[ARCHIVE] Custom Jutsu Submission - II

Status
Not open for further replies.

Korra.

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

Resubmitting

[Raiton : Gurandoraitoningufenikkusu ] - Lightning Release : Grand Lightning Phoenix
Type: Attack
Rank: S
Range: Short- Long
Chakra Cost: 40
Damage Points: 80
Description: Just like Korra's Grand Water Phoenix Jutsu but with lightning the user will focus all their raiton chakra into the sky. When they have enough chakra in the sky they start to create a giant phoenix that is the half the size of Gamabunta made of lightning. When the phoenix is form it will explode into a large barrage of mini phoenixes that are the size of Abumanre bugs (and as such completely visible) and will come down onto the opponent with such great force that even if they were underground up to 5 meters underground the phoenixes would still break through and do minor damage like breaking a little into the skin but not do faultily damage. Although the small phoenixes don't actually move that fast, they pact great momentum.
Note: Cannot use any lightning jutsus for the next turn
Note: It takes 2 jutsu moves to form.
Note: Has to be taught by ~Korra~
Note: Every mini phoenix isnt S rank.
Note: If the user does not find a way to defend them self or avoid the attack the jutsu will hurt the user.
Changed the depth it can reach since its Raiton

______________
±± Approved ±±
Updating this

(Raiton : Gurandoraitoningufenikkusu)- Lightning Release : Grand Lightning Phoenix
Type: Attack
Rank: S
Range: Mid- Long
Chakra Cost: 40
Damage Points: 80
Description: Just like Korra's Grand Water Phoenix Jutsu but with lightning the user will focus all their raiton chakra into the sky. When they have enough chakra in the sky they start to create a giant phoenix that is the half the size of Gamabunta made of lightning. When the phoenix is form it will explode into a large barrage of mini phoenixes, the user upon the explosion can perform one of two hand seals, each creating its own uniqueness for the mini-phoenix. When performing the dragon hand seal, these phoenix's will have the innate ability to turn into unfocused electricity and conduct through solid material/liquid substances. This can mean they can easily phase through earth armors and obstacles to have a clear attack against the opponent, a sort of bypass against the material. This leaves the material channeled through relatively undamaged, making it a unique attack tailor made against the opponent. On contact the phoenix can easily paralyze, burn, and completely numb the opponents body. When performing the Tiger hand seal, the mini-phoenix's become slightly more condensed, and instead of conducting through material, on contact, the material will implode along with the static electricity of the phoenix's (the energy would vapor away after the mini-implosion). This makes the terrain a mine-field against the opponent, and the after math of the jutsu can leave countless tiny craters of static implosions. This will also work on liquid material, and substances relatively small (such as dust). Collectively the mini-phoenix's are S-Ranks, but individually they are the equivalent of regular bolts that are comparable to a static electricity, the more contact the opponent has, the larger the damage. The radius covered upon exploding into mini-phoenix's can reach up to mid range at most, but condensed shorter for the users purpose. Realize however, this can also be detrimental to the user if they are caught within the vicinity of the phoenix's fall.

Note: Has to be taught by Korra
Note: Can only be used twice
Note: One turn cool down before re-use
Note: No lightning S-Rank and above next turn

‡ Update Approved ‡ Not bad.
 
Last edited by a moderator:

Noni

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

Permission to submit a Mythological summoning contract by winning the .

Summoning Animal: Manticore
Scroll Owner: Noni
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The legendary beast originated from myth's of Persia. Intricate combination of animal, with its torso and limbs being generally associated with the lion family, and thus contains its physical prowess and features to that of lions. Which includes incredible force, speed, and size. Its other main features include how they all have scorpion tails able to shoot venomous spines from it that have been compared to launches of arrows. They have three rows of razor sharp teeth down its jaw as well, drawing comparisons to sharks in a lesser degree, such as reassembling its teeth or be used for powerful biting potential. Most tend to also carry mildly sharp horns. Manticore are airborne as well, with bat wings present on all Manticore. The facial features strikingly resemble that of normal humans, though in mythological depiction this seems to be a cosmetic. The venomous spines on piercing flesh can easily paralyze a person and potentially be fatal upon piercing the opponent in vital areas or deep enough they lose blood fast. Sensory wise, since this animals unique bodily composition favors the feline of a lion, it's safe to assume its senses compare to that of its counterpart.
You must be registered for see images

✦ Approved ✦
(Kuchiyose: Ahurani) - Summoning: Ahurani
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ahurani is a water based Manticore. She has the ability to use up to S-Rank water, and swim in any type of water source (mist included) at speeds rivaling that of Kisame when transformed, rain is also accessible but logically must be interpreted, heavy rain can easily be swam through, but light rain is less practical, in large part this is due to her wings. The wings in water will act as a propeller to swim faster than she can without water; as regular air, she is only able to travel at basic speed. Her claws and jaw is able to crush non-chakra infused material with ease, and contact with the opponent would equal S-Rank damage (thought both her water and taijutsu usage counts as a move). Her main abilities consist of three areas in her body. Her mane at an inactive state is simple fur, but performing a hand seal, she is able to turn her mane into a multitude of different watery substances, this includes mist constantly leaking out of her mane and covering the battlefield, where she will have a chakra connection to and sense everything that is covered by the mist. Sticky water that is great in restricting the opponent and also cushioning/defending against physical based attacks. Lastly, heavily condensed water, where the mane will almost appear like a solid bubble that can bounce material away from her head and upper body/neck, and when ramming her mane on any solid material, create a wide-spread shock-wave of watery explosion that reach up to short range in radius. All of these are C-Rank, cost a move, and can only be used one at a time, but not at the same time. Her second ability revolves around her tail, and how she can releases projectiles of poisoned spikes. These spikes resemble and travel alike that of metallic senbons, and upon piercing the opponent will immediately numb them, delivering an awkward pain along side of it, and over the course of three moves, the user slows down to complete paralyzation (A-Rank, can only be performed three times, and costs a move). The last ability coincides with her Jaw. Her uniqueness to them is after biting a material (construct, building, statue, etc), she can dislodge her teeth after biting the material, leaving them stuck there, however, the teeth mimic that of the Sword of Draining, as they are primarily condensed water but shaped as teeth (after dislodge) this allows for the user to easily use the teeth as a make-shift water source or control them through hand gestures (both the user and manticore can do this) and re-send them at the opponent or another target to deliver blunt for damage as well as pierce/impale an opponent due to their sharp nature. Upon complete destruction of the teeth, they will fall out of shape into a pool of water. A-Rank, can only be done twice, non-consecutive, controlling by the user costs an extra 10 chakra points. The Manticore is able to verbally or telepathically communicate with the user.

Note: Can only be performed once
Note: Lasts only four turns
Note: Can only be taught by Noni

✦ Declined, Alright, no x2 speed in mist. These aren't sharks, giant winged beasts aren't gaining extra speed like that. First ability is a no as summonings can't perform hands seals. Second ability isn't very descriptive, it states over three turns to a complete halt but doesn't explain what happens in one turn or two. Third ability is also a no; you arent turning actual teeth into water sources nor manipulating them after being released. Telepathic communication is also a no as it's not part of your contract, as I remember. Also, altogether this is around 5-6 abilities when you factor in S rank water and S rank tai attacks. ✦

You must be registered for see images

(Same/Suiton: Paelamon Han'ei Patoronēji)- Shark/Water Release: Paelamon Prospering Patronage
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: N/A (+0-100 for the user)
Damage Points: N/A (The babies themselves collectively can inflict 80 damage)
Description: The user will release a sticky solution of dense sticky water which will be used as a medium for many tiny, baby sharks to swim and attach themselves onto the solution. These baby sharks contain the innate ability to absorb chakra, basically "consuming" it upon its presence, specifically foreign chakra that isn't connected to their summoner's chakra. The consumption is done through their presence upon contact with uncontested chakra, or if absorbing chakra of a technique, the baby's will devour the jutsu physically. The medium of the water aside from being the hunting ground for the babies, it is also a medium for the user, for as long as they maintain contact with the sticky water they are easily able to extract this chakra at the same time as they baby's devouring of the chakra, for their own chakra reservoir to replenish themselves. Upon contact with the opponent, the baby's will face chakra that is uncontested and easily absorb up to 100 chakra points, while for jutsus and elements specifically, the baby's will still be able to destroy the jutsu/element but only be able to salvage half of the chakra from the jutsu for the user. This sticky solution can be released in many forms that suits the needs of the user, such as a long range stream, a orb-like body arm, and form around logical structures to be used for widespread medium usage. However, the theme remains that for the user to collect the chakra, they must have physical connection with the stream themselves or else it will disperse. An alternative usage is, the user can use up to 20 chakra points to enhance the users attack that immediately follows, with the rest of the chakra going back to the user (that of what is left), however this can never extend 20 damage.

Note: Can only be used three times
Note: Can last two turns
Note: One turn cool down before re-use
Note: Must have shark summoning signed
Note: No shark ninjutsu next turn

Declined - no absorbing
Note: Sharks have an innate ability to absorb chakra. Not just Kisame himself, but sharks in the narutoverse can absorb and use the chakra. Such as the Great Shark Missile. So this in a sense is well within the sharks ability to do so, this isn't broad or accessible. This is very specific and is considered a "special" ability CJ. I think that can warrant its appreciation for consideration in its fair decline or approval.

(Same/Suiton: Paelamon Han'ei Patoronēji)- Shark/Water Release: Paelamon Prospering Patronage
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: N/A (+0-100 for the user)
Damage Points: N/A (The babies themselves collectively can inflict 80 damage)
Description: The user will release a sticky solution of dense sticky water which will be used as a medium for many tiny, baby sharks to swim and attach themselves onto the solution. These baby sharks contain the innate ability to absorb chakra, basically "consuming" it upon its presence, specifically foreign chakra that isn't connected to their summoner's chakra. The consumption is done through their presence upon contact with uncontested chakra, or if absorbing chakra of a technique, the baby's will devour the jutsu physically. The medium of the water aside from being the hunting ground for the babies, it is also a medium for the user, for as long as they maintain contact with the sticky water they are easily able to extract this chakra at the same time as they baby's devouring of the chakra, for their own chakra reservoir to replenish themselves. Upon contact with the opponent, the baby's will face chakra that is uncontested and easily absorb up to 100 chakra points, while for jutsus and elements specifically, the baby's will still be able to destroy the jutsu/element but only be able to salvage half of the chakra from the jutsu for the user. This sticky solution can be released in many forms that suits the needs of the user, such as a long range stream, a orb-like body arm, and form around logical structures to be used for widespread medium usage. However, the theme remains that for the user to collect the chakra, they must have physical connection with the stream themselves or else it will disperse. An alternative usage is, the user can use up to 20 chakra points to enhance the users attack that immediately follows, with the rest of the chakra going back to the user (that of what is left), however this can never exceed 20 damage.

Note: Can only be used twice per battle
Note: Lasts a maximum of two turns
Note: One turn cool down before re-use
Note: Must have shark summoning signed
Note: No shark ninjutsu next turn

‡ Approved ‡

(Raiton: Socratic Piāsu Hōhō)- Lightning Release: Socrates Method of Pierce
Type: Offense/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will release an omnidirectional bolt of electricity all around the terrain. The electricity is non-harming. This electricity moves at incredibly speeds, comparable to visual genjutsu, hitting the area near instantly. Upon immediate release the user will had made a spear of lightning that strikingly resembles False Darkness. This spear will have branches of electricity that appear like barbed wires that initially are tightly wrapped around the spear until exposed for use. The main usage of this spear is the concept of perfect aim. That when the user releases the spear in a projectile manner, the user will had set its target and upon release will immediately attempt to pierce the opponent in the heart. Any obstruction or attempt to physically halt the spear will have the spear release its barbed wires that extend up to mid range, and upon contact with any lightning laced area from the initial omnidirectional bolt the spear will disperse itself and re-position itself to continues it momentum towards the opponent, with a slight delay in time as it disperses (happens instantly) and reforms (this is the delay), but still having a forward momentum as it does so. Alternatively, the user can perform this action upon themselves while wielding the spear, upon command the barbed wires will release itself and touch all around the areas, almost like Kakuzu tendrils which upon contact with the lightning source, the user and spear disperses into bolts of electricity to reform themselves around the areas of contact. The user can even localize the barbed wires to create a sustained area in one place rather than another. When the spear pierces the opponents heart, the barbed wires will release itself automatically shredding the opponent in their insides and out. Due to its tightly composed nature, the spear will easily be able to maneuver areas with large bodies of water as well. The user can even change the target after the initial turn with one hand seal. A last, and this is where the defensive usage comes in, is upon the user signifying the foreign chakra for the barbed wires and spears, the user can keep the spear close to them that whenever a threat of foreign chakra appears close to the opponent in stealthy fashion, the barbed wires will be automatically released and attempt to pierce the source, this will also signify the opponent in a moments notice. The sudden notice is due to the electrical field created from the wave and the passive connection the spear has with everything that was touched by the wave itself. The omnidirectional spark of electrical waves, and the spear, are one in the same.

