[ARCHIVE] Custom Jutsu Submission - II

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Venom

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Re: Custom Jutsu Submission

(Raiton: Shi de Eien)- Lightning/Sealing Art: Eternity in Death
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will perform this jutsu by placing a tag on their body and performing lightning jutsus, or creating a barrier for lightning jutsus to contact through as they travel, effectively granting the ability to that lightning jutsu since the seal sets itself upon the body of the lightning. The seal is written in Kanji form (永) meaning "Eternity". The moment a lightning jutsu is dislodged and detached from the users control or body (such as a projectile) the seal will allow the lightning to remain "active". In reality, the seal allows for the energy of the lightning to remain active and present, while also maintaining its shape instead of just crashing down into a continuous current of electricity. An example of this in action is sending a spear at a rock, on contact, instead of piercing the rock and then dispersing, the spear will pierce but remain active on the battlefield. This can range from extremely large lightning jutsus, or smaller ones. In usage, it allows the user to have a easy source of lightning or re-use the original lightning jutsu from a different spot, but also lightning will remain active in how its used for terrain manipulation. The seal around the body of the lightning allows for the user to interact with the object without being shocked. The seal/barrier in short is just a sustaining life, a life support for lightning and its aftereffects of the jutsu to remain present, consider the lightning to almost be a statue to be brought back to life or usefulness when needed by the user. The effects of the jutsu can happen at any time of the lightning jutsus movement sequence that the user desires

Note: Can only be taught four times
Note: Can only be taught by Venom

~Declined~
Seems very easily abused in the right cases
(Raiton/Fuuinjutsu: Shi de Eien)- Lightning/Sealing Art: Eternity in Death
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+5)
Damage Points: N/A
Description: The user will perform this jutsu by placing a tag on their body and performing lightning jutsus, or creating a barrier for lightning jutsus to contact through as they travel, effectively granting the ability to that lightning jutsu since the seal sets itself upon the body of the lightning. The seal is written in Kanji form (永) meaning "Eternity". The moment a lightning jutsu is dislodged and detached from the users control or body (such as a projectile) the seal will allow the lightning to remain "active". In reality, the seal allows for the energy of the lightning to remain active and present, while also maintaining its shape instead of just crashing down into a continuous current of electricity. An example of this in action is sending a spear at a rock, on contact, instead of piercing the rock and then dispersing, the spear will pierce but remain active on the battlefield. This can range from extremely large lightning jutsus, or smaller ones. In usage, it allows the user to have a easy source of lightning or re-use the original lightning jutsu from a different spot- though this can only be used once until the "statue" lightning disperses to no longer be used again due to breaking the seal for re-using the present lightning source, but also lightning will remain active in how its used for terrain manipulation. The seal around the body of the lightning allows for the user to interact with the object without being shocked. The seal/barrier in short is just a sustaining life, a life support for lightning and its aftereffects of the jutsu to remain present, consider the lightning to almost be a statue to be brought back to life or usefulness when needed by the user. The effects of the jutsu can happen at any time of the lightning jutsus movement sequence that the user desires. The seal will continuously sap chakra to allow for the jutsu to maintain itself for a certain duration within the battle.

Note: Can only be taught three times
Note: Can only be taught by Venom
Note: Lasts three turns
Note: Can only be used for lightning jutsus S-Rank and below

‡ Declined ‡ Yeah, it would be easy to abuse this especially considering some of the lightning techniques that have been approved.
 
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Negative Knight

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Re: Custom Jutsu Submission

‡ New Cycle ‡

The new cycle starts on 05/02/2016 (at 11:50 GMT +1) and ends on 12/02/2016. The thread will be closed up to a week so I can check any remaining submissions and then it will be re-opened.

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

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

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

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

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

6) PM me any pending techniques you might have and I'll try to check them as soon as possible. I'll need to balance checking them against checking current submissions to avoid the thread getting backed up.
 

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Re: Custom Jutsu Submission

Yakusokusareta Shōri no KenEkusukaribā Puroto | Excalibur Proto: Sword of Promised Victory
Type: Weapon
Rank: S - Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
Excalibur Proto, was created to be the twin brother sword of the famed Excalibur. Similar to Excalibur it has a length of ninety centimeters but has a larger width at the start of the blade of the blade of twenty centimetres and slowly gets smaller and smaller until it reaches a width of fifteen centimeters. At the beginning of the blade on one side the blade has words inscribed in it "Lift me up", and on the other side "Cast me aside" all written in Kanji. The meaning behind this is unknown. Similar to Excalibur it has the ability to be clad in invisible air to not only hide its identity but to keep the opponent from knowing its length or power. Even though the sword looks as if it is heavy and requires a large amount of strength to wield but surprisingly enough the sword is made of very light but durable and strong material. With the swords impressive lightness but durability it is obvious this sword was not created by the likes of mandkind. When Arthur was bestowed the power of this sword he agreed to an oath that swears him to only use this sword's abilities when two conditions have been met:
1. The battle must be an honorable one
2. The enemy must be more powerful than yourself
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Excalibur Proto's primary ability is the ability to take chakra from its wielder and store it all over the blade allowing Arthur to tap into the blades hidden abilities that were forged into it during its creation.
Excalibur Proto's Initial Release ability occurs by Arthur finding a minimum of one the conditions to the sword met and manipulating his Fuuton chakra and releasing it into the blade. Arthur can channel the chakra in the blade to move towards the tip of the blade causing the very force of the chakra to cause the blade to vibrate violently letting out an intense humming sound. Arthur will point the tip of the blade at the ground until it has reached its maximum capacity and then slash upwards aiming towards the opponent and release the chakra as a giant blast of wind is released out of the entire blade. That if released at Medium range would result in the opponent being struck by a powerful gust of wind being capable of lifting them up and throwing them back roughly 5 meters and dealing some minor cuts over several places of the opponents body. If used at short range it would result in a stronger force hitting the opponent launching them back 10 meters and landing more severe and possibly fatal wounds if they hit a serious point on the opponent like the neck, or wrist nerves. The power of this move is the equialvent to a B Ranked Fuuton technique. The technique itself is a five meter wide gust of wind that reaches quite high into the air aswell. The force of the technique can easily be felt from a distance.
Excalibur Proto's Secondary Release Ability This is without a doubt the most powerful abiltiy Excalibur Proto possesses, and by using it once it will result in Arthur not being capable of using it for the remainder of the fight. This technique can only be used when both conditions of the sword have been met. By using the swords ability to absorb Arthur's chakra and store it within Excalibur Proto, Arthur will mix it with the wind chakra after this has been done Arthur will rip apart the air in a linear path that follows a required sword swing, which shears open the air creating an expanding vacuum. As this vacuum, which expands in the shape of a massive slash mark, can reach a maximum of fifteen meters (up to mid-range). Despite this the path of the destruction is relatively thin, maintaining a width only a foot larger than Arthur's sword's before tapering off at the technique's maximum range. In terms of damage potential the extending path of destruction spawned from this technique can shear through stone, tree, and steel without inhibition, granting it unquestionable lethality. Due to the danger that this technique possesses it is almost always used to perform a vertical cut through the air, thus regulating the path of destruction more accurately. The mechanism utilized to perform this technique is an unnaturally quick evacuation of the air along the determined path, literally scarring the air. The force generated by this mechanism allows this technique to effect substances other than the air, as seen with its ability to leave a deep cut mark in the ground. While this technique is uses the wind release as a base to synchronize with air, this technique itself is not saturated with wind chakra. This, coupled with the fact that the path of destruction present in this technique is the product of a vacuum being generated, means that this technique possesses characteristics that are uncommon in most wind/fire combo release techniques. The most notable of these differences is how this technique reacts with the elements lightning and fire. While most wind release technique enhance fire techniques and eliminate lightning one, this technique does just the opposite. Due to the creation of the vacuum an Air Scar can quickly evacuate the necessary oxygen for fire techniques, causing it to be sheared apart or eliminated entirely. While the vacuum created by this technique is surprisingly powerful, despite its short lifespan, it is not a perfect vacuum. Additionally, the air being violently ripped apart creates enough friction to polarize the air on the edges of the rift. These two effects in concert can react with lightning chakra in order to magnify techniques. It should be noted though that the window of opportunity for successfully channelling a lightning technique down the course of the Air Scar is so small that one would require chakra sensory, or use of a chakra visualizing dōjutsu, in order to even make an attempt, also once the technique has been executed the "vacuum" stays on the field for one turn. This ability is equal to that of a S-rank technique. After using this ability it leaves Arthur feeling drained and not capable of performing the ability again in the same fight.
Notes:
- Using Excalibur Proto's Initial Release ability can only be used when at least one of the conditions have been met. It also counts as a move towards Arthur's usual three a turn.
- Using Excalibur Proto's Secondary Release ability can only be used when both conditions of the sword have been met. Arthur cannot perform any fire and wind techniques above A Rank for the remainder of the turn and can only be used once a battle. It also counts as a move towards Arthur's usual three.
- Can only be wielded by Arthur Pendragon (Saber) bio.
- Can only be taught by BlackCrow

‡ Declined ‡ You expect me to read all of this but you didn't read my post above? "Techniques I deem too long for no reason will be declined automatically". Shorten this.

Raiton: | Lightning Style: Holy Balls of Judgement
Type: Offensive/Defensive
Rank: Forbidden Rank
Range: Short - Long
Chakra: 50
Damage: 90
Description:
The user will begin by performing a single hand sign and holding their hand out in front of them and begin gathering their Raiton chakra into the palm of their hand. The user will then sway their hand through the air releasing the chakra a total of 4 times as they do, once they have done this 4 balls composed of lightning take shape around the user these balls have both offensive and defensive abilities. To use the offensive ability of the balls the user will begin to manipulate one ball of lightning to move to the front of the user, with the ball in front the user will then perform another hand sign causing twenty arrow shaped bolts of lightning to shoot out of the ball directly that can cover over a wide area, the arrows have a link of lightning still connecting them to the ball of lightning allowing the user to control the arrows until they are destroyed. Each bolt of lightning is A ranked in strength. To use the defensive ability of the balls the user will place their hands directly in front of them manipulating two balls to both sides of the user one on the right and the other on the left. The user then manipulates the balls of lightning to expand but thin out at the same time covering the users body in a layer of lightning that is roughly a meter away from the user's body. The shield of lightning itself is A rank in strength.
Notes:
Can only be used once per battle.
Can only use two balls of lightning per turn.
The balls can only remain on the field for 3 turns in total.
The user needs to constantly feed chakra into the balls for every turn to keep them active.
After using a ball the user cannot create another to replace it.
A max of 4 balls can be created at one given time
2 balls are required to use the jutsus defensive properties.
No A - rank or above lightning can be used when this jutsu is first activated.
Can only be taught by BlackCrow

‡ Declined ‡ Similar techniques exist.
 
