[ARCHIVE] Custom Jutsu Submission - II

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Klad

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Re: ±±Custom Jutsu Submission±±

(Meiton: Yami no ka fuka) - Dark Release: Darkness Overload
Type: Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: After having absorbed chakra beforehand, the user slams his marked palm on the ground, sending the dark chakra beneath the target’s feet. With one simple hand seal the user manifests this technique in the form of a giant dark purple orb which traps the target in. The unique mechanism of this orb is that it can absorb the chakra of anything trapped inside. As long as the user can maintain this technique, the orb will absorb 20 chakra per turn. Upon absorbing chakra, the orb will start to take light blue color. Since the user has complete control over the orb, he can move it freely with simple hand swings. When the orb is forcefully slammed against any solid matter (ground, for example), the orb will dissolve into countless tiny orbs. Through the performance of one hand seal, the user will shape them into senbons which are made of light blue flames. They will rain down on the enemy and cause intense burns to areas that are hit.

Restrictions
-Needs prior chakra absorption
-Can only be used twice
-No A-rank or above Dark jutsus the following turn
-It has a cooldown of 2 turns
-Can only be taught by Klad

‡ Approved ‡

(Meiton : Shugo tenshi) - Dark Release : Guardian Angel
Type: Supplementary/Offensive/Defensive
Rank: B-rank
Range: Short
Chakra Cost: 20 (-10)
Damage Points: N/A
Description: The usage of this technique lies with the user activating one of their Dark Marks, on either of his hands. Upon the activation, it will stay active for four turns. The functional Dark Mark will take the manifestation of dark purple chakra surrounding the user's arm, and will serve as an active Inhaling Maw which automatically absorbs Lightning, Wind and Fire up to A rank, (also other elements depending on the Elemental Strengths & Weaknesses of Dark Release Absorption ability) without the user needing to. Simply put, the user won't bother directing his arm outwards to absorb, but the vivid dark chakra around his arm will do the job for him. Should any absorbable technique come within the short range of the user, it will immediately get absorbed by the dark chakra. This ability can also extract the physical and spiritual energy from chakra infused weapons. The user, however, won't be able to use his releasing ability on the chosen Dark Mark, but the other Dark Mark can still be used.

With the sacrifice of chakra each turn, the user will only be able to absorb up to A rank techniques per turn. The technique will not stop once it has absorbed an A rank technique, but it will simply not be able to absorb anymore during that turn. Can be deactivated at will.

Restrictions
-Lasts for four turns
-No Dark techniques used when this is activated
-Can only be taught by Klad

‡ Approved ‡ Nice technique.

(Genjutsu: Jigoku no kasa) - Illusionary Arts: Hellish Umbrella
Type: Supplementary
Rank: B-rank
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: This genjutsu's mechanism lies in the usage of an umbrella. The user stretches his hands in an outwards manner and hold the umbrella in a horizontal arc before opening it. The moment it opens, it will cover the whole's user's body and this is where the illusion is cast. If a target is caught by this, they will notice the umbrella falling down slowly and silently. Once it touches the ground, everything will turn dark and the target will find himself trapped in an environment with a black spiraling hole. The umbrella will appear above the target's head and will enclose itself while trapping them in, as it is sucked by the black hole. If the target fully allows this to happen then they will be left with severe mental exhaustion, resulting in full body paralysis for the rest of the turn.

Restrictions
-Doesn't work with any kind of weapons other than an umbrella
-Can only be taught by Klad

‡ Approved ‡ I liked the HxH reference.

Reference
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Yasopp

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Re: Custom Jutsu Submission

(Shakuton: Namida no Amaterasu) - Scorch Release: The Tears of Amaterasu
Type: Offensive
Rank: B-Rank
Range: Mid-Long
Chakra: 20
Damage: 40
Description: The user manipulates his scorch affinity and creates 4 spheres which he compresses into flat disks reminiscent to circular mirrors. The flat disks then begin to fire countless amounts of thorns towards the opponent with piercing properties. When it touches someone or something, the thorns melt into a small puddle of scorching hot liquid, that gives third-degree burns and loss of water. This technique can also be used to evaporate away a great mass of water.
Notes:
When impaled by the thorns, the opponent is only able to perform 2/3 jutsus for 3 turns.

(Shakuton: Hando Bakuha) - Scorch Release: Hand Blast
Type: Offensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user compresses a small sphere forged of concentrated scorch affinity and runs to the opponent, before thrusting his arm forward and striking the opponent with the sphere. Upon impact, the sphere will burst forward, causing the opponent to fly backwards and also receiving minor burns.
Notes:
Due to the burns and loss of water, the opponent is only able to use 2/3 jutsus for 3 turns

(Shakuton: Shiro Hei) - Scorch Release: White Wall
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user spreads his scorch affinity around his body, before releasing it through his pores and emitting a large dome of scorching hot temperatures. Anything in its vicinity will be stripped from water and receive 3rd degree burns instantly. This technique can be used for defensive measures or offensive purposes. The user can move and such in the dome, but cannot perform any other jutsus but Scorch Release while the dome is present
Notes:
Due to the burns and loss of water, the opponent is only able to use 2/3 jutsus for 3 turns

‡ All Declined ‡ Similar techniques exist.
 
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Twilight

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Re: Custom Jutsu Submission

Suiton: U~ōtārū - Water Release: Waterloo
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user focus his chakra into any water
on the battle field, water which can either be a
passive water source or water source as a result of
water techniques used on the terrain. The user can
use this technique to take control of A-rank and
below active water jutsu/source. The user makes the
entire water body to rapidly sink/be absorbed into
the ground and while it may seem the user is only
making the water vanish, the user would make the
water to compress into patches and once again seep
out of the ground though a little compact, small but
compressed. The water would re-emerge as small
several puddles of water scattered around the field.
The puddle of water looks gentle and peaceful until
any chakra presence comes into a perimeter of 1
meter radius from the puddle. It reacts and releases
all the pent up compressed energy within itself as the
water undergoes a cataclysmic explosion sending
dangerous shards of water in all direction. The
shards carries a very destructive force that can tear
through flesh and bone with ease and they would
affect anything up to short range from its position.
NOTE:
- The puddles last 3 turns before the rescind
back to the ground dormant.
- The power of the puddles is divided to the
amount of puddles made, ranging from a one to ten.
- 3x per battle with a 2 turns in between usage
- No S rank Suiton the same turn this is used
-
Suiton: Kanki - Water Release: Rapture
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user after a single handseal, focuses
his chakra onto on spot up to 20meters and the
chakra acts like a suction to all volatile liquid that has
its base as water. This includes mist, water droplets,
rain, water molecules etc. They would gather from
around a long range vicinity into that spot,
coagulating and compressing into an unstable ball
similar to the unstable water balloon during
rasengan training. The unstable ball of compressed
water then explode after a turn or prematurely when
the user wills it or something punctures it.
The explosion however carries an omnidirectional
punch that extends to a 10meter radius, a reason
why he has to form the ball a little further from
himself.
NOTE
- 2x per battle
- 2 turns in-between usage
- No S-rank suiton in the same turn.
-
Katon: Shiawase Bugī - Fire Release: Happy Boogies
Type:
Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The use after making 2 hand seals, claps
and summons into the battle 2 oveal shape fireballs
with a tail on one end and a face on the other. The
boogies are able to move on their own by bouncing
around the terrain and able to bounce high into the
sky until no eyes can see them and then come back
down. They would continue to bounce around the
field until they are destroyed or their time expires.
They carry physical and severe burning impact like
the dragon song technique.
NOTE
-Last 3 turns
-Usable 2x per battle
-2 turns in between usage
-No S- rank fire the turn they are used.

