[ARCHIVE] Custom Jutsu Submission - II

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Ańbu Juniør

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Re: Custom Jutsu Submission

(Nezumi Shuhō: Sesshi Gantoretto) Rat Technique: Incisor Gauntlets
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user summons two giant rat incisors over each arm that are as wide as the user's body when placed together, and span from two inches in front of the users fist, over his forearm and up to his elbow. Since the enamel of a rat's incisors is harder than Iron and platinum, the gauntlets allows to user to smash through S-ranked and below earth techniques, or steel techniques of the same rank, by punching at the incoming technique and utilizing the natural hardness rat teeth. However, since the hardness of steel varies, the gauntlets will crumble if used to block or attack a steel technique of the same rank that approaches with tremendous force. When used to attack an opponent the gauntlets would cause serious piercing damage due to their sharp edges. They can also be used in a defensive measure to block or stop incoming attacks by simply holding the gauntlets together in front of the user. While the gauntlets are active the user is unable to use other techniques tied to the rat contract, but they can also be dissolved whenever the user chooses, and they also don’t hinder the user from performing hand seals.
~Must sign the rat contact to use.
~Can only be used twice per battle.
~Lasts for three turns before dissolving.

Contract Validation:

~Declined~
You only needed to change the "crushing" part of the previous submission and the whole crap about force and whatever. Take out the S-rank earth, this technique works against equal rank solid techniques, period.


(Kenjutsu: Fujin) Sword Art: Wind Blade
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will channel raw chakra into their sword and manipulate it to sprout eight ribbon-like blades of wavy green chakra that break off from the original, but remain attached to the hilt. With a simple swing of his sword the user can transmit a slash through the blades, which travels along the surface of objects (including walls, floors, and ceilings) and emerge to strike the enemy from anywhere that the user can see, and can even be fired from his sword directly. The emerging blades are sharp enough to pierce through solid objects, are about twelve inches in width, and can rise up to twelve feet with tremendous speed. The user can also have the previously transmitted blades lay dormant within the surface they had traversed, and have them emerge on his command.
~Only one blade can be released per slash.
~Can only be used twice per battle.
~Must wait four turns before it can be used again.

(Jump to 1:08)

~Declined~
Told you already, this is a wind jutsu...
(Nezumi Shuhō: Sesshi Gantoretto) Rat Technique: Incisor Gauntlets
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user summons two giant rat incisors over each arm that are as wide as the user's body when placed together, and span from two inches in front of the users fist, over his forearm and up to his elbow. Since the enamel of a rat's incisors is harder than Iron and platinum, the gauntlets allows to user to smash through solid techniques of the same rank, by punching at the incoming technique and utilizing the natural hardness rat teeth. However, since the hardness of steel varies, the gauntlets will crumble if used to block or attack a steel technique of the same rank that approaches with tremendous force. When used to attack an opponent the gauntlets would cause serious piercing damage due to their sharp edges. They can also be used in a defensive measure to block or stop incoming attacks by simply holding the gauntlets together in front of the user. While the gauntlets are active the user is unable to use other techniques tied to the rat contract, but they can also be dissolved whenever the user chooses, and they also don’t hinder the user from performing hand seals.
~Must sign the rat contact to use.
~Can only be used twice per battle.
~Lasts for three turns before dissolving.

‡ Approved ‡ All hail the Rat King.

Contract Validation:


(Fuuton: Fujin) Wind Release: Wind Blades
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will channel raw chakra into their sword and manipulate it to sprout eight ribbon-like blades of wavy green chakra that break off from the original, but remain attached to the hilt. With a simple swing of his sword the user can transmit a slash through the blades, which travels along the surface of objects (including walls, floors, and ceilings) and emerge to strike the enemy from anywhere that the user can see, and can even be fired from his sword directly. The emerging blades are sharp enough to pierce through solid objects, are about twelve inches in width, and can rise up to twelve feet with tremendous speed.

~Only one blade can be released per slash.
~Can only be used twice per battle.
~Must wait four turns before it can be used again.

‡ Approved ‡ Removed the last sentence.

(Jump to 1:08)

(Kenjutsu: Chikyū Seishin No Mukui) Sword Art: Earth Spirit's Reckoning
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user gathers an immense amount of chakra that is kneaded inside the body and channelled into a sword held vertically behind the user's back with both hands. The chakra will pool to the edge of the blade that faces towards the user and be released all at once as the sword is swung in a vertical downward motion. The released chakra will appear as a quick flash of green that acts as a kind of thruster to increases the speed and force of the swing tremendously, so much so that it is able to shatter the ground around the user up to mid range, and B-ranked or below earthen structures. The shattering of the ground gives rise to a dust cloud that obscures the vision of both the user and the opponent. Due to the force of the impact and damage caused to the sword, this technique can only be used three times. Upon being used the third time, the sword's blade will shatter.
~Can only be used three times per battle.
~Cannot be used consecutively.
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‡ Declined ‡ Similar techniques exist.
(Kenjutsu: Chikyū Seishin No Mukui) Sword Art: Earth Spirit's Reckoning
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user gathers an immense amount of chakra that is kneaded inside the body and channelled into a sword held vertically behind the user's back with both hands. The chakra will pool to the edge of the blade that faces towards the user and be released all at once as the sword is swung in a vertical downward motion. The released chakra will appear as a quick flash of green that acts as a kind of thruster to increases the speed and force of the swing tremendously, so much so that it is able to shatter the ground around the user up to mid range, and destroy earthen structures of the same rank or below. The shattering of the ground gives rise to a dust cloud that obscures the vision of both the user and the opponent. The Main focus of this techniques, which is to destroy the ground, also serves to unearth objects lying beneath the surface, such as people or summonings which are traveling through the earth. Due to the force of the impact and damage caused to the sword, this technique can only be used three times. Upon being used the third time, the sword's blade will shatter.
~Can only be used three times per battle.
~Cannot be used consecutively.
You must be registered for see images

‡ Approved ‡ Eh why not. What anime is that gif from though?
 
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Yuse

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Re: Custom Jutsu Submission

Raiton: (Farao kesshō hogo) — Lightning Release: Pharaoh's Plasm Protection
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: An advancement of the plasma ball technique. The user will manipulate their chakra to create a golden 360 degree plasma- like barrier of an extremely focused nature around them. Able to serve as a formidable defense, even from techniques as wide-ranged as the Quicksand Waterfall Flow technique. Unlike the initial "Plasma ball technique" which it is derived from, the barrier is capable of manifesting whips from any part of its being. The whips are of a focused nature, exhibiting a somewhat similar solid tangibility to that of chidori true spear. However not to the same extent and thus are more free flowing making them capable of physical actions such as piercing, grabbing, constricting and actions similar. Allowing them to be able to be used in a number of ways. For example having a whip wrap around a sword and proceed to attack with it, or simply controlling a whip to go forward and impale an opponent. The whips are able to extend to mid-range, and there is no limit to how many whips can be manifested. Logic applies of course in the sense that with every additional whip the strength of each individual whip weakens. The user can only use lightning release, basic chakra techniques and physical based techniques while sustaining the barrier. However releasing whips from the barrier cost a move. Another unique effect is the barrier passively releases a surge of electricity into anything it touches, having it conduct (This is A rank and costs an additional move). Also similar to the initial technique, the user can choose to release the barrier, however in a more refined state. Able to release it in a wave from any direction or release it as a 360 degree omnidirectional wave. Due to how focused the barrier itself is, it doesn't retain any shocking or numbing properties, nor do the whips retain such an ability. The technique can be seen as an advancement of the initial plasma barrier technique in regards to an addition of shape manipulation and refinement in control and intensity being more focused. Still however, retaining a few of the limitations of the original technique. Such as only being able to release the barrier up to mid-range, which also applies to the extension of the whips.

Note: Can only be used two times per battle
Note: The technique lasts a maximum of 3 turns
Note: Only Lightning, physical, and basic chakra techniques can be used while sustaining the barrier.
Note: Releasing whips costs an additional move
Note: Having something conduct lightning from contact counts as an additional move
Note: Being released in a wave ends the effects of the technique
Note: 2 turn interval before the technique can be used again
Note: The maximum size of the barrier is short-range and the whips are what enable this technique to reach up to mid-range.
Note: Can only be taught by Yusei

‡ Approved ‡ Nice work. Added a note.

Raiton: (Keihatsu-teki atorakushon) — Lightning Release: Christo's Compelling Light
Rank:A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: A rather advanced technique utilizing the static properties of lightning. The user will focus large amounts of lightning chakra into the ground. In doing so the ground will become filled with unfocused lightning that has the properties of static electricity. Causing the opponent to stick to the ground face first upon the first movement they make, unable to move. However the technique isn't limited to effecting only the opponent, the effect applies to summons and any conductible material on the field. Upon being bonded to the ground, the target or targets become unable to move at all, making them unable to preform physical movements. They also become somewhat limited in their use of actual elements, due to the large amounts of static electricity in the ground, earth techniques of S-rank and lower are immediately destroyed with anything higher being weakened by a rank. Water also becomes a tricky option, due to the target(s) also now having a large amount of static electricity. Contact with water could potentially cause severe harm to the target due to conducting the electricity present. In no way does this forbid a target from using said elements, it merely makes them difficult options. Although the technique is not without limitations. Only able to effect targets touching the ground or an extension of it, such as trees or rocks, essentially any extension of the earth. Making anything flying through the air unaffected by the technique. Despite the technique being purely supplementary it causes pain in the form of shocking which is only magnified if the target(s) try to forcefully separate themselves from the earth. In the case of the NW this technique can be used once to effect an entire landmark and everyone in it.

