[ARCHIVE] Custom Jutsu Submission - II

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Beifong

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Re: Custom Jutsu Submission

(Koton: Yuuki no Bedivere) – Steel Release: Bravery of Bedivere
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user releases his koton chakra throughout his body and seemingly explodes into thousands of steel shards that move at the speed of a shot arrow. This allows the user to evade attacks that would have otherwise landed or close the gap between an opponents at mid or long range. The shards come together as quickly as they erupted but their reformation is an audible process even at a long-range distance (it sounds like thousands of nails scratching against each other). However, the time of reformation is significant enough to allow the opponent to react to the user’s next attack regardless of the distance between them. That combined with the technique being easily heard by anyone means this technique’s nature isn’t intended to be offensive in any way but rather more defensive and supplementary.

Note: Can only be used thrice per battle
Note: Cannot be used on consecutive turns

Declined - can't approve this sorry.
(Koton: Yuuki no Bedivere) – Steel Release: Bravery of Bedivere
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user releases his koton chakra throughout his body and seemingly explodes into thousands of steel shards that move at the speed of an arrow fired from a compound bow (as fast as the bullets in the canon technique Steel Release: Bullet Swarm). This allows the user to evade attacks that would have otherwise landed or close the gap between an opponents at mid or long range. The shards come together as quickly as they erupted but their reformation is an audible process even at a long-range distance (it sounds like thousands of nails scratching against each other). However, the time of reformation is significant enough to allow the opponent to react to the user’s next attack regardless of the distance between them. That combined with the technique being easily heard by anyone means this technique’s nature isn’t intended to be offensive in any way but rather more defensive and supplementary.

Note: Can only be used once per battle
Note: This is considered a “Substitution” technique
Note: Cannot use jutsu while in shard form

Approved - nice evasion jutsu. Reminds me of gaara's sand

(Kōton: Gikyou no Gareth) – Steel Release: Generosity of Gareth
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (80 damage if used on a offensive technique)
Description: The user will focus their chakra into an existing source of steel in order to break it down into the elements it’s comprised of. The steel transforms into equal parts earth and fire, with some of the earth being made molten by the heat of the flames. If the broken down technique was an S-Rank steel jutsu, the result will be an A-Rank Earth jutsu covered in A-Rank flames. The flames continue to burn for four turns after this technique’s use if not doused or countered by then. However if the earth itself isn’t destroyed, the user can passively reiginite the flames without costing a move and at the cost of 30 chakra. They will once again be A-Rank in potency and will last another four turns. Ultimately, the key to countering this technique is to destroy the earth underneath the flames through the use of an A-Rank or above lightning technique since it would phase through the flames and have no interaction with it.

Note: Can only be used twice per battle
Note: No S-Rank Fire or Earth in the user’s same turn

Declined - passively reigniting them, needs to count as a move, reduce that to 4 turns. And a suggestion, you should make it so it can be earth around fire aswell, so that when the earth is destroyed the fire is released, would be more versatile then

‡ Both Pending ‡ Leaving for another mod.
 
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Kamishiro

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Re: Custom Jutsu Submission

[Raiton: Kaen Toburai] - Lightning Release: Blazing Funeral
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra cost: 50
Damage points: 90 (-20 to the user)
Description: A technique that has been banned from normal usage due to the high precision it requires and the strain on the body it puts. After stomping his leg on the ground, the user sends his lightning chakra below his opponent to begin the last ritual of his life. Suddenly two giant hands of lightning each of which has half the size of Gamabunta appear from the ground either from around him to squeeze him in between or from below to impale him, granted both would paralyze the opponent's body once they touch it. At the same time, a giant Coffin made out of lightning emerge from behind the opponent. After rendering the opponent useless, the hands grab the opponent's body and put it into the coffin which would then close. As it closes, the chakra inside it gets really pressured that the coffin explode in pure currents. The technique could be used in a special manner which is different than the normal form. In case the hands fail to DMG the opponent to put him in the coffin, the user can cause the coffin to explode in thousands of currents which would shall paralyze him upon impact besides the damage. The coffin could also be used to attack with the hands by changing it's position 180 degrees so that it would fall on the opponent's body.
Note: Can only be used once per battle
Note: Can only use lightning up to A-rank the same turn and S-rank the next one
Note: Due to the strain of the technique, it decreases the user's speed and causes DMG to his body.

‡ Declined ‡ Not terribly original and the restrictions are way too light for a Forbidden Rank. In future state what kind of damage the user takes (first degree electrical burns in this case would be suitable), how much their speed falls by and the restriction that limits your lightning to S-Rank in the next turn isn't a restriction at all. I'm telling you all these things for future reference. This technique is DNR.

[Raiton: Buryoku Hensetsu] - Lightning Release: Forced Betrayal
Type: Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: This technique can be used in two different ways, with the same end result. The first usage is the most common which in which the user would stomp his leg on the ground, causing hundreds of rods to emerge from below the opponent. These rods aren't meant to be an attack, so they would only paralyze the opponent's body if they come in touch with it with no damage whatsoever. The rods are rather meant to be used on techniques that require continuous focus of the opponnet's to control such techniques i.e wood human, earth golem etc. Once created, the lightning rods attach to the structure in question, this attachment causes the lightning rods to send impulses all over the structure's body. These impulses negates the existence of the opponent's chakra while injecting the chakra of the user's, inhibiting the opponent's control and granting the user control over it and because the manipulation is through the rods and not by continuous chakra focus, the user is free to do anything meanwhile manipulating it. However, should the rods be destroyed, this takeover is done for. The second method which is somewhat rare due to inhumane it is. The user would stomp his leg again to create the rods, but this time in order to control a summon of the opponent's. This is rather done by submission, the summon is shocked painfully until it submits to the user and follows his lead, and since the rods would be reverse summoned with him, the summon has to stay in until either the rods are destroyed or the summon duration is over.
Note: Can only be used twice per battle
Note: Requires two turns to cool down
Note: Can only use lightning techniques up to S-rank the same turn
Note: The lightning rods follows the elemental weakness/strength meaning it can control one rank higher in elements that are weak to lightning and can only control one rank lower in elements that are strong to lightning

‡ Declined ‡ A good idea but the first part has been done by Noni (Zeus Control) and the second part about controlling summons isn't feasible.

[Ninpo: Oni no Kyuushuu] - Ninja Style: The Demon's Revenge
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A (The DMG of the opponent's technique)
Description: A technique developed to enhance the defensive techniques of the user. Anything could be used for defense, but not everything is as efficient. While having/creating a defensive technique, the user focuses his chakra into the properties of the technique itself to tweak it's shape manipulation. With that, the user gives the defensive technique really increased elasticity that it acts similar to rubber, no matter what origin this technique from. This elasticity increases the withstanding of the defensive technique as well as bounce the attack coming at it back, granted the defensive technique is the same rank or higher than the attack. Twice per battle the user can use this technique to either eliminate the elemental weakness of the defensive technique or increase it's power by +20, although using this more than once prevents the user from using the elastic function to bounce an attack.
Note:Can only be used thrice per battle
Note: This technique is either done at the same timeframe if it is used on a technique that is already to be created or in a different timeframe if it is a technique that already exists
Note: Bouncing of the technique is rank dependent, so the defensive technique has to be the same rank or higher than the opponent's attack
Note: It can be used once on F-rank defense, twice on S-rank and thrice on A-rank
Note: If the F-rank version is used it can't be used afterwards and the user won't be able to use higher than S-ranks for two turns
Note: Requires 2 turns to cool down
Note: Bouncing doesn't mean the defense would survive, if it is the same rank as the opponent's technique it would bounce the attack and fall apart while if it is higher, the DMG of the attack would still weakens it.
Note: The bouncing ability depends on the defense's rank, not this technique's rank.
Note: The defense can be anything whether it is an element, barrier, pure chakra, etc...

‡ Declined ‡ Very similar to an idea Baldy had.
 
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Tsuki

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Re: Custom Jutsu Submission

(Genjutsu: Zan'nen Sentaku) - Illusionary Arts: Regrettable Choice
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user performs three hand seals, inducing the target in an illusion that disrupts the target's chakra system and the chakra within their brain. The sole purpose of this genjutsu is to cause the target and all of his/her senses to perceive that the chakra within their body is only successful at being molded to perform techniques of their first affinity (affinity which grants the "only 1 hand seal required" perk), leaving them with the option of only performing chakra-requiring techniques categorised as their first affinity. Besides that, nothing else would be altered. This genjutsu can be thought of as if the target possesses different "light switches" for different types of chakra and where only one switch can be active at any given time, which in this genjutsu would be the "light switch" of their first affinity (which, because of the illusion, cannot be "switched off" for a period of time). If the affected target knows how to use yin-yang release or doesn't have an affinity that grants them the "only 1 hand seal required" perk then this genjutsu will not have any effect on them. In special cases, if the target was someone like Senju Hashirama who can perform both water and earth technique with the "only 1 hand seal required" perk, then they can use both these elements while under the effect of this genjutsu.

Note: Usable twice
Note: Remains active for up to 4 turns
Note: One turn cooldown once this genjutsu ends
Note: No A-Rank and above genjutsu while this is active

‡ Declined ‡ I can't approve something like this.

(Raiton : Shunkō - Raijin Senkei) - Lightning Release : Flash War Cry - Thunder God War Form
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User Forms a Lightning in the Shape of behind their back and raise their arms, calling forth a giant column of energy about 5 meters in circumference down upon the Battlefield to smash into the earth or onto their target. This would easily tear the earth apart, however the technique does not finish here, once it hits the ground it spreads out - like it is conducting through the earth the lightning spreads throughout the battlefield up to a 15 meter radius. The Lightning that spreads outwards will look similar to a wall of flames, they do not spread out omnidirectionally, there will just be many of them scattering around, so the user can have the walls of lightning miss them, however what they cannot dodge is the Paralysis caused by the harmless lightning travelling through the ground - this also effects the opponent once the lightning hits the ground, causing ONLY their legs to be paralyzed.

- Because of it's scale, the technique can only be used twice.
- No Lightning Jutsu in the same turn
- Has a Three Turn Cooldown
- Paralysis doesn't work on Lightning Specialists

‡ Declined ‡ You need to word this better, the latter half of the technique just became plain confusing.
(Raiton: Shunkō - Raijin Senkei) - Lightning Release: Flash War Cry - Thunder God War Form
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User Forms a Lightning in the Shape of Raijin's Drums behind their back and stretch their arms and hands in front of themselves as if about to clap vertically, calling forth a giant column of energy about 5 meters in diameter down upon the Battlefield to smash into the earth/water surface or directly onto their target. This would easily tear the earth apart, however the technique does not finish here, once it hits the ground, it spreads out while conducting lightning through the battlefield up to a 15 meter radius. The Lightning that branches outwards, through the ground, will rise up as lightning walls that look like flames. The lightning walls do not necessarily spread out omnidirectionally, there will just be many of them scattering around, so the user can have the walls of lightning miss their mark. However, what those within the area of effect cannot dodge is the omnidirectional paralysis caused by the harmless lightning travelling through the ground which happens instantly the moment this giant column of energy touches the ground. This also effects those within range once the giant column hits the ground, causing only the lower half of their body to be paralyzed. It is only the lightning with paralysis effect traveling through the ground that causes no harm. The giant column of energy and the rising walls of lightning do cause harm.

- Usable twice.
- No A-Rank and above lightning in the same turn
- Has a two turn Cooldown
- Paralysis doesn't work on Lightning Specialists

‡ Declined ‡ The instant paralysis is why I can't approve this.


How the technique looks like around the user:
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(Rōdoran'nā Kuchiyose: Aoi bandana no Warya) - Roadrunner Summon: The Warya with Blue Bandana
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons the great Kakuzu who specializes in using earth ninjutsu. Despite knowing his name, most roadrunners refer to him as "Warya", a special title given amongst themselves. His height is slightly taller than that of an average shinobi and his feathers are tan in color. His eyes has an unusual colouring: green irides, no pupils and red sclerae. He wear white hood under a blue bandana on his forehead and a black mask, with his eyes being the only visible part of his face. He is the type of "Warya" who is often unwilling to involve himself in something if there is nothing to gain from it. As for abilities, he can perform up to and including S-Rank doton techniques the user knows by using a staff he carries instead of performing hand seals. Kakuzu can perform doton techniques through different means while releasing his doton chakra: staff movement (such as a swing) or by slamming the staff onto the ground. Another ability he possesses is to temporarily transform and fuse himself with his staff, becoming a sentient staff. By doing so, the staff becomes feathered and while Kakuzu is in staff form, he can only perform the same doton jutsu he lastly performed (following said jutsu's restrictions). This means that the user and Kakuzu in staff form can both perform jutsus at the same time, during the same time-frame, as long as the process of performing said doton technique (by Kakuzu) has been done through the staff (ex: user would cause the roadrunner in staff form to slam the ground or swing him in staff form). Transforming into a staff counts as a move and due to the roadrunner being only able to do one single task while in staff form, the duration of Kakuzu's stay on the battlefield will be "frozen" as long as he remains a staff. Upon transforming into a staff, he would by default attach himself onto the user's back or be held by the user. Besides his previously mentioned abilities, his movement speed is equal to a kage-ranked taijutsu specialist. He is strong enough to withstand A-Rank and below techniques and can fly/remain airborne for the duration of one turn.

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

Declined - 4 turns in total no matter the form. If you want a sentient staff that remain, make hiruzen O_< And he can only be hit by 1 A rank anything after that would make him desperse.


(This summon is very similar to my already approved )
Note: This is a doton variant of my which has already been approved with the ability to turn into a sentient staff that remains. I edited this submission so he can only withstand 1 A rank technique.