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Never

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Re: Custom Jutsu Submission

(Fuuton : Soyokaze bīkon) - Wind Release : Breeze Beacon
Type: Defensive / Supplementary
Rank: B-Rank
Range: Short / Long
Chakra Cost: 20 (-5 to sustain)
Damage Points: N/A
Description:
By Fuelling Chakra into a Kunai or similar Projectile(s) in their hand or on the field the user makes that projectile the epicenter of bursts of intangible and harmless wind, the opponent and user will be able to feel these bursts of wind, the bursts of wind fading after 5 meters away from the projectile. The Bursts of Wind do not cause any damage and instead with each pulse senses any foreign chakra caught in the breeze vicinity of the Kunai and sends that information back to the user, basically giving them a form of sensory but in a specific area. The Wind also pushes other projectiles like thrown kunai, shuriken etc. it basically makes any throw weapon useless as it messes with their trajectory and therefore aim - even the user's.

- Costs a small portion of Chakra to sustain
- If Kunai(s) are destroyed then the area will lose sensory
- This can be applied to any number of projectiles on the field
- Can be deactivated at will
- Must be taught by LonelyAssassin

Declined - Although it's a nice idea in theory, i wont approved a chakra sensing wind. You say it's only around a small area (5m) but use a jutsu to multiply the kunai or the ninjutsu that allows you to hover the kunai and you could have sensing around the entire field. Not only that but you didn't but a limit on it, which even with the chakra cost it should still have a time limit. Give it a turn limit, and a max number of projectiles it can be used on at once then it may be more approvable in my eyes.

Ese-sha ☯ Hypocrite
Type : Weapon
Rank : B
Range : Short - Mid
Chakra Cost : N/A (+20 on Summoning)
Damage Points : N/A
Description :
Hypocrite Is a Sword made up of these Chakra Enhanced Metal Cards, the cards a black and have very sharp edges and can cut like a Katana would that's why they work so well as a sword together. At the user's will he can release the Cards from the sword, meaning they would all fall apart from the sword and onto the ground. However by swiping the sword forward and releasing the cards they can all shoot forward as a barrage up to Mid-Range. There are 40 Cards that make up the Sword and they can be released at one at a time or in barrages of 4 cards, these cards act like normal Kunai and Shuriken and can replace them as such.

The user can draw blood and swipe it across the crossguard of the sword, this will summon more of the Cards to form another sword if the previous cards have been used and have departed from the hilt. Forty are summoned again when this is used. This summoning does not have to be used, the Cards can return to the sword and reform because of the passive ability to be able to manipulate the cards given by the Reaper of the Cards Fighting Style.

How it kinda would look except the Cards will have inscriptions on them like ordinary playing cards.
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- This Weapon Can be used instead of for the
- Can be used by LonelyAssassin and those allowed
- Permission :

‡ Approved ‡
Dropping Above CW if below is approved

Janguru Δ Jungle
Type: Weapon
Rank: S
Range: Short/Long
Chakra Cost: (+20 For Each Reverse Summon)
Damage Points: N/A
Description:
Jungle comes in two parts to fit the style that it was created for. The first is the Staff, and it simply looks like a Black Metal Pole - however this isn't just a normal staff, when the user holds it they are capable of having it 'activate' which forms a blade made of green looking Chakra on any end of the pole to become what looks like a Scythe. The blade acts like an ordinary blade would do and doesn't have an special boosts except that they can have the blade activate and deactivate at will. The scythe fits the Fighting Style more and in this form is a lot lighter to carry as it is can be coupled with a sword in the other hand - a Katana can also be slotted and locked into one end of the Pole to form a Naginata.

The other part of the Weapon is the actual Cards, in a Holster Deck made up of 52 of them that is kept on the user's person. They're Chakra Enhanced Metal Cards, completely black with sharp edges - used as a substitute for Kunai and Shuriken in Jutsu and for Freeform. Each card has inscriptions on them, drawn using the user's blood that has dried onto the surfaces, their ability is simple and uses the link the user has with each of their cards to be able to use them passively. By using some Chakra and one of your three turns the User will slam their hand down on to the surface of their card, poofing into a cloud of smoke and will basically reverse summon themselves to another one of Jungle's Cards - they will always appear in the same way they went in and always on the flat surface of the card being under their feet even whilst the Card is in Transit.

However. The Ability of Jungle will only be allowed if the Staff is on the user's person as that carries more inscriptions that will glow green when each Reverse Summon is activated, if the user and the Staff are not touching then they can not perform their Ability.

- Decks of Cards can be concealed by clothing, so until they are used or revealed by removing said piece of clothing (Sash, Jacket, Over-shirt) the Weapon does not have to be posted for reference/activation until then.
- The Staff is usually strapped to the User's back, on the Strap running across the user's torso would be the Decks of Cards
- Smoke, Flash, Explosive Cards replace the use of ordinary Tags and Bombs in Freeform and Jutsu. (These Cards are Colour-Coded, Blue, White, Red Respectively)
- Cards can replace Kunai and Shuriken in Freeform and Jutsu
- Can only be used by LonelyAssassin
- Ability cannot be used twice in the same turn
- Used in conjunction with Reaper of the Cards
- User can have Multiple Decks of Cards
- Must have Mastered Ninjutsu to be able to Wield


Declined - Normally i would decline this for the fact that i don't like the reverse summoning to be used as a method of your own FTG, but that was ok with NK so it's fine by me. But, i'd like a limit to the useage on it. Even FTG has a limit for it's use. As for the blade of chakra you form on it, is this S rank? If so an instant S rank chakra blade needs some form of restriction, or reduce it to say the chakra blade is a lower rank.
(Fūton Hijitsu : Shinkū shōmetsu) - Wind Release Secret Technique : Vacuum Annihilation
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60 (+20 if used with Large Rocks)
Description:
This is a Close Combat Technique which uses the ability to draw things using Wind but on a more powerful scale. This technique has two applications where the user will manipulate the wind to rapidly pull either themselves or a target within Short to Mid range in a linear direction. When used on a Target the user will extend their hand and make it seem as if they are going to grab something, they do this for the entire pull until when the target is right next to them then will punch with their other hand with all the built up wind used for the pull now strengthening the punch and launching the in range target through the air with great power, can be used to launch large rocks.

When this technique is used to pull the user it only has an effective range of 5 meters, making this one only a short range use. The user will use the wind to pull them forward and get into close range so they will crash into a target, can be used to rapidly pull them to the floor and cause a crater in the area when punched, causing the ground to buckle and any opponents to fall over with range. When used to rush forward to directly punch a target, it will cause major damage, enough to shatter bones.

‡ Declined ‡ I'm fine with this technique being used on one's self but not on anything else.

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- Pulling in short range only takes a second, pulling things from mid takes significantly longer.
- Cannot be used multiple times in the same turn
- Has two turn cool down
- Can only be taught by LonelyAssassin
(Fūton Hijitsu : Shinkū shōmetsu) - Wind Release Secret Technique : Vacuum Annihilation
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60 (+20 if used with Large Rocks)
Description:
This is a Close Combat Technique which uses the ability to draw things using Wind but on a more powerful scale. This technique is used on the user will manipulate the wind to rapidly pull either themselves within Short from Mid range in a linear direction. When this technique is used to pull the user it only has an effective range of 10 meters, making this one only a short range use. The user will use the wind to pull them forward and get into close range so they will crash into a target, can be used to rapidly pull them to the floor whilst in the air and cause a crater in the area when punched, causing the ground to buckle and any opponents to fall over with range. When used to rush forward to directly punch a target, it will cause major damage, enough to shatter bones.

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- Pulling in short range only takes a second, pulling to mid takes significantly longer.
- Cannot be used multiple times in the same turn
- Has two turn cool down
- Can only be taught by LonelyAssassin

Approved - Nice jutsu
 
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Re: Custom Jutsu Submission

(Fuuinjutsu: Matomemasu) Sealing Jutsu: Bring Together
Rank: B
Type Supplementary
Range: Short-Mid(Longest range of the seals can reach to draw inanimate objects together with the seals on them)
Chakra Cost: 20
Damage Points: N/A
Description: The user places seals on different objects(inanimate). These seals are connected via their kanji symbols. The seals are used to draw each object that has the seal close together. The seals can be activated one at time or max is all four at once. These seals primarily for weapon users that uses multiple weapons and can't get them back since they are to far away to reach but can be used to draw in almost anything to another seal. The seals are activated with a hand seal. The speed that the weapon comes together is Sannin rank running speed
-The user places a tag by using this technique with physical contact
-Can only place up to four seals per jutsu usage
-The seals are removed with this technique at the same time with physical contact
-This technique is used three ways
1. Adding the seal to the inanimate objects with physical contact
2. Moving the seals towards each other(requires them to be on a weapon before hand)
3. Removing the seal with physical contact


~Declined~
Your wording is a bit weird. All you needed to really do is make the tagging and attraction of the weapon count toward the turn usage and mention that you can only create 4 seals with this jutsu maximum.
(Fuuinjutsu: Matomemasu) Sealing Jutsu: Bring Together
Rank: A
Type Supplementary
Range: Short-Mid(length the range of the seals can reach up to draw someone or thing)
Chakra Cost: 30
Damage Points: N/A
Description: The user places seals on different objects(inanimate). These seals are connected via their kanji symbols. The seals are activated to draw each other close together. The seals can be activated one at time or multiples at once. These seals primarily for weapon users that uses multiple weapons and can't get them back since they are to far away to reach but can be used to draw in almost anything to another seal. The seals are activated with a hand seal. The speed that the weapon comes together is Sannin rank running speed

-Placing the seals is passive with physical contact
-Can only place four seals which is the max, no more can be placed until one of the seals is removed.
-The user automatically has a seal on themselves so that leaves three other seals to be used.
-Placing a seal, removing a seal and attraction(bringing them together) counts towards the three moves per turn

Declined - Placing an FTG seal isn't passive and so i wont allow this to be either, using the word passive effects the timeframe. Mention that the seal needs to be mentioned in their bio.