Note:
Can be used four times
Note: Lasts 2 turns
Note: It has a 1 turn duration before it can be used again
Note: The effect on earth and water apply to the user as well
Note: Only affects things touching the ground and extensions of it
Note: Can only be taught by Yusēi

‡ Declined ‡ Sorry but I would only allow something like this for Magnetism or a combination of lightning/magnetism.
 
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Matt

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Re: Custom Jutsu Submission

(Gurifon Gijutsu: Tsubasa no jūnin) Griffin Art: Winged Denizen
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: A technique taught to each and every Griffin of the contract, is a basic maneuver which employs strong wings and a direction. The technique allows a Griffin, whether airborne or on the ground to make one powerful flap of their wings and reach peak speeds in mere seconds. They tuck all their limbs to their sides and tighten their wings to become as living bullets, allowing them to achieve speeds of an official Sage in little time. This maneuver can also be used to dodge attacks in the form of barrel rolls and mid air jukes. The only con is their increased concentration while performing the technique which prohibits them from performing any other techniques until this technique has concluded.
Note(s):
- Can only be done 3x
- Can only be done by summoned Griffins of the contract
- Needs to have signed the Griffin contract.





~Declined~
Dodge *****, get out the way!
-Piccolo
Fr though, speeds equivalent to official Sage? No. I'm reluctant with these type of techniques but I'll allow it. You don't need to specify any speed by the speed chart numbers, just specify the maneuver and put in a restriction preventing the consecutive use and I'll potentially allow four times per battle.




(Gurifon Gijutsu: Tsubasa no jūnin) Griffin Art: Winged Denizen
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: A technique taught to each and every Griffin of the contract, is a basic maneuver which employs strong wings and a direction. The technique allows a Griffin, whether airborne or on the ground to make one powerful flap of their wings and reach peak speeds in mere seconds. They tuck all their limbs to their sides and tighten their wings to become as living bullets, allowing them to achieve incredible speeds in a very little time. Although it is difficult to compare their speeds to anyone or anything, it is said that following their movements is impossible for any untrained eye; and as such, a person needs to have at least 2t sharingan or any equivalent tracking technique (including sensing) of that order, to track the movements of that Griffin. This maneuver can also be used to dodge attacks in the form of barrel rolls and mid air jukes. The only con is their increased concentration while performing the technique which prohibits them from performing any other techniques until this technique has concluded.
Note(s):
- Can only be done 4x
- Can only be done by summoned Griffins of the contract
- Needs to have signed the Griffin contract.

‡ Declined ‡ You know us mods hate anything which can only be tracked with certain abilities. This also isn't inherent to griffins. I'd understand if you had a Peregrine Falcon contract but you don't.

Katon: Torappingu Kamigami | Fire Release: Trapping of the Gods
Type: Offensive/Supplementary
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user would begin by performing the Dragon hand sign and gathering their Katon chakra their palms. Once the user has gained enough chakra they would release it outside of their hands forming 2 balls of fire in their hands. Once the user has done so they will then throw these 2 balls at the ground near the opponent one on both sides of the opponent, once it makes contact with the ground the fire will release into a burst of flames that would form and mould into a box surrounding the opponent in a box shaped prison of fire. With every turn that passes and the opponent has not yet broken the prison, the prison will begin to slowly get smaller and smaller moving inwards on the opponent trapped inside until they are burnt alive. Due to the intense heat of the box the will begin to be given some minor burns after every passing turn with the burns getting more intense as the turns progress and after remaining in the box for a turn the opponent begins to feel exhaustion and difficulty in breathing as the box cuts off any clean air coming in or out after two turns the opponent will find it difficult to stand up and keep focus, on the third turn the opponent will collapse from air loss and will be burnt to death from the surrounding walls of the prison.
Notes
Can only be used three times per battle.
Remains active for a total of 3 turns unless broken.
The prison is 3 meters away from the target when formed and moves in a meter every turn.
No A - Rank or above fire techniques on the same turn.
Can only be taught by BlackCrow

‡ Declined ‡ This is just a less powerful version of existing techniques.
 
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System001

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Re: Custom Jutsu Submission

Approved Inuzuka bio;

Haiburīdo | The High Breed
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: After decades of research and selective breeding, the High Breed was born. The High Breed was bred to be genetically superior to all other Ninkens immediately displayed talents that completely overshadowed that of lesser breeds from a young age. High Breeds are born with a more robust constitution, resulting in them being larger, stronger and have a base speed of 13, faster than most other breeds as well as having a passive 20 damage increase to their techniques. They also look far more wolf-like as a result of their wolf-rich bloodline. High Breeds display savage intellect, and are capable of exercising great cunning and problem-solving abilities; and as a result of their advanced intellect, they have gained the ability of articulation. Other talents include a healing factor allowing them to heal just as well as 15 damage per turn, heightened smell based senses on par with 3T and extends up to 1 landmark away. However High Breed's have been known to reject their Inuzuka counterparts, entering into a faux relationship for a time, and then turning on their paired Inuzuka the moment they have grown large enough to kill their ill-suited partners. As a result, the High Breed was kept secret and many voted for their extermination, but in the end, they were merely banished into the woods of Konohagakure, kept alive in case the clan should have a need for them in the future. However, should a High Breed fully accept an Inuzuka a most curious phenomenon will occur in which both the High Breed and Inuzuka will become mentally linked, capable of sharing thoughts, feelings, and experiences with each other, with such a deeply intimate bond being the absolute apex of an Inuzuka and Ninken bond. (A high breed cannot use Ninjutsu or elemental Taijutsu (Aside from Inuzuka techniques of course) by default).

Note:
- Must either be posted in the user's bio (Along with an explanation of how they met a High Breed and a description of their High Breed) or posted at the start of a battle. (In which case their High Breed by default will simply look like a wolf that, for it's age, is up to twice larger than any known Ninken.)

‡ Approved ‡ Edited.

Technique referenced to in the submission below;

(Katon: Kaika Ninetails: Sādotēru; Gurēsu) | Fire Release: The Flowering Ninetails: Third Tail; Grace
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: To be used directly after the Sixth Tail, this technique takes effect as soon as the tails disperse. Instead of allowing the orbs of fire chakra to roam across the battlefield this technique serves to bind the orbs onto the users position, forcing them to surround the user (But preventing direct contact, and in the case of contact suppressing their destructive abilities) so that the orbs may act as the perfect defence as they swirl around him to protect from all air based and ground based threats. Furthermore it also grants the user the ability to passively manipulate the pathing for the orbs, for instance the user can expand the defence to encompass the entirety of short range, and can even stream the orbs out to surround their own techniques to empower them. Whenever the orbs nullify a threat the produced explosions will always be angled away from the user.

Note:
- Can only be used 3x
- Cannot use Water, Earth, Fire or Wind above S rank while this is active.

‡ Approved ‡

(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: (60) N/A
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed (Of course both techniques take up their respective jutsu slot for that turn). This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.

Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter etc), or fire techniques that contain the users own chakra.
- Can only be used 4x.
- No Fire techniques above S rank next turn.
- Can only be taught by Scaze
_____________
-Declined- DNR.
Permission from Scorps to resubmit;

(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.

Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra, in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.

- Can only be taught by Scaze

‡ Approved ‡
 
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Wakizashi

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Re: Custom Jutsu Submission

(shaka)-Shocker
Type:weapon
Rank:S
Range:self-long
Chakra:40
Damage:80
Description:shocker are a pair of gloves that utilizes the users lightning chakra to generate electricity with each punch and they also release kinetic lightning pulses that can travel up to 200 meters in distance. The user can use the momentum of the kinetic pulses to jump up to 100 meters in the air or to reach speeds 2x the users base speed.
note: the strength of each lightning pulse is A-rank.
note: can release two lightning pulses in one turn
You must be registered for see images


(shokan no Kuchiyose: Kanakirigoe) Toucan Summoning: Screech
Type:supplementary
Rank:S-rank
Range:short
Chakra:40
Damage:80
Description: the user claps his hands together before he summons a 10 meter tall toucan. Upon summoning, it Squawks at a frequency that is unbearable to everyone exept the user. The one that is affected by it is unable to move from the sheer pain that is caused by the squawking of the summons.



~Both Declined~
First one is too much, second one requires hand seals if it's going to be this high a rank summon.
(shaka)-Shocker
Type:weapon
Rank:S
Range:self-long
Chakra:40
Damage:80
Description:shocker are a pair of gloves that release kinetic lightning pulses that can travel up to 200 meters in distance. The user can use the momentum of the kinetic pulses to jump up to 100 meters in the air or to reach speeds 2x the users base speed.
note: the strength of each lightning pulse is A-rank.
note: can release two lightning pulses in one turn
You must be registered for see images


~Declined~
Ok, you didn't really change much. Take out the kinetic jumps that are 2x your base speed. Not allowing you to have a range of 200 meters for strikes. This weapon is just really really bad, I wouldn't recommend submitting it again.


(shokan no Kuchiyose: Kanakirigoe) Toucan Summoning: Screech
Type:supplementary
Rank:S-rank
Range:short
Chakra:40
Damage:80
Description: the user weaves the summoning jutsu handseals before he summons a 10 meter tall toucan. Upon summoning, it Squawks at a frequency that is unbearable to everyone exept the user. The one that is affected by it is unable to move from the sheer pain that is caused by the squawking of the summons.



~Declined~
Paralyzing screeching, that falls under the category of Sound release which I'm not sure you have. Why exactly would you even be immune to it anyway?
 