Note: Can only be taught by Noni
Note: Lasts two turns
Note: Can only be used three times
Note: One turn cool down before reuse
Note: No lightning S-Rank and above for next turn when deactivated

Declined - Op as it stands
Note: This is the brother technique of my , so it is within its same boundaries. I still did some re-writing and took off a specific component to it.

(Raiton: Socratic Piāsu Hōhō)- Lightning Release: Socrates Method of Pierce
Type: Offense/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will release an omnidirectional bolt of electricity all around the terrain. The electricity is non-harming. This electricity moves at incredibly speeds, comparable to visual genjutsu, hitting the area near instantly. Upon immediate release the user will had made a spear of lightning that strikingly resembles False Darkness. This spear will have branches of electricity that appear like barbed wires that initially are tightly wrapped around the spear until exposed for use. The main usage of this spear is the concept of perfect aim. That when the user releases the spear in a projectile manner, the user will had set its target and upon release will immediately attempt to pierce the opponent in the heart. Any obstruction or attempt to physically halt the spear will have the spear release its barbed wires that extend up to mid range, and upon contact with any lightning laced area from the initial omnidirectional bolt the spear will disperse itself and re-position itself to continues it momentum towards the opponent, with a slight delay in time as it disperses (happens instantly) and reforms (this is the delay), but still having a forward momentum as it does so. Alternatively, the user can perform this action upon themselves while wielding the spear, upon command the barbed wires will release itself and touch all around the areas, almost like Kakuzu tendrils which upon contact with the lightning source, the user and spear disperses into bolts of electricity to reform themselves around the areas of contact. The user can even localize the barbed wires to create a sustained area in one place rather than another. When the spear pierces the opponents heart, the barbed wires will release itself automatically shredding the opponent in their insides and out. Due to its tightly composed nature, the spear will easily be able to maneuver areas with large bodies of water as well. The user can even change the target after the initial turn with one hand seal. The user will still be able to perform other jutsus while this is active, as it is considered passive. The omnidirectional spark of electrical waves, and the spear, are one in the same.

Note: Can only be taught by Noni
Note: Lasts two turns
Note: Can only be used three times
Note: One turn cool down before reuse
Note: No lightning S-Rank and above for next turn when deactivated

‡ Declined ‡ Extensions that span mid-range make this very difficult to evade, same goes for performing a handseal to change it's direction. I also don't see what makes this different from your other CJ, albeit this being a better one without the "attraction" properties of the former.
 
Last edited by a moderator:

Joker

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

(Doton: Doki no Jaaku) - Earth Release: Wrath of the Wicked
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The user passively activates an innate ability of theirs which allows them to create earth techniques normally constructed from the ground from nearby mud/swamp sources. Techniques created via this mechanism will not differ in any way to those "grown from the ground", not even in composition as the mud/swamp they're made from will harden/petrify into solid rock virtually immediately on being used. This process highly resembles the seamless transition of the fluid earthly material spewed in several doton techniques into the sturdy, solid structures they become. The petrification of the mud used to create any given technique will happen as the structure is created rather than when its completed so that during no point in time will it be anything other than solid rock in composition. One limitation to this ability is that the source of mud/swamp used to construct a technique must be sufficient in size/quantity to create the structure in question. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. Earth techniques which remain on top of and/or connected to the ground after creation will not sink into the swamp but will be capable of remaining on top of it. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques.

Declined - no limits on this at all? Just an instant effect that lasts forever?

(Doton: Subarashī no akuji o Hatarakimasu) - Earth Release: Maleficent the Marvelous
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: (+10 to infused techniques, -20 to the opponent's)
Description: The user will forcefully insert their chakra into the ground below them; conjuring a layer of mud no larger or smaller than ten meters just beneath the surface. The purpose of the adhesive liquid is to coat all tangible techniques that stem from the ground itself in a layer of thick mud with unique properties. This mud when used on the user's moves will encase the structure in it's entirety, giving it a newfound level of durability and strength in order to heighten it's full potential. Though, because of the fact that the layer of mud is underneath the surface in an substantial amount, this means that attacks (which stem from the ground), used by the opponent would also receive their very own coating as well. The mud is set to detect chakra that isn't the users own, using it's parasitic like properties to essentially leech the construct of it's own strength. While sapping the technique of it's strength, the mud will also harden in a quick fashion in an attempt to slow down the structure's movement. Once hardened, the mud loses it's effect on whatever it was casted on, rendering it useless. Because this technique lacks any affect on it's own, it's capable of being activated instantly and passively.

Note: Lasts four turns
Note: Can only be used thrice

Pending - i could swear this is a copy of a jutsu i recently approved but uses mud on the earth jutsu instead of dust




(Fuuinjutsu: Herarudo no And)- Sealing Arts: Herald of Andraste
Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Long (Short range contact ; long range reach)
Chakra Cost: 30
Damage Points: N/A (depends on technique)
Description: The user will contact physical objects and place a chakra seal on them. The seal will act as a source for elemental techniques to be created, beforehand the user must place what type of elemental seal they want. In order to access the seal when needed, the user will form the sign of confrontation. This seal allows the user to spawn techniques of a certain element from it's being (the nature of the seal must be stated once it's placed and can not be switched). Once chosen, the user will perform the handseals (if any) for the technique they which to use, directing it towards the opponent. All in all, this seal is almost a substitute for the user, and while they're streaming technique like they would on their person, no other attacks are capable of being used.

Note: The seal lasts for three turns
Note: Can only used thrice
Note: Can't be used consecutively after it dissipates

Declined - similar to existing jutsu (pretty sure zanda or someone has it) also the way you have done it is just so OP.
(Doton: Doki no Jaaku) - Earth Release: Wrath of the Wicked
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The user passively activates an innate ability of theirs which allows them to create earth techniques normally constructed from the ground from nearby mud/swamp sources. Techniques created via this mechanism will not differ in any way to those "grown from the ground", not even in composition as the mud/swamp they're made from will harden/petrify into solid rock virtually immediately on being used. This process highly resembles the seamless transition of the fluid earthly material spewed in several doton techniques into the sturdy, solid structures they become. The petrification of the mud used to create any given technique will happen as the structure is created rather than when its completed so that during no point in time will it be anything other than solid rock in composition. One limitation to this ability is that the source of mud/swamp used to construct a technique must be sufficient in size/quantity to create the structure in question. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. Earth techniques which remain on top of and/or connected to the ground after creation will not sink into the swamp but will be capable of remaining on top of it. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques.

Note: Can be used twice
Note: Lasts four turns


Declined - make it so you have to activate this a move per turn each time you use it, taking up a jutsu slot, it wont effect the timeframe and can be used 4 times.
 
Last edited by a moderator:

Panthalassa

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

( Suiton: Uo Zorozoro ) Water Release: Shoaling

Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20 ( +10 per reformed tuna)
Damage Points: N/A
Description: A trap technique similar to Earth Release: Mud Wolves, which the user will place somewhere and is activated upon contact with the opponent's chakra. The user uses a scroll to lay the trap which releases a sticky syrup that continuously bombards enemy target/s. The globules of syrup will take the form of small bullet tuna, which agglomerate into larger blobs in the shape of tuna. The syrup will act like a glue, preventing motion until the target is completely encased in a giant tuna, where they will drown. This differenciates this technique from his sister technique, as Shoaling won't damage the target directly. Similarily, though, the giant tunas can keep reforming if they take damage, which can keep the enemy occupied to allow the user to make a getaway. ( Only three giant tunas can be created ).

Note: Takes one turn to set the trap up and the tuna only last two turns.
Note: The tuna can't reform if they are hit by an attack that would otherwise overpower them.
Note: Can only be used 6 times per battle.

Declined - 6 times lasting two turns is too much even if it's B rank, that would be 12 turns of bombardment of sticky water.

( Suiton: Kafun ) Water Release: Polination

Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some techniques, particularily Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within.

Note: The portal stays open for 2 turns.
Note: Can only be used 6 times per battle.

Declined - we have enough mist type jutsu. And chakra draining water techniques.

( Aburame no Jutsu: Uzukumaru ) Insect Technique: Unkenreflex

Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user applies the principle of Insect Cocoon technique before actually unleashing an attack. The user retards the release of an attack while infusing chakra into the swarm. It will spiral and bloat, increasing in speed and size for a whole turn, as the insects in the swarm continuously die and hatch. After a whole turn, the user unleashes the swarm, fulfilling the original attack, but now at double the size, speed and damage.

Note: Only one technique can be enhanced per turn, and while it is being enhanced the user can't perform another Insect techniques.
Note: Can only be used 4 times per battle.

Declined - Double the damage? Really? SO if you have an F ranked bug jutsu you can double it's size and power and speed? Also how does this increase it's speed? Wouldn't the bugs still move at the same speed as before?
( Suiton: Uo Zorozoro ) Water Release: Shoaling

Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20 ( +10 per reformed tuna)
Damage Points: N/A
Description: A trap technique similar to Earth Release: Mud Wolves, which the user will place somewhere and is activated upon contact with the opponent's chakra. The user uses a scroll to lay the trap which releases a sticky syrup that continuously bombards enemy target/s. The globules of syrup will take the form of small bullet tuna, which agglomerate into larger blobs in the shape of tuna. The syrup will act like a glue, preventing motion until the target is completely encased in a giant tuna, where they will drown. This differentiates this technique from his sister technique, as Shoaling won't damage the target directly. Similarly, though, the giant tunas can keep reforming if they take damage, which can keep the enemy occupied to allow the user to make a getaway. ( Only three giant tunas can be created ).

Note: Takes one turn to set the trap up and the tuna only last two turns.
Note: The tuna can't reform if they are hit by an attack that would otherwise overpower them.
Note: Can only be used 4 times per battle.

‡ Approved ‡


( Suiton: Kafun ) Water Release: Polination

Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.

Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.

‡ Approved ‡ Wow, great technique. Upped the turns this lasts and reduced how many times it can be used.

( Aburame no Jutsu: Uzukumaru ) Insect Technique: Unkenreflex

Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user applies the principle of Insect Cocoon technique before actually unleashing an attack. The user retards the release of an attack while infusing chakra into the swarm. It will spiral and bloat, increasing in speed and size for a whole turn, as the insects in the swarm continuously die and hatch, evolving to become bigger, more aerodynamic, and with a greater metabolism. This means that they will be bigger and faster than your average insect, but they will also die sooner.. After a whole turn, the user unleashes the swarm, fulfilling the original attack, but now at double the size, speed and damage.

Note: Only one technique can be enhanced per turn, and while it is being enhanced the user can't perform another Insect techniques.
Note: Can only be used 4 times per battle.
Note: The enhanced insects last only the duration of the swarm technique, when the swarm is blocked the insects die.
Note: Can't enhance Forbidden techniques.

‡ Declined ‡ Double damage? Nah. At most I can accept an increase by one rank. PM me if you want this otherwise I'll leave it as declined.
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Doton: Suphlatus `kanashimi ) | Earth Release: Suphlatus' Sorrow
Type: Supplementary
Rank: A rank
Range: (Can be infused short or long range)
Chakra: 30 (+10 for alternative use)
Damage: N/A
Description: A technique created to enhance the effectiveness of an Earth Release user. Through the formation of two hand seals, the user will sacrifice a portion of their chakra, in order to enhance their Earth based techniques which are released from the ground, for the next three turns. Utilizing the concept from the technique, (Doton: Hokoriheki no Jutsu ) - Earth Release: Dust Wall Technique, the user will cause all their Earth based techniques which rises/emerges from the ground, to release a wave of dust based particles outwards, to a short range area around the technique's emergence, and affect anyone close to it. The bigger the emergence of the technique, the more dust is created (comparing Stone Spikes, and Earthen Golem). The dust is capable of blinding the opponent, or simply creating an efficient smoke screen for the user to attack the opponent. Alternatively, the construct can maintain the dust within it, and with either two hand seals, or two turns, the dust can be released outwards in a blast like way, dealing no damage though but acts as a more focused release of the dust instead of simply covering an area with dust, but aimed at specific spot or person.