(Rōdoran'nā Kuchiyose: Aoi bandana no Warya) - Roadrunner Summon: The Warya with Blue Bandana
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons the great Kakuzu who specializes in using earth ninjutsu. Despite knowing his name, most roadrunners refer to him as "Warya", a special title given amongst themselves. His height is slightly taller than that of an average shinobi and his feathers are tan in color. His eyes has an unusual colouring: green irides, no pupils and red sclerae. He wear white hood under a blue bandana on his forehead and a black mask, with his eyes being the only visible part of his face. He is the type of "Warya" who is often unwilling to involve himself in something if there is nothing to gain from it. As for abilities, he can perform up to and including S-Rank doton techniques the user knows by using a staff he carries instead of performing hand seals. Kakuzu can perform doton techniques through different means while releasing his doton chakra: staff movement (such as a swing) or by slamming the staff onto the ground. Another ability he possesses is to temporarily transform and fuse himself with his staff, becoming a sentient staff. By doing so, the staff becomes feathered and while Kakuzu is in staff form, he can only perform the same doton jutsu he lastly performed (following said jutsu's restrictions). This means that the user and Kakuzu in staff form can both perform jutsus at the same time, during the same time-frame, as long as the process of performing said doton technique (by Kakuzu) has been done through the staff (ex: user would cause the roadrunner in staff form to slam the ground or swing him in staff form). Transforming into a staff counts as a move and due to the roadrunner being only able to do one single task while in staff form, the duration of Kakuzu's stay on the battlefield will be "frozen" as long as he remains a staff. Upon transforming into a staff, he would by default attach himself onto the user's back or be held by the user. Besides his previously mentioned abilities, his movement speed is equal to a kage-ranked taijutsu specialist. He is strong enough to withstand one A-Rank technique and can fly/remain airborne for the duration of one turn.

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



‡ Approved ‡ Gave me a good laugh. Nice technique.
 
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RuckenTM

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Re: Custom Jutsu Submission

(Asura)- No God in control
Type: Weapon
Rank: N/a
Range: Short-Mid
Chakra: N/a (-10 to Manipulate from Bandages to cloak/scarf/towel or cape.)
Damage: N/a
Description:
The Bandages that protect the user's skin can transform into a cloak/scarf/towel or cape utilized by the user. Which is an integral part of the Reaper's Cloak and Dagger-fighting style. This allows him/her to use them as extra limbs or to shield him/herself from attacks in whichever form they are presented in. Meanwhile, they can manipulate the length and width of the cloak/scarf/towel or cape also sharpen the edges of the cloak/scarf/towel or cape. While also, the users can glide, ie. move through air without being able to apply thrust and thus have no ability to extend their flight over certain ratio of descending or gaining height by themselves.
Notice: The material is able to withstand intensive heat (up to S-Rank) before reverting to its original state.
Notice: Manipulating the from Bandages to cloak/scarf/towel or cape, counts as 1 jutsu slot.

(Hitotsu no ejjiburēdo)- One Edge Blades
Type: Weapon
Rank: N/a
Range: Short-Mid
Chakra: N/a
Damage: N/a (+10 to Kenjutsu)
Description:
One Edge swords made of super hardened steel, which are the main weapons used in -R a z o r-E d g e d A r ts- which is the only known usage for the hardened clean cut smoothed metals. They're the only portable weapons that are potently sharp enough to leave a scratch on a diamond; currying such blades with such speed would be making enhanced lethal performed strikes, leaving their targets unable to reckon counter with them. Blades are usually used two at a time, to cut the lethally of the sides of their target with accuracy. They can also be used to cut or pierce almost any other part of a target's body such as tendons, fingers, or eyes. They are rather lightweight so that users are able to carry several blades at a time without being seriously weighed down or affecting their movements.

However, they do have some limitations. After continued usage (after 1 jutsu technique used with weapon), the blades wear down and lose their sharp edge, which may result in the blades breaking after too much usage. Also, since the user has to "amputate" the nape of the targets neck, a single blade is difficult to use before being countered or having another matter interfere, so two blades are needed to kill a target effectively with less risk. The blades may break if they are used against something extremely hard, such as a Diamond. For that reason, Users wear two side handlers that host many blades (10 x2 Blades in total), so that they are able to replace them easily whenever necessary. Given that the swords are referred to as "flesh paring" blades, this could imply the swords have a low angle at the edge, roughly 15-20 degrees. Due to the blades shattering upon impact with hardened substances such as a Diamond, this could imply that the blades are made of a very high carbon steel or a high chromium content stainless steel. Adding too much carbon to a blade can make them very hard, but very brittle (meaning unable to bend and cope with higher, structural stress), and chromium also makes the steel very hard and rust-resistant, but very brittle, as well. Although this is not the correct purpose, the blades can be launched like a giant tomahawk. When launched, they are strong enough to kill a person. The blades seem to have segments on it reminiscent of a box-cutter knife blade.
Notice: Weapon case (blade box) has a wire launcher, allowing the user to shit places and control rotational movements throughout.
Notice: The Weapon can only be used as along as they're any blades left.

I have to get Custom Fighting style Weapons first approved, before I submit my CFS ??? :|

(Raiton: Raijin shirīzu I, Denki) - Lightning release: Thunder God Series I, Electrici
Type: Supplementary
Rank: C-Forbiddin
Range: Short
Chakra Cost: 15-50
Damage Points: N/a (+10 Tai/Kenjutsu, body-contact short-range related techniques only)
Description: Channeling Raiton chakra through their body, the user will utilize simple to complex molded amount of Raiton chakra at their choice of spiking their chakra flow in the process, as they release the chakra all over their skin for a moment or two, influencing the area exhibited. User appears as: . This jutsu allows the user to be able to auto-force react to anything approaching them/upon perceiving hostility in close range. This works as an Electirci wave, the presence and flow of electric charge. Electrical muscle stimulation (EMS), also known as neuromuscular electrical stimulation (NMES) or electromyostimulation i.e; the elicitation of muscle contraction using electric impulses. The impulses are generated by the raiton chakra and delivered through on the skin in direct proximity to the muscles to be stimulated. The impulses mimic the action potential coming from the central nervous system, causing the muscles to contract. The electrodes are generally volts that adhere to the skin. Though a body that is simply moving has no impulse, because there is no force. It has momentum, which is defined as the product of mass and velocity,so because impulse is defined as the product of the force acting on a body and the time it is applied. By turning his chakra into a field capable of transmitting all electrical impulses in a straight line from his brain directly to the part of the body he wants to use, the nervous system is completely bypassed, which causes his physical speed and reaction time to become even greater. Since this variation is centered on reaction, he can perform only intuitive tasks with it; nonetheless, it can become a frightening weapon if the user sets him/herself to attack a target upon perceiving hostility.

Notice: Can only be used twice every other turn.
Notice: Mentally, the user will need to state the action as detailed as they can to reaction to a situation.
Notice: Each rank chakra output, increases reaction speed by 10% of their base speed.
Notice: Specialist only, Primary to utilize F-rank.

✦ All Auto Declined, formatting changes like the red are not allowed. Resubmit next cycle without the red line ✦
 
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Never

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Re: Custom Jutsu Submission

New Submission :
Approved Contract :

(Fūton : Ō ni hyō) - Wind Release : Hail to the King
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
The User makes Three Hand seals a forms a small, very pressurized ball of wind no bigger than Golf ball at the end of their Index Finger. They fire it from their finger and it flies across the battlefield at high speeds, though it can still be seen and tracked with the ordinary human eye - it's speed is still very impressive and will reach distances of 5 meters in a second, it's pretty quiet too except for the little zipping sound it makes in close range.

The Attack may seem small but always has an intended target, the ball can shred through thick rock/earth and trees/wood weaker than it until it gets to the destination the user desired for it. Once it does that compressed ball of energy releases as a wind explosion, scattering anything in range of it (5 Meter Radius Explosion) - it would sound like that of a Cannon being fired when the ball explodes. If this Ball was intended to hit an Earth (Or Earth Based) Target, it would shatter the rock and spread it far away, like a fragmentation effect the earth would scatter and could hit the user's opponent. The Damage however would only be half of the original Earth technique's damage, and it would act as an Earth (Or Earth Based Depending on the Target) Technique instead. If this were to hit a Water Technique it would have that also explode in various directions, though this would NOT damage unless it was a Liquid that's not water with effects (Again only half of what the original liquid-based tech damage would have been), for example if it were a sticky liquid or acidic liquid the effects would still apply if it hit the opponent.

If this hits other Energy based Techniques like, Lightning, Wind it would just act like an ordinary Wind Explosion and have no unique effects like above. Fire however, if it hits a B-Rank Fire technique or below it will explode in a large Maelstrom of flames - looking like a giant glowing orange orb in the sky for a moment, the fire would be scattered across the ground and burn anything that touches it.

- Wind Specialists can do this without Handseals, and can be formed at the Tip of a Weapon or infused with a projectile.
- Can also be used to successfully counter or in combination with the Shuriken Shadow Clone Technique (Wind Ball would be fast enough to catch up to Multiplied Tool), scattering the multiplied tools in many directions. This only works for Wind Specialists.
- Must have Mastered Wind to Learn.
- Can only be Taught by LonelyAssassin
- No S-Rank Wind or above in the Same turn this is used
- Cannot be used Consecutively
- Can only be used 4 times


Approved - added the last note, nice technique
Quoted for Reference

(Fūton : Ōsama Banzai) - Wind Release : Long live the King!
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
This Technique is very much like it's Father Technique "(Fūton : Ō ni hyō) - Wind Release : Hail to the King" where it fires the small condensed ball of wind, it drills through anything until it reaches it's target and explodes as a Ball of wind. It effects the elements as how it's father Technique did as well. However the only different is that a the sphere when it explodes only has a 3 meter diameter instead of 5 and instead of only one it can create up to 8 balls of wind, the rank can be split evenly or allocated (For example if the user was to create three spheres of wind they can have one of them being A-Rank whilst the other two are B-Rank).

The spheres can be formed all at once in a circular formation or in a cluster of sorts, it's up to the user's imagination - then they could also be shot one at a Time or all at once at one target or many. Spheres however only travel in a linear direction. Or they can be formed consecutively, one right after another as long as they aim in different directions it can fire at different targets. When fired like this the Spheres can home in on a target and will move to hit it if they move.

Normal users have to perform 5 Hand seals. Like it's father technique it can be formed without handseals at the End of a Weapon or Index finger only if they're a Wind Specialist AND they know the jutsu "(Fūton : Ō ni hyō) - Wind Release : Hail to the King".

- Maximum of 8 Spheres at C-Rank each
- Minimum of 1 Sphere at S-Rank
- Can only be used two times per Battle
- No A-Ranks on the same turn as this.
- Four turn Cooldown
- Can only be Taught by LonelyAssassin

Approved - nice cluster bomb, made minor edits

(Shōkeimoji-Meiton : Kanashiki kyōten) - Heiroglyphic-Dark Release : Sorrowful Scripture
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short - Long
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description:
This Technique is an Art-form among those capable of utilizing Dark Release. The users learn to create a sort of which is the core idea of the technique itself (Glyph does not have to look like it does in the Picture, it can be Custom the User as long as it is Circular an has the Kanji for "Kyōki" & "Chie"). The Glyph can vary in different sizes, the bigger the size of the glyph usually means the stronger it is; when formed it comes from the user's dark mark when they hold out their arm and open their hand - it seems to expand from the dark mark and float in front of it to it's required size in a instant so that it can successfully intercept oncoming techniques. The Glyphs come in two different colours, Purple and Light Blue - light the two forms of Dark Release. Wherever the User's hand moves the Glyph follows parallel to it.

Insanity - Kyōki
When a Purple Glyph or "Kyōki" is Created it does not require the use of "Inhaling Maw" to be formed beforehand as this is an absorption technique on it's own. The Glyph will be created from the palm as usual in the direction the user points their arm - these Glyphs will absorbs Chakra proportionate to it's chosen rank going by the elemental Strengths and weaknesses guide of Dark Release. The Glyphs are also pretty solid, acting like an actual barrier; smaller purple Glyphs can be used to defend against Taijutsu attacks and at the same time absorbing some chakra from the contact made by the opponent. The Glyphs act like Draining Touch when made contact with, they will absorb double the amount of chakra used to create the Glyph which will go towards Fueling Dark Release Techniques only.

Wisdom - Chie
When a Blue Glyph or "Chie" is Created it does require the use of Inhaling Maw or An Absorption Technique like the use of Kyōki. If Kyōki is used beforehand then the Purple Glyph will become Light Blue after Absorbtion is made, creating Chie. The user does not have to use Chie straight away, they can right after absorption, but don't have to. The Glyph can be taken back into the user's dark mark or shrunk and placed on the user's body, surfaces, weapons - the Glyph will seem to tattoo itself on the user, the glowing purple/light blue will fade slightly but will still remain active (Shrunken Glyphs can be as big as a Golf ball). The Glyphs can be activated at anytime by the user, they will glow Bright Light Blue before unleashing it's attack. The user can also place his hand back on the mark and the Glyph will go back to it's original size and follow by the user's hand again.

When used to attack, Chie can be used multiple ways. From the Glyph the user can released a Beam of Blue Flames that shoots from the Face of the Glyph and travels in a Linear Path, with both hands against the Glyph the user can move and aim the Beam around, of course unless the Glyph isn't on the user's hand this can't be done. Or The user can release up to four Blue Fireballs which can be manipulated to attack different targets or the same target just from different angles - they explode on impact. Finally the Glyph if it has been shrunk and placed on a weapon for example can release the flames so that it covers a section of a weapon or anything they have been placed on, this works for Limbs as well or if place on the enemy can be used to set fire to them.

- S-Rank Version can only be used thrice and has two turn cooldown
- A-Rank has a three turn cooldown
- When Kyōki successfully absorbs a Technique, it automatically becomes Chie and goes up one Rank
- Maxmium size a Glyph can be is up to 3 meters in Diameter.
- Minimum size a Glyph can be is about the size of the user's hand (Unless purposefully Shrunk).
- A-Rank and higher cannot be used consecultively
- Can only have 4 Glyphs Active at one Time
- Each Glyph Made is a Single use of this Technique, cannot make multiple Glyphs with One usage of the Technique
- Must be Taught by LonelyAssassin

Declined - seems like it needs to be a fuuin jutsu as it's a large seal. But what makes this any different from existing jutsu?