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Leathercandle

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Re: Custom Jutsu Submission

(Doton: Sandan) - Earth Release: Scatter Shot
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40 (or 30 depending on how it is preformed)
Description:
The user gathers doton chakra in their mouth, then uses that chakra to create a mass of pebbles. Then, they can send the pebbles forth from their mouth at high speeds like a shotgun blast, able to tear through solid objects, even bone. The user can shoot the pebbles out of their mouth with it open or closed, though if they do the latter, the pebbles will crash through their teeth and tear through their closed mouth. If it is preformed this way, the blast of rocks does C ranked damage due to them having to break through the user's teeth, thus slowing them down.
-Must be taught by Leathercandle
-Can be used six times per battle

~DNR~
Plenty of existing customs and canon techniques


(Hahanaru Shizen No Tebukuro) - Gloves of Mother Nature
Type: Supplementary/Weapon
Rank: D
Range: Short - Long
Chakra: 10
Damage: 0
Description:
The Gloves of Mother Nature allow the user to preform techniques that must end with placing their hand(s) or feet on the ground, without doing so. Instead, the user replaces that motion with a single hand seal using both gloves (again, this also applies to stomping one's foot/feet on the ground). (For example, one could preform the cannon S ranked earth technique that creates a stone golem in mid air by forming a hand seal with these gloves on.) The extra hand seal added on to the end of a technique drains 10 chakra from the user, but allows the chakra from one's body to travel in a very similar way that chakra used in a genjutsu targeting one's brain does, except it's target is the ground or somewhere that would allow the technique to come out of (if applicable). The gloves are made of a tough material that prevents it from being cut/ripped by freeform bar explosions three times.
-Can only be taught to use by Leathercandle
-The ability of the gloves can be accessed three times per battle, with at least a one turn cool down between each usage
-Both gloves must be worn at the same time in order for its ability to work
-The gloves can endure cuts/rips from freeform (bar explosions) three times before losing their abilities for that battle, and being torn apart on the fourth attack (it takes three freeform cuts to shut down it's abilities, but four to tear them apart)

~Declined~
This is pretty useless
 
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Shady Doctor

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Re: Custom Jutsu Submission

Kenjutsu: Zettai bunri | Sword Arts: Absolute Separation
Type: Defensive
Rank: S-rank
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Zettai bunri is a purely defensive jutsu that a shinobi swordsman crafted to defend Ninjutsu if they got close to him. Using a single sword (or other bladed weapon such as a spear, axe, etc), the user will do a slash of any kind towards the technique in question, while focusing chakra on the outlining of the weapon's blade. The moment the blade is about to clash with the technique, the user will expand the chakra from the outlining of the blade in the form of a very thin and flat plate. The chakra cuts through the technique while expanding outwards in opposite directions to separate the technique into two, leaving it to pass by the user on either side of him. The expansion of the plate is 10m wide, so both sides would be separated far enough not to hit the user as it continues forward. From someone else's point of view, it would seem as if the weapon itself cut the techniques, though the thin plate of chakra would separate them before they touch the sword. The slash of course has its limits on what kind of techniques it can separate. It can slash through solids and liquids such as Earth, steel, water, oil etc. It can also slash through wind techniques, lightning techniques, Tangible fire and raw chakra. It can't cut through gasses, intangible wind and non-condensed flames.

☆ Can only be taught by shady
☆ Can only use 3x and can't be used consecutively

Declined - first of all an S rank with no drawbacks is a no. 3 times is too many uses and i'm sure something like this has been done before. Though i wont DNR it.

Katen Kyōkotsu | Bones of Heavenly Blooming Madness; "Flower-Heaven Bone of Madness"

Rank: S
Type: Weapon
Range: N/A
Chakra Cost: N/A (Half the chakra cost of the illusion for each turn sustained)
Damage Points: N/A
Description: Katen Kyokotsu is a pair of swords that slot together side by side to make one sword or can be separated into two at any point. Katen kyokotsu is unique in that it exists as a daisho sword pair, consisting of a tachi and a wakizashi. Their cross guards are rectangles, with the corners cut off, decorated by a pattern of cherry petals and lines, and each sports a dark-blue handle. Shunsui usually keeps them sheathed through his waist tie at his left side; however, during battle, the swords have been placed on both sides of his sash. Like many other weapons, Katen Kyōkotsu has a personality of its own; taking on the personality of a young woman. Legend has it that Shunsui had an older sister who was sick, and she had died during a raid on the village. After death it was believed her spirit lived on within the twin swords her brother wielded, granting the swords abilities akin to her playful personality. This legend becomes even more believable with the fact that the sword has proven to be a sentient being, communicating with those who touch it and being able to use its abilities on its own accord once it has a chakra source.

The swords has one main ability; the ability to drain the user's chakra and use it to cast illusions up to and including A-rank. The special thing about these illusions are that they are constantly casted by the sword, by passively draining the user's chakra each turn to sustain the illusion on the area and the people around. The downside to this is that once the swords want to play the games, the user can't control the casting, having to be a part of the illusions each time they are used. When casting the illusions, a pulse of chakra is released from the blades of Katen Kyōkotsu, putting everyone within mid range within the illusion besides the user. The pulse can be seen of course, but it is as fast as the casting of the illusion, so can't really be reacted to. Due to Katen Kyōkotsu constantly sustaining the illusions, normal release methods wouldn't work to break the illusions. One would first need to get into long range of the swords and then break the illusions to become freed. The reason this happens is because if they attempt to break the illusion while in range of Katen Kyōkotsu, she'll simply use chakra drained from the user to keep the illusion going. This would cost only half the original amount of the Genjutsu technique. She can use canon or custom illusions, though the sustaining of them are very limited.


Note: The user or sword itself can cast the illusions. If the user casts the illusions, Katen Kyōkotsu simply sustains them.
Note: Can only sustain illusions for up to 3 turns
Note: Only works on techniques that don't have a turn limit on how long they last. And techniques that do have limits, Katen Kyōkotsu has to follow those rules but is limited to 3 turns maximum..

Declined - remove that the swords have personalities. I know what you're trying to do but i can't have them having a mind. Word it so they were forged through the inspiration of those two rather than being sentient weapons.
 
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-Best-

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Re: Custom Jutsu Submission

Ninjutsu : Unmei no Fuda | Ninja arts : Tags of Fate
Type: Offensive
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description:

An effective close quarters Ninjutsu move that is used take advantage over opponent's Taijutsu moves. As the opponent performs a Taijutsu move on the user( A rank and below), the user will seemingly try to take the hit. Just as the opponent's body is about the land a hit on the user, The user will continuously make chakra infused explosive tags appear all over their body more like creating a frontal replica of the user made of explosive tags which will attach itself to the opponent and spread rapidly throughout the entirety of the opponent without taking much time in the process. It will be more like the opponent is kicking on a thick pile of paper with the tags attaching themself to the opponent's body rapidly. The user will take a part of the impact force produced by the opponent's taijutsu move to his advantage and get's himself pushed back outside short range from the opponent. With a simple hand gesture, the user can either tighten the chakra infused tags to completely restrict the movement of the opponent and explode the tags on his own will or simply explode the tags to create a stationary yet powerful explosion that causes massive damage to the opponent. If the tags were to get exposed to crushing of earth, piercing of lightning, cutting of wind or getting burned by fire, the tags will immediately explode.

Restrictions:
- Can be used 3 times per battle.
- No ninjutsu above A rank in the same turn.
- Can only be taught by .Shanks.


 Declined  Love it but I have one question: if earth, fire and lightning make them go "boom", how can you expect a ninja to defend from this? Additionally, you'll have some time before you can get back on your feet, focus on them, assess the situation and make them tighten or explode. Keep that in mind as I don't want you to think you can take a taijutsu kick and be like it was nothing, triggering the rest of the technique whithout time for your opponent to react. Still, the idea is solid and inventive. Well done!
Ninjutsu : Unmei no Fuda | Ninja arts : Tags of Fate
Type: Offensive
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description:

An effective close quarters Ninjutsu move that is used take advantage over opponent's Taijutsu moves. As the opponent performs a Taijutsu move on the user, the user will seemingly try to take the hit. Just as the opponent's body is about the land a hit on the user, The user will continuously make chakra infused explosive tags appear all over their body more like creating a frontal replica of the user made of explosive tags which will take the impact of the attack leaving only a part of the impact of the attack to affect the user. These tags will attach themselves to the opponent and spread rapidly throughout the entirety of the opponent in a very minuscule interval of time. It will be more like the opponent is kicking on a thick pile of paper, with the tags attaching themselves to the opponent's body rapidly. The user will take a part of the impact force produced by the opponent's taijutsu move to his advantage and get's himself pushed back, short range from the opponent. With a single handseal, the user can either tighten the chakra infused tags to completely restrict the movement of the opponent and explode the tags on his own will or simply explode the tags to create a stationary yet powerful explosion that causes massive damage to the opponent. The user will be able to tank up to B rank taijutsu with negligible damage using this technique however if the user tanks Taijutsu A rank and above, the user will take damage equal to one rank less of the tanked Tai move.

Restrictions:
- Can be used 3 times per battle.
- No ninjutsu above S rank in the same turn and above A rank in the next turn.
- Can only be taught by -Best-

‡ Approved ‡ Edited. If this is abused...well, you know.