‡ All Declined ‡ Just no. Fix your formatting.
 
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Detective L

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Re: Custom Jutsu Submission




(Ototon/Fuuinjutsu: Kodoku no Boumei) - Sound/Sealing Technique: Solitude of the Exile
Type: Defensive
Rank: S
Range: N/A
Chakra cost: N/A (-40 on each activation)
Damage points: N/A
Description: The user will have two seals on their body with the Kanji for "Solitude" infused with their sound chakra. The seals are located inside the ear canal (must be stated in the user's biography) and will activate automatically upon any chakra infused sound (not just the element) or technique entering the user's ear. The seal will then emit a sound wave with an amplitude opposite that of the invasive technique so that destructive interference occurs and the two cancel each other out. The seals will maintain the frequency for as long as the sound is being heard/transmitted by the opponent, allowing this jutsu to counter not only momentary techniques but those which are sustained or prolonged. This technique's use lies only in preventing chakra-infused sounds being heard and as such it's use is largely limited to countering Sound Genjutsu and similar abilities. The activation of this technique is instant (but still counts as a move) so it can intercept and cancel sound-based techniques before they're heard. As such, the user is free to perform techniques in the same time-frame (even if the seals are still actively transmitting to cancel a sustained frequency). These seals cancel chakra-infused sounds before they can affect the body by stopping them as they pass through the ear canal and so it essentially prevents illusions from taking effect. This means seals which activate upon foreign chakra entering the user's body will not be triggered. This technique can only counter one technique at a time and only one technique per use (counters up to and including S-Ranks).

Notes:

-Can only be taught by Detective L
-Usable twice per battle
-No S-Rank or above Fuuin or Sound in the user's same and next turn
-The seal itself is A-Ranked

‡ Pending ‡ Leaving for LoK.

✦ Approved, note that based on wording, this protects against Sound jutsu based on the user hearing the sound wave and not ones that require contact with vibrations from Sound, meaning if the trigger is a vibration of some sort and not requiring you to hear the sound, then this can't be used on it. ✦
 
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Anbu Kirito

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Re: Custom Jutsu Submission

Raiton: Handou Seki V1/Tenshi No Tamashi | Lightning Release: Reaction Gate V1/Archangel Soul
Type:Supplementary/Defensive/Offensive
Rank:S
Range:Short
Chakra:40 (-20 per turn)
Damage:80
Description:
A technique created by Kirito Uchiha, Reaction Gate is an advanced form of elementally enhanced taijutsu and CqC. The user first releases their raiton chakra from their body, causing it to leak out into the air around them. After this, they concentrate on that chakra, causing it to condense upon and shroud their body in a blue cloak of chakra. Slowly, the cloak fades into a crackling blue outline surrounding the user's body. This outline is refereed to as a condensed aura. The aura, when touched, causes B-Rank shocking damage, and leaves burns. This shock is however nonlethal, acting only as an enhancement to taijutsu and as a defense mechanism. On the note of defenses, the user can actually control the aura around them so that it focuses on a specific body part or point. This body part or area of the body can be defended from up to an A-Rank jutsu by the aura before being broken through and hit. Finally, the offensive uses. When engaging in close quarters combat, if the user misses a punch/kick, or is dodged, they can use the same principle of defense stated above and focus the aura to form an extension of lightning, which can strike the enemy like a solid hit as well as deal shock and burn damage equivalent to B rank. The aura also causes each taijutsu technique to be considered raiton based, making normal taijutsu strong against doton and weak against fuuton. When Kirito Uchiha uses this technique, the aura extends from his back as well as around his body, forming into two wings of lightning. These do not allow him to fly, and act as purely cosmetic.
Note:
-Must be a Raiton Specialist
-Must know up to B-Rank taijutsu
-Lasts 4 turns
-Can be used twice, with a one turn gap in between uses
-Can only be taught by Anbu Kirito
-The Aura passively defends from jutsu of C Rank (Doton B rank, Fuuton D rank) before letting the user get harmed.
-No Fuuton or Basic Ninjutsu while under the technique's effects.

Declined - sorry buddy but this is a cross between B rank lightning jutsu called thunder up (i think) and nagashi. Can be achieved through cannon methods.
 
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Shady Doctor

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Re: Custom Jutsu Submission



( Senpō: 2014 Sēji no reiku ) | Sage Art: 2014 Forest Hills Drive
Type: Supplementary/Defensive
Rank: S-rank
Range: Short/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Sēji no reiku is a Senjutsu technique which replicates the feel of using water techniques by molding the Senjutsu chakra in a specific way. The user gathers Senjutsu chakra in a specific area and begins deeply thickening it. The chakra begins to take on a liquid-like state, becoming almost like an invisible source of water (unless you can perceive Senjutsu ofc) which is then manipulated by the user. The liquid senjutsu takes up a 10m radius with the user as the epicenter, making a sort of "pool" of the chakra around him. Due to the new liquid-like form of the Senjutsu, it would be very identical to being inside of a pool, movement wise. This means, anything within the pool of Chakra has its movements drastically slowed down to the point that even minute movements are sluggish and outrageous speeds are nearly impossible to actually reach. Though the main purpose of this technique is to stop speedster type fighters, it can also be used in a unique defensive way. Controlling the "currents" of the liquid-like Senjutsu, the user can forcefully "push or pull" objects and people within the pool. This is identical to being tossed around by strong currents or waves in an ocean, though the direction and strength of these currents are completely manipulated by the user's hand gestures. This allows the user to not only move a target in specific ways (i.e. pointing him a different direction as they stream fire etc.) But also change the trajectory of projectiles inside the pool to be aimed differently or moved completely.