(Kenjutsu: Ridairekushon) Sword Art: Redirection
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: At times where a user's opponent evades or blocks an attack the user can use this attack to either put force behind their blade and/or have the bladed weapon going into a different direction. The user releases a small amount of chakra to the opposite direction of the direction he or she would like the blade to go towards.



Similar to the start of 0:36 but more on the lines of the whole opposite of the blade would be releasing chakra to send it to the direction the user desires.

Declined - Similar to existing jutsu. Can be done through free form aswell and has no useage limit.

(Samurai Buki no Jutsu) Samurai Weapon Technique
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Samurais that don't have swords but have different weapons such as kunais, shurikens staffs, arrows(bolts included), tekagi shuko kuro similar weapons, and axes etc weapons. The user use chakra flow through the weapon and extend the reach and cutting ability of the weapon. The user with a swing of the weapon can release out a crescent shape of chakra. The user can change the shape of the chakra to whatever they desire with in reason. This technique counters against A rank and below techniques. This technique is the same concept and everything as Samurai Saber Techniques just using different weapons instead of swords.
Note: Only useable by Samurai bios

Declined - With it being A rank needs a turn limit. Releasing the wave is a no no, wont allow weapons to do that. You can say onces you use this jutsu on a weapon it can then be used in conjuction with other samurai jutsu such as the one that sends the wave. I'd say as it's raw chakra it can counter B ranks and below.
 
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Bloo

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Re: Custom Jutsu Submission

Signed spiders: [ ]

(Kyuusho Goro Jutsu: Gotai Goro ) - Secret Spider Arts: Limbs of the Spider
Type: Supplemetary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Using the special trait of the spider signers the user will release silk from the middle of their back, the silk will pour forth and begin to take shape. The silk will split into four long strands, each strand will take a position either under her arms or over her shoulders, the strands will then take on the shape of spiders legs, each limb is roughly two and a half meters long. These limbs are as strong as steel and can pierce though flesh This will in essence give the user eight limbs. Since these are spider limbs there primary usage is to aid in mobility. The limbs can be used to dodge jutsus within reason.(I.E small scales attacks such as small fireballs, spikes, holes, etc.)

-Usable twice.
-Lasts three turns.
-Only taught by Bloo.

Positions of the limbs.

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(Panpukin Bomu) - Pumpkin Bombs
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A
Damage: 80
Description: Each pumpkin bomb is hand sized and as the name implies they look exactly like pumpkins or to be more accurate they look like jack o' lanterns. Each bomb is filled with two things, one being an explosive tag and the second being a special type of venom, that was extracted from three of the most venomous spiders. The explosive tag gives the bomb a kick and allows the venom to disperse in a wider area. Each bomb has three compartments, each holding a different venom. The user can select the type of venom by activating it with their charka, when selected the other two types become inactive. After selecting the the venom the user can either put the bomb on a timer, by pushing in the stem of the pumpkin, or they can use there chakra to detonate it.

Naxra: This venom is the least potent of the three venoms. Once released this venom creates a thin red mist to hang in the air. The venom can cause minor irritation of the skin and eyes, such as rashes and redness. If inhaled it will irritate the lungs and mirror smoke inhalation.

Axera: The venom, when released, creates a thick dark blue mist. This venom is so thick that it will block the opponents vision. When it comes into contact with the skin it will cause the skin to boil and fester, causing immense pain. If it comes into contact with the eyes it will cause blindness.

Xaxra: This venom is the most potent of the three. It creates a black mist that no light can pierce though. This venom is like acid, it causes the skin to melt, flesh to decay and wither away, eyes to turn to pure liquid. When inhaled causes the lungs to shrivel and die.

-Must be stated on the bio.
-Can only carry six bombs at a time.
-Naxra can used three times, Axera twice and Xaxra once.

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~Both Declined~
Allowing for freeform avoidance of techniques after the fact isn't going to fly, even if you claim small margin. I will allow you to add in a clause that allows you to avoid techniques within a short range of Area of Effect with this technique once every couple of turns as long as it counts to your technique count for that turn.

Second technique any sort of poison or venom extractions that a user can manipulate falls under medical term. A summon itself can have venomous qualities that they can use but not something the signer can extract and/or manipulate themselves.
(Panpukin Bomu) - Pumpkin Bombs
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A
Damage: 80
Description: Pumpkin bombs are actually specially raised spiders.These spiders are raised so that their poison glands are ninty percent of their body. Due to this unique body composition the spiders lack all motor skills and are only able to keep themselves alive. The spiders are orange in color and have markings, this odd look gives them their name sake. Each spider has one of three different markings, each pertaining to a different venom. Each bomb easily fits into the palm of ones hard, being roughly twice the size of a smoke bomb. To active the bombs the user must smear their blood onto the spider, once activated the user can detonate it at anytime just like an explosive tag. The spiders come in three different varieties, characterized by their venom.

Naxra: This venom is the least potent of the three venoms. Once released this venom creates a thin red mist to hang in the air. The venom can cause minor irritation of the skin and eyes, such as rashes and redness. If inhaled it will irritate the lungs and mirror smoke inhalation.

Axera: The venom, when released, creates a thick dark blue mist. This venom is so thick that it will block the opponents vision. When it comes into contact with the skin it will cause the skin to boil and fester, causing immense pain. If it comes into contact with the eyes it will cause blindness.

Xaxra: This venom is the most potent of the three. It creates a black mist that no light can pierce though. This venom is like acid, it causes the skin to melt, flesh to decay and wither away, eyes to turn to pure liquid. When inhaled causes the lungs to shrivel and die.

-Must be stated on the bio.
-Can only carry six bombs at a time.
-Naxra can used three times, Axera twice and Xaxra once.

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Declined - First of all i don't believe this needs to be S rank and if it is, it needs a stronger restriction. Make it 1 of each and must wait to use another. It will take a chakra cost to activate them. Also state the area of effect for each ability and how long each one lasts. Like the thick blue mist, once that bomb goes off how long does it last and what is the area of effect?
 
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Detective L

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Re: Custom Jutsu Submission



Sound Release: Chakra Resonance
Type: Supplementary
Rank: A
Range: Short – Long
Chakra Cost: 30 (-5 per turn)
Damage: N/A
Description: This sound release technique is based on the idea of resonance in oscillations. This technique essentially allows the user to resonate his chakra flow with his opponent. The user will make 4 hand seals followed by clapping his hands. The clap generates a hindering soundwave which syncs the two chakras of the user and his targeted opponent. From then on, the user and his opponent’s chakra flow will be the same and will share any disturbances or spikes that occur. This technique is unique in the sense that both parties beget a sort of sensory for the other. Whenever one’s chakra spikes for a technique the other will feel it, though only to a point they know the other is going to use a jutsu of a certain level and nature. As well should one’s chakra get disturbed through genjutsu, the other shall have their chakra disturbed in the same way causing them to be placed in the same genjutsu they cast. This makes offensive genjutsu use very detrimental for both parties involved. Once the link is made it
remains active for 5 turns unless the user decides to end the technique prematurely. The jutsu cannot be
used to determine the location of an enemy or his technique beyond the point of the initial surge for a
technique. Neither party can replicate jutsu that the other uses, especially if it is a unique technique like custom elements or Kekkei Genkai unless the they know the jutsu themselves.
Note: Can only be used by those who’ve completed Sound Release.
Note: Can only be used twice per battle with a cool down equivalent to the amount of time the first usage.
Note: Sound specialists can perform this technique by clapping their hands.

~Requires another Mod~

Declined - Although it's a nice idea there are a few things need changing. One i'm not too sure on is knowing the nature of a jutsu and the power of it, even the sharingan can only read jutsu through handseals not just the change in chakra. It needs a lower turn limit. There needs to be a way to break it, for example an S rank surge throws off the connection. Also does their chakra sync to yours or yours to them? This being, if you use this on a user who has opened one of the eight inner gates, you use this jutsu, you either overpower their chakra to force it back to a normal level to match yours, or you use this, it spikes your own chakra and probably kills you through the overpowering flow of chakra without you having training.
 
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Re: Custom Jutsu Submission

(Fuuin: Sennin Fuuin) Sealing art: Sage's seal
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Using a high mastery of Fuuinjutsu, the user will be able to place seals not just on items but have them hold their form in the air. An example that most know is the summoning jutsu, you can use it in the air like Naruto as he first summoned Gamabunta and the seals spread from his hand in the air. Taking this concept and applying it differently, the user with touch areas around them be it the air or the ground or water and release a sealing circular formula around that area that vary in size, anything from a 1ft diameter to a 1m diameter. These cicles will form almost instantly and be visible to all as they have a golden glow. These sealing formula act as shields blocking attacks through the barrier powers of fuuinjutsu.

Note: Each barrier can block one jutsu per use
Note: Can only make one barrier per use
Note: Useable 3 times.

~Declined~
your wording is a bit confusing, you're saying you can only create one barrier but you describe the jutsu as erecting shields like in the picture description I assume. A barrier forms around the body generally omnidirectional shields have a fixed area of guarding. Are you making these shields? And if so are you saying you can only create one per jutsu? Just clarify that for me in the resubmit.

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(Senjutsu: Sennin Susanoo) - Sage art: Tempest God of Valor
Rank: S
Type: Supplementary
Range: Short - long
Chakra cost: 40
Damage points: 60
Description: After many fights with the users of the the sharingan, Naruto always had trouble with fighting their ultimate defence Susanoo. Even with the kyuubi's power he recognised that when he had the power of Sasuke's susanoo with him, they were alot stronger. And so he went back to the toad village to practice, using the principle of his frog Kata technique, wrapping sage chakra around him to create his on humanoid warrior made of sage chakra. Though due to the toll it takes to use this much sage chakra he couldn't make it to the same size. This warrior avatar would be just under the size of gamabunta, a solid shell of sage chakra like the frog kata surrounding your user. Due to it's sheer size the avatar can reach to long range around the user (25m) and has a sword across it's back just like a samurai. To those who haven't fully masterer this jutsu it will wear them out alot faster due to the sheer amount of chakra required. The user can manifest part of the avatar around them but only for a split second for a quick attack or defense due to the focus required. Due to the chakra being sage chakra with shape manipulation it's on equal terms with other elements but can be sensed by other sage used just like the frog kata.

Part use - If the user manifests part of this avatar, it is A rank, can only be used twice and lasts for only the turn used. It can be used twice per battle and no other sage jutsu in the same turn. It reduces sage mode by 2 turns like the frog kata.

