Edited.

Animal Version of


(Raiton: Zeusu Orinpasu Akui Gādian)- Lightning Release: Zeus's Olympus Malicious Guardians
Type: Offense
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for each turn)
Damage Points: 80
Description: The user will release lightning chakra out and manipulate the lightning chakra to form animals, the type of beast created is based off of the Greek setting of this technique, pixies, Cerberus's, Venti's, etc . The user can create up to four beasts at any time, with their damage/rank split accordingly. The size of the beasts never exceed that of the rank created. One hand seal grants these beasts a form of sentience, moving through mental commands. They can move at a basic pace, able to be track with the naked eye. Beings will only be capable of basic functions within the logic of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. They can be summoned one of two ways: either as pure electricity, or with a specific set of material conducted along its body. The pure electricity is unique, the beasts will have electrical wires that extend mid range, whenever they touch conductible material, it will draw in and attach to the inside of its body, only one type of material can be conducted and the amount will never exceed the interior size of the beast. The second method of creation is by channeling chakra into material and carve out the animals from that source. They have an advance defense with electrical wires that repel anything that is in touch with the beasts. Creating it in such method allows the beasts to be made anywhere on the field as long as their is a source, despite that, they can never be created closer then five meters away from the opponent (pure electricity is always created short range of the user however). Both these wires can manipulate the opponents techniques just as long as they overpower it with ranking. Wires can be released omnidirectional or in a specific area. Material that apply to this technique would be things such as water, earth, metal weapons, etc. To have this technique remain active, the user must spend extra chakra. Any material they are conducted with will not enhance their damage (unless user specifically sends a technique to them that allows it), but they do present different manners of attack while still maintaining a shocking lethality to them. Earth would have more brute force, water might impale deeper, etc.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: Lasts three turns
Note: Two turn cool down before re-use
Note: No other S-Rank or above Lightning in the user's same turn

✦ Declined, cant approve this as I told you. ✦
 
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Nathan

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Re: Custom Jutsu Submission

Approval to Griffins: [ ]

Note: When this summoning was first approved, it was agree'd on that no fire techniques/jutsu can harm any type of Griffon whatsoever.
(Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: One of the greatest abilities of Griffins is, their immunity to fire. They can blaze through storms of fire, without even a scratch on their body. Their skin is so tough, that it can withstand even the hottest temperatures of fire. Users of the Griffin Contact can take advantage of this ability, by forming the seal of confrontation, to summon the Griffin's skin from their homeland (similar to summoning Toad stomach). As soon as the seal is formed, the user's body undergoes changes. From the pores of his skin, the skin of griffin emerges all over their body, like fungus taking over a piece of bread. The skin, red-black in color, creates a tight mesh over the user's body, to a form a coating over their existing skin, that provides certain qualities to the user's body. The Griffin skin serves two purposes: The first being the obvious, that it renders the user immune to all flame type fire attacks S-rank and below. However, the user will take damage if the fire attacks contain rocks or other debris (only impact damage). The second purpose is that, the skin helps the body to maintain homeostasis. Any changes in temperature outside, will not affect the body of the user. However, both these properties only work as long as the user is covered in the Griffin Skin. The skin being so tough, also allows the user to take lesser damage from taijutsu based attacks (-20 damage).
Note: The skin reverts to homeland after 4 turns.
Note: Can only be used once per battle/twice per event.
Note: Must have signed the Griffin contract.

☼ Approved with edit ☼


(Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Bendaiten and Idaten, the Harmonic Twins. What differentiates these twin from other Griffins, is the fact that they can always appear as a tag team. Although the abilities that they possess are always divided among the brothers, they try to make the most of it by attacking in unison, so as to cover up their disadvantage. As twins, they share similar appearances, voices, abilities, etc. However they have differing personalities, which is how one can easily tell them apart.