Note: Only usable twice and reduces SM by 2 turns per use
Note: Lasts 3 turns with 2 turns to cool down before using again
Note: Needs to have Completed SM training
Note: Can only affect S-rank and lower techniques within reason.
Note: Halves the speed of anything/Anyone in the currents bar the user due to him naturally flowing the currents with his movements to keep at normal speed.
Note: Besides the initial usage, it will cost a move per turn to move things with the currents of chakra

✦ Declined, this is essentially a Senjutsu version of a jutsu Penguin has, if I recall correctly. ✦

( Senpō: Toshi 2 no monogatari) | Sage Art: A Tale of 2 Citiez
Type: Supplementary/Defensive
Rank: S-rank
Range: Short/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Toshi 2 no monogatari is a technique which replicates the feel of using water techniques by molding the Senjutsu chakra in a specific way. The user gathers Senjutsu chakra in a specific area and begins deeply thickening it. The chakra begins to take on a liquid-like state, becoming almost like an invisible source of water (unless you can perceive Senjutsu ofc) which is then manipulated by the user. The liquid senjutsu takes up a 10m radius with the user as the epicenter, making a sort of "pool" of the chakra around him. Due to the new liquid-like form of the Senjutsu, it would be very identical to being inside of a pool, movement wise. This means, anything within the pool of Chakra has its movements drastically slowed down to the point that even minute movements are sluggish and outrageous speeds are nearly impossible to actually reach. Though the main purpose of this technique is to stop speedster type fighters, it can also be used in a unique offensive way. Using bodily gestures such as punches or kicks or elbow strikes etc. The user will control the "currents" of the liquid-like Senjutsu, In order to recreate the strike with the liquid Senjutsu. This lets the user to use the pool of Senjutsu as an extension of his body, thus making close quarters attacks dangerous at a slightly extended range.

Note: Only usable twice and reduces SM by 2 turns per use
Note: Lasts 3 turns with 2 turns to cool down before using again
Note: Needs to have Completed SM training
Note: Halves the speed of anything/Anyone in the currents bar the user due to him naturally flowing the currents with his movements to keep at normal speed.
Note: Besides the initial usage, it will cost a move per turn to use the currents in an offensive manner
Note: The offensive moves used will hold A-rank physical power.

Declined - similar to existing jutsu




Taiguron ātsu: Kemono no chūnyū | Tiglon Arts: Infusion Of A Beast
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage: N/A
Description:
Kemono no chūnyū is a special technique passed down from the Tiglon Sages, being highly based off of the combination transformation technique. To begin the technique the user would do his normal summoning actions, though this time they'd add an additional hand seal at the end, specifically the (Tiger) seal. This allows for the user and the chosen Tiglon Summon to instantly combine with one another instead of summoning the Tiglon directly on the field. Immediately the user would gain features of a Tiglon which would be identical to the summon of choice, though it wouldn't be a full blown animal form. It would be more like a "Were-Tiglon", the user still being "human" with features such as a mane, sharpened claws, feline like eyes, and heightened senses. This alone would passively give them a boost to Taijutsu (+10) and greater tracking due to their feline like sight, smell and hearing (x1.5). Though the physical enhancements are present, the real goal of the transformation is the user gaining access to the abilities naturally with the Tiglons. This means the user gains every feature of the Tiglon ability wise, letting the user access their skill set. While in this special transformation, the user and Tiglon are linked physically, though mentally they're still individuals. Even though they aren't combined mentally, it doesn't stop them from communicating due to every known Tiglon having telepathy. With this, if the user is caught in illusions or other mental techniques that physically stop them from moving, the Tiglon can opt to control the body itself while the user is under the influence of whatever the ability is.

Note: Can only be used with Tiglons
Note: Can only be used 4 times per battle
Note: The transformation only lasts as long as the Tiglon is allowed on the field. So if they have a limit of 4 turns on the field, that's how long it will last.

Declined - DNR. Combination transformation exists if you want to look like one in the same but fusing with it, this would fall under a new area like kin and such.
 
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Kryptiic

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Re: Custom Jutsu Submission

Fuin Training:
SM Training:

Fuinjutsu/Senpō: Nachurarupāji | Sealing Arts/Sage Arts: Natural Purge
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: The seal, placed upon a bio capable of entering sage mode, has natural energy within it. The purpose of the seal is to be a cleansing mechanism. The seal is activated should anything considered foreign that utilises chakra enter the body and through their own will, the user can activate it. The surge of natural energy released cleanses the body, removing obstructions. Obstructions can range from genjutsu, electricity (paralysis) and any other relevant obstructions. Although only storing enough natural energy for a single use, whenever the user gathers natural energy the seal replenishes, though it can only be replenished a single time. The seals stored natural energy cannot be used to enter SM.

Restrictions
- Must be placed on a bio.
- Must know Sage mode
- Usable twice per match
- Must be taught by Kryptiic

Fuuton: Eaauto Auto Hōei| Wind Style: Aired Out
Type: Offensive | Defensive
Rank: E - S
Range: Short - Long
Chakra: 5 - 40
Damage: 10 - 80
Description: The user of this wind jutsu heavily relies on a host element capable of becoming hollowed to some extent. When an element such as earth is first used, the user, upon the constructs creation, can leave air pockets within the earth. Then, the user fills the air pockets with their chakra. Then, either upon the host jutsu's destruction or with a single hand seal, the air pockets rapidly expand to release a wind jutsu. The wind jutsu is in the form burst of wind containing fast roatating winds with cutting capabilities. The strength of the wind is also reliant on the on the strength of the initial jutsu. For example a B rank earth jutsu would produce a B rank wind jutsu - this is because if the initial jutsu possesses too many air pockets it becomes compromised. The parent jutsu also determines the range etc of the released wind.

Restrictions
- Must be taught by Kryptiic
- S Rank version usable twice per match
- A Rank version usable three times per match

‡ Declined ‡ I believe this was tried before by Baldy I think (might be someone else). This is just a more OP, way less restricted version of his technique.
 