Sashisematta Bakuhatsu | Impending Explosion
Type: Offensive | Supplementary
Rank: S rank
Range: Short - Long
Chakra: 40 (-15 per turn )
Damage: +20 the Explosive tag related and FTG seal related techniques
Description:

This technique is based on the concept of The Hiraishin no jutsu and the fact that using Hiraishin, objects can be teleported anywhere short range from the FTG seals to which it is getting teleported. In order to use this technique, the user must be using the FTG explosive tag variant found . This technique is more of a supplementary technique. The working of the technique is pretty simple, All this technique does is continuously feed an existing FTG seal with multitude of FTG sealed explosive paper tags by teleporting the FTG explosive tags to the seal with the help of Hiraishin no jutsu and exploding them. Just before one tags explodes, another tag get's teleported there thereby creating a chain of explosion. Example say if the user is using the technique with the FTG explosive tags. The user by using this technique will keep teleporting additional FTG explosive tags to feed the parent technique thereby making the explosion a continuous one until the user stops feeding it wil explosive tags. By teleporting the Explosive tags to the seal and making them explode, this technique creates a continuous chain of explosion which not only keeps the explosion going on but also increase the damage created by the parent technique. This technique can not only be used on explosive tag related ninjutsu but on any technique that involves a FTG seal in it. For example say if a Explosive shadow clone with a FTG seal on it is set to detonate, just before the clone gets detonated, the user can use this technique to make FTG explosive tags to teleport to the seal present on the clone thereby making the explosion of the clone a continuous and a powerful one. Since the FTG Explosive tags can be teleported anywhere short range from the seal to which the tags are teleported, this technique is capable of producing a unlocalized continuous explosion that covers a short range radius in the user desired direction for each turn it is kept active. Continuous explosion; sustainable over turns, is possible only on techniques that causes explosion themselves(eg. Hidden explosive tag technique, Explosive clone with a FTG seal), else the explosive tags once teleported gets exploded just to increase the damage of the technique (eg. Shuriken kage bunshin with FTG kunais) and cannot be sustained by making additional tag teleportation over turns.

Restriction:
*Can only be used twice per battle*
*Can be used simultaneously in the same time time frame with the parent technique*
*Needs a turn gap before using it again in the battle*
*Can only be taught by -Best-*

✦ Declined, while I like this, I can't allow it to span more than one turn, that'd be too much lol. ✦
~Removed more than one turn part ;_; . Reduced the rank.~
Sashisematta Bakuhatsu | Impending Explosion
Type: Offensive | Supplementary
Rank: A rank
Range: Short - Long
Chakra: 30
Damage: +20 the Explosive tag related and FTG seal related techniques
Description:

This technique is based on the concept of The Hiraishin no jutsu. In order to use this technique, the user must be using the FTG explosive tag variant found . This technique is more of a supplementary technique. The working of the technique is pretty simple, All this technique does is continuously feed an existing FTG seal with multitude of FTG sealed explosive paper tags by teleporting the FTG explosive tags to the seal with the help of Hiraishin no jutsu and exploding them. Just before one tags explodes, another tag get's teleported there thereby creating a chain of explosion. Example say if the user is using the technique with the FTG explosive tags. The user by using this technique will keep teleporting additional FTG explosive tags to feed the parent technique thereby making the explosion a continuous one until the user stops feeding it with explosive tags. By teleporting the Explosive tags to the seal and making them explode, this technique creates a continuous chain of explosion which not only keeps the explosion going on but also increase the damage created by the parent technique. This technique can not only be used on explosive tag related ninjutsu but on any technique that involves a FTG seal in it. For example say if a Explosive shadow clone with a FTG seal on it is set to detonate, just before the clone gets detonated, the user can use this technique to make FTG explosive tags to teleport to the seal present on the clone thereby making the explosion of the clone a continuous and a powerful one.

Restriction:
*Lasts a maximum of one turn*
*Can only be used Four times per battle*
*Can be used simultaneously in the same time time frame with the parent technique*
*Needs a turn gap before using it again in the battle*
*Can only be taught by -Best-*

‡ Approved ‡
________

Elemental Shift | Erementarushifuto
Type: Supplementary
Rank: B rank
Range: Short
Chakra: (20 Per activation | -5 per turn after that )
Damage: N/A
Description:

A simple ninjutsu technique that coats the ninja tools and explosive tags that are to be used in the future ninjutsu technique with a layer of desired elemental chakra type. Upon activation, the user will use this technique to coat the kunais, shuriken, explosive tags and other small ninja tools with a layer of desired elemental chakra; as a result when these ninja tools are used in any other ninjutsu technique, the technique will not be a normal ninjutsu technique but evolves into a elemental technique of the infused chakra. This coated elemental chakra is avoided direct contact with the ninja tools by a small layer of normal chakra of the user. On impact with another technique or the opponent, the technique will produced effects similar to the elemental counterpart. Like a fire coated explosive tag technique causing burns to the opponent along with the explosive damage of the tags itself. Lightning piercing the target easily. Wind cutting the target. Water creating a sticky syrupy liquid that restricts the movement of the target and earth simply causing blunt damage. The ninjutsu technique that are performed using the coated ninja tools takes the elemental strength and weakness of the coated element. Can only be used on Ninja tools that are already with the user (i.e in his ninja pouch) or on those which is physically connected to the user. Cannot be used on opponent's Ninja tools are tools that are present in the battle field which aren't physically connected to the user.

Restriction:
-Needs to be performed once again and consume a jutsu slot for changing the coating element.
-Can be performed on the same time-frame with another technique.
-Can be used 5 times per battle.
-Can only be taught by -Best-.

‡ Declined ‡ Similar to a Fuuin technique I've seen before. Also pretty sure someone tried this and it was declined for clashing with other techniques.
 
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Tsuki

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Re: Custom Jutsu Submission

(Raiton: Kusuguru Kusuguru) - Lightning Style: Tickle Tickle
Type: Offensive
Rank: S-Rank
Range: Short-Long (made at short)
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals and cloaks their entire body with lightning chakra as they proceed to quickly submerge underground and travel in a similar fashion as "Earth Release: Hiding like a mole". Once traveling underground, most of this lightning slightly expands to the shape of a sphere around the user, allowing him/her to travel while inside of it at faster speed than the mentioned earth technique due to the nature of lightning. While traveling to their desired location, the user can cause the sphere-like lightning to release duplicates of itself that act as guided missiles as long as the user keeps control of the technique, otherwise becoming a projectile(s) that travels at a straight upward direction to resurface. Once a sphere submerges from ground surface, it causes a short-range radius explosion of slightly non-focused lightning that causes electrifying 1st degree burns aswell as numbness to anyone caught within it. The degree of numbness is strong enough to hinder those affected from keeping a strong grip on their weapon and successfully performing hand seals, however they can still move around. As for the user, he/she would be unharmed because they were cloaked with lightning and controlling this jutsu. The ranking power will be evenly split among the number of spheres (aswell as the one surrounding the user). One sphere would be S-Ranked while two spheres would be A-Ranked each, etc. Only a maximum of 8 spheres can be made where each would be C-Rank in power.

Note: Twice per battle
Note: Not in consecutive turns
Note: Numbness lasts for 2 turn

‡ Declined ‡ I don't find using a lightning technique to go and travel underground so seamlessly logical. Hiding in a Mole "merges" you with the earth, that's why you get crushed if you don't maintain it.

(Rōdoran'nā Kuchiyose: Nathan Nox) - Roadrunner Summon: Nathan Nox
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40 (+5 per turn while in staff form)
Damage: N/A
Description: The user summons the great Nathan Nox who specializes in using genjutsu and optical illusions. His height is that of an average shinobi and his feathers are two-toned, which makes him stand out among his fellow roadrunners. The top of his feathers are black which gradients to golden and are rather spiky. He is good at heart but has a somewhat sadistic demeanor which isn't taken seriously by those closer to him (just his own way of showing affection). As for abilities, he can perform up to and including A-Rank genjutsu the user knows without the need of hand seals. Another ability he possesses is to temporarily transform himself into a sentient staff that emits non-elemental chakra particles around his mid-range vicinity. These chakra particles are hardly seen by the naked eye and serves in a similar manner as the 2nd Mizukage's clam summon, delivering an optical illusion that misleads others regarding the summon's and user's whereabouts. Transforming into a staff that emits chakra particles counts as a move and due to the roadrunner being unable to do anything else while in staff form, the duration of his stay on the battlefield will be "frozen" as long as he remains a staff. In order to sustain the optical illusion emitted while in staff form, Nathan Nox would have to remain at short range from the user in order to absorb chakra each turn. There wouldn't be any issues regarding this as long as Nathan Nox transforms while already at short range from the user. That way, he would by default attach himself onto the user's back or be held by the user. Besides his previously mentioned abilities, his movement speed is equal to a kage-ranked taijutsu specialist. He is strong enough to withstand A-Rank and below techniques and can fly/remain airborne for the duration of one turn.

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




~Declined~
He has to have some method other than hand seals in order to cast genjutsu. You cannot mimic the mirage technique of the Second Mizukage and his clam, take out everything pertaining to the particles.
(Rōdoran'nā Kuchiyose: Nathan Nox) - Roadrunner Summon: Nathan Nox
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons the great Nathan Nox who specializes in using genjutsu. His height is that of an average shinobi and his feathers are two-toned, which makes him stand out among his fellow roadrunners. The top of his feathers are black which gradients to golden and are rather spiky. He is good at heart but has a somewhat sadistic demeanor which isn't taken seriously by those closer to him (just his own way of showing affection). As for abilities, he can perform up to and including S-Rank genjutsu the user knows by using a staff he carries instead of performing hand seals. The staff has a bell attached at its end. When Nathan Nox performs an illusion, he'll cause its induction onto the target through different means: staff movement to make the target see it, staff movement to make the target hear the bell or by slamming the staff onto the ground without the target necessarily perceiving it. Another ability he possesses is to temporarily transform and fuse himself with his staff, becoming a sentience staff. By doing so, the staff becomes feathered and while Nathan is in staff form, he can only perform the same genjutsu he lastly performed (following said genjutsu's restrictions). This means that the user and Nathan in staff form can both perform jutsus during the same time-frame as long as the genjutsu induction process has been done through the staff (ex: user would have to slam the roadrunner in staff form onto the ground). Transforming into a staff counts as a move and due to the roadrunner being only able to do one single task while in staff form, the duration of Nathan Nox's stay on the battlefield will be "frozen" as long as he remains a staff. He would by default attach himself onto the user's back or be held by the user. Besides his previously mentioned abilities, his movement speed is equal to a kage-ranked taijutsu specialist. He is strong enough to withstand A-Rank and below techniques and can fly/remain airborne for the duration of one turn.