Notes:


-Can only be taught by Detective L.
-Can only be used three times per fight.

Declined - the concept is fine now, but you have no real restirctions for an A rank, that overall can be active for 9 turns in a fight. Just make it a bit more balanced, either reduce the time it lasts or useage limit, or just say it works on only one jutsu per use.
Resubmitting again.

(Doton: Suphlatus `kanashimi ) | Earth Release: Suphlatus' Sorrow
Type: Supplementary
Rank: A rank
Range: (Can be infused short or long range)
Chakra: 30 (+10 for alternative use)
Damage: N/A
Description: A technique created to enhance the effectiveness of an Earth Release user. Through the formation of two hand seals, the user will sacrifice a portion of their chakra, in order to enhance their Earth based techniques which are released from the ground, for the next two turns. Utilizing the concept from the technique, (Doton: Hokoriheki no Jutsu ) - Earth Release: Dust Wall Technique, the user will cause all their Earth based techniques which rises/emerges from the ground, to release a wave of dust based particles outwards, to a short range area around the technique's emergence, and affect anyone close to it. The bigger the emergence of the technique, the more dust is created (comparing Stone Spikes, and Earthen Golem). The dust is capable of blinding the opponent, or simply creating an efficient smoke screen for the user to attack the opponent. Alternatively, the construct can maintain the dust within it, and with either two hand seals, or two turns, the dust can be released outwards in a blast like way, dealing no damage though but acts as a more focused release of the dust instead of simply covering an area with dust, but aimed at specific spot or person.


Notes:


-Can only be taught by Detective L.
-Can only be used two times per fight.

‡ Approved ‡

(Genjutsu: Orakuru no junjo ) | Illusionary Arts: Order of the Oracle
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: A subtle Genjutsu, initiated with the formation of three hand seals. After doing so, the user will have chosen an object of their choice to affect, one that is present on the battlefield. Affecting the opponent's frontal cortex in the illusion, it would remove the innate ability of Object Permanence in the opponent. Object permanence is the understanding that objects continue to exist even when they cannot be observed (seen, heard, touched or smelled), and thus, the Genjutsu would act as a way of removing said ability of Object Permanence, for as long as the opponent is within the illusion. This allows the user to make the opponent forget that a certain object existed, from their own weapon, the user themselves, to a projectile, etc, for as long as it is out of sight, smell, touch and sense of the opponent.

Notes:

-Can only be taught by Detective L.
-Can only be used twice per fight.
-Can only be used on a single "object" per use.
-Can not be layered with other Genjutsu.
-No A rank and above Genjutsu in the next turn.

‡ Declined ‡ Affecting memories is the beyond the scope of Genjutsu. This could work as a Ninjutsu/Genjutsu hybrid but as it is, it isn't viable.



(Fuuinjutsu: Isa no sogai ) | Sealing Arts: Inhibition of Isa
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage: N/A
Description: A special seal, which reads the Kanji, "Inhibit". Through physical contact, the user is able to apply the seal to the opponent with great ease, similar to how Minato applies the Seal of the Flying Thundergod, with a mere touch. Once applied, the seal will activate when the opponent tries using a technique which requires manipulation of bodily substances, or using something that protrudes from their body outwards (this does not include basic elemental usages like Earth Armor, or Lightning armor, for example). It seals the chakra aimed at being used for said process, making it impossible for the opponent to use said bodily manipulations for as long as the seal is on them, and is draining that chakra. This can be applied to Kaguya Bones, Kakuzu's threads, hair manipulation, etc. Anything that protrudes from the opponent's body, and can be used in battle, whether for offensive, defensive or supplementary uses. The seal remains active for four turns, or until destroyed.

Notes:

-Can only be used by Detective L.
-Can only be used three times per fight.
-No A rank Fuuinjutsu in the same turn as this technique was used.

Declined - this is beyond fuuin. If you used this on kakuzu it would stop him releasing one of his hearts which is a no. And why wouldn't it work on armors but other jutsu? ANd if it did work on armors that would be OP.
 
Last edited by a moderator:

Houdinii

Active member
Elite
Joined
Jan 9, 2012
Messages
8,723
Kin
738💸
Kumi
4,046💴
Trait Points
33⚔️
Awards
Re: Custom Jutsu Submission

~Revamped this technique almost entirely. I decided to go in a different direction with this, using just some of the base concepts of the original jutsu

(Katon: Kuryouken)- Fire Release: Baskerville
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user)
Description:
The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated, non-flammable ash will spew forth.The ash will first quickly envelop the user before it billows upwards to form into a large cloud of ash shaped like the head of a hellhound. Due to the ash's density and heat it will not allow any threat to effect or pass through it(following elemental adv/disadv).

The user can form either one, two or three heads depending on their needs but doing so however will decrease the rank for each respective head (eg. S rank each for two heads). The ash has the unique trait that it is able to be freely manipulated between a solid and compact form, which gives the hot ash strength and impact; and an intangible state in which the ash would be unaffected by solid forms and objects and thus pass through it while depositing a layer of superheated ash upon them. The ash would stick to any enemy targets or techniques and incinerate them from the exposure and temperature. After completing its attack the hound would disperse harmlessly unless otherwise stopped, and the user will employ chakra control to insulate himself from the effects of the ash while this is active.

Note:
~Can only be used twice
~Takes up two move slots in the turn it is used
~No other katon techniques while this is in play
~Can only be taught by xHoudinii

Declined - You need to work on the disciption. The general principle of hot ash is it will either stick to what ever it touches or through an ignition method it can explode as see by Asuma. From the release of this you make it sound like it covers you, if F rank ash covers you, well, you'd end up like a citizen of pompei. What makes this so unique, it just seems like a F ranked ash projectile when you take a step back and look at it.
~Major changes to the nature of the ash, slight rewording overall

(Katon: Kuryouken)- Fire Release: Baskerville
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user)
Description:
The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated ash will spew forth. This ash has a unique composition that unlike normal ash is formed of dense, heavy particles that would fall to the ground shortly after being created if not for the aid of chakra.(As a secondary effect the heavy ash is unaffected by conventional wind blasts that could disperse regular ash.) Upon being formed the ash will first quickly surround the user before it billows upwards to form into a large cloud of ash shaped like the head of a Hellhound.

As it surrounds them the user will manipulate the ash so as to not come into direct contact with it, keeping it a safe distance from their body without jeopardizing its form.Due to the ash's density and heat it will not allow any threat to effect or pass through it unscathed(following elemental adv/disadv). The user can form either one, two or three heads depending on their needs but doing so however will decrease the rank for each respective head (eg. S rank each for two heads).

The Hellhound is intangible in form, allowing it to pass around and through physical obstructions that would hinder tangible objects while remaining unaffected. As the Hellhound makes contact with and passes through targets or techniques it would incinerate them from the exposure while causing a layer of ash to stick to them. The layer of ash would encase the target or technique, forming a compact shell over them that would make it quite difficult to move. The heavy ash by nature is sparingly spread out while in the air which makes it impossible to ignite under normal circumstances, however when it is concentrated in a layer it is able to be ignited by external sources which has explosive results.

Note:
~Can only be used twice
~No katon techniques above S rank in the same turn or the next
~Due to the damage to the users arms they cannot use arm-based taijutsu attacks in the same turn or the next.
~Can only be taught by xHoudinii

Declined - you've got F rank ash, that surrounds you, so it's like a perfect defense in that sense, it can't be blown away and you can control it to go around things? So as someone can't blow the ash away they use S rank water bullet, but you decide to just have your F rank ash avoid that and hit them? xd

~New Submission

(Raiton: Akarui Souguu)-Lightning Release: Luminous Encounter
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique is based upon both the Thunder Dragon Tornado technique and could be considered a more advanced application of it. To begin the user will make contact with an object and focus their lightning chakra around an object of their choosing, they will then manipulate the lightning and cause it to spin quite rapidly around the object. This forms a swirling vortex of lightning around the object that upon contact with the enemy would be quite abrasive.

This would literally rip them to shreds when exposed to it while also shocking them from the unfocused electricity. Due to the nature of the vortex its high speed winds and electrical energy surrounding and supporting the object gives it lift and allows the user to levitate and manipulate the object freely with hand movements. Due to the rapidly rotating mass of lightning it would give off a bright glow while it is formed around the object.

Note:
~Can only be used 3 times
~Cannot use lightning above S rank for one turn
~The caster is restricted to lightning techniques while this is active
~Can only be taught by xHoudinii

Declined - the way you describe it it's a wind jutsu...
~Removed any mention of wind, reworded the technique to focus on electrical energy

(Raiton: Akarui Souguu)-Lightning Release: Luminous Encounter
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description:
This technique is based upon both the Thunder Dragon Tornado technique and could be considered a more advanced application of it. To begin the user will make contact with an object and focus their lightning chakra into it. They will then manipulate the lightning and cause it to spin quite rapidly around the object. This forms a swirling mass of lightning and electrical energy around the object that upon contact with the enemy would be quite abrasive. Alternatively, the user can use a single handseal to use this technique remotely on any object within short-range (excluding the opponent's clothes/attire but not any weapons they may be wielding).

This would literally rip them to shreds when exposed to it while also shocking them from the unfocused electricity. Due to the nature of the electrical energy it imbues the object with a useful electrical charge while surrounding and supporting the object. This gives it lift and allows the user to levitate and manipulate the object freely with hand movements. Due to the rapidly rotating mass of lightning it would give off a bright glow while it is formed around the object.

Note:
~Can only be used 3 times
~Cannot use lightning above S rank for one turn
~The caster is restricted to lightning techniques while this is active
~Can only be taught by xHoudinii

‡ Approved ‡ Made it so this requires contact with the targeted object but added an alternative use that seemed logical considering the canon Lightning Blades Levitation jutsu.


~New Submission, similar concept to its brother technique Fauna roulette.

(Futon: Yajuu Houbi)-Wind Release: Chimera Jackpot
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user will form two hand seals and focus their chakra into the air (must be outside five meters of the opponent) or wind technique. By doing so they will manipulate its shape, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The beasts size can vary while its body can either composed of powerful slicing winds or it can be made of fierce rotating winds that give the creature an almost physical form, allowing it to batter and smash through obstacles. When used on an existing wind technique, this technique can be performed without handseals and in the same time-frame as the previous jutsu. The two techniques do not stack or add to each other's damage, instead this technique takes on the power of the jutsu it's created from (i.e. using this on an S-Rank will make the animals deal 80 damage and the technique it was spawned from will disperse).

Notes:
~Can only be taught by xHoudinii
~Can only be used three times and each usage lasts for four turns

‡ Approved ‡ Added a little something.
 
Last edited by a moderator:

ZandaT

Active member
Legendary
Joined
Aug 18, 2012
Messages
12,448
Kin
207💸
Kumi
8,739💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Sukoshi kyoku o kyōshin) Resonating Tad Poles
Type: Weapon
Rank: S
Range: Short
Chakra: N/a
Damage: N/a
Description: The Tad Poles are a special dual sword artifact linked to a user of the Toad contract who have achieved training in the art of senjutsu through Mt. Myoboku. The blades were crafted by the toad smiths of the Mt.M., and cooled in the mountain's springs and thus the swords took on their qualities. Emerging new, the blades of the anointed swords grew several swollen pore like glands scattered across its canvas yet none touching their edge, its hilt dressed in green and gold thread. Not yet complete, the smiths took honor in their work and inscribed the swords with special kanji related to senjutsu and linked to it's user in order to further increase the bond between them. Only 1 pair was ever made, and they called these blades, the Resonating Tad Poles.

The blades of the Poles have the special ability to extend with versatility, similar to a toad's tounge, while retaining its sharpness during battle. This can be done passively at the cost of -10 chakra, it's will being guided by the user for the turn used, and the swords extension limit is bound to short range.
►This ability has a 1 turn cooldown limit for each sword

The swords carry another ability in relation to the pores scattered on the blade's canvas. Counting as a move, the swords can release oil from its glands that adds +15 to techs that ignite it due to the added fuel given to the explosion, fire, etc.
►Oil ability can be used 3x per battle, a usage per sword
►This ability has a 2 turn cooldown

Inscribed with special kanji linked to the user, the Poles can feel when its user's chakra has changed to senjutsu causing the seal to access its true talents whenever activated. At the cost of a move slot, the user can fully activate the Tad Pole's seal when in Toad sage mode which begins the process of drawing in natural energy. An inanimate object being the perfect vessel for absorbing natural energy due to its inability to move, the blades act like ma and pa with the amphibian tech. activated and allows the user to sustain sage mode at the cost of an additional -5 chakra per turn.
►When activated the swords can no longer use its primary extending ability until over
►Can be used 1x per battle

NOTES
►Requires Toad contract
►Requires Toad Sage Mode
►Can only be bestowed by ZandaT

Declined - First of all extending the swords isn't going to approved as passive. As for the ma and pa bit at the bottom. I'll allow it to extend sage mode by 4 turns max, after that it's just too much for a custom in the current rp.