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The Mockingjay

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Re: ±±Custom Jutsu Submission±±

Hayaton: Surasutozōn Swift Release: Thrust Zone
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra: 20
Damage: N/A
Description: With this technique, a Swift release user can perform 2 handseals and release a burst of chakra into the air. The used in ois released chakra can brder to speed up the particles within the air inside the chosen area of effect. With the particles travelling alonlot *** their axis a ster than those inside regular air, the air inside that 'zone' would become thinner and provide less resistance to objects and beings travelling through it, thus appearing to give anything that flies through the 'zone' a tremendous boost to its speed, not to the extent of a swift release technique travel speed, but enough to double the speed of an object in motion whilst it travels through the zone. Once leaving the zone, any object affected would begin to lose any gained momentum as the air around it provided more resistance again, although this deceleration would not be instantaneous and would follow the regular laws of physics in motion.
The swift zone created's shape c an be determined by the user and can cover at maximum a 5x5 meter area of space. Zone can be used to speed up techniques shot through it, but momentum gained will not increase the range of said technique. Range of a non-chakra based projectiles can be increased with this method (kunai, shuriken thrown. etc.)
-Once activated, the particles will return to there ordinary state after 4 turns have passed.
-Techniques effect can be present in the field up to twice at any one time.
-Can only be used by The Mockingjay

Declined - work on the wording and spelling, double check it as some of it doesn't make sense.
 
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Tsuki

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Re: Custom Jutsu Submission

(Rōdoran'nā Geijutsu: Koyōte o Nogaremasu) - Roadrunner Arts: Escape the Coyote
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (+5 from user per roadrunner the summoning technique contains)
Damage: N/A
Description: It is not uncommon to summon an animal in order to ride them to evade an incoming enemy technique, but sometimes, it is of such large scale that it becomes nearly impossible to escape. "Escape the Coyote" has the purpose of enhancing this specific manner of escaping attacks when performing a summoning technique. This is done by allowing the roadrunner(s) in said summoning technique to possess greater speed for a brief moment upon being summoned. When under the process of performing a roadrunner summoning technique, the user simply invests an additional amount of chakra depending on the amount of roadrunners contained in said summoning technique alongside the chakra spent to perform the summoning technique itself. This extra chakra serves as helpful fuel aswell as a signal for the roadrunner(s) that are being summoned, informing them that they would have to run/fly at exceedingly fast speed for the first few moments when arriving at the battlefield. The user's additional chakra, aswell as the chakra the roadrunner(s) from the summoning technique spend on themselves would be specifically focused on the roadrunner(s)' wings and legs, allowing them to achieve this sudden fast speed upon entering the battlefield. With this sudden speed, the roadrunner(s) would be able to move away or arc around and behind the enemy (in a semi-circle) aswell as evading the enemy technique at a speed not trackable by kage ranked and below shinobi. There would, however, be a hint of their trajectory left behind. If the roadrunner(s) were running on water/ground surface then a delayed trail of dust/water would be left behind where they've ran across, basically revealing their trajectory. This being purely supplementary, the summoned roadrunner(s) would have to maintain a mid-range distance away from the enemy shinobi once behind them or once they've simply evaded the incoming attack. If the summoning technique contains more than one roadrunner, then they do not need to move together, one can for example arc to the right while the other arcs to the left to position themselves safe and away from the enemy attack. With this, the user, alongside their roadrunner summons are capable of escaping even the likes of "Fire release: Great Fire Majestic Annihilation" and other large scaled attacks and position themselves at mid-range behind or around the enemy at great speed. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a roadrunner summoning technique and basically only serves the purpose of improving the evasion ability that is already existent without the use of "Escape the Coyote".

Note: Can only be used on 4 summoning techniques
Note: Cannot be used on summoning techniques containing 3 or more roadrunners



‡ Approved ‡
UPDATE:
- made it so it can also be used by animals other than roadrunners
- attempt at improving their short lasting speed boost
- removed a restriction and added a restriction
- changed jutsu name
- rest is just fixing wording and an emphasis

(Dōbutsu Geijutsu: Koyōte o Nogaremasu) - Animal Arts: Escape the Coyote
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (+5 per animal the summoning technique contains)
Damage: N/A
Description: It is not uncommon to summon an animal in order to ride them to evade an incoming enemy technique, but sometimes, it is of such large scale that it becomes nearly impossible to escape. This technique serves the purpose of enhancing this specific manner of escaping attacks when performing a summoning technique. This is done by allowing the animal(s) in said summoning technique to possess greater speed for a brief moment upon being summoned. When under the process of performing an animal summoning technique, the user simply invests an additional amount of chakra depending on the amount of animals contained in said summoning technique alongside the chakra spent to perform the summoning technique itself. This extra chakra serves as helpful fuel aswell as a signal for the animal(s) that are being summoned, informing them that they would have to move at exceedingly fast speed for the first few moments when appearing at the battlefield. The user's additional chakra, aswell as the chakra the animal(s) from the summoning technique spend on themselves would be specifically focused on the animal(s)' body parts that helps their movement, allowing them to achieve this sudden high speed upon entering the battlefield. With this sudden speed, the animal(s) would be able to move away or arc around and even behind the enemy aswell as evading the harmful technique at a speed just enough to not be trackable by an official sage ranked taijutsu master. A delayed trail of dust/water would be left behind if the animal(s) ran on ground/water surface. This being purely supplementary, the summoned animal(s) would have to maintain a mid-range distance away from the enemy shinobi once behind them or once they've simply evaded the incoming attack. If the summoning technique contains more than one animal, then both can move independently from one another. Alongside their animal summons, the user is capable of escaping the likes of "Fire release: Great Fire Majestic Annihilation", "Earth Release: Mountain Smash" and other large scaled attacks at great speed. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an animal summoning technique. This technique only serves the purpose of improving the evasion ability that is already existent without the use of "Escape the Coyote".

Note: Cannot be used on summoning techniques containing 3 or more animals
Note: Cannot be used on summoning techniques that are, by themselves, initially extremely slow or immobile.

Leaving for nk
 
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-Albel-

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Re: Custom Jutsu Submission

(Raiton/Meiton : Yami no hikari) - Lightning/Dark Release : Light in the Darkness
Type : Supplementary/Offensive/Defensive
Rank : A
Range : Short
Chakra Cost : 30 (-10)
Damage Points : N/A
Description :
The user will channel lightning chakra into their Hand and Dark Mark, this will emit a Lightning Barrier that will only be active when an Absorption Technique is used directly from the hand. The Dark mark on the user's hand will glow blue instead of purple and when "Inhaling Maw" is used or another Dark Absorption technique is used from the hand a Dormant Lightning Barrier will activate and will strike down Earth and Earth based KG/CE, breaking them apart so that they're really easy to absorb almost like Dust / Sand, very small. This doesn't make The Absorption Technique Strong against Earth and Earth Based KG/CE Techniques, this only makes Absorption Techniques Neutral against them. However Wind Techniques also become Neutral instead of Weak against Absorption.

- Must be Taught by Albel
- Can be Deactivated at Will
- Can only be used Four Times
- No S-Rank Dark Release same turn
- Requires Chakra to be sustained each turn

‡ Declined ‡ This is essentially destroying a technique before trying to absorb it. Also, trying to bypass a double elemental weakness to Earth by making it neutral to Wind is not much of a trade-off at all. Even then, sand/dust would be harder to absorb than Water so why does it become neutral to Dark? Overall I don't find this technique feasible or logical in any way. DNR.
 