(Kuchiyose : Moyashi, Kokoro no Haka) - Summoning : Sprout, The Grave Mind
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
The user will wipe blood against their blade and will stab it into the ground, though it can also be summoned by wiping blood on the Barnacle Tattoo and a couple of hand seals being made to finish. From the earth a Thoracica Goose-type barnacle will be summoned, it's hard shell of a head will smash through the earth and it's long stalk will boost it higher into the air like a long neck. The Grave Mind can be summoned under their target and will snap it up from underneath on the initial summon, this can chop the opponent in half cleanly or crush them within the mouth to be digested. Moyashi doesn't have eyes so cannot see, but his long fleshy neck spreads throughout the Earth it is summoned in, it stretches deep and far right under the surface of the earth - this neck makes slight vibrations in the earth that makes the ground rumble very unnoticably; from this the Grave Mind can sense where anything that touches the earth are. Moyashi can retract it's head back into the Earth at any time after summoning and travel through it, popping out again wherever it likes. Swamp of the Underworld is Ineffective against a Summon of this Size, though will stop him from being able to move through the earth if created.

Grave Mind has Rhizocephelia Type Barnacles living all over his body, though they have become a part of him - they respond to him mentally and so the user can also do this when Grave Mind is on the Field. The Rhizocephlia Parasites Capable taking control of part of Moyashi's flesh which seperates from him, they dig through the ground and appear from it. Up to Four flesh beings also known as "Kōzui" totalling A-Rank can be created at the cost of 1/3 of the user's moves. The Kōzui have a Humanoid form and they are the size of the average human - If only one flesh monster is created it can be four times that size, looking like a Mountain Troll. The Flesh beings can be spawned with Weapons made of Calcite shell, which are freeform. Through the Kōzui the user can use and , the Kōzui also Wield .

The Gravemind's Flesh can take up to large scaled A-Rank damage before he is de-summoned, for example a smaller scale fireball wouldn't do much as the Gravemind is very large. Moyashi adapted to his Parasites and will heal overtime if not enough damage is done to him within a turn, each turn he remains undamaged the next will take a full A-Rank to defeat him. The Shell that cover's Moyashi's head has an A-Rank defence before his flesh is revealed, the shell can't be regenerated.

- Moyashi is very large in thickness, being an easy 5 meter in diameter.
- Kōzui costs one of the three moves and up to four can be made.
- Kōzui will remain on the battlefield even after Moyashi has despawned
- Must know the Barnacle Contract
- Can only be summoned Once
- Lasts for Four Turns

Approved Contract :

Declined - the sensing it does seems like yard's preasure sensing. The third note is a no. And making it's 4 kozui is too much.
 
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Kid Ace2392

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Re: Custom Jutsu Submission

( Yoroi no Tsuchi Teikoku ) - Armor of the Earth Empire
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 30 ( -10 each sustained usage outside of kunai form )
Damage: 60
Description: The Armor of the Earth Empire, or AEE for short, is an armor donned by Kuvira to aid her usage of Steel Release. The armor is predominantly dark green, with a lighter green front panel on the jacket. A steel double row belt is worn atop the jacket and the pants iswere made from a tight fabric in a shade of olive green and the boots are black and sturdy. Across the shoulders are steel shoulder plates that extend down the back and around the neck to form a 3/4th neck guard. It also came with gloves, a face-covering metal mask with green-glasses goggles ( though this isn't actively worn with the armor, triggering when chakra is fueled through the Steel strips along the shoulder and neck parts of the armor ), and 3 rows of metal bands around the arms and calves, as well as spools with metal cables on their hips and metal shoulder plates. The unique thing about the armor is that the strips of armor are made of thinly stacked steel layers. The wearer is able to use their Steel chakra to manipulate these strips and release them as if they were kunais and shuriken. Because the user is able to divide the strips with his chakra to the point where it seems as if he has unlimited strips, the user is able to make user of the armor by sending them out with his body movements. With kunai like speeds, the user can wave his arm out and the Koton chakra will manipulate the strips forward with the user able to control them as he wishes. To release in the form of simple kunai like strips does not count as a move, but to actively manipulate and control the strips counts as a move of A rank power. These steel strips are specially designed to work only for the wielder, being formed from their own usage of it, preventing other Steel users to manipulate it. Through channeling chakra through the entire Steel armor, the wearer is capable of willing it to move in any direction he chooses at twice his base speed, effectively pulling the user in any direction and possibly allowing lesser forms of flight through directed movement of the steel ( i.e. moving the steel strips in specific directions like upwards or elaborate paths ). The user is also able to use the strips for sources of Steel jutsu by pulling the strips into one mass before utilizing the jutsu sans handseals. As a form of defence and true to it's armor name, the user is able to release chakra through the strips as a full body surge that causes the strips throughout the armor to spread across their body rapidly, creating an almost instant protection everywhere of A rank defense, S for elements weak to Steel.
Note: To use the Steel strips with A rank power costs a move per turn and can only be done once every two turns. Freeform usage of the strips operates similarly to kunai and shuriken, with the steel strips taking the place of this items and as such can be done by directing the user's body in the direction needed.
Note: To manipulate the suit and achieve simulated flight, the user must actively focus chakra through the armor, lifting the suit harmlessly and in ways that still allow turning and rotation of the body. By doing this, the user cannot use the suit for any Steel jutsu and can only use Steel or Fire jutsu in this form.
Note: Can only be worn by Steel Release users.
Note: Using the suit as a source of Steel can only be done once every turn. To create the armored form can only be done once every three turns and a total of 3 times.

Looks like:

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Armored form:
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Declined - if you want to fire steel kunai they need to cost a move per turn. Pulling you at twice your base speed just isn't logical. Overall the abilities need breaking down and reworking to suit the rp.
 
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Robot Boy

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Re: Custom Jutsu Submission

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

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

Approved - added the little note in blue.

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

-Can only be used three times per battle
-No above A-rank earth or lightning techniques next turn
- Making of the spheres counts as two jutsu
- Detenoting them counts as a jutsu
- While controlling the spheres the user can only use two other jutsu


Approved - Added the blue notes. if you don't want this concider it declined and resubmit.


(Harinezumi Shikon) – Porcupine Fang
Type:Attack, Defense
Rank:A
Range:Short-Mid
Chakra:30(+20 to expand)
Damage:60
Description: While in one of the wolf transformations, the Inuzuka and his/her partner will channel chakra into and around their tail, 'enlarging' it , and creating a dense coat as well as a second ‘tail’. They will then twirl their tails around like rotary blades, spinning them furiously and causing air currents to form around it, making it resemble a mini Tsūga with thin lightning-like quills, twice the size of regular ones, growing out of it hence the name. The tail is infused with lightning chakra giving it piercing and numbing properties. Anything struck by the quills receives numbing in the affected area. The tail also possesses greater power compared to its parent technique and additionally isn’t restricted to defense, but due to its size the ninken cannot perform the jutsu by themselves. The tail can be used as a melee weapon. Upon contact, the user may have the tail drill expand into a giant drill with the thin lightning-like quills. The attack obliterates and rips the target apart as a result.

-Can only be used two times per battle
-Lasts up to three turns

Declined - How does it go from a spinning lightning tail to a drill?
~Resubmitting~

(Harinezumi Shikon) – Porcupine Fang
Type:Attack, Defense
Rank:A
Range:Short-Mid
Chakra:30(+20 to expand)
Damage:60
Description: While in one of the wolf transformations, the Inuzuka and his/her partner will channel chakra into and around their tail, 'enlarging' it , and creating a dense coat as well as a second ‘tail’. They will then rotate their tails at an incredible rate, spinning them ferociously to generate a lightning whirlwind, making it resemble a mini Tsūga with thin lightning-like quills twice the size of regular ones, growing out of it hence the name. The tail is infused with lightning chakra giving it piercing and numbing properties. Anything struck by the quills receives numbing in the affected area. The tail also possesses greater power compared to its parent technique and additionally isn’t restricted to defense, but due to its size the ninken cannot perform the jutsu by themselves. The tail can be used as a melee weapon. Upon contact, the user may have the tail drill expand into a giant drill with the thin lightning-like quills. The attack obliterates and rips the target apart as a result.

-Can only be used two times per battle
-Lasts up to two turns


Approved - made edits
Link bat training:

( Batto Kuchiyose no Jutsu: Nami) – Bat Summoning Technique: Wave
Type:Summon
Rank:S
Range:Short
Chakra:40
Damage:n/a
Description:Wave is a silver and black bat, one of the strongest warriors the species could produce. Wave can speak any language and he seems rather calm and reserved. He wields his favorite weapon known Dark Knight, a batarang-shaped broadsword. He has a soft spot for females of any species, but he isn’t so careless as to allow a woman use to her charm to lower his guard when he is on duty or is in the middle of a battle. He is the same size as Gamakichi by the time of the fourth ninja war, enough so that he can carry several people when flying compared to the giant bat, has claws, and possesses humanoid-like limbs to wield his sword. Wave can focus his water chakra to create a dense cloth over his eyes and he can do this twice per battle. According to him, he uses it as a counter to any kind of blinding light and it is quite resilient. Unlike most bats, he has an affinity for the water element, being able to perform up to S-rank water that doesn’t require hand-seals. Wave is immune to C ranks and below but would disperse if hit by A ranks and above.

-Can only be summoned once per battle
-Lasts for four turns
-No other summons at the same time

Approved - made edits

(Koton: Gyarangōremu) – Steel Release: Gallant Golem
Type:Offensive/Defensive
Rank: Forbidden
Range:Short ( with a Long-range reach)
Chakra:50 (-10 per turn)
Damage:n/a (Depends)
Description: The user makes three hand-seals before clapping their hands together and sends chakra into the ground to raise and form columns made of steel in a ring in front of the target. Forming the boar hand-seal, the user has the columns, spiral upward, and combine into a giant of black steel, which can reach heights rivaling Sage Art Wood Release: True Several Thousand Hands. The giant appears mechanical and has a version of the lance of valor on one arm and armored legs to perform leg-based taijutsu A-rank and below. The torso’s armor resembles the steel release: scaled wall, two steel pillars on its back that it can use to push back falling debris or the remains of a technique, and the chained ball from the steel release: demolition ball attached to the other arm which it can use as a melee weapon and much like the technique, the ball grows in size as it is spun. The Giant also has metal rods sticking out of its shoulder pads and the helmet used by the golems of the steel release: gallant knight technique is present. If the user has an ally that can use the lava element, the Giant’s attack can be combined with it. The attack in question would appear to melt and change into a spiral-like shape, much like in the novel when fired a ball of steel, and his brother covers it with his lava release. The user has complete control of the Giant and must spend chakra to sustain it. While the Giant is out on the field, it can form up to three soccer shaped balls made of black steel in front of it, and launch them all at once at their target using either the lance or the feet to smack it towards their target and inflict damage. The balls can be created three times per battle and counts as a B-ranked move.

-Lasts until it is destroyed or the user stops focusing their chakra into the Giant.
-The metal rods can be fired as projectiles, have a mid-range reach, and counts as an A-rank move
-No other Steel, Earth, or Fire techniques may be used on the same turn and previous turn.
-The user will be unable to weaves signs for Steel, Fire, or Earth above B-rank as long as the Giant is in play
-Due to exhaustion and excessive usage of this technique, the user will take -50 damage after using this.
-can only be used once per battle

Declined - similar to existing jutsu.
 
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Deviation

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Re: Custom Jutsu Submission

Link to spider training:


(Kumo Kuchiyose: Sutetchikumo) - Spider Summoning: Stitching Spider
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will summon several small, brown spiders anywhere on his body or an ally by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. These special spiders are quite unique in that their fangs produce a special-kind of chakra-infused, silk thread that is very durable. These special spiders, when summoned, can use their senses to detect any light to medium cuts the user or ally has and stitch them together like a needle and a string. While this doesn't heal the user, it helps to stop the bleeding effect of a wound to prevent further blood loss. All these spiders work in tandem with each other to speed up the process of stitching, taking only one turn to produce their needed effect (the effect is complete by the end of the user's second turn). The strength of the special thread is A-Rank, being able to withstand the user's motion as he moves about. Due to their own chakra-infused silk thread, the spiders are also capable of disrupting the flow of chakra of the user by producing a highly chakra-charged bite. However this counts as one of the usages of the spiders summoning time. The spiders bite itself can only help dispel illusions of B-rank or lower. It must be noted that the spiders summoning is only temporary meaning that once they perform one action (stitching or biting) they will disappear. The user only has three opportunities per battle to summon them after which he can no longer do so.
Note: Can only be summmoned once
Note: Stays on the field for four turns
Note: Biting or stitching costs a move & 30 chakra
Note: Must have signed the Spider Contract
Note: Unable to use any Chakra & Taijutsu techniques A-Rank or higher for the following turn

Declined - can't allow the stitching without med training

(Kumo no Jutsu) - Spider Technique
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user, after gaining mastery over spiders, learns how to transform his body into one or several spiders (1-4) known by a few as Tegenaria Gigantea. These spiders are known to be among the fastest of its kind especially since these spiders are more adept in chakra useage, allowing them to run at high speeds if needed. Once the user transforms into many spiders, he can burrow underground or hide to avoid detection. Detecting the user while in this state is very challenging because the spiders spread out over the battlefield and their chakra is a smaller portion than as a complete human however they are more susceptible to being crushed. If one is crushed, the user reverts back to his own self, ending the technique. As spiders, the user carries their usual traits such as being able to sense air pressure through their tiny hairs in short range of themselves and able to shoot B-rank webbing from either their mouth or...butt, costing 20 chakra, takes up a move of the users, and does no damage. If divided into several spiders, the spiders vision is linked, allowing for better information gathering.
Note: Lasts for 4 turns and can only be used twice per battle/event.
Note: Shooting web is B-Rank, costs 20 chakra, and costs a move.
Note: Must have signed the Spider Contract

Declined - If one spider dies, does this mean you lose a hand or soemthing? xD

(Supaidāsēji no Tsūru) - Tools of the Spider Sage
Rank: C-A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60 (+10 when infusing with Lightning chakra)
Description: After mastering the use of creating webs from one's sweat pores, the user takes advantage of the amount that is created in the hands during heightened states of emotion, particularly in battle. By channeling his chakra into one's sweat pores on the palms, the user is able to create strong, webbing constructs of steel-like quality, limited only by his imagination. While the constructs are made in short range and through the user's palms, when thrown they can reach up to midrange however it should be noted that the larger the construct, the slower the speed. The webbing constructs are made into dense webbing, maxing at A-Rank strength (strength is divided among tools), gaining added cutting damage (+10 when channeling Raiton through them) and numbing qualities when mixed with lightning chakra however is limited to three times per battle. Upon the user's will, he can cause the constructs to explode into sticky webbing that can be used to trap an opponent or other supplementary uses like blinding him by covering his eyes. The regular contructs (non-lightning infused) follow normal strengths and weaknesses.
Note: A rank usage requires a two turn cooldown in which only the C rank version can be used.
Note: Lightning usage can only be 3x per battle
Note: Must have signed the Spider Contract

Declined - take out the part about the +10, A rank + 10 = S rank really and with the restrictions you have i can't allow it, their are cannon jutsu that infuse weapons with lightning.
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

Resubmitting

Suiton: Primal umi juugan)- Water style: Primal sea bullets
Type: Offensive
Rank:A/S
Range:Short-long
Chakra:30/40
Damage:60/80
Description: The user will make a single handsign while focusing their water chakra into several spheres made of water each the size of a baseball. The user will condense their spheres into The size of a bullet, The user will then send the water to surround the enemy on all sides With a snap of the users fingers each one will release a stream of highly pressurized water at the enemy from all sides. This jutsu can also be used directly from infront of the user as a frontal attack rather then a surrounding one. When the User creates a single one it is A rank in power, if more are made it is S rank. When the suer makes a single one he can manipulate it more freely to go wherever he wants and then make it release its stream.