Note: Lasts for 5 turns max. This includes users of sage mode who have used amphibian art, they may have a large amount of sage chakra but the strain to so much take's it's toll.
Note: While active the user can only use two other jutsu per turn.
Note: Once deactivated from the full use, can't be used again.
Note: Can't be used with any other modes that might change your chakra flow due to the focus required.
Note: when attacking, the avatar moves at the same speed as the sage mode user as it's just like a large coating around them.
Note: After user, no other sage jutsu for two turns.

~DNR~
Nope, nope nope


(Fuuin: Tōritsu doragonsureiyāmajikku) - Sealing art: Inverted Dragon Slayer Magic
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: (+15 for each elemental combination)
Description: This technique is the sister sealing of Dragon Slayer Magic. By using another set of seals in the user's mouth/throat, the user can use one of the 5 basic elements to combine with an attack that is launched from the user's mouth. There are 5 seals, each seal is stocked with one of the 5 basic elements. The added element is A rank. For example as the use is using the water jutsu, with his chakra he will release a seal adding another element such as lightning which would combine with the water in a combo attack.
Note: This technique can be used 5 times per match (applies to the sealings in general and not individually)
Note: No Fuuinjutsu in the next turn

I am the owner of the related custom which is:

(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times

~Declined~
This is essentially utilizing two elemental techniques at the same time. Not sure if I can allow this bypass even if you use a sealing technique. I could see potential for this if you were adding an elemental nature onto a non-elemental technique.
(Fuuin: Sennin Fuuin) Sealing art: Sage's seal
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Using a high mastery of Fuuinjutsu, the user will be able to place seals not just on items but have them hold their form in the air. An example that most know is the summoning jutsu, you can use it in the air like Naruto as he first summoned Gamabunta and the seals spread from his hand in the air. Taking this concept and applying it differently, the user with touch areas around them be it the air or the ground or water and release a sealing circular formula around that area that vary in size, anything from a 1ft diameter to a 1m diameter. These cicles will form almost instantly and be visible to all as they have a golden glow. These sealing formula act as shields blocking attacks through the barrier powers of fuuinjutsu. This jutsu makes one circular shield per use which is A rank in strength and made at the point of release and remains there. The picture below shows multiple use of the jutsu.

Note: Each barrier can block one jutsu per use
Note: Can only make one barrier per use
Note: Useable 3 times.


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 Declined  This is simply a defensive shield. There are some similar techniques to this, even if they aren't sealing arts. If we assume it works by sealing the technique inside the seals, then it already exists. I have one such ability in my CW for example.

New Submission:

(Genjutsu: Porufirin-shō) - Illusion art - Porphyria
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 60
Description: Lucifer himself designed this Genjutsu to try and show his power of the supernatural. The user starts off by clapping their hands together performing one handseal, this induces the genjutsu. Everything from the handseal on wards is a genjutsu. From that handeal the opponent/opponents will see the user finish the generic summoning jutsu and will see everything that goes with it (the seal spread across the ground, the puff of smoke ect), make it look like the user summoned something. At this point in the illusion a cloud will pass overhead blocking the sun. Following this in the illusion is the opponents bound in the genjutsu will see a blur of movement, like a figure move out of the smoke and past them faster than they could hope to see or track like when lee removed his weights. As the blur goes past them they feel two spike marks in their neck a sharp puncture, and from there a acid like burning will spread through their veins like poison quickly putting them in alot of pain making it really hard to focus. If they turned they wouldn't see anyone or anything as there never was anything apart from the illusion of a blur of movement. At this point the cloud finishes passing over head revealing the sun sun that touches the opponents skin the true pain starts. Their skin will burst into flames pealing away as they slowly burn to ash from that point. Even through their clothes they will feel their skin getting super hot but not burning as fast.

This illusion implies a vampire was summoned that bit them before they could react and then like vampires in the sun they burst into the flames all happening in a fast sequence. Where as in reality from the moment the user performed the one handseal he was just standing there and nothing happened.

Note: Useable once per battle
Note: No genjutsu for two turns
Note: Due to the complexity of the jutsu, the user can only use one other jutsu in that turn.
Note: No jutsu above S rank in the next turn


 Declined  Wrong Damage info. Question: if in reality, nothing happened but the handseal, does it mean the target will simply return to his senses undamaged when the genjutsu ends? Will he feel like he's burning forever and if so, doesn't that do anything to him in reality? The way I see it, this technique would lock the target in an imaginary scene in which something that the user summoned bit him in his neck, only to leave him burning as soon as the sun hit his skin. But once he ignites, something eneds to happen. Does he reduce himself to ashes and thus faints? Does he snap bakc into reality after burning for a bit? What happens? Wrong tech type as well. This is offensive.



(Katon/raiton: Ikkyou Ikkyou) - Fire/lighting style: Surprise Surprise
Type: Attack
Range: Short - long
Rank: A
Chakra: 30
Damage: +1 rank
Description: This jutsu is the opposite of it's brother jutsu (Katon/raiton: Ikkyou) - Fire/lighting style: Suprise provided in the spoiler below. Instead of focussing on the heat in lightning, this jutsu focuses on the energy in the fire jutsu, concentrating it into lightning energy through compression and the focus of lightning chakra. They will do this by simply adding more chakra into a fire jutsu and focusing it, to create lightning.

1. By adding the extra chakra they will control the energy in the flames, causing lightning energy to form and wrap around the fire jutsu the user has made, making it a fire lightning combo. This will add 1 rank to the power of the jutsu from the extra chakra used. The lightning would stay wrapped around all the fire as it's being produced from the fire's heat energy.

2. Use their chakra to convert the full energy of the fire into lightning, changing the state of the energy, so that the fire now becomes a lightning attack. So if the user used the fireball jutsu, they would be extending it, then control the heat energy to change it into lightning energy complete turning it into a ball of lightning, changing the chakra nature through the use of physics.

The user can only used this on one jutsu, and once they have used it they can't change it back.

Note: Useable 3 times
Note: Can only be used on A ranks and below
Note: Can't use water jutsu in the same turn after having used this.


 Declined  In Narutoverse, Lightning comes from Raiton or Lightning Release. It cannot be done by Katon or Fire Release. In Narutoverse, it isn't Fire release that can create lightning. If you say you use both natures to achieve this then its also flawed. This simply can't work.


Brother jutsu:
(Katon/raiton: Ikkyou) - Fire/lighting style: Suprise
Type: Attack
Range: Short - long
Rank: A
Chakra: 30
Damage: +1 rank
Description: This jutsu will be used after the user has used a lightning jutsu. It is similar to the way that when Darui used a lightning jutsu to add to his water jutsu as he was spitting it out against Sasuke. After having release a lightning jutsu, the user will focus more chakra into it. As they do they will focus upon the heat of the lightning. In doing so they can do one of two things. They will either:

1. By adding the extra chakra they will control the heat, causing flames to wrap around the lightning jutsu the user jutsu make, making it a fire lightning combo. This will add 1 rank to the power of the jutsu from the extra chakra used. The fire would stay wrapped around all the lightning as it's being produced from the lightnings heat.

2. Use their chakra to convert the full heat of the lightning into fire, changing the state of the energy, so that the lightning now becomes a fire attack. So if the user used chidori spear, they would be extending it, then control the heat to change it into a sharp flame spear extending form their hand, changing the chakra nature through the use of physics.

The user can only used this on one jutsu, and once they have used it they can't change it back.

Note: Useable 3 times
Note: Can only be used on A ranks and below
Note: Can't use water jutsu in the same turn after having used this.

~For Scorps~
 
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Beifong

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Re: Custom Jutsu Submission

(Kōton: Fenikkusu) - Steel Release: Phoenix
Type: Offensive/Defensive/Supplementary
Rank: A-rank
Range: Short Range
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user after performing Bird → Rabbit → Dog → Horse the user will create a medium sized bird made of steel wires and plates of one meter body length, not including its one and half meters long wire-ish tail, and one and half meters wing span. The body of the phoenix is hollowed thus it can fly very fast however reduced when the space inside its body is occupied by either scrolls, tags or anything within the logical size. The main purpose of creating the phoenix in battle is distracting the opponent with its high flying speed, although it can also participate in damaging the target with its sharp claws, wrap its long tail around the opponent's neck till they suffocate or throw a barrage of its feathers (short-mid range, C-ranked, 1 turn cool down, doesn't count towards the 3 jutsus limit). A special ability of this phoenix is that once it's destroyed it can be reformed with the user performing another hand seal (doesn't count towards the 3 jutsu per turn limit). It can be reformed from no matter how small the pieces of steel but they have to be withing mid range of the user.
note: can be used four times per battle
note: the reforming ability has 1 turn cool down and each phoenix can reform three times
note: only Beifong can teach this jutsu



Declined - Fathers need to be one of your jutsu per turn. If not you can use this twice, make two, then have them constantly attack with 2 C ranks per turn ontop of the 3 jutsu per turn you can use. As for being reformed, that's a no. Reduce that down to reform once and only if it's been hit by A rank and below.

(Genjutsu: Hitsugi rensa) - Illusionary Arts: Coffin of Chains
Type: Offensive/Supplementary
Rank: B-Rank
Range: Short-mid range
Chakra: 20 Chakra
Damage: 40 Damage
Description: The user will perform Rat → Sheep → Ox handseals and put the target in a genjutsu where they see two chains of steel emerging from the ground behind them, wrapping around their hands with one end of each chain having a heavy weight attached to it and the other end is still attached to the ground. The other ends of the steel chains will then emerge from different spots from the ground in one meter diameter range around the targeted opponent and wrap around their body from head to toe till they fall on the ground from the heaviness of the chains that they can feel. In reality the target will be paralyzed while getting damage due to stress on the brain.
note: this genjutsu targets only one opponent at time.
note: can be used three times per battle.
note:eek:nly Beifong can teach this jutsu

Declined - Similar to existing jutsu




(Kōton: Hoshikuzu no ame) - Steel Release: Stardust rain
Type: Offensive
Rank: A-Rank
Range: Short-long Range
Chakra: 40 Chakra
Damage: 80 Damage
Description: The user will release steel chakra into the sky above and after performing the bird handseal, the released steel chakra will be condensed into a huge cloud of small spiked steel balls which will rain down on the whole battle field for four turns. The stardust will rain randomly on the terrain which means it can harm enemies, allies and the user unless protected by suitable defense. The momentum gained by falling allows the stardust to penetrate through solid structures equivalent to C-ranked steel jutsu (w/s applied).
note: can only be used once per battle.
note: requires two turns cool down between uses
note: only Beifong can teach this jutsu

Declined - I just need you to give clarification to the jutsu on size and make it useable once. It seems restricted but i know you'll use this with impervious armor to make yourself fine then they have to constantly avoid things that will kill them each turn. Also just give some detail on how many would hit each area. So within short range how many would fall down, just for when your opponent wishes to defend.
 