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Xicer

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Re: Custom Jutsu Submission

Name: (Doton/Fuuton: Chiri-Hei Kaze-Suihou) Dust Wall Wind Bubble
Type: Defensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Description: The user concentrates their Doton and Fuuton chakra and then slams their palms on the ground. Using nature and shape manipulation, the user creates a solid wall comprised of densely packed dust that is held in place by a thin wind layer that acts as a bubble within mid-range of themselves. What makes this wall different from similar earth Jutsu is the way the wall reacts to impact. Once the wall is hit by ninja tool, Jutsu, body, or anything else, it reacts like an over filled water balloon that has been pricked by a pen. Most foreign objects with any amount of force can create a rip in the wind layer of the wall, releasing the tremendous amount of dust held on the inside. The wall would explode outward (in the direction of the impact) with an enormous cloud of dust that is saturated with the users chakra, blinding even doujutsu users.

Note: Can only be used twice per battle
Note: In order to learn this Jutsu, the user must know Earth up to A-ranks, and Wind up to B-ranks
Note: Neither the explosion of dust nor breathing the cloud cause adverse conditions to the target, except sight deprivation.
Note: Must be taught by Xicer

Approved - i see you took my advice xd
Quoting parent technique as both a reference and proof of approval.

(Fuuton: Chiri-Earēshon) Wind Style: Dust Aeration
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (+15 to parent technique)
Description: By pumping more chakra into the ground after slamming their palms on the ground to perform Dust Wall Wind Bubble, the user uses their wind chakra to aerate the dust held inside the wall. This will change how the wall interacts with Fire by causing the dust to ignite as it burst outward toward the impact, resulting in the dust becoming superheated, giving anyone caught in the resulting clouds minor burns along with the sight deprivation due to the lingering dust.
Note: Can only be used with Dust Wall Wind Bubble
Note: Occurs during the same timeframe as the parent
Note: If hit with anything other than fire, the wall will still act as described in the parent technique
Note: Can only be taught by Xicer

Declined - It should be fire release if you're igniting something, but i feel this clashes with the red sand c.e
 
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Hell Autarch

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Re: Custom Jutsu Submission

The Dolphin Summoning Contract has been dropped

New Custom Summoning Contract Submission

Summoning Animal: Bombardier Beetle
Scroll Owner: Hell Autarch
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description of the Animal in Real Life:

Bombardier beetles are ground beetles (Carabidae) in the tribes Brachinini, Paussini, Ozaenini, or Metriini—more than 500 species altogether. Bombardier beetles inhabit all the continents except Antarctica. They typically live in woodlands or grasslands in the temperate zones but can be found in other environments if there are moist places to lay their eggs. Most species of bombardier beetles are carnivorous, including the larva. The beetle typically hunts at night for other insects, but will often congregate with others of its species when not actively looking for food. Like most beetle species, the Bombardier beetles possess an extremely resilient exoskeleton, and the capability of flight. The beetle generally depends upon its eyes, and antenna as sensory organs, the latter which is used for the sense of smell. They're most notable for the defense mechanism that gives them their name: when disturbed, they eject a hot noxious chemical spray from the tip of their abdomen with a popping sound.

The spray is produced from a reaction between two chemical compounds, hydroquinone and hydrogen peroxide, which are stored in two reservoirs in the beetle's abdomen. When the aqueous solution of hydroquinones and hydrogen peroxide reaches the vestibule, catalysts facilitate the decomposition of the hydrogen peroxide and the oxidation of the hydroquinone. Heat from the reaction brings the mixture to near the boiling point of water and produces gas that drives the ejection. The damage caused can be fatal to attacking insects. Some bombardier beetles can direct the spray over a wide range of directions. The boiling, foul-smelling liquid partially becomes a gas by flash evaporation and is expelled explosively through an outlet valve, with a loud popping sound. The beetles' glands store enough hydroquinone and hydrogen peroxide to allow the beetle to release its chemical spray roughly 20 times. In some cases this is enough to kill a predator.

Background of the Animal in the RP:

The Bombardier Beetles originate from Las Noches, a massive forest present in the Land of Demons. The Bombardier Beetles are generally prideful and haughty, an attitude they've developed after having been directly responsible for the annihilation of numerous Clans in the Land of Demons. All Bombardier beetles possess the capability of flight, a generic ability they share with numerous of their 'relatives'. Their true wings are however covered with an organ, the elytra which serves to cover the hind part of the body and protect the wings. The beetles generally utilize their antennae as a primary organ for smell, but can alternatively be utilized the physical environment. Every single Bombardier beetle specie possesses an extremely hard and tough exoskeleton, made up of numerous plates called sclerites. They serve to protect the beetle from damage but to also provide flexibility and quick movement, easily the equivalent of a S-Class Ranked Shinobi's speed for B-Rank Summons, Sannin Ranked Shinobi's speed for A-Rank Summons and Kage Ranked Shinobi's speed for S-Rank Summons. What primarily allows the Bombardier beetles to develop their own 'unique' identity is they are able to spray extremely hot, and foul chemicals from their abdomen, either pressurized or omnidirectional. The chemicals are extremely hot and corrosive, easily burning through the targets flesh. The beetle themselves are naturally unaffected by the chemicals, and all those who sign the contract are similarly immune. This ability can be used by all Bombardier beetle summons, and counts as one of three moves per turn. The user does not however necessarily have to summon a beetle, and can choose to summon a Bombardier beetle larvae instead. The latter possess the capability to engage in metamorphosis, which works on the same basis as a snakes skin shedding, with the only exception being that it transforms the larvae into an adult beetle.

The Bombardier Beetles who had historically resided in Las Noches were subjugated by shinobi from the Land of Demons sometime after the First Shinobi War. The Bombardier Beetles were placed under a Genjutsu by the followers of Moryo, a demon that was imprisoned in the Land of Demons. This slavery and servitude to the shinobi of the Land of Demons continued for centuries, with the beetles being used in inter-clan wars and being responsible for thousands of deaths in each war. However, during one of these wars, the beetles would eventually break their shackles of servitude and massacre all of their previous masters. With time, the art to summon a Bombardier beetle would be lost and the beetles would freely live in Las Noches. Many years later however, Baraggan Louisenbairn would eventually encounter the Bombardier beetles in the Land of Demons and seeking to acquire a suitable summoning animal, he would defeat the Boss of the Bombardier beetles in combat. With their pride tarnished, the beetles would relent to becoming Baraggan's Summoning Animals but would secretly hold a grudge against him, ever mindful of how he had humiliated them.