Note: In total there's 10 water spheres/bullets, that will surround the enemy, two on the left, two on the right, two above two infront of and two behind.
Note:S rank version Can only be used twice per battle A rank version can only be used thrice per battle
Note: No Water jutsu Above A rank in the same turn, or the following turn
Note:Each Water Sphere is A rank by itself, this does not stack when making more then one, the user can only make 1 (A rank) or 10 (S rank) the 10 water spheres does not equal 10 A ranks but one S rank

Approved

New

(Hyouton/Raiton: Fainaru Kamehameha furasshu Kometto Atakku)- Ice style/Lighting style: Final Kamehameha Flash Comet Attack
Type: Offensive
Rank: Forbidden
Range:Short-long
Chakra:50
Damage:90
Description: A Jutsu invented By Vegito Yuki meant to combine his favorite elements together in the most flashy way possible, even if it involves massive danger to himself. The User will spread his arms apart gathering Raiton chakra in both arms, specifically the palms. As the chakra charges the user will draw in cold air from his surroundings, surrounding the lighting in a cold veil of cold mist. The user will then draw his hands inwards holding both palms together combining the chakra build up between the two arms. The user will say a short incantation and shot the blast directly into the sky. The blast will twirl into the sky as if it was a magnificent dragon taking flight. Once the blast reaches the ozone layer it will explode into a flurry of small blasts that will bombard short to long range hitting everyone including the user. The blasts will leave creators the size of base balls, that goes as far as 50 meters deep into the ground. As they hit the ground releasing the cold air it gathered from before making a freezing mist that covers the field, however its purely atheistic and does no damage and it can be seen through.

Note: Area must be cold, either by prior use of a Jutsu or naturally
Note: This jutsu takes a turn to reach the ozone layer and come back down.
Note: The turn its used as well as the turn it strikes counts as one of the users 3 jutsu.
Note: The Area does not need to remain cold the entire charge up time, just when the user begins the jutsu.
Note: The user will be unable to preform any Ice or Raiton jutsu for 3 turns, starting the turn after the blast strikes.
Note: The jutsu will also affect the user if he doesn't find a way to defend from it
Note: if the user uses the jutsu without blasting it into the sky and chooses to instead just blast it he will kill himself, which is why the user must blast it into the sky, no ifs ands or butts about it.
Note: The user becomes exhausted after use and loses speed by two ranks for 3 turns, and can't preform taijutsu properly for 2 turns.
Note: Only useable once per battle, the use only counts if the jutsu finishes (as in isn't stopped during charging)

Declined - you'd need yin yang for this buddy

New

(Hyouton: Hiebie Tei)-Ice release: Cold air
Type: Supplementary
Rank: A
Range:Short-long
Chakra:30
Damage: N/A
Description: The user will focus his hyouton chakra into the air around the battle field chilling the environment around them. This allows the user to make Ice jutsu under condition's that normally make it hard to use ice, such as a very hot fire, magma, or some other kind of external element like salt in the air or water. Meaning while this jutsu is active the user will be able to make Ice jutsu even in environments where it'd be difficult. The Secondary effect of this jutsu also allows all ice jutsu to extend in reach by one range. This happens because the cold air draws in the chakra better and allows the chakra to reach farther. Meaning a short range ice jutsu will now be able to reach mid, a mid range ice jutsu will not reach long and a long range ice jutsu extends 5 meters farther then the normal long range. This does not count ice jutsu that are physical and require the user to literally make contact.
Note: jutsu lasts 4 turns
Note: jutsu can be used four times per battle.
Note: Will not increase the range of an ice jutsu already used before this is used.

Declined - the cold air i'm fine with, but extending the reach of your jutsu wouldn't work sorry buddy
Resubmitting

Raiton: Fainaru Kamehameha furasshu Kometto Atakku)-Lighting style: Final Kamehameha Flash Comet Attack
Type: Offensive
Rank: Forbidden
Range:Short-long
Chakra:50
Damage:90
Description: A Jutsu invented By Vegito Yuki meant to attack in the most flashy way possible, even if it involves massive danger to himself. The User will spread his arms apart gathering Raiton chakra in both arms, specifically the palms. The user will then draw his hands inwards holding both palms together combining the chakra build up between the two arms. The user will say a short incantation and shot the blast directly into the sky. The blast will twirl into the sky as if it was a magnificent dragon taking flight. Once the blast reaches the ozone layer it will explode into a flurry of small blasts that will bombard short to long range hitting everyone including the user. The blasts will leave creators the size of base balls, that goes as far as 50 meters deep into the ground. As they hit the ground releasing the cold air it gathered from before making a freezing mist that covers the field, however its purely atheistic and does no damage and it can be seen through.


Note: This jutsu takes a turn to reach the ozone layer and come back down.
Note: The turn its used as well as the turn it strikes counts as one of the users 3 jutsu.
Note: The user will be unable to preform Raiton jutsu Above A Rank for 3 turns, starting the turn after the blast strikes.
Note: The jutsu will also affect the user if he doesn't find a way to defend from it
Note: Only usable once per battle.

Pending - will come back to this

Declined - similar to existing jutsu


(pretty much its just lighting now)

New

(Hyouton/Suiton: Hyouketsu Nami)-Ice/Water release: Freeze wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (-20 from the user)
Description: The user will focus his Water and Wind chakra in his belly. There he will use his wind chakra to cool the water chakra down to the point where its extremely freezing with ice crystals inside the water, but are to small for the normal human eye to see. This water will force its way out of the users mouth due to the sheer volume and pressure it puts on the users chakra and body, it must burst out on its own or with the users own intent because otherwise it would freeze inside the user. It will come out as a large wave of waterheading towards the opponent. The water is so freezing cold that any water that touches it it will freeze and be added to the wave, and any fire jutsu that touches it will have no effect. Once the water settles it freezes turning the entire battle field into a cold lake as high as 10 meters, and as wide as 24 feet. The lake is cold to the touch and can cause numbness on contact slowing down the person that touched it by one speed rank.
Note: No other ice/water jutsus above A rank in the same turn or following turn
Note: Can only be used twice.
Note: On second use the lake will not gain an extra 10 meters, it will simply disappear if a lake from the last use is still present.
Note: The user cannot use fire jutsu next turn
Note: No fire jutsu can evaporate this lake
Note: The user will be safe from the jutsus cold effects due to his training with ice.


Declined - it's not frozen itself but it's cold enough to freeze other water and take control of it?
new

(Hyouton: Toransupearento Koori)-Ice Style: Transparent ice
Type: Supplementary
Rank: A
Range:Short-long
Chakra:30
Damage: N/A
Description: The user will make one hand seal and focus their water and wind chakras inside their body. By focusing their chakra the user will use nature manipulation to change the transparency of his Ice style ninjutsu making them all invisible and see through, through the same process as the invisibility jutsu commonly used by muu and the iwagakure shinobi. The trade off for this is that they give off more of a cold temperature making them easily to feel.

Note: lasts 3 turns
Note: Can only be used thrice per battle
Note: No Forbidden ranks in the same turn as use.

Declined - it's a nice idea, you can make it so they are glass like, so they are near see through, due to the clearness of the water i guess, but completely invisible Ice spikes, game over.
 
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Ryūjin

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Re: Custom Jutsu Submission

(Kuchiyose no Jutsu: Onda) - Summoning Technique: Onda
Type: Summoning
Rank: S-Rank
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Onda is one of the three legendary snakes of the Ryuchi cave, and a distant relative to the great snake sage himself. Onda resembles the great snake sage in its appearance, having large white scales along its body, and it has a size rivaling that of Manda when it was summoned by Orochimaru and having the same speed as Manda as well. Onda is a practitioner of the Fire Release element, being able to utilize up to S-Rank Fire Release techniques without needing handseals to use them. It is a legendary sage user, appearing always to be in Sage Mode whenever it is summoned by its master, much like how Ma and Pa are summoned. It is capable of utilizing natural energy due to being in sage mode and in turn has a set of its own unique techniques which use natural energy. Using natural energy, Onda has natural energy circling around it's body, allowing it to be immune up to B-Rank techniques. One of its techniques that it is capable of using, is that it can extend and retract the scales on its body, using natural energy to harden them being as hard as steel. each extending up to 2 meters in length and half a meter in width. This technique is equivalent to an A-rank technique and counts as a move once used. Another technique is that it is capable of spitting bullets of acid, looking like countless droplets of water, all bullets of acid can be made be up to the size of the Water Release: Water Bullet technique. Using natural energy, the bullets of acid has a solid physical structure, making it able to crush objects when in contact with it and through chakra manipulation, Onda is capable of causing the acid bullets to merge into one large bullet then exploding into acid that spands up to short range from the bullet in all directions around it. This technique is equivalent to an S-Ranked technique and can only be used twice per battle, counting as a move whenever it is used.
Note: Can only be summoned once.
Note: Lasts up to 4 turns on the field before disappearing.



Declined - No to the acid bullets. Controlling acid that way goes against acid c.e. ALso using sage jutsu at all should reduce it's time on the field.
(Kuchiyose no Jutsu: Onda) - Summoning Technique: Onda
Type: Summoning
Rank: S-Rank
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Onda is one of the three legendary snakes of the Ryuchi cave, and a distant relative to the great snake sage himself. Onda resembles the great snake sage in its appearance, having large white scales along its body, and it has a size rivaling that of Manda when it was summoned by Orochimaru and having the same speed as Manda as well. Onda is a practitioner of the Fire Release element, being able to utilize up to S-Rank Fire Release techniques without needing handseals to use them. It is a legendary sage user, appearing always to be in Sage Mode whenever it is summoned by its master, much like how Ma and Pa are summoned. It is capable of utilizing natural energy due to being in sage mode and in turn has a set of its own unique techniques which use natural energy. Using natural energy, Onda has natural energy circling around it's body, allowing it to be immune up to B-Rank techniques. One of its techniques that it is capable of using, is that it can extend and retract the scales on its body, using natural energy to harden them being as hard as steel. each extending up to 2 meters in length and half a meter in width. This technique is equivalent to an A-rank technique and counts as a move once used. Although Onda is capable of using natural energy and manipulating it, but it can't use any Sage mode related techniques and instead uses its natural energy to raise the power of any fire technique it uses or its summoner uses, by applying natural energy to the released fire technique, Onda surrounds the fire technique with natural energy, eliminating the weakness fire techniques have towards Water Release and in turn, Fire techniques are equivalent in power to Water techniques, so if an S-Rank Fire technique is used, an S-Rank water technique wouldn't overpower it, but both would cancel each other out. This is a passive ability that Onda has once it is summoned on the field. The weakness Fire release has towards other elements are eliminated as well.
Note: Can only be summoned once.
Note: Lasts up to 4 turns on the field before disappearing.

Approved nice

(Senpō Fūin: Seijin no Ishi) - Sage Sealing Art: Will of The Sages
Type: Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50 (+40 to per turn to keep active)
Damage Points: N/A (-20 to the opponent's techniques)
Description: This is an advanced and extremely powerful sealing technique developed by many of the most skilled and powerful Sealing techniques users in the history of the Uzumaki clan, and is considered a forbidden sealing technique. After forming a set of 5 handseals in rapid succession, the user hands glow with a resonating red aura as a sealing formula activates, then releasing the sealing formula by clapping their hands together to form a barrier made of hostile and extremely condensed natural energy. spanning up to Mid range around the user's initial location and remaining stationary. This barrier is constantly active for a limited amount of time and takes a huge amount of natural energy and chakra to maintain active. While the barrier is active, any technique, no matter what the elemental chakra is used to form it is reduced in power. Basically when the opponent utilizes an S-Rank technique which passes within the barrier, the natural energy existing within the barrier absorb some of the technique's chakra, causing the technique used by the opponent to be reduced one rank, making it an A-Rank technique instead of an S-Rank, and reduces it's damage points by (-20), so if an S-Rank technique has 80 damage points, it will be an A-Rank with 60 damage points instead. Not only that, but the barrier reduces the speed in which the technique used by the opponent travels, cutting it's speed by half of its original speed. The user of this barrier is able to control which technique the natural energy absorbs and reduces its speed. After two turns passes after the initial activation of the barrier, the user of this barrier is able to use all of the absorbed chakra, and sending an omni-directional wave of natural energy mixed with the absorbed chakra all at once, leveling basically everything around him. This omni-directional wave of natural energy can be seen as a feint black aura, and its power is equivalent to a forbidden ranked technique, but after it is used, the barrier is deactivated afterwards leaving the user drained of chakra. After the sealing barrier deactivates, the user's body becomes extremely exhausted and his speed is cut in half, and cannot use any sealing technique for two turns.
Note: Can only be used once per battle and while the user has Sage Mode active.
Note: Lasts as long as Sage Mode lasts, max of 4 turns.
Note: Cuts Sage Mode's duration by 3 turns after it is activated.
Note: No Fuinjutsu techniques for two turns after the barrier deactivates.
Note: Can only be used by Advanced Uzumaki clan bios with access to Sage Mode.