Idaten: The eldest of the two, Idaten is the dangerous of the two. He is brash, hotheaded and always leaping headfirst into danger simply for the fun in it. A wonderful beast to behold, he is six foot tall, eleven feet in length and both his feathers and fur have a dark striped pattern running through them. His gleaming emerald eyes and crooked smile pierce through even the hardiest of wills, easily frietening most men. Idaten also possesses a large plumage of feathers and hair rolling from his head to his tail. His "playful" nature hides his taste for blood as he bares subtle scars across his entire body, all of which he recieved either from meals that had fought back, when he bit off a little more than he could chew, or when he got too overzealous with his play mates in his youth. He has a natural affinity to danger and a dangerous element, Lightning. When flying at full speed, his body automatically coats itself with lightning chakra (A-Rank), that allows him to fly high among the thunder clouds, without any problem. With a flap of his wings, he is able to release bullets of Lightning (B-Rank) twice per battle to attack his targets. However, being one of the harmonic twins, Idaten is known for his ability to perform most forms of offensive Sound Release Jutsu, such as "(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill" and "(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill" up to A-Rank, and of course, usage of these Jutsu of course counts towards the users 3 moves per turn.

Benzaiten: Younger brother to Idaten, Benzaiten is more relaxed and timid, preferring to take a more tactical approach to battle than his brother. Benzaiten's fur and feathers are a lighter shade than Idaten's, with dark brown spots speckling his entire coat and plumage. His lithe figure and smaller frame than his brother makes Benzaiten far more agile than Idaten, which makes him naturally more fond of flight than fight, but he is not a coward. In fact, he cares more about his Summoner's wellbeing than his own, staying by their side for the majority of his summoning time. Benzaiten, being the calmer of the two, prefers flying at lower altitudes, where the wind currents are strong, which provide him a challenge. When flying at full speed, his body automatically coats itself with wind chakra (A-Rank), that allows him to fly in the heavy wind currents, without any problem. With a flap of his wings, he is able to release bullets of Wind (B-Rank) twice per battle to attack his targets. However, being one of the harmonic twins, he is known for his ability to perform more covert and Supplementary forms of Sound Release. Idaten has such a highly tuned sense of hearing that he always has the "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill" activated passively, allowing him to keep his Summoner updated on specific details, such as the location of their opponent/ target, should other methods of detection be unavailiable. Benzaiten also has access to other indirect Sound Release skills, such as "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" or "(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness". Benzaiten has access to these Sound Related skills up to A-Rank, and besides the aforementioned case of "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill", count as a usage towards the users 3 moves per turn.

Resonant Cry: While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud but harmonic cry, that creates an A-Rank Illusion with a Short - Long range area of effect. With the onset of the cry, the target(s) will freeze on the spot. The harmony will make the illusion overlap the reality, in a sense that, the targets will be able to see the real world, but the world will be manipulated by the twins (the target(s) do not enter a dream like world). The cry being so shrill, will make it difficult for the target(s) to move their muscles, as long as they listen to the song. However, in the illusion, the paralysis will be accompanied by heavy pain all over the body. Every note sung, will make the targets feel like their soul has been removed from their mortal body. The target(s) will start shivering as their bones start cracking. With every crack, the pain increases, which in reality, translates to mental damage. The target(s) will be so overwhelmed by the attacks, that they start loosing hope. This is when the twins give out their final harmonic note, which starts tearing the flesh of the target(s), while squashing their internal organs, making blood ooze out violently from the numerous cuts they receive. The mental damage due to the illusion will be so huge, that the target(s) will go unconscious after the second turn, if not countered properly. The user will however, be immune to these harmonic notes, as he is used to these notes, having trained with the twins for such a long time.

This Illusionary Technique is unique to Idaten and Benzaiten, and can only be used once per battle/event. While performing this Genjutsu, both Idaten and Benzaiten will be occupied on maintaining this Genjutsu, and cannot use any other technique actively. They can maintain this Genjutsu for a max of 2 turns, before they must stop, and this is because the strain on the vocal chords from performing the Genjutsu forces them to stop before they do permanent damage to themselves.

Note: Can only be summoned once.
Note: Remains on the field for a maximum of four turns.
Note: The cry being so loud, will drown any and all sound jutsus of the user and the target(s) when Resonant Cry is in play.
Note: Must have signed the Griffin contract.
Note: Cannot summon any other griffin for the next two turns.

✦ REDUCE, REDUCE, REDUCE!! ✦

Dropping the below if approved.