All Signers of the Bombardier Beetle Contract can have on their person, should they desire, a Summoning Scroll and/or Tattoo, both of which can be given/administered by the current Contract Owner during the training session for the Summoning Contract.
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Declined - I said i'd recheck this. I'm not going to allow omnidirectional spraying. You can spit it out of your summons mouths much like toad oil is, then it can't be controlled after that without med training.

New Submissions

(Raiton: Ni~Tsu Zheners Fuanteina Denki Bunkai) - Lightning Release: Sun Zheners Erratic Electrolysis
Type: Offensive/Defensive/Supplementary
Rank:
A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This technique is a unique aspect of lightning release that is used via control of the positive and negative electrons of lightning, by injecting lightning release in to either earth or water techniques the user is capable of taking hold of them and separating them in to their composing elements. In the case of earth it will split the porous nature of earth apart causing techniques to turn in to sand or dust. Against water it will cause the techniques to separate in to oxygen and hydrogen. Against earth and water combinations such as mud or swamps the technique will separate it back to it's base elements causing the ground to harden while the water would seep out on to the battlefield almost like squeezing a wet sponge to drying point. This technique once activated will remain active for the duration of the battle but each usage costs a move slot. For offensive use the technique requires direct contact so is best used in conjunction with taijutsu. Upon striking the opponent the user will charge the opponents body with raiton chakra triggering the same effect and causing paralysis. Against a human being it's unable to separate all the water in their body but it will separate enough to cause lasting damage in the form of a lack of oxygen to the brain causing the opponent to lose 20% of his speed and tracking ability for four turns. This technique can also be utilised to enhance the users own water mud or earth techniques by taking advantage of the splitting of techniques to swiftly change mud or swamp techniques in to a solid or by turning water techniques in to wind quickly by performing two handseals and focusing chakra in to the jutsu they have used. This adds no damage by can quickly change the dynamics of a technique from one element to another.
Note: Once activated, remains for the duration of the battle.
Note: Every usage of the jutsu costs a move slot regardless of defensive offensive or just supplemental use.
Note: The technique is inherently lightning based thus it follow the S/W of lightning.
Note: Usable thrice per battle.
Note: Can only be taught by Hell Autarch.

Declined - Just no lol, would be a great idea but not gonna approve this in the rp.

(Raiton: U~en Chū no Kurasshuharubādo) - Lightning Release: Wen Zhong's Crashing Halberd
Type: Offensive
Rank:
Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-20 to user)
Description: This technique is one of the most powerful techniques known to exist within the lightning element. It begins with the user forming two handseals and clapping his hands together. Upon clapping his hands a large static field will erupt from his hands expanding outwards at incredible speeds invisible to the naked eye due to the nature of static. Contacting everything on the field before settling at long range. From this moment the static field will be gathering energy from the surrounding enviroment charging itself, the entire process takes two turns at which point the static field will have became a large cage of electricity preventing entrance and exit without being electrified painfully and paralysed. At the users discretion after two turns, He will make one handseal and focus his own raiton chakra in to the opponents body using it as a mark for the static electricity to be rapidly drawn in to. With the handseal formed the opponent will become an attracting force for the static electricity causing the cage to move upwards above the battlefield forming in to an enormous 5x5 meter halberd of pure lightning which will shoot downwards at the opponent. Due to the static homing effect of this halberd it can not be dodged by normal means, having the ability to redirect it's own movement like a homing missile. It can only be stopped by way of blocking or by moving via means such as space/time jutsu. On collision with an opponent or object it will explode violently in to a sphere of lightning with a total radius of 15 meters capable of causing incredible harm and total paralysis to anyone struck.
Note: The user may not use lightning above A rank for the following 3 turns after activating the technique.
Note: Should the user be inside the explosion radius he will take the same amount of damage as the opponent.
Note: Usable once per battle.
Note: Can only be taught by Hell Autarch.

Declined - you combined a couple of existing jutsu, but went the long away around it to achieve the same end result xd
 
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BoBoKittyDuck

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Re: Custom Jutsu Submission

(Ōkami otoko no ikari) Wrath of the Werewolf
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description:
When an Inuzuka member witnesses their Ninkin being seriously injured or killed, they can focus a massive amount of chakra throughout their body, causing their looks to be changed to that similar of a werewolf. Improving their reaction time greatly, and enhancing their senses, allowing them to easily sense Elemental jutsus, such as hearing the crackle of lightning easily, and feeling the wind and heat and the vibration of Earth.
It also enhances their speed by 2 levels, and increases their Taijutsu damage by +10.

~Notes:
- Cannot be stacked with the 4-Legged technique.
- The user must witness their Ninkin being harmed.
- This effect lasts 4 turns.
- Can only be used once per battle.
- Must be a member of the Inuzuka Clan.

Declined - just because you pet gets hurt you don't become a werewolf haha, but seriously, you need reasoning behind it to create the effects you want.

- Can only taught by Bobokittyduck.

(Doton: Yakiire neiruzu) Earth Release: Hardened Nails
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user makes a single hand seal and then slamming their hand on the ground, while channeling their chakra into the ground below the opponent, causing two spikes to protrude from the ground and stab into the opponents heels. The spikes stop just after they pierce through the ankles of the opponent and 4 more spikes extend out of the spikes (2 from each spike), stabbing through the left and right sides of the opponents ankles, leaving them unable to move properly for the rest of the fight/event. This appears as though claws made of earth have grabbed the opponents feet stabbing into them to cripple them, pinning them in place leaving permanent damage.

~Notes:
- Can only be used four times per battle.
- The ground must be made out of Earth.

Approved - made edits




- Can only be taught by Bobokittyduck.

(Doton: Chijō no chikyū) Earth Release: Earthly Earth
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user makes a 2 hand seals, bringing up a chunk of earth infront of them in form of a ball, and then crashing it down with force, leaving earth debrises on the ground that can be sent towards the opponent in form of earth bullets by performing the Tiger hand seal.

~Notes:
- Can only be used thrice per battle.
- The ground must be made out of Earth.

- Can only be taught by Bobokittyduck.