Leaving for another mod

✦ Declined, I understand it's a Forbidden ranked seal, but I can't allow all three of these abilities in one; reduction of jutsu 20 points, reduction of jutsu speed by 50% as well as releasing the absorbed chakra in a giant burst and the only real drawback you have is you get tired and cant use Fuin for two turns. Pick two of the abilities and while this is in effect, other A rank and above barriers cant be used ✦
 
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Yuse

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Re: Custom Jutsu Submission

Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to S-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of S-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techs are not effected.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Creating the chakra cloak costs an additional move
Note: Lasts a max of five turns, and can be stopped by the user whenever
Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one


Declined - I'm happy with the concept just some details to be fixed:

1. Limit it to being able to absorb up to S rank in power per use and it's not instant, it's fast but takes time. For example, if shoot an S rank water bullet at you this will absorb half the power but not all of it in time for you to use it as a defense. This being because absorbtion type jutsu are slow
2. Explain why it can't be used as a water source: Sticky concept holds it in it's mist form
3. Have it constantly taking up one of your jutsu per turn due to the power and rank.



Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active)
Damage Points:
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and black in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower. Upon forming the symbiotic goo can attach itself to the user covering their entire body causing their appearance to become completely black, with large white eyepieces and white patches on the back of each hand. The symbiotic goo then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move).The ability of the goo to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire or corrosive ones, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the goo. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic goo retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a corrosive liquid while bonded, and proceed to taint a water technique, that water technique would now also have the corrosive property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic goo and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic goo is effected it will separate entirely from the user an srank defense following waters S&W.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: Tainting techniques takes one of the three jutsu slots

Declined - It needs rewording, the way you've worded the "goo" and tainting a water source ect comes off too much of a new element as such. It's like my shining water element makes water reflective of light, it's a whole element. You need to describe why it's dark? if it's like sticky water method even that isn't dark. Need some logic for that part. Remove the corrosive propperty. Not only this but read the check on the above jutsu and apply them to this.

Refference:

Suggestion: Refer to it as something "Water devouring starch" or something to avoid it being like a c.e. The darkness can come from the denseness of the liquid saying it compacts it so the light can't pass through.


Notes for Checker - Lol this one just need two quick tweaks. Made sure to note that Byakugan can see through the mist as requested. And made having the creature release mist upon its creation cost an additional move)

Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 for every turn active)
Damage Points: 20 (per attack)
Description: The user will focus his suiton chakra to create a sentient creature composed of water, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a light misty blue coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature upon being created can passively release a mist from its body covering that of long range and continues to do so whenever there is a lack of mist. The mist itself is equivalent to the cannon D-rank version ( Meaning Byakugan can see through it). It is used well in conjunction with the creatures special ability. The creature has the ability to disperse itself into mist and merge with any existing mist in the area and travel through it at the speed of a kunai. Able to reform part of its body or its entire being at anytime to attack a target. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. While it is traveling through the mist it is extremely hard to locate due to it being made of mist itself, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the mist it released or any mist it merges with due to them both being composed of suiton chakra.

Note: Lasts three turns
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Having the creature release mist from its body upon creation costs an additional move
Note: Can only be taught by Yusei

Approved - changed it to used twice
Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Creating the chakra cloak costs an additional move
Note: Lasts a max of five turns, and can be stopped by the user whenever
Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one

‡ Approved ‡ It's an S-Rank meaning this can absorb A-Rank water at the most.

Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active)
Damage Points:
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: Tainting techniques takes one of the three jutsu slots

‡ Approved ‡

Updating Minions, Indra, and resubmitting Angelic Resurrection with changes.

Raiton: (Kami no dorei) — Lightning Release: Servants of the Divine
Type: Supplementary/Offensive/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
Damage Points: (5-80)
Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, white or blue, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning (extends to that of mid-range), form both arms into a shield of sorts for both offensive and defensive purposes, or manipulation for supplementary uses such as manipulating their arms into wings to fly and etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi, they can revert back to focused form through a handseal. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed via the electrical explosion method are completely lost afterwards. The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water (This of course does not apply to when a servants reverts to unfocused electricity).

Note: User can only use lightning based techniques or techniques utilizing basic chakra while sustaining the servants.
Note: The rank of each attack or defense of a servant correlates to the specific rank of the servant
Note: The size of each servant is dependent on the rank
Note: Servants destructing into an electrical explosion are completely lost afterwards
Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
Note: The Servants last a maximum of 4 turns
Note: Can be used 2 times per battle
Note: No S-rank lightning in the next turn.
Note: Can only be taught by Yusei

Approved.
Brother technique of Servants

Updating Minions, Indra, and resubmitting Angelic Resurrection with changes.

Raiton: (Kami no dorei) — Lightning Release: Servants of the Divine
Type: Supplementary/Offensive/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
Damage Points: (5-80)
Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, white or blue, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning (extends to that of mid-range), form both arms into a shield of sorts for both offensive and defensive purposes, or manipulation for supplementary uses such as manipulating their arms into wings to fly and etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi, they can revert back to focused form through a handseal. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed via the electrical explosion method are completely lost afterwards. The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water (This of course does not apply to when a servants reverts to unfocused electricity).

Note: User can only use lightning based techniques or techniques utilizing basic chakra while sustaining the servants.
Note: The rank of each attack or defense of a servant correlates to the specific rank of the servant
Note: The size of each servant is dependent on the rank
Note: Servants destructing into an electrical explosion are completely lost afterwards
Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
Note: The Servants last a maximum of 4 turns
Note: Can be used 2 times per battle
Note: No S-rank lightning in the next turn.
Note: Can only be taught by Yusei

Approved.
Raiton: (Arekisandā saishū shinkō) — Lightning Release: Alexander's Final Invasion
Type: Offensive/Defensive
Rank: S - Forbidden
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active), 60
Damage Points: 5 -100
Description: Said to be one of the deadliest lightning techniques ever created, and the brother technique of Servants of the Divine. The user will focus an immense amount of lightning chakra emitting an aura of golden chakra around himself as he creates several portals of lightning scattered around the field or specifically surrounding the opponent. These portals are all linked to the user, capable of moving them and passively sap chakra from the user to sustain themselves. The portals are similar to servants in the sense that they focus primarily on the concept of shape manipulation, the difference however is that its not limited to the body of lightning but instead released from it. Acting more as a source, as lightning constructs are released from them as projectiles, otherwise simply acting as bodies of lightning capable of defending from other techniques of their rank following S&W. Like servants the shape of the projectiles released can be anything shuriken, kunai, senbon and etc, but they do not gain the ability to continuously transform. The release of the projectiles is quite fast, due in part to the nature of the technique and being lightning based. The projectiles are of a solid focused nature meant to pierce, but also release enough electricity upon contact to paralyze. The Forbidden use of the technique unlike the S-rank version is not continuous. The Forbidden version is a one use thing that is significantly faster, but leaves the user more restricted afterwards. Additionally the user if a lightning specialist is capable of preforming an additional hand-seal after creation to have the portals refract light, becoming transparent. This in no way makes the projectiles released from the portals transparent, just the portals. Also some things to keep in mind is logically the more portals there are the weaker each individual portal is and vise versa the less their are the stronger each one is.


Note: Can only be used by Yusei
Note: S-rank can only be used twice, Forbidden can only be used once
Note: Can not be used in consecutive turns
Note: S-rank Lasts a max of three turns, and can be stopped by the user whenever
Note: Can not use Srank lightning in the next turn after using the Srank version
Note: After using the forbidden version, the user becomes incapable of using forbidden lightning for 3 turns.
Note: Can only be taught by Yusei

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leaving for another mod

‡ Declined ‡ Similar techniques exist. This clashes with things like Mathias' Gates of Babylon among other things.

This submission was a nightmare to check for several reasons. Stop adding "notes to the checker". If your techniques are that long, you can explain in the technique. Don't split up the quotes, just have one quote at the top. This makes editing a lot easier. Also try to reduce the length of your submissions in future. That first one was completely overkill and could have been halved in size.
 
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BusinessManTeno

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Re: Custom Jutsu Submission

(Ameton: Tlaloc Teigen) Rain Style: Tlaloc Motion
Type:Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A unique style of rain jutsu, dwelling with the side of kenjutsu. The user will take out their sword while sending their chakra into the sky while its raining, causing the raindrops to be bigger (10x the size of regular rain drops). The user will then swing their sword down in a vertical motion from above the opponent striking them. This sword strike will have rain to mimic the motion of the sword strike, causing the rain to condense and concentrate in that 3 meter radius around the opponent with the user on the outside of that 3 meters. The rain will come crashing down on the opponent right after the sword strike with such force and haste that it would feel like multiple harden rain bullets launching at them from above. This technique is not deadly but strong enough to force the opponent on the ground causing him to be immobile due to the constant force of rain it will majorly bruise the opponent while also making it hard for the opponent to move due to the constant force and downpour of water surrounding them.

Note: Can use three times with a 3 turn cool down
Note:This technique is not lethal but if this technique strikes two or more times, the rain will have enough force to pierce the opponents skin (not the head, but places like arms, shoulders) not going deeper then an inch
Note: No other rain technique in the same turn or next

Pending - need to check to see if this clashes with Axles rain ken.

Declined - S rank that can be used three times with next to no restrictions?


(Ototon: Touben Ganmou) Sound Style: Deaf Wish
Type: Offensive |Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a (20 due to hearing impaired)
Description: This technique was developed in order to use their surroundings as a mean to fight. Using natural causes to their advantage the user learn to incorporate sound with rain. This technique can be used with pre-existing rain or the rain the user creates (Rain will of tiger). The user will clap their hands sending their sound chakra into the rain clouds above. By doing this, this will cause every single rain drop to be infused with large amounts of sound chakra. This technique makes it that once the rain hits the ground, the sound chakra from within the rain will be released making it sound as if large explosions are being detonated all around being really useful for diversions and distractions as well. Due to the constant chain of explosion noises, it would not only deal mild damage to the opponent causing their eardrums to bleed but would also have their hearing impaired causing them to go deaf for 4 turns after this technique is done. This technique is a double edge sword as the user is not protected from this and must take precautions before using this technique or he too will be effected by this technique

Note: This technique can be used 2 turns with a 3 turn cool down period
Note: This technique last a total of 1 full turn
Note: Cant use any sound jutsu in the same turn as this or the next turn above A rank

Declined - just describe the sound blasts a bit more, is it like sound shockwaves or just noise? just make it clear please. But very nice idea

(Namekuji: Hedoro Utsuwa) Slug Arts: Slime Vessel
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (-5 per turn)
Damage: N/a
Description: This technique is special as it was created from the slug family utilizing their slime in an way that can help during combat. Even though this technique was created by the slugs, it was passed down to those who have access to the slug contract. This user will simply channel chakra around their whole body, releasing it, causing a shell or armor of slime to surround the users body excluding the eyes and nostrils, taking on a green color. The slime has multiple purposes for the user. The slime thats present on the feet of the user allows the user to glide on the ground as if they were skates. The main purpose for this is not only to aid the user speed but it allows the user to bypass any sharp objects that may be present on the ground beneath the feet, be it sharp glass, sharp grass, razors, etc allowing the user to become completely unharmed. This technique also aids in taijutsu, making the user immune to physical attacks be it kenjutsu (Unless channeled with chakra) and taijutsu (this does not include eig techniques and kaitos taijutsu), making the strikes slide right off the users body. This of course is a double edged sword as the user cant chain handseals and hold weapons without them slipping out the hand. But the most unique ability about the slime is the ability to absorb water at a rapid pace up to 10x its volume. Once water technique strikes the user, the slime will simply absorb the water at a rapid pace, not only absorbing the water technique but causing the water technique to lose its momentum allowing the user to be immune to water. The absorbed water can then be used to release more slime from around the body.

Note: Can use this technique 3 times and must wait 2 turns after the technique ends
Note: Technique last 3 turns
Note: Each time the user absorbs a water technique, the user can produce more slime increasing the duration of the technique by 1
Note: Can only absorb water technique twice
Note: Absorbing water counts as a turn
Note: Must have slug summon contract
Note: This can be used by both slugs and humans

Declined - i know it's not the same contract but Gutsy Jiraiya has a cj based off slime toads make that creates an armor so you'd need his permission.
 
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Gutsy

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Re: Custom Jutsu Submission

(Kuchiyose: Hikigaeru Keimusho) Summoning: Toad Prison
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Similar to the Crushing Toad Stomach, the user will slam their hand upon a surface, reverse summoning themselves and their opponents into large room where at each corner of the room there is a giant stone toad statue, which pours the sacred oil from its mouth and onto the ground, while four toads are present sitting atop each of these statues. When the user and the opponent appear in the room, the four toads present will ensnare the target with their tongues, that shoot out at intense speed, and wraps around the target similarly to the Jutsu performed by Shima, while the tongues also have the same ability as Shima to “smell” the target if he attempts to hide. While the target is ensnared the toads’ tongues have the strong acidic stomach fluid released from their tongues, which corrodes through human flesh and bone. While at the same time as the opponent is ensnared by these tongues, the oil which is being poured from the four statues will converge in on the target and trap him inside an orb of this sacred oil. This causes the final stage of the Jutsu to happen, where when the enemy is in contact with the oil he will experience an immense amount of natural energy to converge and enter his body, and him being incapable of controlling it, causing him to turn into a statue if he does not escape in time.
Note:
- Can only be performed once per battle
- This Jutsu can be performed by either the user or one of the Great Toad Sages
- Must have signed the Toad Contract

Leaving for NK

‡ Declined ‡ Wow. This is too powerful for a Reverse summoning (something I'm not that keen on in approving in the first place). Tone this way down.
 
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Re: Custom Jutsu Submission

Permission from Scorps to resubmit;

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

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


‡ Approved ‡
Updating - added a chakra cost per turn for clarity.

(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn for sustained governance)
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.