Getsushō | Moon-Piercer
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Getsushō looks like a katana with an extremely long blade, reminiscent of a nodachi. It sports a red and black coloured, western-looking hand guard and has a traditional yellow and red hilt-wrapping flanked by golden-coloured plates on the hilt, which ends in a very ornate, carved pommel. The sheath belonging to it is lacquered red. Because of its unusually long blade, Getsushō is noted to be difficult to handle, something which is further enhanced due to the hardness of its blade also making it heavier than a normal katana; as such, much training and physical strength are necessary to wield it properly in battle. Getsushō's hardness, however, makes for strong blows and a similarly strong defence.

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Getsushō's primary strength, as shown in the hands of Nathan, is its ability to store large amounts of chakra channelled into it at the start of an battle by its wielder. Utilizing this chakra, the user can lessen the chakra he uses from his own reserves in battle, allowing him to continue fighting for longer periods of time. Particularly, he stores fire natured chakra in Getsushō, and then channels wind chakra into it during a fight, combining these elements for a special form of chakra flow she calls the Wind of the Fire Sword (Hiken no Kaze).

Shottogan Inpakuto | Shotgun Impact - Another one of Getsushō's primary strength is when the blade comes into contact with his opponent, the user can focus their own chakra into his blade and release it. The result is equivalent to the effect of a shotgun blast, ripping apart the nearby flesh. A brief burst of fire also comes from the blade while the jutsu is executed, making the user look as if they had fired a shotgun. This ability is equal to that of a B-rank technique. This ability can be used without the need of transforming into Wind of the Fire Sword form.

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Hiken no Kaze | Wind of the Fire Sword utilizes Getsushō ability to store chakra over long periods of time, and then combines this stored chakra with chakra. The user flows into the blade during the heat of battle. The user accumulates chakra of the fire nature inside of Getsushō, until the katana possesses a great enough reserve of that chakra, which is necessary for the technique to be used without exhausting the chakra supply. When the user flows his wind chakra into the blade, it works together with the stored chakra; first, flames erupt around it, and then the wind comes forth, taming the flames and condensing them against the blade like another layer of metal, just that this one displays an intense orange glow. This has multiple effects: for one, the wind strengthens the fire, resulting in a super-heated blade which can easily meld rock and cauterize the wounds inflicted with it; it also dramatically increases the cutting potential of Getsushō. This ability is equal to that of a S-rank technique.

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Hiken no Kaze: Mōka Tsujikaze | Wind of the Fire Sword: Roaring Flame Whirlwind - It uses the fire chakra stored inside Getsushō to release a trail of flames around the blade, which then enhances with wind chakra for attacks. In its most basic form, the user just slashes in the direction of the desired target, resulting in the creation of intense flame waves that follow the trajectory of the previous swing. The user can also completely surround an area with the flames, forming something small like simple walls to trap enemies, or even a massive twister which draws opponents in with its winds to burn them to death; the user can also utilizes this ability defensively, engulfing the immediate area around themselves in such fire. This ability is equal to that of an A-rank technique.

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Hiken no Kaze: Subeta Honoo Kuuki | Wind of the Fire Sword: Sword of Flame & of Air - Using the fire chakra stored within Getsushō the user releases it, and while that is happening the user also channels wind chakra into it, the chakras wraps around the sword in a spiral pattern. While the chakras are on the sword, the chakras move at high speeds around the blade. This is the source of the Wind of the Fire Sword: Sword of Flame & of Air power. The user would then preform a powerful stab while simultaneously releasing all of the chakra at once. If an opponent is hit by it, the foe will receive major damage while being launched off their feet. This ability is equal to that of an B-rank technique.

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Notes & Restrictions:
- The storing of the fire chakra ability does not counts as a move, but must be mentioned in the users first turn of the match, and it can be stored there for as long as the user needs. But needs to be filled on the users first turn.
- Shotgun Impact ability may only be used four times per-match, and has a short ranged reach.
- Wind of the Fire Sword transformation lasts a max of four turns. After that the sword reverts back to it's standard form, and will not be able to channel any more fire or wind chakra chakra into it for the rest of the match. Also the user will be unable to use any fire or wind techniques for two turns after the revert.
- Wind of the Fire Sword: Flash Burst & Wind of the Fire Sword: Roaring Flame Whirlwind abilities may only be used twice per-match and are only usable while in the wind of the fire sword form, and has a long ranged reach, each.
- Wind of the Fire Sword: Sword of Flame & of Air ability may only be used twice per-match, and is only usable while in the wind of the fire sword form, and has a short range reach.
- May only be wielded by Nathan, and who he chooses.