~Leaving All for another Mod~
(Sukoshi kyoku o kyōshin) Resonating Tad Poles
Type: Weapon
Rank: S
Range: Short
Chakra: N/a
Damage: N/a
Description: The Tad Poles are a special dual sword artifact linked to a user of the Toad contract who have achieved training in the art of senjutsu through Mt. Myoboku. Cooled in the mystical mountain springs of Mt. Myoboku, the blades were crafted by the wisest toad smith of the mount, thus giving the swords their special qualities that relate to the toads and their home. Emerging new, the blades of the anointed swords grew several swollen pore like glands scattered across its canvas, yet none touching their edge which remains sharp, while their hilts lay dressed in green and gold thread. Not yet complete in the eyes of its master, the smith took honor in their work and inscribed the swords with special kanji related to senjutsu, and is linked to its weidler in order to further increase the bond between them. Only 1 pair was ever made, and they called these blades, the Resonating Tad Poles.

The blades of the Poles have the special ability to extend with versatility, similar to a toad's tounge, while retaining its sharpness during battle. The user can activate this ability at the cost of a move during battle, at the cost of -15 chakra points, and is guided by the user's will being able to reach the bounds of short range. This ability can be used in unison with kenjutsu and sword styles.
►This ability has a 1 turn cooldown limit
►This ability can be done 5x per battle

In relation to the pores scattered on both of the blade's canvas', the swords carry the ability to release a special substance that mimics the one released from the paratoid glands of the cane toad. This milky white substance released from the swords causes mild poisoning in animals; its symptoms being blurriness of vision, shortness of breath, and a numbing of the body that lasts for 3 turns when affected. The excretion of this substance from the Tad Pole's blades is done discreetly and costs a move slot when used. It can be done along with kenjutsu or any other sword style its wielder may know.
►This ability can be used 3x per battle
►Has a 2 turn cooldown


Inscribed with special kanji linked to the user, the Poles can feel when its user's chakra has changed to senjutsu causing the seal to access its true talents whenever activated. At the cost of a move slot, the user can fully activate the Tad Pole's seal when in Toad sage mode which begins the process of drawing in natural energy for the user. An inanimate object being the perfect vessel for absorbing natural energy, due to its inability to move, the blades act similar to ma and pa with the amphibian tech. activated and allows the user to sustain sage mode for an additional 4 turns.
The user must pay an additional -5 chakra while active
►Can be used 1x per battle

NOTES
►Requires Toad contract
►Requires Toad Sage Mode
►Can only be bestowed by ZandaT

Declined - been in discussion with other mods and decided to cause SM stuff to be toned down. So make it so it only adds 3 turns. Extending is 4 times, and say what rank it is, is it S rank when you extend it to strike? As for the release of a type of poison i can't allow, it's too close to med even if it's natural to toads. Can coat them in toad oil though?



(Fuuinjutsu: Anmoku no jikkō) Sealing Arts: Unspoken Execution
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-15 per per turn)
Damage: N/a
Description: Anmoku no jikkō is a sealing technique created by Uzumaki's who needed a counter to foes with sensing abilities. The seal lays dormant horizontally across the neck, and is activated with the user's blood being wiped across its location. The seal will then appear before swiftly emitting a very large chakra barrier shaped like a sphere that emcompasses the entire battlefield. This barrier is linked to the seal and has the special ability to erase the chakra signature of the seal's vessel while inside its dimensions. With its signature now erased, this technique acts as an advanced chakra suppressant that hides the user's chakra from all forms of chakra sensing, whether it by the body our from an outside source. Opponent's with sensing will now have to rely on their basic, or in some cases above average, five senses as they continue the battle while in this realm. For example, Inuzuka's would have no problem using their nose, while Uchihas would be unable to see the user's chakra but still uses the advanced reaction speed that comes with the current level of their eyes. The barrier moves with the seal as its epicenter, but it only lasts for a limited time.

NOTES
►Usable 2x per battle
►Lasts for 5 turns upon activation
►Has a 2 turn cooldown
►No other S rank and above jutsu in the same turn used
►Can only be taught by ZandaT

✦ Pending, leaving for someone else ✦


Declined - Will only allow it to work short range around.
(Fuuinjutsu: Anmoku no jikkō) Sealing Arts: Unspoken Execution
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per per turn)
Damage: N/a
Description: Anmoku no jikkō is a sealing technique created by Uzumaki's who needed a counter to foes with sensing abilities. The seal lays dormant horizontally across the neck, and is activated with the user's chakra being focused into the seal. Kanji for the seal then appears before swiftly emitting a chakra barrier shaped like a sphere that emcompasses short range around the user. This barrier is linked to the seal and has the special ability to erase the chakra signature of the seal's vessel while inside its dimensions. With its signature now erased, this technique acts as an advanced chakra suppressant that hides the user's chakra from all forms of chakra sensing, whether it be directly from the body or from an outside source. Opponent's with sensing will now have to rely on their basic, or in some cases above average, five senses as they continue the battle while in this realm. For example; Inuzuka's would have no problem using their nose, while Uchihas would be unable to see the user's chakra, but still uses the advanced reaction speed that comes with the current level of their eyes. The barrier moves with the seal as its epicenter while only lasting for a limited time.

NOTES
►Usable 2x per battle
►Lasts for 4 turns upon activation
►Has a 2 turn cooldown
►Can only be taught by ZandaT

Approved - "emcompasses the entire battlefield" changed this bit removing it as it doesn't work with the jutsu being short range.
‡ Pending ‡ Leaving both for Pervy.
 
Last edited by a moderator:

Vex

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

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

‡ Declined ‡ Your format has bugged me for a while. Japanese name - ENGLISH name. Not the other way round. As for the technique itself, it's too powerful when combined with other techniques e.g. sealing away the opponent's ability to use wind and then using this.
(Ototon: Apparitionu) Sound Release: Apparation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A sound jutsu conceived after seeing the legendary Hozuki clan in action. The user would be able to suddenly turn his body into pure, low frequency, high amplitude sound waves which take on a green color. It would, in actuality, appear as if the user had turned into wind. However, the user's body becomes changed into sound. The user is actually able to reform and disperse at will. This can even be applied to singular portions of the user's body, or to single limbs. The opponent would not actually be harmed upon the user's body turning to sound. However, the sound waves would drive back all matter within a short range radius. This is similar in manner to (Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill. Thus, the jutsu would be good to use upon being bound. While the user is capable of normal movement if a singular body parts are changed into sound, if the user were to turn just his lower body into sound he becomes capable of moving at the average speed of a kage ranked user, and able to use sustained flight for the turn it was activated in. This is done by way of acoustic levitation. Furthermore, if the user was to turn his entire body into sound he becomes able to move as a cloud of sound waves (unable to attack, and extremely vulnerable to wind). The user is visible as ripples ain the air, and the opponent is able to hear him as a low pitched hum. Although matter, and energy attacks will be unable to affect the user, attacks utilizing wind are extremely effective. They become able to disperse the user's form. When large scaled wind jutsu such as Tornado Wall strike the user, his form becomes displaced to such a degree that he is unable to reform. This means that the user must be very wary while he is transformed. Upon dispersing, a loud 'pop' is heard. This is, of course, purely cosmetic and serves no purpose. Alternatively, by varying the way in which the sound waves travel, and condensing them - the user becomes able to appear as a traveling whisp of dark smoke (again, purely cosmetic).

Note: Usable thrice per battle.
Note: Lasts two turns per use
Note: No sound jutsu in the same turn
Note: No sound above A rank next turn
Note: Teachable only by Vex
Note: User cannot use this Jutsu whilst he is using a technique to seal the opponent's wind, or restricting him from using wind.

(Ototon - Locomotor) - Sound Release: Locomotor
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user focuses sound waves through the air and into an object of some sort, being able to move objects through the battle field through the usage of their hands, or even by 'conducting' an object's movements through the manipulation of a staff, or other weapon. This is done by having high frequency, low amplitude soundwaves form discreetly around an object, and using them to grasp the object. The objects can be manipulated to move in simple or complicated patterns, and even to zoom through the air. However, the jutsu cannot manipulate anything of higher weight than a medium sized boulder.

Note: Teacable only by Vex

‡ Both Declined ‡ Sorry for the confusion but this is the same cycle. I realized I closed the thread a day early and re-opened it when it was pointed out to me.
 
Last edited by a moderator:
  • Like
Reactions: Genyūmaru1

Akuma

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

Fuuin:

(Fuuinjutsu: Gaidoku) - Sealing Arts: Mischief
Type: Supplementary
Rank: A
Range: Short/Mid
Chakra: 30 (+10 per turn active)
Damage: N/A
Description: Mischief is a special barrier dedicated to seperate original techniques or objects from reinforcements or enhancements. This works by having the user do two handseals and proceed to clap both hands together, at this point the barrier activates. When activated, a light green hue wave spreads across the field, not harming anyone or anything, much like a simple breeze. However on it's wake, it diffuses an "extra" chakra in an original object. In other words, techniques enhanced through other techniques will loose that enhancement, by the barrier eliminating the additional chakra layer that has been added to the original technique. Be it another layer of rock, thicker flames, etc. It also works on objects, such as weapons that originally hold no chakra enhancements or people, such as those who enter chakra based modes. For people though, it only works on techniques using their own chakra, thus Sage Mode users who rely on nature energy or EIG users won't be effected, given EIG users use more chakra than this technique can handle. This works on enhacements up to A rank. Once the barrier is set, it creates a light hue dome up to mid range around the user, and any attempts to apply an enhancement or start one, will immediately fail.

- It effects techniques used by both the opponent(s) and the user.
- It can only used twice per battle and lasts 3 turns, 2 turns the second time.
- No other Fuuinjutsu can be used in the same turn.

‡ Declined ‡ What are the limits on this? Does it only extend to modifications that affect the exterior of the technique? Since the examples you gave seem to give that impression. I can only think of a handful of techniques that do that making this very situation-specfic but again that's up to you. If I recall correctly, someone submitted a chakra absorption custom that accomplishes a similar thing but I'll need to double check. As this is though, it doesn't clash with the former. The problem comes however if this affects any kind of chakra enhancement/infusion.
Nah, it takes affect onto any chakra that takes influence in techniques, that originally shouldn't. Be it exterior or interior. I'll add it in.

(Fuuinjutsu: Gaidoku) - Sealing Arts: Mischief
Type: Supplementary
Rank: A
Range: Short/Mid
Chakra: 30 (+10 per turn active)
Damage: N/A
Description: Mischief is a special barrier dedicated to seperate original techniques or objects from reinforcements or enhancements. This works by having the user do two handseals and proceed to clap both hands together, at this point the barrier activates. When activated, a light green hue wave spreads across the field, not harming anyone or anything, much like a simple breeze. However on it's wake, it diffuses an "extra" chakra in an original technique. In other words, techniques enhanced through other techniques will loose that enhancement, by the barrier eliminating the additional chakra layer that has been added to the original technique. Be it another layer of rock, thicker flames, etc. This takes place by neturalizing the added chakra with the barrier, thus be it an empowerment from within or as an exterior one, any "extra" chakra on a technique is removed. It also works on objects, such as weapons that originally hold no chakra enhancements or people, such as those who enter chakra based modes. For people though, it only works on techniques using their own chakra, thus Sage Mode users who rely on nature energy or EIG users won't be effected, given EIG users use more chakra than this technique can handle. This works on enhacements up to A rank. Once the barrier is set, it creates a light hue dome up to mid range around the user, and any attempts to apply an enhancement or start one, will immediately fail.

- It effects techniques used by both the opponent(s) and the user.
- It can only used twice per battle and lasts 3 turns, 2 turns the second time.
- No other Fuuinjutsu can be used in the same turn.

‡ Declined ‡ Sorry for the confusion but this is the same cycle. I realized I closed the thread a day early and re-opened it when it was pointed out to me.
 