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Neji Hyūga2

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Re: Custom Jutsu Submission

(Hakke Ne Shotto) - 8 Trigrams Needle Shot
Type: Offense/Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: By releasing a slight burst of chakra from the tenketsu of one's fingertips, the user will be able to fire very thin, focused amounts of chakra in the shape of a needles to a specific area like an arm, leg, etc. Firing at the tenketsus will allow temporary shut off of that chakra network area. However, compared to shutting the entire network of the body, the user specifically shuts off an area either by making contact or by shooting from a distance.

-This jutsu won’t do damage.
-Can only fire at tenketsus.
-Tenketsus shutoff effect last 1x turn.
-Can only be taught by Neji Hyūga.

~Will Handle~

Approved - nice jutsu
 
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Re: Custom Jutsu Submission

(Kokkoku Genjutsu: Arefu ) Emperor of Time Illusion: Aleph
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: A self-inflicted genjutsu designed by the Kurama clan, taking advantage of their kekkai genkai. The user will make a simple hand gesture to which will cast an illusion on the user. The user will quickly make a gun shaped gesture with their hand and fingers, aiming it to shot into the temple of the user. The shot will simply release a false lightning bolt into the brain but this once done removes the limiter of the brain that controls the speed of which a person moves. This translates into realism as the kekkai genkai will remove said limiters on the brain in reality, now allowing the user to move quicker as well. The speed is comparable to that of Lee without training weights on. The technique can also be used in an alternative towards an ally or enemy in which case the user makes two hand seals and instead create a fake shadow clone to induce the effects. The user in the case of the enemy over will cause the brain to limit the movements and instead cause them to move half of their base speed.

*Can only be used while the Demonic Possession Technique is active*
*Affects one’s self or allies lasts 8 turns while effects on target only last 3, even after the Demonic Possession Technique has ended*
*Can only be used twice per battle*

Declined - 8 turns is too much. So is twice per battle. It also needs some form of drawback, you're litterally forcing your brain to do something you don't want to and pushing your body past it's own limits. Much like the gates does and look how that works out for the user.
Sample of how the shot is induced minus the actual gun
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(Tsumibukai Genjutsu: Banme Jūhō - Uirusu) Sinful Illusion Arts: Second Curse - Virus
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will make four hands causing a genjutsu to occur. The effects of the genjutsu reflect the effects of an infection known as Necrotizing fasciitis. The effects cause the deep layers of the skin to rot away or “eat” itself in the process. Virus takes this false infection and places it on the target at hand, but rather than just actual rotting of the flesh the user can add into the genjutsu a predetermined elemental effect such as the skin burning/rotting away but also seeing fire sizzling on the skin, feeling the actual heat and smell of burning flesh to hide the true intentions. The predetermined elemental affect can’t be changed once used however the actual production of the effect is purely up to the imagination of the user, such as using “water” to leak from the rotting flesh almost as if they were infected with a venomous substance. The effects can used on the insides or outsides of the enemies body to make it harder to determine the cause, also the area affected by the rotting such as the eardrums for e.g. would cause the target to go momentarily deaf as the ears rot away. The target is not harmed or hindered in reality but suffers from mental strain from the pain of the rotting flesh(or accompaniment of elemental affect).

*Can only be used twice per battle*
*No S-rank Genjutsu in next two turns*
Sample of the false infection affecting the stomach

Declined - Similar jutsu have been one before. But his is just a whole new level if you use this with the Kurama clan which i know you'd be planning to.
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(Sereniti Genjutsu: Joou no Houritsu) Serenity Illusion Arts: Law of the Queen
Type: Offensive
Rank: C-A
Range: Short - Mid
Chakra: 15-30
Damage: N/A
Description: Law of the Queen is a special type of genjutsu that doesn’t have its own stand-alone effect but rather acts as a supplement towards a genjutsu being casted. The user when making the hand seals of a genjutsu will perform one extra hand seal within an instant activating Law of the Queen directly after. Once done, the technique acts as a Double False Surrounding and alters the actual effects of the original genjutsu by literally reversing the effects or rather recreating/reprogramming the effect of the illusion. An example is let’s say the original genjutsu summons a false fireball, the user with the activation can alter the effect and makes it appear as if it’s a giant ice ball. This allows the user more freedom in manipulating premade genjutsu with no true altering or manipulating effects.

*Can be used twice per battle for A-rank and above Genjutsu, three for B-ranks and four times for C-ranks and below*

Declined - It still needs a limit to how much it can change. With this is pretty much you pick any genjutsu as it stands and change it to do what ever you want. So lets say false darkness, with this, you could say false darkness takes away their sight but you want to take away their hearing aswell. Generally needs reworking and explaining the limits more clearly.
 
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Erzo

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Re: Custom Jutsu Submission

(Ninpou: Henkō Sa Remasu) - Ninjutsu: Will Change
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A ninjutsu technique created to make use of other-wise wasted chakra, this ninjutsu technique is set to work with any and every jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to their strengths and weaknesses. ~ Can only be taught by Erzo. It can be used three times per battle, lasting a maximum of five turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.

~Declined~
Just make a technique that boosts the defensive qualities of a jutsu instead of making this just a swiss army knife that turns all boosting technique to whatever situation is applicable for the jutsu.
(Fūton: Henkō Sa Remasu) - Wind: Will Change
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A Wind technique created to make use of other-wise wasted chakra, this Wind technique is set to work with any and every defensive Wind jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Wind. Moreover, when concerning custom elements, as long as Wind is one of the elements which makes up the CE, this jutsu is still able to function. ~ Can only be taught by Erzo. It can be used three times per battle, lasting a maximum of five turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.

~Will Handle All~
 
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Wakizashi

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Re: Custom Jutsu Submission

SpikeHeart
Type:weapon
Rank:S
Range:self
Chakra:40 (-5 per turn)
Damage:80 (with effect)
Description: Made from the minerals of a meteor that has fell from the sky, SpikeHeart is a Katana that able to connect to the senses of the user to allow them to feel the most subtle vibrations in the air while infused with chakra. Also when the opponent is cut with SpikeHeart a small piece of the user's chakra enters the opponent's body unknowingly and with the will of the user he is able to expand the chakra to multiple spikes that would then protrude from the opponent's body. Which is the reason why the sword was given the name SpikeHeart.

Declined

It needs alot of work. To start with you didn't even fill out the template with a japanese name. Next the abilities such as expanding in an opponents body needs to count as one of your jutsu per turn. That ability in itself is a bit overpowered, as soon as you get a bit of your sword into their body you pretty much win as you just cause spikes to shoot out from them as it expands.
 
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Cyber

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Re: Custom Jutsu Submission

(Katon: Yaketsuku yōna āmā) Fire Style: Searing Armour
Type: Offensive/Supplementary
Rank: B-Rank
Range: Short
Chakra: 30 (-10 to keep active)
Damage: +10 to taijutsu +5 to kenjutsu (-5 to user upon activation)
Description: By using nature manipulation to create flames and shape manipulation to create a suit of armour, the user becomes cloaked in fire that can defend low level water techniques (C rank) and mid level fire/wind techniques (B rank for both). The armour is not solid, so things like lightning and earth can still penetrate it. Because of the fire constantly being controlled, the user can not use anything other than fire during it's use, which can be deactivated at any time. When using a sword, the flames heat up the blade, making it able to cut through skin like butter and cut through swords when using a strong enough kenjutsu technique.
Note: Can only be used twice during battle
Note: Can only be taught by Sam Uchiha
Note: Lasts 4 turns before being deactivated
Note: Can be deactivated any time after you activate it
Note: 2 turn cool down between uses
Note: Can only use Fire, Kenjutsu and Taijutsu when using it, and no fire jutsu above A rank while using it.

Decline, do not resubmit - this has been done so many times in diffent forms, i think in my cj thread alone there are about 4 ways to do this. Be more creative, make a unique jutsu.




The Uchiha Amulet
Type: Weapon
Rank: S
Range: Self
Chakra 60 to activate
Damage (+15 damage to Fire jutsu)
Description: The Uchiha Amulet is a weapon forged by an ancient Uchiha blacksmith that wanted to give his clan an advantage in battle by making their fire jutsu stronger. By infusing his lifeforce and chakra inside of the amulet, he gave it power that can only be activated by use of chakra. Fire Techniques are boosted in power greatly, making them more deadly and burning their opponents more severely. When in use, the amulet glows a faint red and gets slightly warm.
Image of Amulet
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Note: Remains active for 5 rounds
Note: 3 turn cool down between uses
Note: Can only be used 3 times per battle
Note: After the 3rd activate wears off, all fire jutsu are -10 damage
Note: Can only be taught by Sam Uchiha

Declined - Firstly weapons that give a bonus are banned in the rp. But if they were allowed it would still be declined because you didn't describe the boost, how much it boosts is by power wise and the over all effects for when it would come to an opponent defending from it. These details are important in any jutsu.
 
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Summer

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Re: Custom Jutsu Submission

Sakanade Shoton ( Counter Stroke Crystal )
Type:attack
Rank: S Rank
Range: short- long
Chakra: 40 (-10 for every turn active)
Damage: Na
Description: guren upon making two hand signs releases from her mouth a mist like granule crystal into the battlefield in the air, the Crystal is also clear. The crystal will hover in the air like normal mist however this particular crystal has been imbedded deeply with Guren's chakra and will harness the sunlight in the battlefield to refract and create optical illusions through the crystal. The user has the ability to imbed two different types of commands into the chakra/light illusions. These projection/illusions are able to completely harness the colour pallete to project any colour needed to make a full projection of the imbedded chakra's desire.


Shunpo- an illusion cast by the light being refracted and reflected through the crystal mist which will project five copies of Guren scattered around the enemy. These copies cannot do any actual damage as they are simply a projection from the light through the crystal. The projections cannot be dispelled unless the crystal is disrupted or dispersed completely.

Taorero- this ability of the reflecting projection is able to project the landscape upside down by basically mirror imaging the landscape and twisting it to make it seem like you are standing in the air while the ground and landscape is above you. Although it is simply a projecting illusion the enemy will be able to still notice the solid surroundings around them by feeling/touch.


restrictions
: can only be used once per battle
: lasts for 3 turns or until dispersed.
: the projections/illusions will be seen by both the enemy and user.
: can only be used by guren
: can only be taught by juha
: cannot use A rank crystal or above in the same turn or next.