Declined - similar to existing jutsu
 
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Ańbu Juniør

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Re: Custom Jutsu Submission

Kitsune no shukufuku | Kitsune's Blessing
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: Allows a Ninken to channel chakra to their tail and greatly empower it, chakra usage servers to heighten the physicality of their tails to above the norm, which strengthens muscles for various effects; such as allowing for the faster movement of the tail and also implanting iron like strength unto a Ninken's tail - with a strike from a hardened tail being akin to a strike from a steel bar. Chakra released outside the tail serves to create a barrier of chakra which, a Ninken, employing their familiarity of spinning motions from Gatsuuga variants to shape manipulation, will employ violent gyrations to the barrier of created chakra. This will essentially turn a Ninken's tail into a weapon that can be utilised to pierce, tear and rip through enemy structures, while the inwards surge of chakra serves to assist in the manipulation of the now destructive appendage, allowing a Ninken to whip their tail around at rapid speeds, harden it to clash with solids, and also, employing the Inuzuka clans signature body transformative techniques, lengthen it so that it can extend to up to twice their body size, and then retract again.

Notes:
- Can be used twice per Ninken.
- No Inuzuka techniques above S rank for the rest of the turn.
- Lasts for four turns.
- Adds a rank to the power of Gatsuuga/Gatenga variants as the tail lashes out to deal additional damage.
- The user can utilise a Gatsuuga/Gatenga variant to bolster the physical power of this technique by a rank, as by making use of the generated centrifugal force they can deliver stronger and faster blows.

- Naturally this can be used during combination transformations such as Two Headed Wolf Beast.

‡ Declined ‡ How are those two bolded notes not the same thing? Also, just to point something out. Raising the rank of techniques caps at Forbidden Rank. It doesn't mean +20 to anything after that. I've seen you raise the rank of such techniques a lot and thought I'd poiint that out to you. It also falls under the stacking rules (raising it's rank with a technique counts as an active boost).
Kitsune No Shukufuku | Kitsune's Blessing
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: Allows a Ninken to channel chakra to their tail and greatly empower it, chakra usage servers to heighten the physicality of their tails to above the norm, which strengthens muscles for various effects; such as allowing for the faster movement of the tail and also implanting iron like strength unto a Ninken's tail - with a strike from a hardened tail being akin to a strike from a steel bar, and also making it prehensile. Chakra released outside the tail serves to create a barrier of chakra which, a Ninken, employing their familiarity of spinning motions from Gatsuuga variants to shape manipulation, will employ violent gyrations to the barrier of created chakra. This will essentially turn a Ninken's tail into a weapon that can be utilised to pierce, tear and rip through enemy structures, while the inwards surge of chakra serves to assist in the manipulation of the now destructive appendage, allowing a Ninken to whip their tail around at rapid speeds, harden it to clash with solids, and also, employing the Inuzuka clan's signature body transformative techniques, lengthen it so that it can extend to up to twice their body size, and then retract again.

Notes:
- Can be used twice per Ninken.
- No Inuzuka techniques above S rank for the rest of the turn.
- Lasts for four turns.
- The offensive force of this technique can be bolstered by use of a Gatsuuga, as the generated centrifugal force is directly translated into destructive power, as it is used to increase the speed and strength at which the tail lashes out, adding +20 damage and making the tails attacks a blur to the naked eye of Sage rank and below Shinobi.
- Naturally this can be used during combination transformations such as Two Headed Wolf Beast.

‡ Approved ‡

Fenriru no Domein | Fenrir's Domain
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: An Inuzuka or Ninken will train all of their senses on their surroundings and, will absorb and commit to memory every detail of it, effectively memorising it - imprinting on any environment with a 5 meter radius. As they do so a near instant, invisible burst of chakra will be released from their body that will extend outwards to short range in all directions - and will mark an Inuzuka's new found territory. Multiple abilities extend from the creation of a Territory under the premise of the user being absolute within their domain - to know what occurs, move uninhibited and dictate all occurrences within one's territory is the user's prerogative, their right and privilege as a ruler, while those who seek to trespass are to abide by the users restrictions, by force if need be. Under these concepts, an Inuzuka or Ninken will be capable of immediately sensing any disturbance that occurs within their Territory, as every inch of it is now marked as theirs and as such, is under constant surveillance. Under the same notion, they will be capable of moving silently within their domain, disturbing no ground and making no sounds, while also bypassing the restrictions of Preying of Odin - as anyone who trespasses on a domain is labelled as an invader, something to 'hunt' and be 'hunted'. Night vision will also be essential to operating within a created Territory as the field of released chakra will interfere with the sight of anyone who is not the user or an ally, interfering with the reflection and refraction of light which serves to render the inside of a domain dark as night. The release of chakra also serves two additional effects, firstly it weighs down on anyone who isn't the user or an ally, acting as a bog that severely increases drag - making an enemy's movement within a domain similar to movement below pressurized water, but much worse, and as a result reduces the enemy's speed to two ranks below the user's. Finally, it interferes with the release of chakra from an opponent's body, negatively affecting an opponent's ability to release chakra to alter the world while within the users domain as the domain is not theirs to alter - reducing the power of utilised techniques by -20. Naturally all of these drawbacks can be avoided by an opponent simply escaping the user's domain, at which point they will instantly be capable of operating at their usual capacity.

Notes:
- A domain can only be created once every four turns, and can only be created once per Ninken/Inuzuka.
- A domain can last indefinitely unless cancelled however it is tied to the spot where the user created it, not the user themselves, as such it is possible for the user to exit from their own domain, also, while within a Domain the 'Void Assault' can be continuously cast without any cost.
- Sustaining a domain saps - 10 chakra per turn.

‡ Declined ‡ Definite no to bypassing the restrictions on Preying on Odin. The slowing down ability has been done in other customs and the -20 to all Ninjutsu is simply unreasonable.

Morigan No Ashiato | Paw-Print of The Morrígan
Type: Supplementary/Defensive
Rank: B
Range: Self
Chakra: 20 - 5 per turn
Damage: N/A
Description: A Ninken can channel chakra to their paws and, each time they take a step a paw print of chakra will be left behind. Pawprints are static in that they cannot be moved and are not affected by gravity, as such a Ninken under the influence of this technique is capable of running across the sky by 'stepping' on the air and utilizing the created pawprint as a platform. Each time a paw print is created a small burst of chakra is released from it which aids in the user's motion, the minor propulsions, while weak individually, can collectively serve to propel the user forwards and allows for greater running speeds and agility.

Notes:
- Once used lasts for four turns, six in the case of High Breed
- Can only be used thrice per Ninken.
- Pawprints are invisible to anyone who is not an Inuzuka or doujutsu user, fellow Ninken/Inuzuka are capable of treading on a pawprint trail to follow the user's path. Pawprint trails fade after two turns.
- The chakra pawprints also have the added property of completely silencing the users steps, under the principle of being an undetectable hunter.
- Can also be used by Inuzuka, however 'Man Beast Mode' or some other transformation is required as a perquisite.
- Allows the user to reach their topspeed at once and, also allows them to move 1.5x faster.