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

‡ Update Approved ‡


Scaze;9024294 [B said:
Doton/Fuuton: | Earth Release/Water Release : Seeds of Anihilation [/B]
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (+20 if combined with Fire)
Description: A technique where the user spews a mediocre "Exploding Flame Shot" sized orb of earth towards the opponent, after which he spews three smaller orbs of wind that accelerate forwards towards the orb of earth before finally matching its pace to orbit around it. The orb of earth spins clockwise, and is composed of a mass of unstable earth chakra. While the outer wind orbs comprised of vigorously spinning winds similar to that of the Rasengan all spin counter-clockwise. The user by then performing a single handseal causes the orbs of wind to converge in on the earth. When the four orbs come into contact, the disordered and opposite rotations combined with the unstable abundance of chakra explodes to creates a gigantic cone shaped turbulent vortex that expands forwards and outwards much like Planetary Rasengan. The earth is reduced to dust shaped rubble, and much like the Dust Wind Technique serves to give the wind a level of tangibility that allows it to shred through matter caught within the technique to pieces, while the wind forms disordered turbulent gale forces that are honed into an infinite number of blades that ravage the target. In effect a catastrophic blast of wind and earth is released forwards in a V cone shape, that spreads out at an angle of up to 110 degrees. This technique combines particularly well with fire, as the fire will be sucked into the vortex and used to superheat the earth particles while also combining with the wind to form a wind and fire combo. Thus making it a technique where countless forceful blades of compressed wind and fire ravage the target along with superheated molten earth. After having used this jutsu the user begins to experience fatigue, their throat becomes sore as sharp pangs of pain glance upwards from their chest area due to the abundance of chakra forcefully channeled through and out of the users gullet.

Notes:
- Can only be used 2x
- No fuuton or Earth jutsu for the rest of the turn, no Earth or fuuton jutsu above S rank for the next two turns
- The users movements will be sluggish for the remainder of the turn and for the next turn, preventing efficient use of Taijutsu.
- Can only be taught by Scaze

X-Approved-X
Updating: Typos Trigger me and the elements in the name have been wrong for years.


Doton/Fuuton: | Earth Release/Wind Release: Seeds of Annihilation
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (+20 if combined with Fire)
Description: A technique where the user spews a mediocre "Exploding Flame Shot" sized orb of earth towards the opponent, after which he spews three smaller orbs of wind that accelerate forwards towards the orb of earth before finally matching its pace to orbit around it. The orb of earth spins clockwise, and is composed of a mass of unstable earth chakra. While the outer wind orbs comprised of vigorously spinning winds similar to that of the Rasengan all spin counter-clockwise. The user by then performing a single handseal causes the orbs of wind to converge in on the earth. When the four orbs come into contact, the disordered and opposite rotations combined with the unstable abundance of chakra explodes to creates a gigantic cone shaped turbulent vortex that expands forwards and outwards much like Planetary Rasengan. The earth is reduced to dust shaped rubble, and much like the Dust Wind Technique serves to give the wind a level of tangibility that allows it to shred through matter caught within the technique to pieces, while the wind forms disordered turbulent gale forces that are honed into an infinite number of blades that ravage the target. In effect a catastrophic blast of wind and earth is released forwards in a V cone shape, that spreads out at an angle of up to 110 degrees. This technique combines particularly well with fire, as the fire will be sucked into the vortex and used to superheat the earth particles while also combining with the wind to form a wind and fire combo. Thus making it a technique where countless forceful blades of compressed wind and fire ravage the target along with superheated molten earth. After having used this jutsu the user begins to experience fatigue, their throat becomes sore as sharp pangs of pain glance upwards from their chest area due to the abundance of chakra forcefully channelled through and out of the users gullet.

Notes:
- Can only be used 2x
- No fuuton or Earth jutsu for the rest of the turn, no Earth or fuuton jutsu above S rank for the next two turns
- The users movements will be sluggish for the remainder of the turn and for the next turn, preventing efficient use of Taijutsu.
- Can only be taught by Scaze

‡ Update Approved ‡

Katon: Nídhöggr kiba | Fire Release: Fangs of Níðhöggr
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Through the rapid release and conversion of fire chakra from all over their body; the user will create several concentric, orbital rings and crescents of dense fire directly from their being. The crescents and rings are explosive in nature - and thus when coming into contact with something of suitable resistance - such as solid and strong rock, they will explode, the explosion always being angled away from the user and forwards towards the opposition. Aside from that, the shapes can cut and incinerate through softer materials, explode, or be suppressed, on command, or be released towards an opponent in the form of a projectile. Due to their versatility, the rings and crescents can double as both a defence and offence, yet can also be particularly useful when utilised alongside Tai; the flames ravaging a target with each blow so as to deal severe and lethal wounds.

Note:
- Can only be used 2x
- No Fire techniques above A rank for the rest of the turn and no Fire techniques the next turn
- Can only be taught by Scaze.

✦ Approved ✦
Updating; restrictions on this feel a bit harsh, I understand if it has to stay the same though. :(

Katon: Nídhöggr kiba | Fire Release: Fangs of Níðhöggr
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Through the rapid release and conversion of fire chakra from all over their body; the user will create several concentric, orbital rings and crescents of dense fire directly from their being. The crescents and rings are explosive in nature - and thus when coming into contact with something of suitable resistance - such as solid and strong rock, they will explode, the explosion always being angled away from the user and forwards towards the opposition. Aside from that, the shapes can cut and incinerate through softer materials, explode, or be suppressed, on command, or be released towards an opponent in the form of a projectile. Due to their versatility, the rings and crescents can double as both a defence and offence, yet can also be particularly useful when utilised alongside Tai; the flames ravaging a target with each blow so as to deal severe and lethal wounds.

Note:
- Can only be used 2x
- No fire techniques S-Rank or above in the user's next turn
- Can only be taught by Scaze.

‡ Update Approved ‡
 
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Re: Custom Jutsu Submission

(Fuuton: Ventus no Komando)- Wind Release: Command of Ventus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their wind chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse can just barely be perceived with the naked eye but it cannot be reacted to (as in blocked by a technique). The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any substances (or anything imbued with the user's own chakra) caught in its reach with the user's wind chakra, this does not include the opponent's techniques. The object themselves will have a light-green hue aura covering the exterior of the objects body, these objects can also be included as metal, cloth (can not be used on actual clothing on the opponent's body), earth, water, etc, and will not have any lethality on all its own. Anything that stands by logic for imbuing with wind can essentially be covered. When covered, these objects obtain a certain ability, where the user by performing basic hand gesture can release a pulse of wind from the object, creating a repel effect to push objects away (which can be aimed depending on the direction of the pulse), or create a vacuum effect to draw objects in closer to the user. The objects can be repelled up to long range (mainly due to momentum), however, material can only be drawn in from mid-range (where the pulse is set), this also means if the user was to exit the mid-range area of the pulse they can no longer perform this jutsu. This technique has potential to repel, and vacuum material as small as rocks, and Kunais, to larger size material like boulders. Evidence of a technique like this has been seen in the Narutoverse, for we have seen material be covered and imbued by wind (Danzo's wind technique), and wind has a basic tendency to releases pulses as well as vacuums from different mediums within specific jutsus. The drawback of this technique is another basic concept of wind, for not only is it easy to notice a greenish-aura around these constructs/techniques, the pulse to repel, is rather easy to hear, and the vacuum effect has a certain "suction" noise to it, once again easy to notice for the average ninja hearing. The movement of the objects when being repelled or vacuumed in, is dependent on the size of the construct, obviously a larger rock section will be repelled much slower then a small kunai, either or, they can all be traced and reacted to by any ninja.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: Must have Mastery of Wind
Note: The jutsu is kept active for three turns
Note: Requires one turn cool down before use again, the entire technique
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time
Note: Follows elemental strength and weakness
Note: Can not be used on lightning or fire element
Note: The repel pulse is projectile, the vacuum effect is a stream

‡ Pending ‡ Leaving for Typhon.

☼ Declined DNR ☼
Got permission to resubmit by , as Typhon is inactive.

(Fuuton: Ventus no Komando)- Wind Release: Command of Ventus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their wind chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction and due to its intangibility, cannot be blocked until imbued. The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any substances (or anything imbued with the user's own chakra) caught in its reach with the user's wind chakra, this does not include the opponent's techniques. The object themselves will have a light-green hue aura covering the exterior of the objects body, these objects can also be included as metal, cloth (can not be used on actual clothing on the opponent's body), earth, water, etc, and will not have any lethality on all its own. Anything that stands by logic for imbuing with wind can essentially be covered. When covered, these objects obtain a certain ability, where the user by performing basic hand gesture can release a pulse of wind from the object, creating a repel effect to push objects away (which can be aimed depending on the direction of the pulse), or create a vacuum effect to draw objects in closer to the user. The objects can be repelled up to long range (mainly due to momentum), however, material can only be drawn in from mid-range (where the pulse is set), this also means if the user was to exit the mid-range area of the pulse they can no longer perform this jutsu. This technique has potential to repel, and vacuum material as small as rocks, and Kunais, to larger size material like boulders. Evidence of a technique like this has been seen in the Narutoverse, for we have seen material be covered and imbued by wind (Danzo's wind technique), and wind has a basic tendency to releases pulses as well as vacuums from different mediums within specific jutsus. The drawback of this technique is another basic concept of wind, for not only is it easy to notice a greenish-aura around these constructs/techniques, the pulse to repel, is rather easy to hear, and the vacuum effect has a certain "suction" noise to it, once again easy to notice for the average ninja hearing. The movement of the objects when being repelled or vacuumed in, is dependent on the size of the construct, obviously a larger rock section will be repelled much slower then a small kunai, either or, they can all be traced and reacted to by any ninja.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: The jutsu is kept active for three turns
Note: Requires one turn cool down before use again, the entire technique
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time
Note: Follows elemental strength and weakness
Note: Can not be used on lightning or fire element (or energy-based elements)
Note: The repel pulse is projectile, the vacuum effect is a stream
Note: S-Rank version cannot be boosted in any way

‡ 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. ✦
(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 and rain not included) at speed 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 when channeling chakra into the mane, 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 (first turn the opponent is sluggish; speed is diminished to traceable, second move they begin to feel numbness and start to stumble; reaction diminishes, and speed furthermore almost like a drunken state but without the fighting benefits, third move they become completely paralyzed), 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, and through control by the manticore maneuver and manipulate the sharpened teeth for damage against the target (A-Rank and can only be used twice). The Manticore is able to verbally communicate with the user.

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

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‡ Pending ‡ Leaving for LoK.

✦ Approved, nice job ✦

(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.
(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 short range (or the barbed wires can be released as projectiles for 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. The speed of travel is equivalent to that of the chidori spear. 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 their aimed 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 two times
Note: One turn cool down before reuse
Note: No lightning S-Rank and above for next turn when deactivated

‡ Approved ‡
 
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Alyx

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Re: Custom Jutsu Submission

(Kitsune Seishin)Spirit of the Fox
Type: Weapon
Rank: S Ranked
Range: N/A(Short ofr Advanced Summon)
Chakra: N/A
Damage: N/A
Description:
Spirit of the Fox is a special designed weapon that was passed down for generations towards many female warriors who were well known marital artists across many places. The weapon is a spear with a special power which allows it to passively change its color and looks in order to adjust to the user’s needs. The whole weapon doesn’t exceed past 6.ft tall but can also be adjusted to fight onto the back of the user for safe travels. The whole weapon isn’t durable but withstand up two S-rank physical techniques with solid structure (Earth Steel or other harden solid techniques) while being immune to energy based techniques. The actual weapon doesn’t accept chakra from someone it doesn’t realize, showing a small case of sentient activity in the case of knowing its master (similar to Samehada) and as such when chakra is channeled into it, the spear simply nullifies it and becomes useless. Though the actual weapon may seem simple, it comes with a few notable abilities.

Advance Summoning is an ability of Spirit of the Fox. This ability is similar to Termari’s Summoning: Quick Beheading Dance in which she used her fan as a summoning tool. This weapons is quite similar by wiping blood into the staff of the spear and then swinging it outwards, the user will touch the ground/water source with the whip in order to summon an animal of the contract. This ability cost a move directly as it replaces the normal summoning method for the user. All the chakra costs and summoning restrictions still apply.

Bell Alert is an ability of the spear. The spear has a special bell attached to the lower end of it that is a part of the actual weapon. Due to the constant chakra flow between the user and the weapon, the bell will imitate a light glow and small jingle. This acts as a foreign chakra detection system in which it allows the user to know when foreign chakra is surging inside of them. The user still however still has to normally break the illusion. Physical contact is required to utilize this ability.

The last ability of the weapon is known as Phantom Fox Stance: Savor. The user will channel chakra into the spear head of the weapon and shape it into a claw. They will then swing the claw and using either raw chakra, lighting , wind , fire and or water to slash the target with the claw. The user can however use an alternative and instead release three crescent shock waves of said chakra towards the enemy in the element of choice. This can only be done 3 times per battle, and counts as a move dealing A-ranked damage(60).

*Can only be used or taught by Nakiri*
Different looks of the spear[
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Declined - Change it's apprearence? Is this shape or just the color or pattern on it for example?
"The whole weapon doesn’t exceed past 6.ft tall but can also be adjusted to fight onto the back of the user for safe travels" - Adjusted to fight onto the back of the user doesn't make sense, did you mean fit? Hit by two S ranks is too much. And being immune to energy based attacks is more than enough.


Dropping:

(Ninjutsu: Kansō)Ninja Art: Requip
Type: Supplementary
Rank: B-rank
Range: Short(Self)
Chakra: 20per each change
Damage:
Description: Requip is a special type of ninjutsu that was created by a particular woman. She being a master of many different forms of weapons couldn’t bare the idea of carrying so many weapons into a fight. This is when she combined the Henge no Jutsu and Shadow Mirror Tag technique in order to manipulate the physical form of her weapons and armor. This was made into a special based armor known as Heart Kreuz to which she now wears constantly. She utilizes the shape shifting technique which allows her to change her armors design and weapon to match the situation. The based swords are two simple long swords which can be merged into one weapon or simple into other forms alongside the armor. The change though cosmetic as it doesn’t grant the armor no special powers or duality is passively done but still requires chakra.