✦ Pending, not sure if Crystal can be created in this gaseous form. Will get confirmation on it before checking. ✦

☼ Declined ☼

Definitely like the concept of using really fine crystal to make a mist, but the abilities are a little iffy. I don't think it should be completely invisible. Maybe a tinge of pink or some sort of sparkle. Shunpo is fine. I'm not sure Taorero can be done with simple reflection. Also, what happens when the opponent inevitably breathes in the crystal particles or gets them in their clothes and such? Should make it clear that it can't be used to crystalize the opponent from the inside our or anything
Sakanade Shoton ( Counter Stroke Crystal )
Type:attack
Rank: S Rank
Range: short- long
Chakra: 40 (-10 for every turn active)
Damage: Na
Description: guren upon making two hand signs releases from her mouth a mist like granule crystal into the battlefield in the air, the Crystal is also clear but will sparkle from the light. The crystal will hover in the air like normal mist however this particular crystal has been imbedded deeply with Guren's chakra and will harness the sunlight in the battlefield to refract and create optical illusions through the crystal. The user has the ability to imbed a command into the chakra/light illusion. The projection/illusion is able to completely harness the colour pallete to project any colour needed to make a full projection of the imbedded chakra's desire.


Shunpo- an illusion cast by the light being refracted and reflected through the crystal mist which will project five copies of Guren scattered around the enemy. These copies cannot do any actual damage as they are simply a projection from the light through the crystal. The projections cannot be dispelled unless the crystal is disrupted or dispersed completely.

Taorero- is the ability to for Guren to make the most as dense as she would like in any area while also being able to clear zones for herself. The dense crystal most will slow anything caught in it down by 2X. This will have a feeling of moving through water which has a feeling of restriction. The crystal will also attach itself to anything it touches within reason (ie solid substances) and slowly build up during the three turns. This will also add weight to anything it attaches to. By the end of the first turn it could add 3 times the users weight. While gaining more and more weight.


restrictions
: can only be used once per battle
: lasts for 3 turns or until dispersed.
: the projections/illusions will be seen by both the enemy and user.
: can only be used by guren
: can only be taught by juha
: cannot use A rank crystal or above in the same turn or next.
:Cannot crystallize the inside of a body.

Declined - You need to have the illusion count as one of your jutsu per turns and same goes for slowing down effect.

(Shoton Doragon Chikaru)Crystal Dragon Force
Type:Supplementary
Rank:A rank
Range:Short
Chakra:30
Damage:60
Description this Jutsu is a seal that while in close range combat will be imbedded onto the enemy. Now depending on the location or placement of the crystal seal will determine what is effected. The seal can be placed anywhere on the enemies body. Once the seal is placed should the enemy channel chakra to or utilize chakra from the area of placement. The mark will begin to crystallize that area which is trying to use chakra. The crystallization cannot spread any further then say an arm or leg if that is where it is placed. The seal looks like the head of a dragon but it is placed with crystal chakra so it is visible. It will feel like having a tattoo being applied as well, so it will feel noticeable to everybody. The crystal will simply encase and not fully crystallize the inside of the area.

Restrictions:

Can only be used once per battle.

The crystal on the body cannot be manipulated.

The effected area will remain that way for three turns.

While crystallized you cannot channel chakra to that area.

Can only be used by a crystal user.

Pending - Link me to your fuuin training and i'll recheck this

Raiton Tokui Heika [Lightning Style Triumph Arms
Type: Attack
Rank: forbidden
Range: Short- Mid
Chakra:50
Damage:90 (25)
Description:
While in mid air the user forms 8 hand signs and will manipulate there lightning chakra towards there back. The lightning will begin to sprout out from the back region and form four long blades attached to a rotator. These blades will spin on the back with immense speed, which will be able to carry a person into the air and maneuvering abilities.

While maneuvering around in the air the user can make 3 more hand signs. Then the user can once per usage dive at the enemy with immense speed focusing the lightning all around the user. This in turn changes you into a lightning arrow that dives at the enemy with speeds that can only be tracked by Doujutsu's. The user of this Jutsu will crash into the ground but because of the immense lightning discharge the earth will be turned into a soft crater of crumble earth. The enemy if hit will suffer near death, while the user will suffer a concussion and dizziness for about one full turn.


Restrictions:
+ lightning wing mode can only be used for two turns. During that time you can only use lightning.

+ lightning dive is a one time usage during lightning wing mode.

+ this Jutsu can only be used once per battle.

+ the user suffers concussive drawbacks.

+ must have a lightning specialty to use.

+ cannot use lightning for the next two turns

Declined - similar to existing jutsu
 
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Hell Autarch

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Re: Custom Jutsu Submission

(Zōfuku Gurōbu) - Amplification Gloves
Type: Weapon
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn passively)
Damage: 80
Description: The Amplification Gloves were first developed by members of the Bartholomew Clan, designed to enhance their Clan Kekkei Genkai, which was the ability to 'push' and 'pull'. Although referred to as the Amplification Gloves, they reach up to and including the shoulders of the user, covered completely with an near indestructible metal; and multiple suction cups all over the arms and a single one present between the palm and the middle finger. These gloves are worn on both arms, distinctively only leaving out the paws of the user, who in this case is a member of the Bartholomew Clan. Once worn by the user, the Amplification Gloves are active each turn, and passively absorb chakra from the user regardless of whether the Gloves are at use or not.

There are multiple abilities limited only to the Amplification Gloves. The first ability of the Amplification Gloves is simply unique to its design, as it allows the user to store multiple weapons inside 'pockets' present in the glove. The user can stockpile a definite number of weapons, smoke bombs, scrolls inside the Amplification Gloves; remaining inside the laws of nature. Logically, the Amplification Gloves cannot store massive objects inside it; or store an unlimited number of weapons. These weapons that are stored inside the gloves can be shot out as projectiles, if the user so wishes. The gloves also carry the ability to protrude spikes from the metal surface, reaching upto 1m. These abilities are counted as passive, and not as one of the three techniques per turn.

The second ability of the Amplification Gloves is its ability to be used for defensive purposes, by exploiting the near impenetrable quality of the metal from which the Gloves have been constructed. This makes the glove completely impervious to any B Rank or below techniques, regardless of the nature of the technique. The Amplification Gloves individually can also be used to defend against A Rank techniques twice, and only once against an S Rank technique. Utilizing the Amplification Gloves to defend after the said limit against any S Rank or below technique would not only be futile, it would render the Gloves useless for the rest of the match.

The third and final ability of the Amplification Gloves revolves around its original development as an aid for the Bartholomew clansmen. The first variation involves utilizing the suction cups that surround the Amplification Gloves, which absorb the air from their surroundings, pulling them inside the glove. This pressurized air is channeled to the palm of the user and concentrated at one point before being released either as a massive burst of wind or as a penetrative beam of wind (S Rank). By concentrating the chakra at a single point, the released Fuuton jutsu gains a more violent and deadly nature. Alternatively, the second variation of this involves the user pulling in a Fuuton jutsu (S Rank or below) of the opponent through the suction cup present in palm region before redistributing it to the various suction cups in the arms and releasing it out in a docile form. The second variation acts as a vacuum, pulling in anything within Short Range of the user, and can hence also be used to pull in the target towards the user.

Note:
The second ability of the Amplification Gloves can only be used to defend against attacks targeting the arm, or if the user uses his arm to defend the specific region being attacked. Otherwise, the Gloves cannot defend the user by themselves.
Note:
A single glove can individually perform the third ability.
Note:
The third ability of the Amplification Gloves can only be used thrice per battle, regardless of which variation is used.
Note: When wielding the Amplification Gloves, the Gloves are surrounded by the chakra of the user and have a specific color. Alternatively, if another person wields or his chakra comes into contact with the Gloves; the color of the chakra surrounding the Gloves would change.
Note: The Gloves cannot be stolen in battle as they're specific to each user. If the Gloves stop receiving chakra from their respective owner, they explode; destroying everything within a 4m radius.
Note: The user does not necessarily have to be part of the Bartholomew Clan to wield the Amplification Gloves. His gloves would naturally be designed differently to cover up the 'paw' region.
Note:
Can only be wielded by Hell Autarch, and those he allows.
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Declined - First of all i'm not going to approve passive stuff. If you are shooting out weapons from a glove or growing 1m spikes they need a rank, count as a move per turn and need to state the maximum number of items that can be stored. If it's through a sealing method you need fuuin. Now the 1m spike being passive, that just wont happen. Mentioning the near impenetrable part of the gloves i don't like. Making them sound indestructable. Those defensive abilities are just too much, and need to have an effect like you infuse them with more chakra and counts as one of your moves per turn.
 
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Re: Custom Jutsu Submission

(Jinjū Konbi Henge: Gādourufu) – Human Beast Combination Transformation: Guard Wolf
Type:Defense/Supplementary/Attack
Rank:S
Range:Short
Chakra:40 (-20 per turn)
Damage:n/a
Description: The user fuses with their ninken into a bicephalous wolf except slightly smaller than the normal two-headed wolf and their fur grows out and covers their entire body leaving only the head and legs visible. While in this form, the user’s fur can defend him/her or allies from attacks up to and including A-rank, and acts as a shield. The user can take advantage of the furry body by tossing up weapons into the air and then by transforming, expand and have the dense fur disperse the weapons in different directions to attack targets that have them surrounded. The Inuzuka member and his/her ninken can attack by bouncing/moving around to crush their targets like a massive furry beach ball and counts as a B-rank. Lastly, while in this form the user is vulnerable to attacks from the ground. Like the three-headed wolf transformation, this transformation offers the user resistance to genjutsu, canceling techniques of B-rank and below.

-Lasts for three turns or until the user decides to deactivate the technique
-Can be used twice per battle
-User is limited to using Inuzuka techniques while in this form

Declined - Make it useable once, and say it can only block one A rank. Clarify the size a bit more for me.
(Harinezumi Shikon) – Porcupine Fang
Type:Attack, Defense
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: While in one of the wolf transformations, the Inuzuka and his/her partner will channel chakra into and around their tail, 'enlarging' it , and creating a dense coat as well as a second ‘tail’. They will then twirl their tails around like rotary blades, spinning them furiously and causing air currents to form around it, making it resemble a mini Tsūga. The tail is infused with lightning chakra giving it piercing and slicing properties. The tail also possesses greater power compared to its parent technique and additionally isn’t restricted to defense, but due to its size the ninken cannot perform the jutsu by themselves. The tail can be used as a melee weapon. Upon contact, the tail drill will expand into a giant drill with thin lightning-like quills, twice the size of regular ones, growing out of it hence the name. The attack obliterates and rips the target apart as a result.