Last edited by a moderator:

Avonomemi

Active member
Elite
Joined
Feb 6, 2012
Messages
6,404
Kin
1,632💸
Kumi
6,119💴
Trait Points
0⚔️
Re: Custom Jutsu Submission


(Doton/Raiton: Ban'atakku) Earth/Lightning Release: Bang Attack
Type: Offensive, Defensive
Rank: C
Range: Short - Long
Chakra: 15
Damage: 30
Description: After performing "Earth Release: Mud shift"; the ninja transfer their earth chakra to solidify the mud statue into rock then further weave a tiger hand seal and infuse lightning chakra into the mud statue by placing their hand on the ground, then at will cause the rocky statue to explode shooting off irregular sizes of earth at all direction except that of the user. The small rocks travel with a force that can punch a hole through an object delivering fatal hit.
Alternatively, the ninja can skip the solidification step and go ahead to explode the mud statue with lightning but the effect is different as the mud will only act as a sticky agent.
Note:
• A lightning master doesn't require the hand seal to perform.
• Must perform Mud Shift Technique beforehand.
• The ninja must be within mid range from the mud statue.


Link to


(Hikari) Light
Type: Weapon
Rank: A
Range: Short (Long when thrown)
Chakra: N/A
Damage: N/A
Description: Light is a basic warrior shield, it is a flat, hexagon shaped steel-made tool with gems mounted on the surface and a double handle with extendable belt on the interior. Surulere has the following function in battle:
* Illumination: By exposing the gems on the shield to direct sunlight or other source of light (natural or artificial) the gems absorb the light and produce bright and colorful light rays that are used to temporary blind the opponent. The gems are also dense enough to withstand B-rank and below attacks.
* Boomerang; the shield can be thrown to perform long distance attack and it returns back to the thrower mimicking a boomerang. The shield can be infused with elemental release before thrown.
Note:
• Must have completed training in Kenjutsu.
• The illumination effect can only be used once in a turn.

‡ Both Declined ‡ The first one is similar to an existing technique and the 2nd has no abilities that haven't been done before.
 
Last edited by a moderator:

Ańbu Juniør

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

The entire technique has been reworked almost completely to the point that it's almost a new technique, as such I omitted the bold. However some core concepts still exist and I wanted to keep the name.
Permission from Scaze to Resubmit;
Referenced Technique;

Vánagandr wa - Odin ni Hoshoku Shimasu | Vánagandr - Preying on Odin
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Hunted and the Hunter, this technique seeks to encapsulate both concepts and, as two sides of the same coin manifests itself in the form of two distinct abilities.

Hunted - Marked

In response to drawing blood from an opponent an Inuzuka bonded with a high breed will be influenced by the strong frenzy and excitement elicited from their mental link with their Ninken. This rising frenzy will allow both the Inuzuka and Ninken to produce an exaggerated lock on effect to the enemies scent and blood - to such an extent that an opponent, once locked on to, will be incapable of hiding from the user through any means other than space/time. Even then, a space time user will, to a locked on Inuzuka, leave behind a discernible residue that will seep out from around their warping point like a scar, and through inspection of the scar an Inuzuka will be able to acquire information such as whether an opponent has returned to the current world, how long they've been gone for, and through use of a sixth sense such as the one that allows dogs to anticipate bad weather or even disasters, the user can even anticipate when they will return and immediately re-locate them once they do. Futhermore, upon entering within short range of one of their Hunters, a Hunted target will be subjected to extreme and constant mental intimidation, not unlike killing intent, that will forcefully lower their speed back down to their base speed, and also reduce the power of all of their Ninjutsu by -10, and their primary affinity by a full -20.

Hunter - Void Assault

Being Apex Predators the High Breed take much delight in stalking and hunting their prey. This ability, void assault, is an extension of a predators natural ability to hunt, and takes a core ability of many great land predators - stalking, and amplifies it greatly. Through use of chakra a High Breed is capable of entering into an unparalleled stealth, one that masks not only it's visage, but also it's chakra system from an opponent. A stealthed high breed cannot be detected through any means, whether it be through the five senses or through a special clan specific 6th or 7th sense, as their use of chakra serves to deflect all forms of detection - not unlike how chakra is used to deflect light to render the target invisible during 'Hiding in Camouflage' technique; and thus elevates a High Breed into a state of absolute stealth. They leave behind no scent, no trail, they cannot be heard or smelt, nor can the vibrations of their movements be felt. Furthermore, a High Breed in Void Assault will experience a movement speed boost when heading towards a target, increasing their speed by approximately a third (Two thirds if approaching a hunted target). However, the absolute stealth will completely shatter as a High Breed enters within a meter and a half of an opponent. As with all forms of Stalking, Void Assault is utilised to close distance and, once within pouncing distance the prey will become aware of their predator as it closes in - in this case, a High Breed will be rejected from its state of inexistence, to such an extent that even the most foolish and unsuspecting will be alerted to the sudden presence of a being behind them. The exception however is if a High Breed remains dead still - at which point Void Assault can be maintained even within a meter of an opponent, however the moment a High Breed makes a move or attempts to mould chakra the stealth will be broken.

Note:
- Marked is the passive portion of this technique, it activates automatically upon drawing an opponents blood or coming into contact with their blood sample (30 meters range for encountering blood). The intimidation aspect however requires a move to activate, and once activated will remain persistent indefinitely (However an Inuzuka or one of his Ninkens is required to be within short range of its targets for the effects to persist, otherwise they will wear off after a turn until the conditions are once again met)
- The initial passive activation of marked saps 20 chakra from all hunting participants.
- Void Assault can be cast by multiple Ninken simultaneously, counting as only one technique if that is the case. It can only be broken by entering into a meter and a half distance of an opponent, otherwise it will remain active until the Ninken chooses to cancel the technique, however they rarely choose to do so as they can still utilize Inuzuka techniques while in this form.
- Void assault drains -20 chakra per turn from each Ninken. (High Breeds have their own independent chakra supply)
- Void assault can be initiated 4 times through use of this technique.
- Summons marked as Hunted will immediately disperse back to their homeland out of fear.


‡ Declined ‡ This is completely unreasonable. The lowering of stats in the Hunted is too much and the whole Hunter bit is OP. Remove the speed boost provided by the Hunted also.

Link to Inuzuka Bio: [ ]


(Kenjutsu: Senbu) Sword Art: Whirling Dervish
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is a powerful utilization of the user's sword and their quick movement speed, by channelling chakra into their blade(s) and spinning rapidly in a circular motion, the user is capable of covering a 360 degree area around himself due to their spinning motion and the constant slashing of their sword(s). If used in close range against an opponent, it would be almost impossible for those without a form of enhanced perception to follow the wild swings of the blade, and would likely end with them being cut down before they understood the direction an attack was coming from. When used in a defensive capacity this technique is capable of slicing through tangible techniques up to it’s own rank, leaving the user completely unharmed. However it won’t block energy based techniques such as lightning and fire.
Note: Can only be used twice per battle
Note: Needs two turns between uses.
Note: User can't user Kenjutsu above A rank in the same turn


‡ Declined ‡ Similar techniques exist.
Vánagandr wa - Odin ni Hoshoku Shimasu | Vánagandr - Preying of Odin
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Hunted and the Hunter, this technique seeks to encapsulate both concepts and, as two sides of the same coin manifests itself in the form of two distinct abilities.

Hunted - Marked

In response to drawing blood from an opponent an Inuzuka bonded with a high breed will be influenced by the strong frenzy and excitement elicited from their mental link with their Ninken. This rising frenzy will allow both the Inuzuka and Ninken to produce an exaggerated lock on effect to the enemies scent and blood - to such an extent that an opponent, once locked on to, will be incapable of hiding from the user through any means other than space/time. Even then, a space time user will, to a locked on Inuzuka, leave behind a discernible residue that will seep out from around their warping point like a scar, and through inspection of the scar an Inuzuka will be able to acquire information such as whether an opponent has returned to the current world, how long they've been gone for, and through use of a sixth sense such as the one that allows dogs to anticipate bad weather or even disasters, the user can even anticipate when they will return and immediately re-locate them once they do. Furthermore, upon entering within short range of one of their Hunters, a Hunted target will be subjected to extreme and constant mental intimidation, not unlike killing intent, that will forcefully lower their speed back down to their base speed, and also reduce the power of all of their Ninjutsu by -15, and their primary affinity by a full -20. However this can be treated in the same was as Killing intent, in that the shock of physical pain can remove the adverse mental stimuli - however it is superior to killing intent in that as long as the activation conditions are maintained Intimidation will renew itself next turn without cost - meaning that continuous releases may be necessary.

Hunter - Void Assault

Being Apex Predators the High Breed take much delight in stalking and hunting their prey. This ability, void assault, is an extension of a predators natural ability to hunt, and takes a core ability of many great land predators - stalking, and amplifies it greatly. Through use of chakra a High Breed is capable of entering into an unparalleled stealth, one that masks not only it's visage, but also it's chakra system from an opponent. A stealthed high breed cannot be detected through any means, whether it be through the five senses or through a special clan specific 6th or 7th sense, as their use of chakra serves to deflect all forms of detection - not unlike how chakra is used to deflect light to render the target invisible during 'Hiding in Camouflage' technique; and thus elevates a High Breed into a state of absolute stealth (this is true to all Chakra Sensing, Emotion Sensing, Doujutsu, Enhanced Hearing, etc - basically, all forms of sensing; however it cannot prevent physical means of detection such as weight, contact, etc sensing or methods which don't fall under the "senses" category). They leave behind no scent, no trail, they cannot be heard or smelt, nor can the vibrations of their movements be felt. However, the absolute stealth will completely shatter as a High Breed enters within a meter and a half of an opponent. As with all forms of Stalking, Void Assault is utilised to close distance and, once within pouncing distance the prey will become aware of their predator as it closes in - in this case, a High Breed will be rejected from its state of stealth, to such an extent that even the most foolish and unsuspecting will be alerted to the sudden presence of a being behind them. The exception however is if a High Breed remains dead still - at which point Void Assault can be maintained even within a meter of an opponent, however the moment a High Breed makes a move or attempts to mould chakra the stealth will be broken.

Note:
- Marked is the passive portion of this technique, it activates automatically upon drawing an opponents blood or coming into contact with their blood sample (30 meters range for encountering blood). The intimidation aspect however requires a move to activate, and once activated will remain persistent indefinitely (However an Inuzuka or one of his Ninkens is required to be within short range of its targets for the effects to persist, otherwise they will wear off after a turn until the conditions are once again met)
- The initial passive activation of marked saps 20 chakra from all hunting participants.
- Void Assault can be cast by multiple Ninken simultaneously, counting as only one technique if that is the case. It can only be broken by entering into a meter and a half distance of an opponent, otherwise it will remain active until the Ninken chooses to cancel the technique or uses a technique of his own (keeping the stealth ability active requires focus and conscious input, preventing its sustained effect when actively engaging in performing techniques, including Taijutsu).
- Void assault drains -20 chakra per turn from each Ninken. (High Breeds have their own independent chakra supply)
- Void assault can be initiated 4 times through use of this technique.
- Summons marked as Hunted will immediately disperse back to their homeland out of fear.

‡ Approved ‡


 Reviewed  Slightly editted.


Link to Inuzuka Bio: [ ]

(Kenjutsu: Senbu) Sword Art: Whirling Dervish
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is a powerful utilization of the user's sword and their quick movement speed, by channelling chakra into their blade(s) and spinning rapidly in a circular motion, the user is capable of covering a 360 degree area around himself due to their spinning motion and the constant slashing of their sword(s). If used in close range against an opponent, it would be difficult for those without a form of enhanced perception to follow the wild swings of the blade, and would likely end with them being cut down before they understood the direction an attack was coming from. When used in a defensive capacity this technique is capable of slicing through tangible techniques up to it’s own rank, leaving the user completely unharmed. However it won’t block energy based techniques such as lightning and fire. The speed of the whirling blades is such that it can cause violent aftershocks of wind pressure as the user moves, effectively creating something akin to a razor wire shell of air pressure around their body. Recognizable by what appear to be afterimages of the sword slashes.
Note: Can only be used twice per battle.
Note: Needs two turns between uses.
Note: User can't use Kenjutsu techniques above A rank in the next turn.

‡ Approved ‡

(Kenjutsu: Hanpatsu Kurō) Sword Art: Repulsing Crow
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user releases a burst of chakra around themselves that reaches up to four meters in the shape of a dome. Employed as the ultimate defense when facing multiple enemies or projectiles, the user will be able to perceive anything that enters the sphere and can cut or deflect it immediately. By using the momentum created from the initial slash, the user can continue cutting/deflecting objects of the same rank and below with greater speed.
~Can only be used twice per battle
~Can't be used consecutively

‡ Declined ‡ This is just a fuuinjutsu barrier mixed with a Kenjutsu technique.
 