*Base armor must be mentioned in the user’s bio or beforehand in a match in order to use this*
*Can only be taught by Nakiri*
*The user can only make up to one or two weapons, one by merging the two base swords into one or separating them*
*Cant be used on CW*

Declined - the way you made this is a CW in itself. You've already submitte a cw above so this would be two CW in one cycle. Though i do like the idea of creating a base armor for Erza's power, if you used this with a set of cjs to follow that link to this armor your could pull it off.
Base Armor
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(Genjutsu: Uwaki no Midokoro)Illusion Technique: Unfaithful Attraction
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user makes a single hand seal in the same time frame of after releasing a technique at the enemy. Once they do, the user will induce a genjutsu towards the enemy where there body feels as if it was being dragged forward. This dragging is similar to one found in a vacuum, pulling the target with strong suction towards the intended attack. Though they don’t feel no pain, the target in reality will unconsciously move forward, left , right or in whatever direction the actual technique is coming from. If the user is capable of manipulating the path of the technique, they can make the target within the illusion experience nausea by constantly moving around , thus making the vacuum pull shake the target up violently. This however wont effect the initial walking of the target and will continue to move unless the illusion is broken.

*Can only be used four times pet battle*

Declined - you can't force someone to move with this genjutsu.
(Kansō: Za Naito)Requip: The Knight
Type: Weapon
Rank: S-Rank
Range: Short(Self)
Chakra: - 10 per change
Damage: N/A
Description: Requip is a special made armor designed for warriors who excel in the art of weaponry. The weapon isn’t constant of one form but various different armors and weapons which are summoned and reversed summoned constantly through the battle so as long as the user desires. This is achieved by channeling chakra into the armor which in turns responds to the user’s chakra with special summoning tattoos located on the insides of the armor in order to summon and reverse summon weapons and armors of different shapes, sizes and colors. This can also be used on normal clothing encase the user wishes to summon one for specific climates, outings etc. The tattoos are located in four places: the palms of the armor, the back of the armor and the clothing the user wears at the given time. This allows them to easily summon them, passively with only a payment of - 10 chakra each time. The most common and base armor is known as Heart Kreuz Armor which as no abilities on its own minus the ability to summon weapons or new armor. The armors summoned has no abilities naturally however, specific armor that are summoned have abilities (to be made as separate techniques). They gain the abilities once chakra is channeled into them by the user in which the “true” hidden functions of these special armors will take effect. The base armors without abilities are strong enough to with stand basic ninja tools and can easily deflect them but also provides a defense against B-rank and below physical elements(Water, Earth , Wind) but would be destroyed from A-ranks and above but as long as the seals remain intact the user can simply summon new armor in replacement. Extra cosmetic stuff such as hats, shoes , ribbons or event hair style changes are included but are purely cosmetic.

*Base armor must be mentioned in the user’s bio or beforehand in a match in order to use this*
*Can only be taught by Nakiri*
*Special Armors will be made into separate techniques*


Declined - first off i hate it when people make passive things in their cjs. Also remember the summoning of weapons, you might want to mix it all in with the base armor so it doesn't come off as yu're making like 20 custom weapons.
Sample Base Armor
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Dropping:

Zekkendō: Mazāzu Rozario | Way of the Absolute Sword: «Mother's Rosario»
Type: Offensive
Rank: A -ranked
Range: Short
Chakra: 30
Damage: 60
Description: A sword technique which is based on the concepts of the Hyuga Clan’s main style of fighting, Gentle Fist. This while it was developed by said members of the clan, it can be used by anyone but not towards the extent of which a Hyuga can. The user will channel chakra into their blades, where they manipulate the chakra mostly towards the tip of the blade. The user will then make five consecutive stabs towards the target’s tenketu’s using ones Byakugan , forcing them to be closed and sealed. The user will then unleash another five strikes perpendicular striking five more chakra points and sealing them away. The impact will create an X shaped pattern on the chest of impact in which the user dealt. Once down, the user will deal one last strike towards the chest directly in the center of the X and cause a burst of chakra to push the enemy back a few feet away. This sword technique emulates the Gentle Fist by using the chakra in the sword to insert and forcefully close the tenketsu’s. In the case of non Hyuga users, they will simply stab into the chest of the target normally without sealing away the chakra points of the enemy.

*100 chakra points will be sealed after attack for two turns*
*Can be used twice per battle*
*Can be used by non Hyuga bios, however don’t gain the chakra sealing due to lacking knowledge of Gentle Fist and the Byakugan.*
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‡ Pending ‡ Leaving both for Pervy.

Declined - nice jutsu, only others i'd allow to use this is samurai though due to chakra control through kenjutsu. Also, need to research this but how does it seal 100 chakra? It's not fuuin, it would more likely block their chakra system up stopping jutsu A rank and below for two turns.

(Sukārettogen : Chou no Odayaka na Fukkatsu) Scarlet Illusion: Gentle Rebirth of the Butterfly
Type: Supplementary | Offensive
Rank: B -ranked
Range: Short - Mid
Chakra: 20 (-10 chakra to maintain)
Damage: N/A
Description: The user will make two hand seals before channeling chakra into the brain of the enemy inducing an illusion. Once this happens, the effects of the illusion will not occur right away as it would rather stay dormant until the trigger is met. When the user attacks the with a ranged ninjutsu and they managed to counter it, the illusion kicks in at this time where the technique when countered will “repair” itself and reform after being destroyed. This allows the user to fool the enemy into thinking that their techniques have a sort of self-revival mechanism behind it. The user however is in full control of the illusion, and as such can control the minor details such as the technique turning paths to re aim towards the enemy , all the way to splitting the technique down into small versions after it revives. This adds uniqueness towards the illusion’s power and allows for many different forms of tactics from the user.

*Can be used four times per battle*
*Remains dormant for two turns before dispersing naturally, lasts two turns once the effects are triggered*
*No Genjutsu above B -rank in the same turn*

How the "repair" would look like
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‡ Declined ‡ Not keen on allowing something like this especially since this is just a Genjutsu version of existing techniques.
 
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Penguin

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Re: Custom Jutsu Submission

Same/Suiton: Same ya Pengin no Kyōtei ▽ Shark/Water Release: Pact of the Shark and Penguin
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Same/Suiton: Same ya Pengin no Kyōtei - Shark/Water Release: Pact of the Shark and Penguin is a very simple yet innovative jutsu that Ashitaka Emishi created shortly after Lancer, the Mizukage, taught Ashitaka the shark summoning contract. The user would first draw blood from themselves, then wipe the blood over their summoning tattoo as they release a surge of chakra that will activate a very unique summoning ability for future occurrences. This certain ability is to be able to summon a layer of countless, tiny sharks that coat water release techniques produced by the user. When water jutsu produced by the user that are coated by these miniature sharks come in contact with opposing jutsu, the sharks would actually detach themselves from the water technique they formed around and "eat" away part of the opposing jutsu's mass and physicality with their teeth's unmatched sharpness and jaw power, lessening the power of the opposing jutsu by one rank and reducing it's size significantly. In turn, the rest of the incoming jutsu would de-summon the sharks that were layered around the water technique, returning the sharks back to where they were summoned from. The reason this jutsu is instant is because there would be blood already smeared on the tattoo and chakra being passively released for summoning "basic" sharks, which is a Space/Time ninjutsu. However, if someone Ashitaka Emishi taught this jutsu to that did not have a shark summoning tattoo, they would have to perform the basic summoning ritual instead and it would not have an instantaneous affect.

Note: Lasts four turns but can be deactivated at any time
Note: Must wait three turns before using again
Note: No shark ninjutsu techniques for two turns after this technique ends
Note: Must have signed the shark contract and have mastered water release
Note: Can't be used in conjunction with forbidden ranked water techniques
Note: This technique cannot be used in conjunction with Ceto or Davy
Note: Must have a shark summoning tattoo on the bio for instantaneous activation
Note: Can only be taught by Penguin

‡ Declined ‡ I don't find the physical "eating away" at jutsu to be feasible. Doesn't make much sense. Also, remove the bolded.

Ninpō: Pengin no Henkō - Ninja Art: Alteration of the Penguin
Type: Supplementary
Rank: D-S
Range: N/A
Chakra: 10-40
Damage: N/A
Description: After having many fights around the world, Ashitaka quickly found out how many techniques there truly were and how devastating they could be; especially attacks that had some sort of pseudo-intangibility. Ninpō: Pengin no Henkō - Ninja Art: Alteration of the Penguin is somewhat similar to the Added Weight and Reduced Weight techniques in theory, and begins with the user chaining a single hand seal after performing a technique, sending in however much or little chakra the user desires. Depending on how much chakra the user pours into the technique being affected, it can increase or decrease the density without changing the actual size of the technique, not infringing upon the elemental expansions as they mostly increase the jutsu's power and sizee. However, for maximum potential and effectiveness, if the user uses this jutsu in conjunction with large area of affect jutsu such as Water Dragon Bullet, the technique would virtually be impossible for other chakra or energy related techniques to "phase" through it (with the exception of Obito's MS). Due to only having a supplementary use with no offensive or defensive applications, and having to only chain a hand seal after the original technique, it is as if the affects of Ninpō: Pengin no Henkō - Ninja Art: Alteration of the Penguin are instantly applied.

Note: Can only be taught by Penguin
Note: Needs a two turn cool down limit before re-use for D-A ranked variations
Note: S-rank variation can only be used three times per conflict

‡ Declined ‡ I tried this before and it was declined for being similar to existing techniques.

Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (+10)
Damage: N/A (+20)
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters into the air, much like a dome. The "floor" of the crystalline-water cavern was a huge lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. If the user wanted to, they have the option to release ten extra chakra and perform one extra hand seal as they reverse summon everyone, to have the crystalline-water cave walls, roof, and the water below to become littered with small and large shark teeth varying from size to size. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. If the teeth were summoned and someone used the water below as a source of water for techniques, it would gain an additional twenty points of damage (not including forbidden ranked water). Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth.

Note: Can only be taught by Penguin
Note: Can only be used by shark contract holders
Note: Can only be used twice per match
Note: No shark ninjutsu A-rank and above for a turn after this technique

‡ Declined ‡ Checked what I needed to. Reverse summons aren't allowed.
 
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Bloo

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Re: Custom Jutsu Submission

Signed Spiders:

(Fuhatsudan Gumo) - Engorged Spider
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description:
The user will first draw blood and either wipe it on a scroll or perform one hand seal. Once either requisites are meant a spider will be summoned any where within short range of the user. This spider has been genetically modified so that its poison gland takes up 90% of its abdomen, it itself being as big as gamachu. In essence the spider is little more than a walking bomb. Once summoned it heads towards the nearest enemy. Once it reaches its destination or if an external force stops it the spider will explode into a cloud of venom that quickly expands to cover a distance of 3 meters from the spider. The venom, if inhaled will poison the lungs, basically causing them to die, leaving the opponent to die a painful, agonizing death. Even if not inhaled the venom will highly irritate the skin, causing the skin to blister.

-Usable twice.
-Spider cannot use any spider silk related techs.
-Only lasts one turn.

✦ All Declined, contact me via PM about these ✦
Signed Spiders:

(Fuhatsudan Gumo) - Engorged Spider
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description:
The user will first draw blood and either wipe it on a scroll or perform one hand seal. Once either requisites are meant a spider will be summoned any where within short range of the user. This spider has been genetically modified so that its poison gland takes up 90% of its abdomen, it itself being as big as gamachu. In essence the spider is little more than a walking bomb. Once summoned it heads towards the nearest enemy. Once it reaches its destination or if an external force stops it the spider will explode into a cloud of venom that quickly expands to cover a distance of 3 meters from the spider. The venom, if inhaled will poison the lungs, basically causing them to die, leaving the opponent to die a painful, agonizing death. Even if not inhaled the venom will highly irritate the skin, causing the skin to blister.

-Usable twice.
-Spider cannot use any spider silk related techs.
-Only lasts one turn.

Leaving for Lok

✦ Approved ✦
 
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Sasori

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Re: Custom Jutsu Submission

Name: (Dai sanji) Catastrophe
Type: Offensive/Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 40 ( If summoning)
Damage: N/A
Description: This is a puppet that Sasori will use similarly to his Hiruko puppet. Catastrophe is a puppet that Sasori will wear in battle, and will manipulate inside similar to how he is capable of using his Hiruko puppet to attack the enemy. By fighting inside of the puppet it allows for Sasori to be protected throughout the battle, and he doesn’t have to worry about using his main body. Catastrophe has also been modified to use puppetry attacks without difficulty. Sasori created this puppet in hopes of replacing his Hiruko body as the one he travels around in. Catastrophe greatly resembles a demonic knight. Catastrophe has two demonic horns on its head which are capable of being fired off at the opponent. The horns can reach up to mid range and counts as a B-rank, and will explode when it comes in contact with a target. After each usage the horns will automatically replace themselves. Spreading from his upper back are two large wings which give it added mobility as well can attack the enemy, and provide defense. The wings are equal to a B-rank technique together equalling an A-rank attack/defense tool. On the puppet’s wings are several tags layered throughout it enabling it the ability to fire paper bombs.The paper bombs count as an A-rank move and is capable of reaching up to mid range. If in short range the user can use the wings in order to attack the enemy due to their large length. The wings are also capable of unleashing a gust of wind by flapping them which would produce a blast of wind equal to a C-rank Justu. Attached to its left fore arm is a large golden shield. If the shield is used as a defensive weapon it is equal to a C-rank technique. It will also be capable of unleashing gray smoke bombs from inside of it which conceal everything up to mid range equal to C-rank smoke. On the bottom of its feet are holes capable of firing out chakra blast equal to an C-rank blast. The chakra blast allows for the puppet to fly in a horizontal or vertical manner. Catastrophe has a passive ability which is to always radiate heat off of its body due to the heat generator inside of it. The heat isn't necessarily used in an offensive way, but it does make it hard to land taijutsu strikes on the user, and will also add +5 to the user’s taijutsu. The heat is equal to D-rank. Metal chains are capable of beings launched from inside of Catastrophe from underneath it or from its sleeves with can be used to grapple onto objects or to bind an enemy with C-rank strength. From its eyes it holds the ability to shine a bright pink light that envelope everything up to short range which cause blinding. On Catastrophes back is an array of weapons such as: Two long swords, and two long axes, there is however nothing special about the tools and are just regular weapons.
Notes:
-Can only be destroyed by a B-rank or higher technique.
-Horns can only be launched four times and takes -20 chakra, requires a turn cool afterwards.
-Paper bombs on wings can only be used once and takes -30 chakra.
-Gust of wind takes -15 chakra for each usage.
-Chakra blasts take -15 chakra for each usage.
- The flash ability counts as a C-rank move an can be used every two turns.
- The Gray smoke bombs can only be used through the shield three times and requires a turn cool down before another usage. Also takes -10 chakra each time.
- Must be stated at the beginning of the battle whether or not the user is inside. If so then it won't count as a move.
- Wings can't be used to fly.
Looks:
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Declined -

1. Why would the horns explode when fired?
2. How do the horns replace themselves?
3. Wings firing paperbombs is a no
4. "Catastrophe has a passive ability which is to always radiate heat off of its body due to the heat generator inside of it." - this is a no

Just needs reworking and all abilities need to count as one of your three moves per turn.