-Can only be used two times per battle

Declined - Doesn't need to be S rank and if it is needs more restricting. And needs a limit to how long it lasts. Also a bit more detail on how the lightning works.

(Doton/Raiton: Torikowashi Ichi) – Earth/Lightning Release: Demolition Man
Type:Supplementary
Rank:A
Range:n/a
Chakra:30
Damage:60 (-10 to the user from exhaustion)
Description: This technique can be used to set traps or to destroy structures, especially targeting the weakened areas of the structure if there are any, and if the user knows where there are. After creating a shadow clone, the user does three hand-seals and creates up to eight rock spheres of earth chakra (same size as a normal rasengan) that form and hover in front of the user and his/her clone. The clone then infuses lightning chakra into them before either directing these spheres and having them surround the user and clone or placing them on surfaces. When the spheres are placed on surfaces via mental command, the spheres are covered in adhesive mud for attachment. Anything that gets near these spheres, except for the user and his/her clone, has the lightning in the spheres transfer over to the target(s) and are electrocuted. By making the ram hand-seal, the user can remotely release the lightning from all the spheres or choose specifically one of the spheres to release its lightning (Counts as a D-rank).

-Can only be used three times per battle
-No above A-rank earth or lightning techniques next turn

Declined - To control two chakra natures at the same time, you need yin yang. If you say you use this with a clone and the clone infuses the rocks with lightning while you control them this could work. Just needs some work.
 
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Deviation

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Re: Custom Jutsu Submission



(Kumo Hijutsu: Omoikane Shingan) - Spider Secret Technique: Eye of Divine Wisdom
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (-5 per turn to keep active)
Damage Points: N/A
Description: After learning the ways of the spider, signers will learn the art of bonding not just their chakra patterns to the little critters of the contract, but also their bodies. The user bites their thumb, smears a horizontal line of blood on his forehead, and makes a Ram hand seal. This is a summoning rite, one that involves the user concentrating his chakra within himself and summoning a body part of one of the many spiders that share the contract with him. The line of blood will split and reveal a single eye, all black in appearance. This third eye is actually that of a Huntsman spider's eye working with the user's nervous and chakra system to allow him more clarity on the battlefield. Being a spider's eye and all, this third eye is a simple one, meaning it doesn't consist of compound lenses like most other insect eyes do. Instead, this eye is an expert at tracking objects and breaking down visual information. This technique uses the same concept as the Sharingan in which adding more pupils (tomoe) increases the user's clarity of perception, allowing them to keep up with movements faster than their own and increasing one's accuracy. The big difference being that the user is only adding one extra pupil in this case where as the sharingan adds several per eye. Considering its placement in the center of the forehead, the user's line of sight and depth perception allows him for much more accurate strikes especially when involving intricate movements. The third eye has a unique function as well. When the user closes his regular eyes and focuses his sight on the third eye, the user can see up to the farthest reaches of mid ranged with a 180 degree field of vision, and with the natural film that covers the Huntsman's eyes, UV light. The user can also see things that may be dropping on top of him up to a 90 degree angle without having to as much as turn his head. This can allow the user to react to more 'sneak attacks' efficiency. The film over it also prevents the eye from being subjected to the ocular jutsu prowess of the Sharingan, very much like the eyes of Kabuto in his DSM. When used in tandem with his eyes (that is, all three open at once) the user can employ the aforementioned traits into long ranged. The reason being that the user is combining the vision of his eyes into one, similar to a telescope with several lenses, this being 3 different lenses but unlike other Dōjutsu, the user can't see through matter or see chakra.
Note: Must have signed Spider Contract.
Note: Disables the use of any other Dōjutsu active (Sharingan, Byakugan, Rinnegan, etc.)
Note: Lasts as long as the user has chakra to maintain the technique.

Declined - Use of summoning and fusion i wont allow, its too close to kinjutsu and almost like a copy of cannon stuff. Not only that but wont allow 3rd eye tracking that way even if it's a spider. You can have a 3rd eye but not mention tracking abilities.

(Kumo Kuchiyose: Girugamesshu) - Spider Summoning: Gilgamesh
Type: Summoning
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user will summon Gilgamesh, one of the Great Spider Lords, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Gilgamesh's appearance is that of a gray complexion, red/orange armor, and eight arms in which he holds an arsenal of different weapons. Gilgamesh's trademark weapon is a type of polearm known as a naginata, but he also uses rare and powerful swords collected from around the world. He considers himself a master swordsman. Humorously, the decorations on the right side of Gilgamesh's body appear to be wood or cardboard cutouts with arms drawn on them. Like all spider summons, Gilgamesh is able to shoot webbing from his mouth and has a third eye which is hidden by his robe, allowing him to make more accurate strikes when removed and see farther distances up to 10kms. Being very proficient in Bukijutsu and much more with Kenjutsu, he is a skilled close-combatant. As such, he is able to utilize all Kenjutsu, Taijutsu, and Ninjutsu techniques the user knows up to A-Rank.
Note: Can only be used once per battle.
Note: Can only stay in play for a total of 4 turns.
Note: No other summonings must be active while Gilgamesh is summoned.
Note: Must have signed the Spider Contract.

Declined - How big is he? How tough is his body? Can he be hurt by an A rank ect?
Appearance:
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(Burōpaipu) - Blowpipe
Type: Weapon
Rank: S
Range: N/A
Chakra cost: N/A
Damage: N/A
Description: This ninja weapon is a extendable, hollow pipe that is used to blow out darts which are a syringe-like implement with dart overtones. The dart-like tail helps to maintain direction in what is a very low velocity flight. When the needle of the dart is driven into the skin of the target, the piston is driven forward by the deceleration and discharges the contents of the syringe into the target's tissues. The darts by themselves can be combined with poisons if the user has access to them either through medical training or by other means (summoning arts or ninjutsu) however these can only be used with the non-chakra infused darts. By itself, the darts only cause menial, C-Rank damage that extends up to short range only but lack penetrative force when used against armor-type techniques that cover the skin. However, if the user wishes, he can also utilize chakra to augment the damage it can cause as well as add different effects. Considering the mechanics of the weapon, the user can only shoot one dart at a time, counts as a move, but if used strategically, can become a deadly weapon.

Normal Dart - By choosing to use the dart as-is, the dart is capable of dealing C-Rank normal damage but only reaches up to short range. If used with poison, the damage is increased by +10, leaving the target feeling fatigued each time he is hit with it. The penetrative force of the dart is only able to barely penetrate the flesh and can't penetrate armor techniques.

Lightning Dart - By infusing a dart with A-Rank lightning chakra (-30 chakra), the dart is capable of penetrating earth-type armor B-Rank and below as well as releasing a numbing effect to the small area it penetrates. Due to the fast nature of the lightning, this dart can reach up to mid-range. If the user has no active armor, then the dart is capable of piercing through to the bone.

Wind Dart - By infusing a dart with A-Rank wind chakra (-30 chakra), the dart is capable of penetrating through lightning-type armor up to B-Rank and below. Due to the nature of the wind, this dart can reach up to mid-range. If the user has no active armor, then the dart is capable of piercing through flesh though not to the bone.

Note: Only one dart can be used at a time.
Note: Each application costs one move and must wait a turn if used 3x
Note: Application of Poison requires Medical training or other means (through summonings)

Declined - Unless your a med ninja fully trained, no poison. Summons can use venoms but ninja without training can't.
 
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Panthalassa

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Re: Custom Jutsu Submission

( Suiton: Nen'eki ) Water Release: Allomone

Type: Supplementary/Defense
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allomone is a passive technique that permanently keeps a portion of the user chakra in a pre-state of elemental transformation. After spending 30 chakra, the user will initiate the nature transformation of chakra into water, prompting a portion of their chakra to assume the characteristics of Water Release, though will not go through with the process. This state of chakra will have two main properties:

The first, it will allow the user to perform Non-Elemental chakra techniques and Water-based chakra techniques ( Excluding elements that require other basic chakra natures ), while preventing the usage of any other element. This comes with the bonus of allowing their Water based techniques to come at 50% less the cost of Water-based techniques.

The second, a great portion of the chakra will have liquid like abilities. When the user manipulates the chakra, it will flow fluidly and unobstructed, allowing the user to perform techniques normally. When manipulated with foreign chakra, it will become sticky and syrupy, preventing it's flow. When Chakra Absorption techniques target the user, the chakra will negatively react to them, and prevent it's drainage. This does not affect other sorts of foreign chakra manipulation, such as Genjutsu or Medjutsu, only techniques where chakra is being drained, or when an enemy is forcing the user through Mind Manipulation to utilize techniques.

Note: This does not form a complete protection against Chakra Absorption techniques. When 100 chakra or less are being forced out of the body, it will protect the user for 2 turns before giving in, more than 100 chakra it will protect the user 1 turn before giving in. Giving in will behave the same as breaking this passive ability, and will require the user to re-activate it, spending more chakra. The user can, though, neutralize the threat before the aforementioned time is up, retaining the technique.
Note: While active, the user is able to perform any technique as normal, three techniques per turn except the turn it is activated, but is limited to Non-Elemental Technique and Water Based techniques ( Either Basic Water Release or Advanced Elements that require only Water Chakra ).
Note: When in the sticky state, the user will physically feel the obstruction of his chakra, signalling a Chakra Draining Technique, case it is not obvious. It will also lose the 50% less cost bonus througout the duration of the threat.
Note: Can only be used 6 times per battle, last until broken or until the user wills it.

Declined - Firstly i wont allow it to be passive, it will need to count as a move per turn as it will take chakra to keep it active. First of all you've just litterally gave you the ability to make any raw chakra a water chakra jutsu. That's going to be a no from me, as it's just too much for one jutsu. The second ability is a no, trying to stop absorbtion just does't work that way. For example if pein went to absorb your chakra, reguardless of nature, it will be absorbed and i wont let this jutsu stop that. There is just too much in this for it to be one jutsu aswell. And 6 times per battle is too much also

( Suiton: Surunai ) Water Release: Thanatosis

Type: Supplementary
Rank: B-S
Range: Short-Mid
Chakra Cost: 20-40
Damage Points: N/A
Description: Thanatosis is an entrapment technique that surrounds an opponent in a vessel of condensed water, in a almost crystalline structure, filled with a dense syrup based mist. This mist will create a sort of stasis that will prevent those entrapped from moving, and will slowly drown them over 2 turns, where they will lose consciousness after the first turn. The user is capable of either condensing the water in the air around an opponent, by performing two handseals, or utilizing an existing water source, be it liquid or in mist form, by performing one handseal. The change in rank pertains to the size of the vessel, as B rank will only be capable of targeting an area of up to 2 meter's radius, within Mid-range of the user, A rank will be able of targeting an area up to short-range around the target ( roughly 5 meters radius ), or a stronger version of the smaller vessel, and the S rank will be able of targeting an area of up to 10 meters radius, Mid-Range from the user, normally up to the within arm's reach of the user, or a stronger version of a smaller vessel.