Last edited by a moderator:

Negative Knight

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

‡ New Cycle ‡

The new cycle starts on 13/04/2016 (at 13:00 GMT +1) and ends on 20/04/2016. The thread will be closed up to a week so we 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, we 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) If you get a decline don't VM, PM or IM any mods about it. We've been pretty relaxed with the red rule but a lot of people have been taking advantage lately.

Any pending or remaining customs will be checked as soon as possible.
 

BoBoKittyDuck

Active member
Veteran
Joined
Oct 2, 2015
Messages
2,872
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Amarog and Kaina
Type:Weapon
Rank:B
Range:Short
Chakra:N/A (-5 per turn to maintain "Will of the Twins" ability. -20 to activate "Wrath of the Twins" ability.)
Damage:N/A
Description:
Amarog and Kaina are ancient duel wielding Swords, each about 40 cms long with two sharp edges. They were named after two twin Wolfs that had fur white as snow and eyes red as blood.
The swords are said to have been forged after soaking the metal with their blood, which mysteriously turned the color of the metal that was used from a dark color into a brighter color, many believed that the wolfs' souls have somehow moved into the swords to watch over and protect the Inuzuka Clan.
The swords are very light, but they can cut a man in half if used correctly. The wielder has the option to tie the handles of the swords to his wrists before battle, making it easier to weave signs without the need to put the swords back in their sheath everytime. The swords are usually carried on the back of their owner inside of a black sheath made specifically for them.
Both of the swords have brown handles made out of leather, also both of the handles are made in a way that gives the wielder the option to connect them together, forming a Double bladed sword that can be carried with 1 hand, and can be thrown at the enemy like a spear. The shape that the two swords form after being connected, gives it more accuracy over normal ninja weapons.

Picture:
You must be registered for see images

Abilities of Amarog and Kaina:

Will of the Twins:
These swords are known as ancient Swords among the members of the Inuzuka Clan, they were passed down only to members that swore to protect the Inuzuka Clan and have proven themselves worthy.
These swords enhance the Inuzuka Clans Hidden Abilities by +10 Damage.

Notes:
-Requires 5 chakra per turn to maintain.
-The effect is multiplied by 2 if "Wrath of the Twins" ability is active.

Wrath of the Twins:
If the wielder witnesses their Ninkin being injured or killed, they can activate this ability that causes the swords to glow red, and start looking like they are dripping blood, they will gain the ability "Wrath of the Twins" which extends the length of each blade by 10cms and allowing them to cut through offensive ninjutsus if the swords are split, or defensive ninjutsu if they are connected as a double bladed sword.

Notes:
-This ability can only cut through B-rank jutsus or below.
-This ability has to be activated by the Wielder, only if they witnessed their Ninkin being injured or killed, by channeling chakra into the swords.
-The effect lasts 2 turns.
-The effect ends if the wielder cuts through 2 offensive ninjutsus.
-The effect ends if the wielder cuts through 1 defensive ninjutsu.
-This ability has a 4 turn cooldown after the ability ends.


-These swords can only be used by a member of the Inuzuka Clan.
-Can only be taught by BoBoKittyDuck.

Declined:
1. Your first ability, boosting Inuzuka techniques, it doesn't make sense. They have wolf blood on them but how does that empower your doggy style techniques? Needs explaining
2. Boosting like this a bit OP, you've giving every technique +10 at the cost of 5 chakra only, this would add a rank of power to any jutsu in your clan really.
Resubmitting: Added new/necessary info. Interesting edits on first ability. More balance to second ability.

Amarog and Kaina
Type:Weapon
Rank: A
Range:Short
Chakra:N/A ( -20 per turn to maintain "Will of the Twins" ability. -35 to activate "Wrath of the Twins" ability.)
Damage:N/A
Description:
Amarog and Kaina are ancient duel wielding Swords, each about 40 cms long with two sharp edges. They were named after two twin Wolfs that had fur white as snow and eyes red as blood.
The swords are said to have been forged after an elder from the Inuzuka Clan who was a Kenjutsu master and had an incredible bond with his Ninkin, fused his chakra into the metal, after that the metal was soaked with the blood of the twins, which mysteriously turned the color of the metal that was used from a dark color into a brighter color, many believed that the wolfs' souls have somehow moved into the swords to watch over and protect the Inuzuka Clan.
The swords are very light, but they can cut a man in half if used correctly. The wielder has the option to tie the handles of the swords to his wrists before battle, making it easier to weave signs without the need to put the swords back in their sheath everytime. The swords are usually carried on the back of their owner inside of a black sheath made specifically for them.
Both of the swords have dark brown handles made out of leather, also both of the handles are made in a way that gives the wielder the option to connect them together, forming a Double bladed sword that can be carried with 1 hand, and can be thrown at the enemy like a spear. The shape that the two swords form after being connected, gives it more accuracy and thrusting power over normal ninja weapons.

Picture:
You must be registered for see images

Abilities of Amarog and Kaina:

Will of the Twins:
These swords are known as ancient Swords among the members of the Inuzuka Clan, they were passed down only to members that swore to protect the Inuzuka Clan and have proven themselves worthy. These swords require high strategy for their abilities to be effective. An elder of the Inuzuka Clan who took part in forging the swords, fused and sealed his chakra in them, to make them specifically stronger for any Inuzuka member who wields them, after combining the wielder's chakra with the chakra within the swords.
These swords enhance the Inuzuka Clans Hidden Abilities by +5 Damage or speed, depending on the technique.

Notes:
-This effect will only activate if the user is carrying his swords and is fusing his chakra with the chakra within the swords, and will deactivate as soon as the wielder stops fusing.
-The effect is multiplied by 2 if "Wrath of the Twins" ability is active.
-If the user is only fusing his chakra to only one of the swords, they will only gain half of the boost and lose half of the chakra required.
-Each sword only has 50 chakra within them, and will lose 10 Chakra each time the ability is activated.
-Requires 20 chakra from the wielder per turn if the effect is active. (-10 to each sword =-20)

Wrath of the Twins:
If the wielder witnesses their Ninkin being injured or killed, they can activate this ability that causes the swords to glow red, and start looking like they are dripping blood, they will gain the ability "Wrath of the Twins" which extends the length of each blade by 10cms and allowing them to cut through visible offensive jutsus if the swords are split, or a defensive jutsu if they are connected as a double bladed sword. In order for this ability to activate, the wielder must focus his chakra into the swords.

Notes:
-As soon as this ability is active, the wielder will not be able to connect or disconnect the swords.
-This ability can only cut through B-rank jutsus or below.
-This ability has to be activated by the Wielder, only if they witnessed their Ninkin being injured or killed, by focusing his chakra into the swords.
-The effect lasts 2 turns.
-The effect ends if the wielder cuts through 2 offensive jutsus, or 1 defensive jutsu.
-Cutting a jutsu takes a move slot.
-This ability has a 4 turn cooldown after the ability ends.
-This ability can only be used twice per battle.
-Requires 35 chakra to activate and 20 chakra each time the swords cut through a jutsu.

-These swords can only be used by a member of the Inuzuka Clan.
-Can only be taught by BoBoKittyDuck.

‡ Declined ‡ You need to fix this formatting. I can't read it like this.

(Jinjū Konbi Henge: Meikakuna Bijon) Human Beast Combination: Clear Vision
Type:Supplementary
Rank:A
Range:Short
Chakra:30 (-10 Chakra per turn to maintain.)
Damage:N/A
Description:
A Combination between the user and their Ninkin where the user and their beast share their visions. It is a specialty of the Inuzuka clan. After coming into contact with the Ninkin, the user can now link his vision with the ninken's by channeling his chakra into it and focusing it all in the ninken's eyes, while also focusing chakra in the users eyes. As a result, their eyes glow blue due to the flow of chakra there. This jutsu increases the awareness of the user and their Ninkin, allowing them to see attacks that they have no vision of, while their partner does.

Picture:
You must be registered for see images

Notes:
-This effect lasts 3 turns.
-This jutsu can only be used twice per battle.
-This jutsu has a 2 turn cooldown after the effect ends.
-Requires 30 Chakra to activate, and 10 per turn to maintain.
-Can be deactivated if the user stops channeling chakra to his eyes.

-Requires dog companion and be a member of the Inuzuka clan.
-Can only be taught by BoBoKittyDuck.

‡ Declined ‡ Exists as an ability of other customs.

(Raiton: Kaminarino Kanakirigoe) Lightning Release: Lightning Screech
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description:
The user will focus lightning chakra in his hands, and then will slam the ground with them, sending small harmless lightning surges through the ground, they will travel in a specific direction, chosen by the user. The surges will electrify small rocks underground that are part of the earth, causing any weight that touches the ground on top of the electrified rocks, to result in a loud pop noise from the small rocks as they get slightly shattered. The sound will alarm the user of that position. The surges will only be visible as they are being released from the user's hands. Any rocks that were shattered because of this ability, will lose the lightning charges in them.

Notes:
-Can only be used when the ground is normal Earth.
-This ability lasts 4 turns.
-This ability has a 1 turn cooldown after each use.

-Can only be taught by Bobokittyduck.

‡ Approved ‡
 
Last edited by a moderator:

ZandaT

Active member
Legendary
Joined
Aug 18, 2012
Messages
12,448
Kin
207💸
Kumi
8,739💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Fūinjutsu: Gitai hakai shīru) - Sealing Arts: Mimicry Destruction Seal
Type: Defensive |Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (-5 per turn)
Damage: N/A
Description: This sealing technique is a rather simple acting one able to be created during battle or prior to. Using a seal with the word "Revoke" either on paper or somewhere on one’s body, the seal will remain dormant until the enemy’s chakra makes contact with it, thus triggering its activation. If this seal is used against an enemy technique, the moment the technique comes into contact with the seal, it will cease, and immediately afterwards a barrier is released from the user as it spreads to the ends of long range with the user as its epicentre. This barrier carries special chakra blocking properties that focuses on the source of the foreign chakra first used to activate the technique. Once in the barrier its target is restricted by the barrier's blocking properties, restricting them from using the same type of chakra that was used for their previous technique. For example; if used on an elemental technique, it would prevent them from molding chakra of that element. If used on raw chakra techniques or special chakra types it cancels them before doing the same thing. All divided, but similar, target foreign chakra sources like clones also succumb to the barrier's properties while in its realm.
NOTES
►User can only have two of these seals in their possession.
►The restriction lasts for 5 turns unless otherwise broken.
►Only one of this type of seal can be in play at a time meaning a minimum five turns before re-use.
►No other techniques S rank and above the same turn the seal is used
►No Fūinjutsu for one turn after activation
►Can only be taught by ZandaT


Declined - a long rnage barrier is too much and stopping the use of that element i don't like.
(Fūinjutsu: Gitai hakai shīru) - Sealing Arts: Mimicry Destruction Seal
Type: Defensive |Supplementary
Rank: S
Range: Short-Mid.
Chakra Cost: 40 (-10 per turn)
Damage: N/A
Description: This sealing technique is a rather simple acting one able to be created during battle or prior to using a seal with the word "Revoke" either on paper or somewhere on one’s body, the seal will remain dormant until the enemy’s chakra makes contact with it, thus triggering its activation. If this seal is used against an enemy technique, the moment the technique comes into contact with the seal, it will cease as it is absorbed into the seal, and immediately afterwards a barrier is released from the user as it spreads to the ends of mid range with the user as its epicentre at all times. This barrier carries special chakra blocking properties that focuses on the source of the foreign chakra first used to activate the technique launched by the target. Once in the barrier its target is restricted by the barrier's blocking properties, restricting them from using the same type of chakra that was used for their previous technique. For example; if used on an elemental technique, it would prevent them from molding chakra of that specific element. Only elemental and energy based techniques can be registered and absorbed by this seal, and the technique in question can be no bigger than a four meter diameter in order to be absorbed. All divided, but similar, target foreign chakra sources like clones also succumb to the barrier's properties while in its realm.
NOTES
►User can only have two of these seals in their possession/body
►Only one of this type of seal can be in play at a time
►The restriction lasts for 4 turns unless otherwise broken
►Seal has a 1 turn cooldown upon ending
►No other techniques S rank and above the same turn the seal is used
►No Fūinjutsu for one turn after activation
►Can only be taught by ZandaT

Declined - Even OP would say this was OP, for custom S rank fuuin to seal an entire element, it's too much without severe heavy restrictions. I say this because i'd seal water once and use one F rank fire jutsu to wreck.