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

‡ Approved ‡ Nice technique.
 
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Penguin

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Re: Custom Jutsu Submission

I got permission to submit one ability of this DNR'd jutsu right here. Toned it down a tad, made it more reasonable.

->

Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per turn)
Damage: (+20 to suiton ninjutsu) (-10 to the user)
Description: This jutsu is a relatively simple but useful ninjutsu created by the Nidaime Hokage, Tobirama Senju to combat his brother's prowess with mokuton and doton ninjutsu. The user would take a kunai from their ninja pouch and begin to make a small and shallow laceration across their palm, and form the Dragon -> Dog -> Bird hand seals. After that, the user would follow up with slamming that hand on the ground. By performing the pseudo summoning technique, hundreds of explosive tags begin to be summoned onto the battlefield within short range of the user. Then, if the user is a suiton specialist, they begin to materialize the moisture in the air around the explosive tags to form a giant penguin the size of a stone golem. The penguin would be built much like a Swiss Cheese, with a bunch of air pockets or holes inside of it to keep the explosive tags from damp. This penguin has no abilities whatsoever, barring the ability to be able to move on it's own. The unique characteristic of this penguin is that Tobirama Senju planted explosive tags inside of it. He did this because after fighting with his brother on multiple occasions, finding his suiton ninjutsu was never enough to even compete with his brother's mokuton and doton ninjutsu, as they were more solid and sturdy in nature, making the water simply bounce off the sturdy attacks. By using the penguin as a source for suiton ninjutsu, the user's suiton ninjutsu becomes amplified with the ability of the explosive tag's explosiveness. The boost in power only comes into play when the user forms the seal of confrontation, causing the explosive tag in their current attack to blow up. This means if exploded, the suiton could negate doton or mokuton ninjutsu up to the same rank, as they are solid and would be blown up. This ability wouldn't be able to work on non-solidified elements, due to the explosive tags being meant to blow up solid things. The downsides to this jutsu are that the user can only use suiton ninjutsu while this jutsu is active, and that the penguin has a limited water source as well as explosive tag source. The user can use the penguin as a water source three times before it runs out of water and explosive tags.

✦ Can only be used three times
✦ Can only use water whilst this is active
✦ No water over S-rank with this jutsu's boost
✦ The penguin can be used as a water source three times
✦ Can stay in play for up to four turns
✦ Can only be taught by Penguin.

‡ Declined ‡ Using explosive tags wouldn't amplify the damage of your suiton techniques, there is literally nothing special about the water that constitutes the Penguin's body. Also, I won't allow for you to summon explosive tags all across the battlefield.
Changed alot of the description, so I didn't bold the changes.

Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Suiton: Satori o Aita Pengin no Chisei is a special suiton ninjutsu due to the fact that it is actually a combination of the summoning jutsu as well as regular suiton ninjutsu. To start with this technique, the user would perform five hand seals and slam their hand onto the ground, causing a cloud of smoke to appear, then the user would channel their suiton chakra into the cloud of smoke. After the cloud of smoke dissipates, a penguin made of water that is the size of the stone golem technique would appear, with hundreds of explosive tags embedded in it's body due to the fact that inside the penguin are air bubbles keeping the explosive tags from getting wet. The penguin itself cannot leave short range of the user, however the user can manipulate the penguin to reach up to mid range. The only special property to this penguin is the fact that explosive tags are embedded in it, as the penguin itself is just regular water and follows the strengths and weaknesses of regular water. Due to only water specialists being able to learn this jutsu, they could use the penguin as a water source three separate times throughout a fight, or even manipulate the penguin itself with a single handseal. However, the user can flash the seal of confrontation when needed to cause the explosive tags to explode on the current water construct the user is manipulating from the penguin. This would not increase the water's power, only it's killing potential when close to enemies.

Note: Can only be taught by Penguin
Note: Can only use this jutsu three times per match
Note: No S-rank suiton after for one turn after this jutsu is used
Note: Manipulation of the penguin is A-rank
Note: Can only use the penguin as a water source three times

‡ Approved ‡ VM/PM me what the bold means. If I don't like it, I'll edit/remove as I see fit.

(Kumo Ninpo: Arakunē no megumi)- Spider Ninja Arts: The Anointment of Arachne
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra cost: 20
Damage: 40
Description: The technique, utilized by a chosen few of the Spider Contract, follows the concepts of the Tarantula species where the user will have his chakra form minuscule hairs to jut from the pores of his skin all over his body. These hairs aren't very visible to the naked eye as they appear as translucent minor body hair. Their purpose however, is to act as an irritant to opponents whenever it comes in contact with any exposed skin and/or body parts such as the eyes, nose, and even ears. By having this technique fall in tandem with Taijutsu and other close quarter arts the user can effectively transfer these hairs onto his opponent to have them itch and wail at their troublesome nature- much like that of the actual Tarantula technique. In addition to close quarter application, the user can have all the hairs evicted from his body in an omnidirectional burst up to short ranged of his person, doing this however ends the technique. The hairs, being translucent by nature but silvery in direct light won't be noticed much by opponents but again once it lands on their exposed skin and body parts instant irritation occurs which can stop even the most focused warrior in the middle of an attack. In addition to this the hairs also serve as a grip to users, allowing them to scale walls and traverse slippery surfaces with ease.
Note(s):
- Lasts 3 turns
- Requires a 2 turn cool down

✦ Declined, I don't really see this as anything bigger than a C rank attack. Also needs a usage limit ✦


(Kumo Ninpo: Arakunē no megumi)- Spider Ninja Arts: The Anointment of Arachne
Type: Supplementary/Defensive/Offensive
Rank: C-rank
Range: Short
Chakra cost: 15
Damage: N/A
Description: The technique, utilized by a chosen few of the Spider Contract, follows the concepts of the Tarantula species where the user will have his chakra form minuscule hairs to jut from the pores of his skin all over his body. These hairs aren't very visible to the naked eye as they appear as translucent minor body hair. Their purpose however, is to act as an irritant to opponents whenever it comes in contact with any exposed skin and/or body parts such as the eyes, nose, and even ears. By having this technique fall in tandem with Taijutsu and other close quarter arts the user can effectively transfer these hairs onto his opponent to have them itch and wail at their troublesome nature- much like that of the actual Tarantula technique. In addition to close quarter application, the user can have all the hairs evicted from his body in an omnidirectional burst up to short ranged of his person, doing this however ends the technique. The hairs, being translucent by nature but silvery in direct light won't be noticed much by opponents but again once it lands on their exposed skin and body parts instant irritation occurs which can stop even the most focused warrior in the middle of an attack. In addition to this the hairs also serve as a grip to users, allowing them to scale walls and traverse slippery surfaces with ease.

Note: Can only be taught by Penguin
Note: Lasts three turns
Note: Can only be used four times per match

‡ Approved ‡ Nice work.

Ninpo: Kugumotta no Pengin - Ninja Art: The Muffled Penguin
Type: Supplementary
Rank: B-rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Ninpo: Kugumotta no Pengin is a very simplistic ninjutsu technique developed by a ninja named Penguin Hozuki from the Hidden Mist village that alters the sound of elemental ninjutsu as well as regular ninjutsu. Growing up in the Hidden Mist village, Penguin had mastered the (Muon Satsujin Jutsu) - Silent Homicide Technique and decided to make a ninjutsu technique based off of it. After performing any elemental ninjutsu or regular ninjutsu, then chaining one more handseal onto the string of handseals, the technique the user produced would have it's sound muffled to where the opponent would have a very difficult time hearing it, or be produced so loud that it is almost deafening to the opponent depending on the aim of the user. This technique is mainly to be used alongside the Hidden Mist jutsu, hiding the techniques noise so the defenders of Kirigakure would have the natural advantage, or produce a technique so loud that it's noise would cover up the noise of other jutsu.

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

‡ Declined ‡ Too advanced to be a simple Ninjutsu technique, you would need Sound to accomplish this and even then, I doubt I would approve it.
 
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Zaphkiel

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Re: Custom Jutsu Submission

(Kenjutsu Kuchiyose: Okotta Kami)- Sword Summoning Art: An Angry God | Deus Iratus
Type: Offensive
Rank: A
Range: Mid - Long
Chakra cost: 30
Damage: 60
Description: By combining the sword arts with Ninjutsu the user is able to create a hybrid technique entailing both parent teachings. The technique is initiated by the user stabbing his sword into the ground, which is actually the summoning rites. Exactly 10 meters above the opponent would have summoned a much larger copy (15 meters in length and heavy enough to crush Doton techniques of the same rank and below) of the same lodged sword to come crashing down on a targeted area. The impact is very loud and devastating leaving quite a blemish on the spot in which it had landed. It would appear like some angry being had trusted the blade from the Heavens, hence the name. After the sword makes impact it disappears in a puff of smoke. It's the tip of the sword that's created ten meters above the opponent, with the rest of the sword above that point.

Note(s):
- 3× usage limit

‡ Approved ‡ Had to make a small edit for clarification.

from Korra (Darth Zannah) to submit this, since it slightly falls under the properties of one of my CJ's.

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

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

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

Restrictions
- Can't be use another ability in the same turn as a different one
- Usable 4 times a battle
- Requires a turn cool down after each use.

‡ Declined ‡ Remove the Breeze Shadow, I don't like that it's fatal and we already have enough of that concept with your pale doppleganger techniques.