Note: A rank can only be used 4 times per battle. S rank can only be used 2 times per battle.
Note: Water Specialist can perform this technique with one less handseal than stated.

Declined - firstly pick one rank for this jutsu. I don't like multiple rank and effects jutsu. And on top of that don't you think the rp has enough water binding jutsu?

( Seien Umareru ) Strange Eclosion

Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (+5 chakra per turn)
Damage Points: N/A
Description: Strange Eclosion is an elegantly woven body-length black and white scythe with an intricate curved shaft and two sets of blades, the first with a long bent edge, nearly half the size of the staff, with beautiful carvings in it's flat sides, the second being a dagger-like protrusion at the other end, like a sturdy and piercing nail. The scythe is entirely made of queratinized and sharpened insect mandibles, which appear like tiny blade shards on their one, but look and have the texture like a flat and sharp blade when they're in scythe form, with the exception of the double tonality of white and black shards of mandibles, which give the weapon the appearance of multiple spirals of insect eggs and pupas all across the scythe.

Charging chakra through the scythe allows the user to activate the shards, separating them and creating a sort of swarm of shards, white or black, which appear to eclode from the drawn eggs and leave the scythe in a swarm made of their own color. When they leave, the scythe itself will retain only the color of the remaining shards. These swarms will be manipulated through chakra to levitate around the user, and can be used as a medium for Aburame techniques, similar to actual insects, in terms of what type of structures and motions the swarm of sharpened mandibles is able to do, or by actual kenjutsu techniques, in which the swarm aggregates as the typical flying slashes, and gives a more tangibility. Being leaner and sharper than actual insects, and more tangible than chakra slashes, they can move faster and pierce further than the original techniques, so much so that, while they share the same elemental S&W, techniques used through the sharpened mandibles are one rank stronger than the technique used.

In pure scythe form, the user is able to utilize Kenjutsu, actual techniques or free-form, at will, and the flying shards will not gain any extra power. When manipulated in swarm form, the Black shards will be associated with Kenjutsu, aggregating to make the structures that the technique entails, be it simply a flying slash or actually producing an aggregated blade to remotely slash someone, while the White shards will be associated with Aburame, and manipulated through Aburame techniques. This restriction allows for an observing opponent to understand how each type of swarm works, despite the user being able to activate both swarms at the same time.

Note: The user is able to freely move and hide the scythe swarms in a container, similar to actual Aburame Insects, up to 2 meters around the user.
Note: Otherwise, Black swarm can only be manipulated by Kenjutsu, White swarm can only be manipulated by Aburame techniques.
Note: Each swarm can only be manipulated with one technique at the same time.
Note: The swarms can only be manipulated up to mid-range from each-other or the user.
Note: Activating a Swarm counts as a jutsu, activating both counts as two. Deactivating a swarm, reverting it back to scythe form does not count as a jutsu.
Note: Each turn a swarm is active the user must spend 5 chakra per turn, and per swarm.
Note: The blades themselves are indestructible, but they can be overpowered by other techniques, becoming unusable for 3 turns.
Note: In scythe form, the weapon is considered S rank, and can be neutralized as such.
Note: The user can't perform Forbidden ranked Kenjutsu or Aburame Jutsu with the swarms.


‡ All Pending ‡ Leaving for Madara.

✦ Approved ✦
Updating:

( Seien Umareru ) Strange Eclosion

Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (+5 chakra every 2 turns)
Damage Points: N/A
Description: Strange Eclosion is an elegantly woven body-length black and white scythe with an intricate curved shaft and two sets of blades, the first with a long bent edge, nearly half the size of the staff, with beautiful carvings in it's flat sides, the second being a dagger-like protrusion at the other end, like a sturdy and piercing nail. The scythe is entirely made of queratinized and sharpened insect mandibles, which appear like tiny blade shards on their own, but look and have the texture like a flat and sharp blade when they're in scythe form, with the exception of the double tonality of white and black shards of mandibles, which give the weapon the appearance of multiple spirals of insect eggs and pupas all across the scythe.

Charging chakra through the scythe allows the user to activate the shards, separating them and creating a sort of swarm of shards, white or black, which appear to eclode from the drawn eggs and leave the scythe in a swarm made of their own color. When they leave, the scythe itself will retain only the color of the remaining shards. These swarms will be manipulated through chakra to levitate around the user, and can be used as a medium for Aburame techniques, similar to actual insects, in terms of what type of structures and motions the swarm of sharpened mandibles is able to do, or by actual kenjutsu techniques, in which the swarm aggregates as the typical flying slashes, and gives a more tangibility. Being leaner and sharper than actual insects, and more tangible than chakra slashes, they can move faster and pierce further than the original techniques, so much so that, while they share the same elemental S&W, techniques used through the sharpened mandibles are one rank stronger than the technique used. For the White Swarm, similar to Aburame Insects, the user is capable of absorbing chakra from an opponent or technique, which the user can then be transferred back to the user. The default being 10 chakra per turn of contact, or whatever the technique used describes.

In pure scythe form, the user is able to utilize Kenjutsu, actual techniques or free-form, at will, and the flying shards will not gain any extra power. When manipulated in swarm form, the Black shards will be associated with Kenjutsu, aggregating to make the structures that the technique entails, be it simply a flying slash or actually producing an aggregated blade to remotely slash someone, while the White shards will be associated with Aburame, and manipulated through Aburame techniques. This restriction allows for an observing opponent to understand how each type of swarm works, despite the user being able to activate both swarms at the same time.

Note: The user is able to freely move and hide the scythe swarms in a container, similar to actual Aburame Insects, up to 2 meters around the user.
Note: Otherwise, Black swarm can only be manipulated by Kenjutsu, White swarm can only be manipulated by Aburame techniques.
Note: Each swarm can only be manipulated with one technique at the same time.
Note: The swarms can only be manipulated up to mid-range from each-other or the user.
Note: Activating a Swarm counts as a jutsu, activating both counts as two. Deactivating a swarm, reverting it back to scythe form does not count as a jutsu.
Note: Each turn a swarm is active the user must spend 5 chakra per 2 turns, and per swarm.
Note: The blades themselves are indestructible, but they can be overpowered by other techniques, becoming unusable for 3 turns.
Note: In scythe form, the weapon is considered S rank, and can be neutralized as such.
Note: The user can't perform Forbidden ranked Kenjutsu or Aburame Jutsu with the swarms.​

Pending - Leaving for Madara as he checked the original.


 Approved 
 
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Re: Custom Jutsu Submission

Raiton: Byakurai | Pale Lightning
Type: Offensive
Rank:A
Range:Short-Mid
Chakra:30
Damage:60
Description:
The user will focus a large concentration of lightning chakra into their index and middle finger. They will then shape their hand into that of a pistol, and will then push their thumb down. This will release the chakra in the form of a very thin and precise blue beam of lightning which will pierce the target wherever aimed. However, instead of piercing a structure or person, the user can also release the chakra in the form of a massive lightning explosion, creating a crater around short range from the end of the beam.

Declined, Do not resubmit - It's been done before.

(Suiton: Shinbiōto no akui ni michi hason ) — Water Release: Venomous Corruption of the Symbiote
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active) (additional -20 upon reaching 4 turns)
Damage Points:
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and black in color making it more goo like. Only this goo carries a unique symbiotic property towards the user with the special ability to absorb liquids. Upon forming the symbiote can attach itself to the user covering their entire body causing their appearance to become completely black, with large white eyepieces and white patches on the back of each hand. The symbiote then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark appearance and water absorbing properties.The liquid absorption of the goo is also unique in the sense that it gains some properties of the water it absorbed although limited. Only being able to take on elemental properties like the burning properties of fire or corrosive ones, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the goo. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiote retains the ability to absorb liquids, through touch. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiote absorbed, for instance if the user were to absorb a corrosive liquid while bonded, and proceed to taint a water technique, that water technique would now also have the corrosive property due to being converted by the symbiote. Also in the event that the user is bonded with the symbiote and it is affected in some negative way such as it burning or ect. The following will happen. The symbiote will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiote is effected it will separate entirely from the user. However the symbiote's protective nature becomes null upon reaching its limit of 4 turns in which it will sense the user unable to give it anymore chakra ( Due to the user passively giving the symbiote chakra to sustain it), and thus try to sustain itself by exhibiting a parasitic trait of leaching the users chakra -20. (This is but an attempt for the symbiote to try to sustain itself, it will not stay afterwards it will simply leach 20 chakra from the user then disperse).

Note: Can only be taught by AnbuKirito
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: If used for the full duration of 4 turns, the symbiote will leach 2o chakra from the user to try and sustain itself.

Declined - Not having you passively tainting water jutsu that way. Will take chakra and one of your 3 jutsu per turn to do so. Rework that and resubmit.


Raiton: Kaminariana | Lightning Release: Thunder Burrow
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra:30
Damage:N/A
Description:
Thunder Burrow is a jutsu which allows the user to link two points using lightning. First, he touches the first point with a lightning infused palm of chakra, causing a blue circular portal of lightning to appear there. Then, he points his other palm at a spot within range, and fires a small lightning bolt at it. On contact with the spot, another blue circular portal of lightning will appear there. These two portals then form an invisible link with the sky above them. The user then merges their body with the lightning portal by converting it into a thunderous form, and using the link, will be struck by a lightning bolt from the sky, moved through it into the sky above, and shot down onto the outside of the other portal. The user can also use this on other opponents to cause them to be moved closer to the user, by shooting a portal at the opponent, and then creating the other one near themselves. The portals will disappear after they are used.
Notes:
-Can be used 4 times maximum
-User must have completed lightning to have the skill necessary to convert their body into the thunderous form.
-Can only be taught by AnbuKirito
Declined - Not having you merging with lightning like that. It's a nice idea, but no lightning portals like that either.
 
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