✦ Approved ✦
---
Dropping if the below is approved:

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

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

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

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

☼ Declined ☼

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

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


[/COLOR]
- Completely reworded, no point in bolding.

Smoke training: [ ]
Bio with smoke: [ ]

Kongousho | Vajra
Type: Weapon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description: The Vajra is a holy weapon currently wielded by Nathan. Originally an ancient weapon dating back to the time of the Sage of the Six Paths, it is so called because of its legendary hardness The Vajra takes the form of a short metallic weapon made of iron or copper, is slender in shape with a pointed end, it has a black orb in the center of the hilt, and near the start of the blade. It can be imbued with raw chakra nature which allows it to display enhanced cutting power, though this is not the weapons true ability The weapon has the three specific abilities which are called The Three Secrets, and one exclusive secret only usable the creator of this blade. These abilities have the power to influence the users unique fighting style.

This black orb is one of the three secrets, and/or abilities this blade holds, if the user has access to the ability known as smoke ninjutsu; the user is able to use this weapon as the medium to release smoke based techniques up to any rank, this is in turn useful to the user so they don't have to wear a barrel launcher under their clothing making this overall an easier way to access smoke based attacks, another feature that the black orb has is that as soon as the user grips the the blade, it creates a simple mask out of chakra that is used in conjunction to smoke based techniques, this mask merely acts as a way to help a smoke user overcome the smoke they use, without inhaling it, or damaging themselves internally. The major downside to using this mask is that it restricts the user from using techniques that require them to breath out of their mouth, but this can be easily overcome by manipulating the chakra mask to move itself away from the users mouth, freeing up said mouth. The activation of this secret is short range, but using smoke ninjutsu with it has a long reach, and this method is ranked S-rank, and each smoke technique used with Vajra gains +1 in rank, excluding forbidden ranked smoke, and can only be used once per-match, and can be activated any time the user so desires. -5 chakra each turn the mask is present.

The second secret is tba very soon.

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The third and final secret and rather unique ability is that the blade can be split into two smaller blades by the use of chakra and splitting the chakra equally down the centre of the blade, thus release the blades true potential in the form of two blades notable named Kanshou and Bakuya: Gan Jiang and Mo Ye - they represent yin and yang. Their quality and ability as swords is high due to being made with the best materials. The quality of the grips is more important in the practical use of the swords than the ornamental value, and they are noted as being quite big and heavy. They are identical in shape with the only difference being their color. Kanshou, the black Yang sword, is covered in a hexagonal pattern, and Bakuya, the white Yin sword, has less of the shine of a polished metal in its ore than it has the haze of a cloud. The main ability of the swords is their strong bond with each other, which not only allows them to attract each other, but it is also said they will return their owner even if events cause them to be lost. If one is thrown while the other is held, the thrown sword will return to the wielder much like a boomerang.

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What is so special about this blades isn't the abilities they have, but rather the single ability they share as a whole. By pouring more chakra into these blades, they grow into a form known as Over Edge which makes them into longswords that are twice the size and covers the blade from the ridge to the edge with feather-like splinters, though using Over Edge does come with a cost each turn it is active (-10 chakra). Over Edge can only be used once per-match, and lasts four turns, or until deactivated.

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Notes & Restrictions:
- The smoke ability is only usable by a smoke bio.
- Creating the mask counts as a move. Manipulating the mask so that the user can release techniques via his mouth, doesn't count as a move either.
- Using Vajra as a medium for smoke ninjutsu counts as a move, all the user needs to do is post the technique they are using in question so it is clear when they are battling.
- Transforming Vajra into Kanshou and Bakuya doesn't count as a move, but using Over Edge does, also transforming into Kanshou and Bakuya, the user is unable to use the smoke abilities attached to Vajra, and once transformed the user is unable to revert it back to its original state. That being said the blade will revert back if the user dies, and falls unconscious.
- Over Edge, and Kanshou and Bakuya are the same rank as Vajra, so they are S-rank.
- Can only be wielded by Nathan and his two bios & .

✦ Declined, REDUCE, REDUCE, REDUCE! ✦
 
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