(Magen Genjutsu: Zeijaku chikyū)- Demonic Illusion: Fragile Land | Terra Fragulus
Type: Offensive
Rank: A
Range: Short-Mid
Chakra cost: 30 (-5 per turn)
Damage: 60
Description: An illusion based on the founding principles of false surroundings, a branch of the Demonic Illusions family tree flaunting nothing but malevolence. Given that the opponenet(s) is within 10 meters of the user, two hand seals (Dog> Ram) will place the illusion on their minds. As the name suggests, the earth beneath their feet will begin to crack and fissure in tiny increments following any movement they make. It would be almost as stepping onto thin ice only that the illusion doesn't tamper with the opponent's feel of the ground, it will still feel solid and all but the fidelity will be questioned as the fissures and cracks continue to grow with each movement. This half of the illusion lingers, as long as the opponent doesn't make any sudden movments like a stomp, slamming of hand on the ground, sudden sprint, or even acquiring extra weight like that of the Added Weight Technique (self initiated and not inflicted by an outside force such as the user). If the opponent should indeed activate one of these triggers the second half of the illusion is initiated where the ground beneath them will break open into a chasm revealing molten rock and flames (the Earth's core) and they will fall into this and be consumed by the fire. In reality the opponent collapses from the fiery death they would have been so convinced to believe.
Note(s):
- Usable 3×
- -5 chakra points from the user for every turn the first half lingers on the opponent(s).

~Pending~
I have to check something regarding a similar technique I'll re-check this at the end of the my check cycle

Declined - This mirrors a Sharingan genjutsu technique from one of the games that is being updated into the system.
 
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Kai NB

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Re: Custom Jutsu Submission

Ninpo: (Shinka) — Ninja Art: Evolution
Type: Supplementary
Rank: B
Range: Short - Long (Depending on the Applied Jutsu)
Chakra Cost: 20
Damage Points: N/A
Description: A technique based on the basic concept of shape manipulation. The user, upon preforming a jutsu, will focus a bit more chakra into the technique. This chakra will remain dormant until such a time where the user performs a handseal or simply snaps his finger. Upon doing so, the user will be able to use the excess chakra to manipulate the shape of said technique. The user will be capable of changing the shape of said technique into anything he desires, allowing for far more versatility in battle. It can be used on any technique within reason (e.g. Streams, Projectiles, Sentient Creatures, ect.) It is able to have the technique take on one specific shape, split apart and shape into several other parts, encompass a wider area by spreading out the technique, or condense it into a more focused attack. However, in no way does the technique grow stronger by being more spread out. It would logically still hold the same power. However, based on the change in shape, it might have slightly different attributes. For example, if the user were to use this on a Lightning Ball technique of A-Rank, changing it from a ball of Lightning into a plethora of Lightning Senbon, then the attack would logically still be A-Rank, although the Senbon would travel faster then a ball. Additionally, the attack would become a piercing type rather then the blunt type. The same applies to any element. Also, regardless of the transformation, the technique would retain all the properties that have nothing to do with shape. These include the elemental properties, still being composed of said element and/or special abilities the technique might have like chakra absorption since nothing but the shape/form changes. In the case that the technique being applied is destroyed before the user chooses to transform it, the user can still use the technique if residual material of the applied technique still resides on the field, such as a puddle of water that remained or broken section of earth from the destroyed technique. In this case, the residual material from the destroyed technique can still be shaped. However this only applies to destroyed techniques that leave usable remnants on the field such as Earth and Water techniques.

Note: Can only be used 4 times
Note: Can be used on any rank jutsu aside from Forbidden Jutsu
Note: 1 turn cool down between each use
Note: User must have mastered shape manipulation (Learned the Rasengan)
Note: Can only be taught by Jakai

‡ Declined ‡ Tried, tested and failed. I think Baldy was the most recent person to try something like this but at least he did so solely with a single element lol. And no, that doesn't mean I'll approve it if you change it to a single element.
 
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Serpent

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Re: Custom Jutsu Submission

(Shuradō: Shintoutekidan) - Asura Path: Concussion Grenade
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: While in close combat, the user will access the mechanical abilities of the Asura Path. By opening there mouth, the user will release a concussion grenade with great force which near instantaneously blasts outwards in a 180 degree blast that reaches up to short range. This doesn't cause damage to the target but instead is aimed to nullify them. This blast will not only blind and deafen the opponent temporally; but also cause a short term paralyses that lasts 1 turn.
Note:
-Can only be used by Asura Path or with it active.
-Can only be used twice per battle
-Can only be taught by Serpent

‡ Declined ‡ A flashbang that blinds, deafens, paralyzes and covers an entire range? No.

(Shuradō: Kusari Bakuhatsu) - Asura Path: Chain Detonation
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: The user will access the mechanical abilities of the Asura Path and fire a single missile from any part of their body. This missile with climb high into the sky where it will release countless nano missiles track onto the target. These missiles can spread out in an array of formations being able to attack from all angles making a one sided defense such as a wall utterly meaningless. These missiles will explode on contact creating a chain of small explosions that collectively can cause cataclysmic damage. If needed the user can create a single handseal detonating the projectiles at will.
Note:
-Can only be used by Asura Path or with it active.
-Can only be used twice per battle
-Can only be taught by Serpent

‡ Declined ‡ Needs to restrict your abilities in some form or another after use. Specify how small the missiles are and if they can be seen (if you meant nano literally, that isn't going to fly).
 
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Mellow

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Re: Custom Jutsu Submission

(Suiton: Varuna Bokuzei) l Varuna's Divination
Type: Offensive l Supplementary
Rank: Forbidden
Range: Short - Long
Chakra:50
Damage:90
Description: The user calms his mind and channels a mass of chakra against and below a section of earth, pooling together a large and very dense amount of water that he quickly begins to spin underground as it rises upwards. The water forms and spins instantly due to the concentration, effort and amount of chakra poured into the technique. The result is the manifestation of a hurricane like entity with a 10m Radius. As it forms it displaces the earth it is formed in and the pressure and force of the chakra blasts away that rock, yet instantly pulls the earth and rocks back in with it's ferocious suction force. As the hurricane rises further out of the ground and continues to spin it sucks in more rock and earth and destabilizes the entire battlefield making it shake and quake. The suction force generated by the technique is so great that it drags in anything up to to 10 meters away from it towards it crushing it with massive pressure and force, but can be overcome by opposing force greater than S rank. The hurricane can be manipulated to move by the user to move as his chakra is what formed, sustains and fuels the technique. However an opponent cannot directly manipulate the area, water or channel chakra where the technique is until it is destroyed, because the amount of chakra and pressure created by the hurricane will disturb any foreign chakra channelled in it, thus disrupting what ever manipulation was intended upon it before it can fully take form. The user must be very careful when using this technique as he himself can also be taken in by his own technique. At the conclusion of the technique the user is left taxed with his water manipulation hindered.

Note: Can only be taught by LaserCircus
Note: Can only be used once a battle
Note: Leaves the user unable to to use any water jutsu above A rank the next turn
Note: Can only last upto 4 turns
Note: Moves at the same pace as an average wind technique would.
Note: User himself cannot use any other technique as long as this is active.

‡ Declined ‡ Disgustingly OP. Tempted to DNR this. Tone this down.

(Fuuton: Nendo Souju) l Wind Release: Clay Manipulator
Type: Offensive l Supplementary
Rank: C - S Rank
Range: Short- Long
Chakra: 15-40
Damage: 30-80
Description: This is technique that uses the abundance and malleable properties of wind which are capable of taking on many different shapes and sizes if forced too, combining them with pre existing knowledge the user has. The user as such will channel his chakra onto the air in the battlefield bring the air together manipulate it to take on the form of a technique that the user knows, the air is like the clay moulded by the user to fit. The user can mould that air clay in the image of a technique he has learnt (Custom or Canon). However regardless of what technique or what element is used for this, the jutsu will retain the properties of a wind based technique (blunt force, cutting, blowing etc). A fireball technique created as a fuuton version via this technique will thus not burn an opponent on contact, but can cut them and push them back upon impact. However properties like physical FORM transformation that are not element specific, can be used to carry over, thus a ball of water that transforms into a spiked ball later on, that transformation can be carried over. The user can also vary the sizes and density of the technique as he desires by controlling how much chakra and air they use (C-S rank). This can be used for any elemental or KG based technique.

Note:Can only be taught by LaserCircus
Note:Requires 2 turns of cool down before reuse
Note:Can only be used 3 times
Note: User must post jutsu they are using wit this.

‡ Declined ‡ This is just a generic wind creation technique despite all of the description. Actually, it's probably more versatile lol. Not allowing something as broad as this when it's already been done.

(Suiton: Kujo Kawa) l Water Release: Destruction Shells
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage:80
Description: The user will form the hare and tiger handseals, channelling their chakra into an area 5 meters or above from the ground and form 4 shells of Suiton. The shells are each a meter in diameter and are visible through the green hue they give off. Just like an artillery shell, which explodes upon impact with the ground and sends shrapnel flying, these suiton shells upon impact with the ground or a hard enough object will explode and send water blades flying up to short range in every direction. Alternatively the user can also make the shells go off mid air without contact via chakra control and if done this way all the shells go off at the same time. If somehow not all of the shells go off at once, the tiny wind blade will collide with the remaining shell(s) and make them go off as well.

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

‡ Declined ‡ Similar techniques exist.
 
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Elmage G Ace

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Re: Custom Jutsu Submission

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

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

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

Note: The user cannot use wind for the turn after technique is used.
Note: Can be used twice, with a three move interval.
Note: Can only be taught by elmage

‡ Approved ‡
 
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Omega

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Re: Custom Jutsu Submission

(Fantomu Inu)-Phantom Hounds
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: A smoke/fuin user will take two scrolls and channel chakra into their wrist launchers or a smoke source. They create two large hounds that are the size of the average ninja to charge toward the target. At the same time the user will unroll the scrolls underneath the smoke hounds. The hounds themselves appear as phantoms with the actual hounds advancing toward their target while a trail of smoke is left behind them. This allows the scrolls to remain hidden. The scrolls will have a sealing formula inscribed on them to seal away the enemy while they suffocate from the smoke hounds. Once the scrolls contact the target the enemy is sealed away along with the smoke hounds.