Name: (Kage no ayatsuri ningyō) Shadow Puppet
Type: Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn to sustain)
Damage: 80
Description: This is a mechanism which is attached to the lower spine of the user. Sasori is able to simply attach it to his body due to his inhuman structure, but other users of it will have to get it surgically connected to their spine. Shadow is a malleable mechanism made out of several strong mineral and metals. The shadow puppet sprouts from user’s lower back as a slim irregular shaped being. It takes on the form of a slightly strange looking creature when it is first summoned. Sasori decided on the name for this weapon because of how the weapon protrudes from the user’s spine normally where their actual shadow would be located below, and also due to the black color of the puppet. When attacking the puppet does not have any lag time due to it being directly linked to the user’s body/chakra source. Shadow is capable of forming razor sharp claws on its body, and is also been made out of an alloy of strong metals. On to the abilities of the weapon which is that it is capable of extending up to long range, and is capable of shaping its body into branches of spikes. The weapon is capable of piercing through just about anything it comes into contact with. Another application of this weapon is it’s ability to increase the strength of Taijutsu or kenjutsu related attacks by covering itself in the place desired, raising their strength by 10. It is capable for one to use this weapon to block attacks, but it would have to be a specific blow, and it capable of protecting up to A-rank attack. Due to the type of frame it has it is capable of moving at the user's will into just about any shape to pierce the enemy. Taijutsu or kenjutsu related attacks are capable of being blocked the best by this type of weapon due to how it is capable of changing forms, and can block up A-rank of those attacks or any other kind of attack elemental or not. When first summoned shadow remains hovered over the user. Shadow holds to the ability to also branch off a piece of its body out of a preexisting part, For example if the shadow is using one of its arms in its initial form it capable for it conjure another arm from underneath that one or even spikes. The form that the weapon has is entirely up to the user’s imagination as long as it is within reason. Due to the abundance of the metal, it is capable of bending and forming together to form a powerful defense in a certain area which can tank up to A-rank attacks. Due to the humanoid structure it has cutting/breaking off just once piece of it won't stop it from moving, but a wide range attack would be capable of it. Shadow is also capable of grabbing hold of physical objects such as a kunai, shuricken, ect. It holds to the ability to split into several entities (Up to four) but for each entity that it has its strength is divided so up to each entity having up to B-rank strength. If a piece of its body is cut off it will remain that way, so as to say when the weapon changes forms it will also be missing that part of its body or just a piece in general. But if a piece of its body does get cut, that limits the amount of entities it can change into depending on how many pieces were cut.
Notes:
Note: Can only be taught by Sasori
Note: Each time it is used it counts as a move.
Note: Can only be used to increase Taijutsu/Kenjutsu moves Thrice.
Note: Except for its original form when it is first summoned it can only change into a different creature/form four times, not including when it bends, stretches, makes spikes, or forms together to make a shield.
Note: Can only be fully destroyed by an S-rank or higher attack that is targeted at its entire body or four indirect S-rank attacks.
Note: Can only be formed into a concentrated shield three times can tank up to A-rank.
Shadow in its initial form:
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Shadow when used to increase attack damage:
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Declined - if you want this, kill a Nara and turn them into a puppet
‡ Pending ‡ Will come back for these.

I spoke to Nk before checking these as i checked alot of your other puppet customs
*Removed Firing paper bombs* *Removed Passive Ability*
Name: (Dai sanji) Catastrophe
Type: Offensive/Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 40 ( If summoning)
Damage: N/A
Description: This is a puppet that Sasori will use similarly to his Hiruko puppet. Catastrophe is a puppet that Sasori will wear in battle, and will manipulate inside similar to how he is capable of using his Hiruko puppet to attack the enemy. By fighting inside of the puppet it allows for Sasori to be protected throughout the battle, and he doesn’t have to worry about using his main body. Catastrophe has also been modified to use puppetry attacks without difficulty. Sasori created this puppet in hopes of replacing his Hiruko body as the one he travels around in. Catastrophe greatly resembles a demonic knight. Catastrophe has two demonic horns on its head which are capable of being fired off at the opponent. The horns can reach up to mid range and counts as a B-rank, and will explode when it comes in contact with a target due to it having papers bombs coiled inside of it. From the inside of Catastrophe on its left and right sides there are valves with spare horns inside, and when the horns that was already in place have been used up they will begin to make their way upwards to the head which is also why it takes time for the horn to reload. After each usage the horns will automatically replace themselves. Spreading from his upper back are two large wings which give it added mobility as well can attack the enemy, and provide defense. The wings are equal to a B-rank technique together equaling an A-rank attack/defense tool. If in short range the user can use the wings in order to attack the enemy due to their large length. The wings are also capable of unleashing a gust of wind by flapping them which would produce a blast of wind equal to a B-rank Justu. From the bottom of its feet due to the wiring there it is capable of releasing a electrical current from the its feet that cover's everything up to mid-range with the puppet at the epicenter of it. Attached to its left fore arm is a large golden shield. If the shield is used as a defensive weapon it is equal to a C-rank technique. It will also be capable of unleashing gray smoke bombs from inside of it which conceal everything up to mid range equal to C-rank smoke. The Shield can also launch forth stringed kunai with poison bombs attached with up to four at a time.On the bottom of its feet are holes capable of firing out chakra blast equal to an C-rank blast. The chakra blast allows for the puppet to fly in a horizontal or vertical manner. Metal chains are capable of beings launched from inside of Catastrophe from underneath it or from its sleeves with can be used to grapple onto objects or to bind an enemy but due to the fact they are just regular chains they can be broken through with rather ease. Catastrophe also hays an extra set on arms below its first pair, that Sasori can enable when he is inside of the puppet due to the user's body and chakra system being connected. From its eyes it holds the ability to shine a bright pink light that envelope everything up to Mid range which cause blinding for up to two turns. On Catastrophes back is an array of weapons such as: Two long swords, and two long axes, there is however nothing special about the tools and are just regular weapons.
Notes:
-Can only be destroyed by a B-rank or higher technique.
-Horns can only be launched four times and takes -20 chakra, requires a turn cool afterwards.
-Gust of wind takes -20 chakra for each usage.
-Chakra blasts take -15 chakra for each usage.
- The flash ability counts as a C-rank move an can be used every two turns.
- The poisonous smoke bombs takes -10 chakra each time. Gray Smoke bombs only take -10 for each time used.
- Must be stated at the beginning of the battle whether or not the user is inside. If so then it won't count as a move.
- Wings can't be used to fly.
- Electrical Current counts as a B-rank, and requires a turn cool down after each usage.
-All chakra based attacks count as a move. ( So things like the chains and swords are free form)

Looks:
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*Removed a few of its notes and abilities that had to deal with changing forms"

Declined - you're adding too much stuff to your puppets at once, the electical current from it's feet is a no, poison bombs?

Name: (Kage no ayatsuri ningyō) Shadow Puppet
Type: Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn to sustain)
Damage: 80
Description: This is a mechanism which is attached to the lower spine of the user. Sasori is able to simply attach it to his body due to his inhuman structure, but other users of it will have to get it surgically connected to their spine. Shadow is a mechanism made out of several strong mineral and metals. Also, Sasori had forcefully molded the metal into the shape that it is currently, and due to the fact the Shadow is connected to the user's chakra source it allows for the user to control the direction where it goes as well for the user to concentrate their chakra into a specific point of the puppet and by using chakra manipulation it can cause for the Weapon to create spikes from different parts of it. The thing with this puppet is that it's mainly solid, but is capable of bending to perform tasks such as coiling around the user to create a sort of shield. When it is turning or moving it is also capable of bending in a way that is more than a linear pathway, but the puppet cannot bend in any other way. The form Shadow is not capable of being changed. Sasori also added the cosmetic design of it being black. It takes on the form of a slightly strange looking creature when it is first summoned. The shadow puppet sprouts from user’s lower back as a slim irregular shaped being. Sasori decided on the name for this weapon because of how the weapon protrudes from the user’s spine normally where their actual shadow would be located below, and also due to the black color of the puppet. When attacking the puppet does not have any lag time due to it being directly linked to the user’s body/chakra source. Shadow is capable of forming razor sharp claws on its body, and is also been made out of an alloy of strong metals. On to the abilities of the weapon which is that it is capable of extending up to long range, and is capable of shaping its body into branches of spikes. The weapon is capable of piercing through just about anything it comes into contact with. Taijutsu or kenjutsu related attacks are capable of being blocked the best by this type of weapon due to how Shadow is made in a thin frame and can block up A-rank of those attacks or any other kind of attack elemental or not. When first summoned shadow remains hovered over the user. Shadow holds to the ability to also branch off a piece of its body out of a preexisting part, For example if the shadow is using one of its arms in its initial form it capable for it conjure another arm from underneath that one or even spikes. Due to the humanoid structure it has cutting/breaking off just once piece of it won't stop it from moving, but a wide range attack would be capable of it. Shadow is also capable of grabbing hold of physical objects such as a kunai, shuricken, ect.
Notes:
Note: Can only be taught by Sasori
Note: Each time it is used it counts as a move.
Note: Can only be fully destroyed by an S-rank or higher attack that is targeted at its entire body or four indirect S-rank attacks.
Shadow in its initial form:
You must be registered for see images

Leaving for NK - seems like it clashes with steel release

‡ Declined ‡ For the reason above.

Name: (Doku dātsu) Poison Darts
Type: Offensive/Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage points: 30
Description: The puppet opens its mouth to release poison tipped darts at the enemy (Maximum of four at a time). Poison darts are used to pierce the enemy and inject them with poison. The thing different about these darts is that when they hit/land on a surface it will expel poisonous gas from inside by opening a valve on it which covers everything up to Mid-range. There are three different ways one can use this technique: 1) By simply shooting out the darts. 2) By launching the Darts with a string attached to allow for directional control. 3) The last way is by having the puppet open its mouth to pull out one or many darts.
Notes:
Can only be taught by Sasori
Is a basic puppetry move so all puppets are capable of using.

Declined - DNR
 
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Re: Custom Jutsu Submission

(Meiton : Kindan no hen'i) - Dark Release : Forbidden Mutant
Type: Supplementary / Offence / Defence
Rank: S
Range: Short - Long
Chakra Cost: 40 (-20 per turn)
Damage Points: 80
Description:
After using Inhaling Maw twice or Ultimate Inhaling Maw once to absorb the physical and spiritual energy of a technique the user bites their thumb and wipes it on one of their dark tattoos as a sort of sacrifice and then claps their hands together, they will then open their hands and expel dark chakra from their marks on both their palms and creates the shape of a man using the chakra. All over the dark purple body there seem to be Absorption Tattoos that resemble those on a Dark user's palms, except from two light blue eyes there seem to be no other features. The mutant has the capability of absorption and will be capable of absorbing the same amount as "Dark Release : Ultimate Inhaling Maw" before taking actual damage (S-Rank Release Strength).

The Mutant is self sustaining, leeching chakra from the user and using 1 out of 3 of the user's turns the Mutant can use "Dark Release : Inhaling Maw" but a more powerful version at A-Rank. The Forbidden mutant is capable of performing ordinary B-Rank strong fist Taijutsu with +10 internal damage bonus and will run at the same speed as the user. So the mutant can run around and jump in front of jutsu for you to keep you alive, or get close and personal to sap chakra from the user with it's passive "Dark Release: Draining Touch" ability whenever it touches them.

The Forbidden Mutant's end game is that if it successfully absorbed a jutsu during it's life it can at any point suddenly grow a light blue and will explode into a fiery maelstrom of blue flames. Depending on how many jutsu the Mutant has absorbed it will effect the range of the explosion, if it absorbs the equivalent of an A-Rank technique it's a short range blast radius, S-Rank is Mid-Range radius, Higher than S-Rank is Long-Range radius. The user can be harmed by the end game if not careful.

- Must be taught by Albel
- Lasts until Defeated or Until the User Wills.
- Can only be used twice per battle
- No Absorption Based Dark for 2 turns
- Only one Forbidden Mutant on the field at a time.
- No Dark Release in the Same turn

Declined - nice idea but his entire body having the seals pushes the boundaries of dark release.

(Meiton : Kurai tagu) - Dark Release : Dark Tag
Type: Supplementary / Offence / Defence
Rank: B (A - S)
Range: Short (Mid)
Chakra Cost: 20 (-40 points to the enemy per turn + turn it is applied)(-20 for activation)
Damage Points: N/A (40-80 for activation)
Description:
Much like the Dark Release : Draining Touch this will require the user to touch the opponent with their palm, unlike Draining Touch the user will leave a print of Dark Release upon them that will start off as B-Rank in strength absorbing some chakra from the opponent to begin with, and then it will go up a rank each turn sapping more chakra from the opponent. The maximum rank this technique can reach is only S-Rank, however the tag can keep sapping chakra until the print is activated with a hand seal.

If activated at B-Rank strength (After it's applied) the Mark will Sear itself with intense heat into the opponent's skin, causing a terrible burn that doesn't kil but causes a significant amount of pain capable of interrupting concentration. At A-Rank strength the Mark will set fire to the opponent and spread from the Mark of origin. At S-Rank strength the Mark will melt through the opponent's body, leaving a large hole in the shape of the Dark Tag all the way through the section applied.

- Must be taught by Albel
- Can be used four times per Battle
- Requires Contact with Opponent
- Dark Mark will track the opponent it is applied to.
- Dark Mark is the size of the user's palm and is any shape they wish#

Declined - even though it's dark your placing a absorbing seal and would need to be fuuinjutsu.
 
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