(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: (-30 from user when sealing activates)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, a circle on the wrist band will emit a bright colorful light corresponding to the known energies of the Ninja World (our current rp). The circle will glow purple for Keigoku, green for natural energy, gold for Kiyoshi energy, blue for Force energy, and red for Ethereal energy (what the Katsuryoku use) within range. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the energy back into the wrist band. The jutsu is quite helpful for shinobi that does not have any energy sensing abilities, but its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Can be used 3x per battle
►Has a two turn cool down when a S-Rank technique is sealed
►Can only be taught by ZandaT

✦ Declined, collides with a Seal I submitted some time ago. ✦

‡ All Pending ‡ Leaving for another mod.
Permission to re-submit:

(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: (-30 from user when sealing activates)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, a circle on the wrist band will emit a bright colorful light corresponding to the known energies of the Ninja World (our current rp). The circle will glow purple for Keigoku, green for natural energy, gold for Kiyoshi energy, blue for Force energy, and red for Ethereal energy (what the Katsuryoku use) within range. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the energy back into the wrist band. The jutsu is quite helpful for shinobi that does not have any energy sensing abilities, but its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Can be used 3x per battle
►Has a two turn cool down when a S-Rank technique is sealed, and no other fuuin above A ranked can be used that turn
►Can only be taught by ZandaT

Declined - 3 times per battle a barrier just forms around you that can block S ranks without you needing to do anything with no restrictions? xd

(Senpo: Ribaiasan no aryūru) Sage Art: Leviathan's Allure
Type: Defense/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per round to sustain)
Damage: N/a
Description: Leviathan's Allure is a sage technique that uses natural energy to breath life into a natural existing source in a gaseous state, for example; mist, smoke, smog, etc., devoid of chakra. This allows the user to gain control over said source to a partial degree, triggered with a single hand seal, the source is then guided by the user's will in terms of control. Once activated, the user is able to shape near solid serpent like leviathans out of the source able to; clench on, restrain, or hinder the target without preventing damage to them. Likewise the user can use these leviathans himself for many supplementary reasons during battle, and once per activation, the user can shape a special red-eyed leviathan with an A ranked defense to be used until destroyed or the technique ends. All creations except for the red-eyed leviathan, whose creation costs an additional move, hold strengths divided amongst each other. The leviathans can only be created if the source allows, or in other words is big enough, and their dimensions must be relative to the size of the source as well; small sources make a single or small plethora of leviathans within 3m dimensions, medium sources within 8m, large supplies have no limit. Being that the source in control is in a gaseous state, wind techniques of equal rank can break constructs while dissipating the source making it ineffective. Once activated this jutsu lasts for three turns, or until the source is dispersed/countered.
NOTES
►Can be used 3x per battle
►Has a 2 turn cool down
►No jutsu above S rank while active
►User must know Sage Mode
►Can only be taught by ZandaT

‡ Approved ‡ Not bad.

Leaving for NK
 
Last edited by a moderator:

Summer

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

Dropping this if approved:
Fuji Kujaku Toku(Wisteria Peacock Shield)
Type: Weapon
Rank: S Rank
Range: Short-Mid Range
Chakra: 40
Damage:80 (+10 to taijutsu
Description:
This hand held shield is made of chakra metal which makes it so the shield can resonate with the user's chakra, be it elemental or regular chakra. This shield is shown as whatever colour the user deems fitting for his style. It has taken years of training to perfect utilizing a shield in battle and taijutsu combat with the shield, but well worth the effort put into it. This particular style and fabricated shield weighs no more then that of a two samurai's katana This shield is round in shape and covers close to half the user when blocking attacks, it also has a strap on the backside for carrying purposes. The strap has built in holder's for three kunai, or three scrolls(similar to a gun strap holding bullets) making for easy access to kunai or scrolls in place securely. The offensive ability behind this shield is usable once every two turns the user is able to infuse the top of the shield with Wind based chakra and by rotating the wind on the face of he shield it boosts the throwing speed and power Rotation of the shield upon contact with a target. The user even has the ability to make the edge of the shield like a saw blade with wind chakra adding a slicing and cutting ability to the wind natured shield. The shield is returned to the user by either attaching a chain of wind that is near invisible or by ricocheting off of things. The user of the shield must catch the shield by its strap which slightly hangs down while being thrown, many shinobi have said that this was the true form of Rasenshuriken. While in wind state shield mode the user can use it in close combat as well smash the enemy in the face or chest with extra force due to the wind chakra on the face of the shield.
It also has the ability to block explosive kunai's and up to C rank Taijutsu, while also adding a +10 boost to damage while using the shield in conjunction with taijutsu and any shield developed taijutsu made at into Freeform or actual jutsu's.

Restrictions:
+shield throw is S rank in power when fused with wind chakra.

+once per two turns the elemental shield throw and only three times per battle.

+no S-Rank or above wind techniques on the turn after the shield throw is used

+can only hold three Kunai or three scrolls

+user must state at the start of battle or summon the shield

+only usable by Juha and those taught to.
Changes bolded



Magnhild
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description
This giant hammer was passed down from a woman named Nora Valkyrie. It is a long handled hammer with a big head and a long haft (handle) the length of 5 feet, and weighs in at 20lbs. The head of the hammer is round and flat on the front side and on the back side it comes to an hollowed out Spike like point . Seen as how this hammer is quite a big and heavier weapon then most it is normally stored in a scroll unless the user states at the beginning of battle that they are carrying it.


+Tempest strike
The user can channel wind chakra into the head of the hammer, and use it to propel the backside of the hammer. This gives it a burst of speed that is harder to visually time an attack. This release of wind will help to propel the hammer swings and or rotational swings of the hammer.
The boosting speed is similar to that of a jet stream of wind released from its backside. Having a speedy swing will give extra momentum for crushing blows.

+Talley Hoooo!
Due to the size of the hammer the user can place a foot on the head of the hammer, while it is upside down. The user holding the haft and standing on the head will be able to release the wind from the spike end. This will propel you through mid air combat by jetting you around on the hammer. As seen in the video the she was able to lift herself into the air or around mid air on the battlefield.

+Tachikaze

This last ability is a unique canister, and you can carry up to three in your ninja pouches. You can also have a premade scroll that have these canisters stored to save room in your tool pouches. Theses are premade wind charged canisters that do not require the user to expel there own chakra during battle to use. These canisters are fired out from the back side of the hammer like a grenade launcher. The canisters will detonate after being fired sending a 5 meter wind net towards the opponent or from above reigning down. These canisters are released by channeling raw chakra to a spring system loaded launcher system. These can only be shot up to mid range of the user. This launcher type system was design by the user and resembled the smoke launcher's used by select sound ninja. Canisters will have to be reloaded manually by the user.




Restrictions:

+ every time an ability is used it uses a Jutsu slot.

+ Tachikaze can only carry 3 canisters. also firing Tachikaze spends 10 chakra points per shot.

+ can only use Tachikaze once per turn.


+ Tempest strike requires a full turn cool down between usage. Considering the force of an enhanced speed swing this gives a +10damage boost.

+ wind Talley hoooo can only be used twice in the same turn.

+ wind Talley hoooo requires a full turn cool down after the two usages.

+ can only be used by Juha and those he allows.


Declined - no to the wind grenade canister things



Changes bold removed third ability.
Dropping the weapon in spoiler.

Magnhild
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description
This giant hammer was passed down from a woman named Nora Valkyrie. It is a long handled hammer with a big head and a long haft (handle) the length of 5 feet, and weighs in at 20lbs. The head of the hammer is round and flat on the front side and on the back side it comes to an hollowed out Spike like point . Seen as how this hammer is quite a big and heavier weapon then most it is normally stored in a scroll unless the user states at the beginning of battle that they are carrying it.


+Tempest strike
The user can channel wind chakra into the head of the hammer, and use it to propel the backside of the hammer. This gives it a burst of speed that is harder to visually time an attack. This release of wind will help to propel the hammer swings and or rotational swings of the hammer.
The boosting speed is similar to that of a powerful wind burst released from its backside. Having a speedy swing will give extra momentum for crushing blows.

+Talley Hoooo!
Due to the size of the hammer the user can place a foot on the head of the hammer, while it is upside down. The user holding the haft and standing on the head will be able to release the wind from the spike end. This will propel you through mid air combat by jetting you around on the hammer. As seen in the video the she was able to lift herself into the air or around mid air on the battlefield. this ability has enough propelling force to move you from short range to long. It all depends on the users description as to where they end up.




Restrictions:

+ every time an ability is used it uses a Jutsu slot.

+ Tempest strike requires a full turn cool down between usage. Considering the force of an enhanced speed swing this gives a +10 damage boost.

+ wind Talley hoooo can only be used twice in the same turn.

+ wind Talley hoooo requires a full turn cool down after the two usages.

+ can only be used by Juha and those he allows.


Fuin training:

( Fuinjutsu sunacchi) Sealing arts Snatch
Type:Supplementary
Rank: A rank
Range: Short
Chakra:30
Damage: N/a
Description: this Fuinjutsu technique is a seal based Jutsu that requires the user to imbed a seal onto any weapon and can be noted in the bio that the weapon has the seal. The seal is activated by one handsign and when the enemy uses any wind type jutsu and it gets in contact with the seal, it will absorb all the power from that jutsu protecting the user while storing the wind chakra. This will then allow the user after consuming the power from the opposing wind jutsu, use said weapon with the added power giving the user's next weapon based jutsu, within reason, added wind based power equal to the chakra points of the tech absorbed making it a wind/bukijutsu combo. This however does not increase the range of the Jutsu released, but instead add an element of wind power to the move. This seal is able to store up to A rank worth of wind chakra.

Restrictions:

+ seal must be state on bio that it is attached to a weapon.

+ can only be used three times per battle

+ cannot use fuuin the following turn

+ has a two turn cool down

+ can only be taught by me





( Fuinjutsu Gihen Shita) Sealing arts Deception beneath
Type:Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: 40
Description: This seal is one that is placed on constructs of a solid nature. The seal will be placed onto the construct and during that placement the user will channel a small portion of elemental chakra to it. Once that construct takes damage or is broken the seal will activate. The seal will then release whichever element was channeled to into the seal as a short range explosion. These seals are a way to give supplementary Jutsu a form of damage by adding a feature of extra power upon its destruction. This seal can be used on elements like earth, crystal, wood, etc that the user is in control of or devoid of chakra. However, upon creation the user cannot imbed the solid construct with an element that is the medium's weakness.
Note:
Anything from fire, water, wind lightning, and mud(earth) can be utilized.

Jutsu can be used 4x per battle

Jutsu has a 1 turn cool down

Can only be taught by me

Declined - it's so hard to go through your cjs when you lay them out like this, if you want to format them this way, do it in your own cj thread.
 
Last edited by a moderator:

Nathan

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

(Taijutsu: Fuzeki) - Body Arts: Floating Stone
Type: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A
Description: is an extremely high-level Taijutsu, and occasionally Kenjutsu, skill available to high-ranking Taijutsu masters. However, the rendition labelled the Floating Stone is the embodiment of perfect bodily control in all of its forms. Floating Stone is a technique, or rather, attribute associated with an exceptional master of Taijutsu. Through extreme control over their body's physical strength, control over their breathing rate and highly precise footwork, one can virtually eliminate their presence from all of their movements. The most basic application of Floating Stone enables the users to remove all impact from their movement on the environment: they create no sound nor traces. At its highest level, the Floating Stone is an attribute that causes virtually all of an individual's movement to be categorized under the opponent's sub-conscience, primarily because all masters of Floating Stone possess such silent, receptive movement that the conscious mind is simply incapable of registering it as necessary information. Although it might appear to be an impenetrable maneuver, the simplest way to break through the highest-level of Floating Stone is to examine one's unconsciousness. Although stating that is simple, the amount of control that would require would be akin to noticing the finer details of an opponent's jewelry despite them surrounding your body with blades. As a result, without extensive training in the control of one's body and conscious perception — a skill only available to the most dedicated Taijutsu masters — or possessing a dōjutsu that overrides the brain's natural categorization of information, it is impossible to defeat the Floating Stone.
You must be registered for see images
Notes:
- Lasts three turns.
- Can only be used twice per-match/twice per NW event.
- Cool down of two turns, before reuse.
- Can only be taught by Nathan.