Restrictions/Notes
-Can only be used by smoke users
-Can only be used 3 times
-Can only be taught by Omega

‡ Declined ‡ You need to word this better. It got confusing once you mentioned actual hounds. Also, no techniques that seal away people/living things.

(Kuchiyose no Jutsu: Amethyst) - Summoning Technique: Amethyst
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Amethyst is a light purple salamander that is extremely poisonous. While it is about the same length and height as Ibuse, it I more slender and mobile. Amethyst secretes a deadly liquid toxin which gives her the purple appearance. If Amethyst is summoned in water (or comes in contact with a water source) she has the capability of contaminating the entire water source. Thus any suit on based attacks will carry her toxic properties. Likewise the area underneath Amethyst becomes a pool of toxic liquid spanning short-mid range around her. Amethyst can control the secretion which allows the user to stand on top of the creature without being harmed by her abilities. Simply coming into contact with this creature, or her poison, can result in immediate paralysis. Amethyst receives little to no damage from A rank physical attacks, and can withstand B rank elemental. Outside of her abilities Amethyst possess Akila of most ordinary salamanders such as digging underground, and swimming.

Restrictions/Notes
-Must sign Salamander contract
-Can only be summoned once
-Can only be taught by Omega

‡ Declined ‡ I haven't checked techniques for a while. I need links to summoning contracts before I can check summons.
 
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Vegeta

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Re: Custom Jutsu Submission

Narwhal contract
(Ikkaku geijutsu - Wakamono no tsuyo-sa) - Narwhal Arts - Strength of youth
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user bites their thumb, then presses it into their right palm performing a summoning technique for Narwhals then places their hand on their chest, releasing the summoning seal upon themselves that activates across their entire body or on a specific area. Opening this seal connects straight to the Narwhal's home sea's north of the Hidden Moon, and summons the tips of many young Narwhal tusks, covering the body in these 2 inch pointed tips giving the user a defense against incoming strikes. The spikes can last up to 3 turns if the user so wishes, or can be released at the users will.

~Notes~
- Usable 2x per battle
- Must have signed the Narwhal contract
- Must be taught by -Vegeta

‡ Approved ‡
 
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Noni

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Re: Custom Jutsu Submission

(Doton: Aisuru Hotei no Saku)- Earth Release: Creation of the Loving Buddha
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10-40 damage if Weight Added, -10-40 damage if Weight decreased)
Description: A technique derived from the weight techniques. The user will release chakra outwards in the form of a pulse which reaches mid-range in a radial direction at regular speed. The pulse is innately non-damaging. The pulse travels through and along the ground, and earthly material. Its use lies in the fact that any earth (KG/CE included) that comes within mid-range or created, that is touching the ground will be in contact with the chakra. The ground, and natural geographical features of the terrain is used as a medium, obviously the user must have contact on the ground or earthly source to properly use this technique. Though anything that is moving/created above ground won't be effected. This technique can be used on the users jutsus, or the opponents, just as long as the imbued chakra overpowers the technique. The user will be able to manipulate the weight of said objects through mental commands, either increasing, or decreasing the weight. The given effects and abilities achieved by either decreasing or increasing the weight will be exactly similar to the canon jutsu description and usage. These advantages, and drawbacks apply to both user and opponent. When changing the manipulation of one material to another material/technique for weight manipulation would require the user to use a move slot. This technique can work with most earth jutsus (such as humanoid beasts, some form of terrain manipulations). When using this on mud, the user can petrify/solidifying it to capture people and/or crush them in place. The pulse generated is S-Rank, but the user can freely manipulate the weight of the objects up to 100x, the strength, damage, and speed of the earthly material is adjusted to the amount of weight manipulate accordingly. This technique can not be used on actual living people/animals.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: When activated the user will be unable to use earth above S-Rank for one turn
Note: When deactivated the user will be unable to use earth S-Rank and above for one turn
Note: The manipulation is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical objects/constructs

‡ Pending ‡ Leaving for Madara.

✦ Declined, this reminds me of another jutsu that I've seen the past year but can't recall it definitely right now. Either way, up to 100x and lasting 3 turns means you could potentially create 8 S ranked like alterations ( if you use 100x.or close to it in case you try to play with wording and use a 99x Wright increase , it should be counted as an S ranked usage of this and being an S rank, follow normal restrictions such as 1 or 2 times being used answer reduce the usage by one turn, etc. Besides that, I think this is fine, though it's bugging me that it reminds me of another jutsu but I can't remember exactly how close it is. I'll look for the jutsu later to see.✦
This jutsu Chris thought he had seen was NK's Scales of Judgment technique, however, I have spoken to NK and he specifically deems it different enough to be allowed and is allowing me to submit it with no problem.

(Doton: Aisuru Hotei no Saku)- Earth Release: Creation of the Loving Buddha
Type: Offense/Supplementary/Defense
Rank: A-S
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10-40 damage if Weight Added, -10-40 damage if Weight decreased)
Description: A technique derived from the weight techniques. The user will release chakra outwards in the form of a pulse which reaches mid-range in a radial direction at regular speed. The pulse is innately non-damaging. The pulse travels through and along the ground, and earthly material. Its use lies in the fact that any earth (KG/CE included) that comes within mid-range or created, that is touching the ground will be in contact with the chakra. The ground, and natural geographical features of the terrain is used as a medium, obviously the user must have contact on the ground or earthly source to properly use this technique. Though anything that is moving/created above ground won't be effected. This technique can be used on the users jutsus, or the opponents, just as long as the imbued chakra overpowers the technique. The user will be able to manipulate the weight of said objects through mental commands, either increasing, or decreasing the weight. The given effects and abilities achieved by either decreasing or increasing the weight will be exactly similar to the canon jutsu description and usage. These advantages, and drawbacks apply to both user and opponent. When changing the manipulation of one material to another material/technique for weight manipulation would require the user to use a move slot. This technique can work with most earth jutsus (such as humanoid beasts, some form of terrain manipulations). When using this on mud, the user can petrify/solidifying it to capture people and/or crush them in place. The pulse generated is S-Rank, but the user can freely manipulate the weight of the objects up to 100x, the strength, damage, and speed of the earthly material is adjusted to the amount of weight manipulate accordingly. This technique can not be used on actual living people/animals.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: When activated the user will be unable to use earth above S-Rank for one turn
Note: When deactivated the user will be unable to use earth S-Rank and above for one turn
Note: The manipulation is kept active for three turns (A Rank usage 1-10x weight manipulation count as A-Rank)
Note: When using the S-Rank usage it can only be used once and the technique automatically deactivates, this is whenever weight manipulation is 11-100x
Note: Requires two turn cool down before use again
Note: Usable only on solid and logical objects/constructs

‡ Approved ‡ Changed the values to reflect the A and S-Rank versions of the canon techniques. Nice work.

(Raiton: Zeus Kontorrou)- Lightning Release: Zeus's Control
Type: Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80 (Depends on the rank of construct)
Description: The user either by the use of a touch or by releasing the chakra forward towards their intended target through their limbs, will specifically release a surge of unfocused lightning. With the lightning, the user will not aim for the opponent themselves but instead aim towards the opponents jutsus, specifically earth material type jutsus. Lightning that is unfocused will act to move along and around the earth substance, almost as if the earth will act as a conductor. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). The lightning will act to overpower the rock section or construct completely engulfing the rock and rendering the opponent's chakra within the section of rock useless. However this does come with a certain type of consequence, since there is still chakra of the opponent's harboring within the section of rock it will cause slight damage and cracking along the rock, this is simply an act of the lightning attempting to overpower the earth material but the material of earth will be weakened due to this (Exactly one rank would be deduced). As this step has been completed, with the user's lightning chakra now within the earth material, the user is now capable of taking complete control of the section of rock and send it towards a target or move the rock section around with complete ease but focused required as well, this concept similar to that of Lightning Release: Lightning Blades Levitation, as in how lightning is able to mask over the material and take control of its movements. This is exactly what would occur with the earth like substances. The appearance of the constructs will look quite normal, just a few cracks in and around its body and a light yellow aura of lightning along its body. The constructs can be controlled at will, the user can either send specific construct towards the opponent as a projectile or they can remain focus upon it and guide its direction. The constructs will retain the same sort of defensive and offensive property it had before it was taken control from the lightning, when taken control the objects obtain a certain shock type of damage which can indeed numb the opponent just like regular unfocused lightning would cause. This technique can not be used on the user's own earth constructs. The lower rank the earth construct the lower amount of chakra the user can use to overtake it.

Note: Can only be used twice
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical techniques

♠ Approved ♠
Updating to clarify something


(Raiton: Zeus Kontorrou)- Lightning Release: Zeus's Control
Type: Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80 (Depends on the rank of construct)
Description: The user either by the use of a touch or by releasing the chakra forward towards their intended target through their limbs, will specifically release a surge of unfocused lightning. With the lightning, the user will not aim for the opponent themselves but instead aim towards the opponents jutsus, specifically earth material type jutsus. Lightning that is unfocused will act to move along and around the earth substance, almost as if the earth will act as a conductor. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). The lightning will act to overpower the rock section or construct completely engulfing the rock and rendering the opponent's chakra within the section of rock useless. However this does come with a certain type of consequence, since there is still chakra of the opponent's harboring within the section of rock it will cause slight damage and cracking along the rock, this is simply an act of the lightning attempting to overpower the earth material but the material of earth will be weakened due to this (Exactly one rank would be deduced). As this step has been completed, with the user's lightning chakra now within the earth material, the user is now capable of taking complete control of the section of rock and send it towards a target or move the rock section around with complete ease but focused required as well, this concept similar to that of Lightning Release: Lightning Blades Levitation, as in how lightning is able to mask over the material and take control of its movements. This is exactly what would occur with the earth like substances. The appearance of the constructs will look quite normal, just a few cracks in and around its body and a light yellow aura of lightning along its body. The constructs can be controlled at will, the user can either send specific construct towards the opponent as a projectile or they can remain focus upon it and guide its direction. The constructs will retain the same sort of defensive and offensive property it had before it was taken control from the lightning, when taken control the objects obtain a certain shock type of damage which can indeed numb the opponent just like regular unfocused lightning would cause. This technique can not be used on the user's own earth constructs. The lower rank the earth construct the lower amount of chakra the user can use to overtake it. While though this technique makes out to earth, just about any elemental technique the opponent is using on the user that is either weak against lightning or can conduct it, can be used against it, such as wood or steel. Material like water is also able to be controlled but the rank has to be one grade higher then the water (so S-Rank lightning to control A-Rank water) and even with this, the water will still be weakened down a rank due to the chakra combating the opponent's technique to take control of a theme across this jutsu.

Note: Can only be used twice
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical techniques

‡ Pending ‡ Almost approved this update but then I remembered I have this technique.

Approved - because i didn't learn it :shy:

Permission to submit a mythological contract due to winning the .

Summoning Animal: Raijū
Scroll Owner: Noni
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: Considered to be the pets of Raijin, the shinto god of lightning, these animals are the embodiment of pure electricity. Raiju, commonly appears as a canine (wolf, fox, etc) mythological creature in body composition. While appearing in multiple lightning theme colors such as yellow or blue, they tend to have beautifully elegant fur, sharp fangs, and large claws to couple with their unique eyes. A lot tend to have interesting cosmetic patterns on their bodies such as stripes and dots. Their sizes tend to vary. They are quite fast with amazing athleticism, speed, and leaping ability. Their personality is rather fierce, respectable, but extremely calm and neutral. They do have tendencies to become wild in stormy areas, which makes it no surprise that they prefer to fight in such conditions. They mainly live in areas where the weather is calm, with thunderstorms happening rarely, contrary to their natural electrical properties. These beasts are extremely advance in lightning usage well beyond any other animal, with a unique ability to turn themselves into lightning and various shapes (most famously a lightning ball). They tend to use lightning extremely well to combat against other elements, or even use those other elements as a supplementation to their pure lightning. Burning hot lightning, or lightning with impressive conductability is just a few examples. These animals have very few limitation with lightning. Noni was bestowed the contract from Raijin himself when he noticed how Noni was able to further advance lightning like no other ninja before him. Respecting the time he was putting into lightning, and how he crafted it to more then just an element, but an art form.

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‡ Declined ‡ Their being composed of lightning/electricity isn't going to fly. A lot of the description is just meaningless and pretty cosmetic. The only useful ability they have is the ability to turn into lightning.
 
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Baldy

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Re: Custom Jutsu Submission

(Futon: Teito no sōdō)- Wind Release: Tumult of Tate
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn)
Damage: 80
Description: This technique revolves around the vacuum aspect of Wind. With a clap of his hand, the user is able to create two golem-shaped entities of wind anywhere within range, though outside of a 3 meter radius of the opponent. These humanoid figures of wind are composed of highly compressed wind, that functions like a vacuum. The golems are roughly the size of the Earth Release: Stone Golem technique, and are, of course, A-rank in strength each. Upon creation, the golems begin to grow in size rapidly, using the terrain(dirt, rubble, soil, rocks, water etc.) to fuel their growth by drawing smaller particles in through the vacuum. Within a turn, each golem will be able to grow to the size of the Earth Release: Great Stone Golem technique. Of course, in spite of the increased size, the strength of either golem remains the same. The golems exist not as sentient entities, but rather, as beings that are controlled passively by the user's mind. As such, the user has to supply chakra passively to sustain this control over the golems. They are also able to gravitate throughout the air due to their wind composition. When in Great Stone Golem form, the golems have a reach of long-range. Due to the strength of the vacuum, being within a 3 meter radius of either golem will make movements and gesticulations highly difficult. The unique nature of this golem makes it highly invulnerable to damage - so long as it is not completely destroyed, it will be able to feed on the terrain and regenerate to its original strength and size, regardless of the damage sustained. Regeneration takes one turn. The A-rank golems are capable of combining together at any point in time to form a larger golem that is S-rank in strength, in which case the size would be twice of its original counterpart. Each golem is capable of imploding, creating a much stronger vacuum that would suck in everything within short-range towards itself (including the user if applicable), whilst shredding it to bits. However, this would cause the golem to vanish. This counts as a move. The strength of the vacuum is approximate to the strength of the golem, and can be done independently of each other. That is to say, one of the A-rank golems may choose to implode, creating an A-rank vacuum, whilst the other remains. The golems may also choose to combine, creating an S-rank vacuum instead that is larger in size, drawing in everything within an 8 meter radius. Imploding both Golem's individually will indeed cost two moves of the users moves.

Notes:

-Can only be used twice per battle
-Golems last for 4 turns, before they dissipate
-No Wind above A-rank for the rest of, and the next turn
-Can not combine with Pull of Pazuzu or Erzo's Sickle Draws

~Declined~
I see you're one who likes to haggle; starting big and unreasonable. Everything I highlighted needs to be severely toned down. Clapping your hands and creating two golems that quickly grow to the size of Great Stone Golem. You make it so that they can be created anywhere but no closer than 3 meters from the opponent. However, you make 3 meters the range in which movement for anything is extremely difficult. You allow for them to combine into a golem twice that size and is S-rank. Your restrictions are garbage, I could go through more but unfortunately don't have the time to waste. Use your own judgment to make this into something that's approvable.
(Futon: Teito no sōdō)- Wind Release: Tumult of Tate
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn)
Damage: 80
Description: This technique revolves around the vacuum aspect of Wind. With two hand seals, the user is able to create two golem-shaped entities of wind anywhere within range, though outside of a 5 (outside short-range) meter radius of the opponent. These humanoid figures of wind are composed of highly compressed wind, that functions like a vacuum. The golems are roughly the size of the Earth Release: Stone Golem technique, and are, of course, A-rank in strength each. Upon creation, the golems begin to grow in size rapidly, using the terrain(dirt, rubble, soil, rocks, water etc.) to fuel their growth by drawing smaller particles in through the vacuum. Within a turn, each golem will be able to grow to half the size of the Earth Release: Great Stone Golem technique. Of course, in spite of the increased size, the strength of either golem remains the same. The golems exist not as sentient entities, but rather, as beings that are controlled passively by the user's mind. As such, the user has to supply chakra passively to sustain this control over the golems. They are also able to gravitate throughout the air due to their wind composition. When in enlarged form, the golems have a reach of mid-range. Due to the strength of the vacuum, being within a 2 meter radius of either golem will make movements and gesticulations highly difficult. The unique nature of this golem makes it highly invulnerable to damage - so long as it is not completely destroyed, it will be able to feed on the terrain and regenerate to its original strength and size (same size as at creation - Stone Golem technique), regardless of the damage sustained. Regeneration takes one turn. The A-rank golems are capable of combining together at any point in time to form a larger golem that is S-rank in strength, in which case the size would be twice of its original counterpart. The maximum possible size of the golem is that of the Great Stone Golem technique. Each golem is capable of imploding, creating a much stronger vacuum that would suck in everything within short-range towards itself (including the user if applicable), whilst shredding it to bits. However, this would cause the golem to vanish. This counts as a move. The strength of the vacuum is approximate to the strength of the golem, and can be done independently of each other. That is to say, one of the A-rank golems may choose to implode, creating an A-rank vacuum, whilst the other remains. The golems may also choose to combine, creating an S-rank vacuum instead that is larger in size, drawing in everything within an 8 meter radius. Imploding both Golem's individually will indeed cost two moves of the users moves.

Notes:

-Can only be used twice per battle
-Golems last for 4 turns, before they dissipate
-No Wind above A-rank for the rest of, and the next turn
-There must be a cooldown of 2 turns in between usages of this technique
-Can not combine with Pull of Pazuzu or Erzo's Sickle Draws

‡ Approved ‡ Nice technique.
 
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Gααrα

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Re: Custom Jutsu Submission




Tiglon Kuchiyose: Tier Harribel | Tiglon Summoning: Tia Harribel
Type: Summon
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A signer of the Tiglon contract will draw blood and either use the normal summoning process or their tattoo in order to Summon Tia Harribel, The Tiglon Goddess of the Oceans. She's a pretty big Tiglon, being around half the size of a fully grown elephant, though her body is very slim and muscular. Her fur is a very sparkling light blue color and it is very different than most female Tiglons. Instead of having very short fur, her fur is a bit longer than all of the males so that it can fit her needs. She's usually bathing in a mystical waterfall and doesn't leave unless summoned by a signer. Her fur naturally absorbs and holds water from the waterfall, which stays stored in the fur as long as she likes. Due to spending so much time at the waterfall, Tia has become very proficient in the use of water techniques, being able to use up to and including any A-rank water techniques (whether or not they require handseals). Interestingly enough, to aid her water specialty, the water stored in her fur is of so much quantity that she can passively seep out water from the fur to use as a direct water source. This can be used as up to a large pond worth of water, and can even be used for the summoner to use as a water source. Besides her water abilities, Just like the other Tiglons she can communicate with the contract signers telepathically and can sense things up to mid range with her very acute hearing, smelling and sight.

☆ Can only stay active for 4 turns
☆ All moves use count towards the users 3 per turn
☆ Can provide a large water source for up to 4 water techniques.

‡ Approved ‡ The handseal thing was a little ridiculous. Summons can perform any technique without the need for using handseals.
 
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