Declined - You need to explain what effects this has the in the RP, apart from making you silent (have silent homicide) or not moving the environment around you. To me it seems like a cfs

(Taijutsu: Kansetsu no Kiba) - Body Arts: Locking Fangs
Type: Defensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A
Description: Locking Fangs is a highly advanced Taijutsu technique that involves great flexibility and reflexes, only given to those Taijutsu practitioners who have dedicated their lives to the craft. At the point where any weapon that has an edge, such as a sword or a spear comes into close proximity with the user, the user may respond adequately by raising their knee high up from the ground in order to give a surface for the said weapon to land on prior to smashing their elbow onto the weapon from above in order to completely lock it in place. When enhanced by chakra flow, this technique proves capable of destroying most ordinary weapons, thus stunning opponents and enabling highly skilled combatants the opportunity to follow up with powerful strikes that may end a battle instantly. Alternatively, the user could employ this technique with dual weapons.
Notes:
- Can be used four times per-match.
- Can destroy all non-chakra enhanced weapons, and can destroy chakra enhanced weapons up to B-rank.
- Can only be taught by Nathan.

Declined - can be done with the taijutsu technique intersection method

(Ninjutsu/Kuchiyose: Enbasha) - Ninja Arts/Summoning: Scorching Chariot
Type: Offensive, Defensive, Supplementary
Rank: A-rank
Range: Short - Long
Chakra: 30 (-10 per turn the diamonds are active)
Damage: 60
Description: is a unique set of items. By conjuring the appropriate hand seals, the user is able to summon light blue diamond-like objects near his proximity. These diamond-like objects are filled with residual chakra from the environment and, are therefore, quite varied in what they accommodate within them. There are exactly five of these diamonds, each of these diamonds are filled with one of the basic five elements (water, fire, earth, wind, lightning). By releasing this chakra periodically by combining it with other elemental based techniques, the user is able to make interesting combos, which usually would be harder, or need the use of yin/yang. These diamonds in a sense negate the need for yin/yang.
Notes:
- Can be used three times per-match.
- Last for three turns, unless used or destroyed.
- Each diamond is the same blue colour, so the target cannot tell the difference by just looking at them, they'll need some sort of doujutsu, or sensing.
- The diamonds can be destroyed by the element they are weak to. A-rank and above will destroy it.
- Cool down of two turns before reuse.
- Can only be taught by Nathan.

Declined - this would fall under the CW slot, or a c.e as you're essentially using diamond release containing chakra.
 
Last edited by a moderator:

Vex

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

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

Note: Usable thrice per battle.
Note: Lasts two turns per use
Note: No sound jutsu in the same turn
Note: No sound above A rank next turn
Note: Teachable only by Vex
Note: User cannot use this Jutsu whilst he is using a technique to seal the opponent's wind, or restricting him from using wind.

(Ototon - Locomotor) - Sound Release: Locomotor
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user focuses sound waves through the air and into an object of some sort, being able to move objects through the battle field through the usage of their hands, or even by 'conducting' an object's movements through the manipulation of a staff, or other weapon. This is done by having high frequency, low amplitude soundwaves form discreetly around an object, and using them to grasp the object. The objects can be manipulated to move in simple or complicated patterns, and even to zoom through the air. However, the jutsu cannot manipulate anything of higher weight than a medium sized boulder.

Note: Teacable only by Vex

‡ Both Declined ‡ Sorry for the confusion but this is the same cycle. I realized I closed the thread a day early and re-opened it when it was pointed out to me.
(Ototon: Apparitionu) Sound Release: Apparation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A sound jutsu conceived after seeing the legendary Hozuki clan in action. The user would be able to suddenly turn his body into pure, low frequency, high amplitude sound waves. It would, in actuality, appear as if the user had turned into wind. However, the user's body becomes changed into sound. The user is actually able to reform and disperse at will. This can even be applied to singular portions of the user's body, or to single limbs. The opponent would not actually be harmed upon the user's body turning to sound. However, the sound waves would drive back all matter within a short range radius. This is similar in manner to (Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill. Thus, the jutsu would be good to use upon being bound. While the user is capable of normal movement if a singular body parts are changed into sound, if the user were to turn just his lower body into sound he becomes capable of moving at the average speed of a kage ranked user, and able to use sustained flight for the turn it was activated in. This is done by way of acoustic levitation. Furthermore, if the user was to turn his entire body into sound he becomes able to move as a cloud of sound waves (unable to attack, and extremely vulnerable to wind). The user is visible as ripples ain the air, and the opponent is able to hear him as a low pitched hum. Although matter, and energy attacks will be unable to affect the user, attacks utilizing wind are extremely effective. They become able to disperse the user's form. When large scaled wind jutsu such as Tornado Wall strike the user, his form becomes displaced to such a degree that he is unable to reform. This means that the user must be very wary while he is transformed. Upon dispersing, a loud 'pop' is heard. This is, of course, purely cosmetic and serves no purpose. Alternatively, by varying the way in which the sound waves travel, and condensing them - the user becomes able to appear as a traveling whisp of dark smoke (again, purely cosmetic).

Note: Usable thrice per battle.
Note: Lasts two turns per use
Note: No sound jutsu in the same turn
Note: No sound above A rank next turn
Note: Teachable only by Vex
Note: User cannot use this Jutsu whilst he is using a technique to seal the opponent's wind, or restricting him from using wind.

‡ Declined ‡ The bolded was a nice try. You're not moving at the speed of Sound even if you turn your whole body into sound waves. It's close to teleportation and we already have enough of that.

(Ototon - Locomotor) - Sound Release: Locomotor
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user focuses sound waves through the air and into an object of some sort, being able to move objects through the battle field through the usage of their hands, or even by 'conducting' an object's movements through the manipulation of a staff, or other weapon. This is done by having high frequency, low amplitude soundwaves form discreetly around an object, and using them to grasp the object. The objects can be manipulated to move in simple or complicated patterns, and even to zoom through the air. However, the jutsu cannot manipulate anything of higher weight than a medium sized boulder. This cannot be used on the opponent's clothes or attire but can be used on any weapons they may be wielding.

Note: Teachable only by Vex

‡ Approved ‡
 
Last edited by a moderator:

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
Re: Custom Jutsu Submission

(Taijutsu: Sūpurekkusu)Body Arts: Suplex
Type: Offensive
Rank: S-rank
Range: Short
Chakra:N/A
Damage:80
Description:The Suplex is an extremely powerful, grappling-type maneuver of close combat. The user will begin by kicking the opponent in the stomach, causing them to reflexively bend over from the stunning pain. The user will then drape the opponent's nearest arm over their shoulder, gripping them by the waist before lifting them into an upside down position. The user will then immediately fall backwards, heaving the opponent into the ground at tremendous force. The technique can also be executed by standing behind the opponent, wrapping both arms around their waist, lifting them up and throwing one's body backwards, slamming the opponent's upper back/shoulder into the ground below.

(Fuuinjutsu: Bodiāmā) Sealing Arts: Body Armor
Type: Defensive
Rank: A-rank
Range: Short
Chakra:30
Damage:N/A
Description:The user will form the dragon-tiger handseals, creating a powerful barrier that covers the user's body. The barrier takes the shape of the user and spans about three inches away from their skin. The barrier, initially invisible to the naked eye, serves to protect the user. When enemy's attack draws near, the barrier becomes active, appearing as a translucent red color, and deflects the attack in respects to strengths and weaknesses. The technique was created as a means of allowing the user to engage in Taijutsu maneuvers without having to worry about techniques like Chidori Stream, allowing them to execute their maneuvers. The barrier does not cause any additional damage or enhancements to the user's body, even though it is tangible, and comes into effect when struck by a person or technique.
Notes:
-Can only be taught by Riker
-Must have mastered Basic Fuuinjutsu
-No Fuuinjutsu above A-rank in the next turn
-Lasts for four turns maximum and can be used twice per battle
-Technique respects elemental strengths and weaknesses, meaning that higher ranked elemental Ninjutsu will break through, and elemental ninjutsu of the same rank cancel out with the barrier.
-Barrier is self-sustaining, meaning user is free to perform other techniques while it is active

‡ Both Approved ‡
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
Re: Custom Jutsu Submission



(Fuuin: Akuma to no dansu) - Sealing Technique: Dance With The Devil
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will have a seal placed on their body with the Kanji for a specific element. The seal can be passively activated in battle and it’s activation will restrict the user to a certain element (as well as the one’s it’s comprised of. In exchange for limiting the user to certain element(s), the user's techniques of the remaining elements will gain one rank and in the case of S-Ranks and above they will gain +20 damage. In the case of defensive and supplementary techniques, they will become capable of defending against techniques with 20 more damage points (only applies to S-Ranks and above). This counts as a passive boost rather than an active one due to the nature of the seal. To clearly illustrate the seal’s use in battle, if the user restricted themselves to Steel Release, they would still have access to Earth, Fire and any CE combinations of the aforementioned elements (elements that use solely earth, solely fire or Earth and Fire). Alternatively, the user can create the seal in the middle of a battle but this usage can only be used once. This usage is fast enough to be used in the same time-frame as the subsequent technique. Once activated, this technique lasts until canceled.

Notes:

-Can only be taught by Detective L
-Must be stated in user’s biography and can only be activated once per battle/event
-Alternative use can only be used once per battle

Approved - heavy restriction but nice jutsu

(Fuuin: Yuui) - Sealing Technique: Ascendancy
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-5 chakra per turn)
Damage points: N/A
Description: The user will place a seal with the Kanji for “Immortal” on a solid technique of any kind through physical contact. The seal will make a given technique capable of regenerating from damage insufficient in destroying it. For example, using this on an S-Rank means it would continuously regenerate to full strength if it’s only hit with A-Ranks and below. Being struck with a technique equal to or stronger than the jutsu in question would result in it’s termination and thereby end this seal prematurely. This seal can be placed on a technique in the same time-frame as creating it or be applied to an existing technique as a standalone usage.

Notes:

-Can only be taught by Detective L
-Can be used thrice per battle
-Can only be applied by physical contact
-Works on any solid element or technique
-Only one seal can be applied per technique
-Doesn’t work on Forbidden Ranks

Declined - due to the seal being A rank it should be destroyed by A ranks i believe, but B ranks and under cause it to reform, or can take one A rank and reform. Max amount of times it can reform.

‡ Both Pending ‡ Leaving for another mod.



( Ototon: Curse of Dolohov's ) - Sound Release: Dolohov's Noroi
Type: Offensive
Rank: A rank
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: A Sound jutsu based upon , but rather than amplify it's abilities, it is less powerful than the parent technique while offering greater versatility. By making a sudden slashing movement with his arm or a weapon whilst molding Ototon chakra, the user releases visible Sound waves that resemble a streak of purple jet like flames. Unlike the parent technique, the user isn't able to alter his arm movement's to direct the attack, instead acting as a direct projectile shot forward. However, just like the parent technique, the waves cause direct damage to the area struck, only this time below the surface and not visible. Causing no visible marks or bleeding, the wave vibrates and causes high pain within the muscles and tissues of the limb struck. If struck within a limb, the afflicted limb is left with deep tissue damage that leaves it unusable from the damage. If struck in the chest, the wave is capable of rendering an opponent unconscious as it constricts the muscles of the lungs and causes great pain, however not directly killing them.

Notes:

-Can only be taught by Detective L
-Can only be used 3 times at max.
-After using, the user cannot use S rank and above Sound jutsu the next turn.

‡ Approved ‡
 
Last edited by a moderator:

Corazon

Legendary
Joined
Mar 10, 2014
Messages
12,436
Kin
2,758💸
Kumi
23,218💴
Trait Points
0⚔️
Re: Custom Jutsu Submission





(Fuuin/Ototon: Tenrai Kainyū) - Sealing/Sound Release: Divine Intervention
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-5 per turn if used on techniques such as Stone Golem, etc)
Damage: N/A (+20 to Suiton)
Description: A technique created specifically to counteract the weaknesses of Water and Earth techniques, allowing them to become neutral when this is used. The user will perform an additional handseal at the end of a Suiton/Doton technique, creating a seal upon said technique. Once created, the seal will release Sound waves that the user is capable of controlling in order to give his technique, depending on the element, different properties.

Suiton - having activated the seal, the user will create low frequency, high amplitude sound waves that pass through his technique, giving it destructive properties, that allow it to fight on equal terms with Doton

Doton - differing from the Suiton version, the user will create sound waves that "hover" a few inches from Doton techniques, so as to not destroy them, that mimic the frequency given off by Lightning techniques used by your opponent, causing them to dissipate

♒ The seal is created in the same timeframe as the technique on which it is used
♒ Usable 4 times per battle
♒ Cannot be used on techniques above S rank
♒ Can only be taught by Lee

Declined - the concept of the sound part is a no.
 
Last edited by a moderator:
Status
Not open for further replies.
Top