‡ Declined ‡ Clashes with a multitude of canon and custom abilities, from EIG's Air/Sky Walk to a CJ Zero Kelvin has. The boost to speed also felt tacked on and wouldn't' have been approved.
 
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Noni

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Re: Custom Jutsu Submission

(Raiton: No Hosoku Olympus, Zeus Seishin)- Lightning Release: The Law of Olympus, Zeus's Spirit
Type: Supplementary/Offense/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 every turn active)
Damage Points: N/A
Description: Zeus, the order and all-father of the gods blessed Lancer with a token of his body due to Lancer's exceptional showing of Lightning, becoming arguably the greatest lightning user to bless the ninja world. A deity of greatness, this is considered one of the three gifts Lancer was bestowed upon by Zeus. The user will channel an abundance of chakra all over their body and strategically transform their exterior and internal being into the body of Zeus; specifically the user will suddenly appear to match the same physical characteristics of Zeus himself. Moreover, the composition of the users body will be lightning. Travel mechanisms allow the user to easily be able to phase in and out of material such as water and earth (things of that nature) without any time wasted, and at speeds fast enough to evade various jutsus. It can be comparable to that of Leech All Creation in its method of evasion, but the speed is far more quicker, to the point that when traveling through material the user looks like a "blur". To give a contextual basis on the speed, envision the speed of which Illusion Flash of Lightning Pillar was able to cover the entirety of a battlefield, and depending on range of travel, can determine time spent. Defensively, various techniques that might attempt to clash with the users body, will look more or less like the water substitute technique but in a more "phasing" appearance. Also the material might be in danger of getting severely damaged or paralyzed. Also, due to the user being literally "composed" of a different body, most attacks that revolve around damage in the users brain or mental, will immediately lose effect, as in this state, the user will not be of tangible consciousness, rather, they will be in a passive state. In this state, the user will also be able to levitate and fly around the battlefield. Also, making true with lightning's immense speed, the user can move swift and in methods comparable to the speed of which Kakashi and Sasuke Double Lightning Quake, such as in unpredictable and zig-zag like manners, that become difficult to track, as well as easy to avoid basic moving projectiles and slow moving targets. In the lay of their wakes, trails of lights are left after every change of direction. When it comes to the supplementary usage of this legendary technique, it usually corresponds with how the user is able to perform lightning jutsus. As this body will have various electrical static wires erect in an amazingly fast and unpredictable manner that spans up to mid range. Alone, they provide no damage, rather an easy to use source and harness to perform lightning jutsus from. This might give the illusion that the user is performing lightning jutsus away from their body - thin air - but the reality is, they are simply being created from these interesting wires and is unrecognizable because of their speed. This will also give the illusion that the range of the jutsu might increase, as their starting point of creation is further out, but sadly, this is only they've been created further, their length and range remain the same in the composition context. One of the premier jutsu usage specific from this jutsu is performing what seems to be "lightning clones" that look like Zeus; in this context however, released at extremely fast speeds, almost like propellers, and in such a way they can intercept jutsus and attacks with ease and be used as a separate defense or offense, either to tank jutsus or attacks that the user is susceptible to, like wind jutsus, or EIG type users- even if it doesn't fully defend or tank the jutsu in question, it will momentarily halt said technique, allowing ample time for better evasion (A-Rank ability; can only be used three times). The second jutsu specific from the transformation is to allow the user to become "one" with other lightning jutsus, basically lightning jutsus either become controlled specific to the user, or the user becomes one with the lightning jutsus. Consider it similar to the Hozuki and their ability to morph in with water jutsus and control it specifically, this can be done with this concept. Allowing the user to morph into spears of lightning for example (A-Rank ability; can only be used thrice, last for as long as the jutsu allows). These jutsus may very well be used as an alternative, by themselves, without fully transforming, but would be susceptible to the overall usage. Lastly, there are obvious categorical usages that coincide with Zeus's myth, such as being able to punch and kick with electrical damage, and release projectiles in the form of an eagles and lions (his symbolic animals), and since this is a "superior" form of lightning, it can easily cut through any form of electricity, similar to Kakashi's Lightning cutter. This includes easily being able to pierce the opponent and slice them clean in half (A-Rank offensive damage, both concepts can only be used twice apiece).

Note: Can only be used by Noni
Note: Must specialize in Lightning
Note: Transformation can only be done twice
Note: Four turn cool down before re-use
Note: Lasts five turns
Note: Due to the electrical strain on the body, the user will have their speed halved, and taijutsu damaged halved
Note: After deactivation, no lightning for two turns
Note: After a second usage, no lightning for four turns

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‡ Declined ‡ This was a good read. The bolded is a definite no. Use another reference for the speed you travel at. The lightning clones bit clashes with a custom either Zaphkiel or Korra has (they passed it around so much I have no idea who actually got it approved). You'll need permission. The last sentences or so, clarify that it's the creation of animals that is A-Ranked and not your freeform strikes (or if it is, each strike that is A-Ranked in damage will count as a move). The parts in green are either exploitable and/or need to be better explained. I can understand not being affected by Genjutsu in such a state but I don't think this would extend to Keigoku. I'll have to re-read the Nekura clan submission to be sure. Also, can you still perform elements which aren't Lightning will in this state? That doesn't seem logical so add a note in your resubmission (if it's already there and I just missed it, my bad).
 
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Pervyy

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Re: Custom Jutsu Submission

Thread closed.


The closed will be thread for up to a week while we check the current submissions and discuss a few things regarding cjs.

Take this time to actually think your cj through and don't rush them
 

Pervyy

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Re: Custom Jutsu Submission

New Cycle

The new cycle starts on 23/05/2016 (at 11:30 GMT +1) and ends on 30/05/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

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

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

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

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

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

6) If you get a decline don't VM, PM or IM any mods about it. We've been pretty relaxed with the red rule but a lot of people have been taking advantage lately.

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

Additional Notes:

1) A jutsu that is the same as a currently existing jutsu but is done so with a seal will not be approved, i've seen some people trying this over the last few cycles.

2) As of this cycle, the checking on sage mode cjs will not be as lenient as they have been. All sage jutsu must have a number of turns they reduce sage mode by aswell as other restrictions suited to its rank. Not only this, but jutsu that extend sage mode have mostly been done, through seals, a summon that infuses chakra into you and other various methods, i wont be approving any more unless they are unique in their own way. This goes for all variations of sage mode.

3) In your submissions, you can do the following:
  • Bold the name of the jutsu
  • Use image tags to provide an image to help explain the jutsu
  • Use spoilers for images or videos
  • Use video tags for examples of jutsu.
  • Bold the changes in your jutsu when resubmitting
Anything other than these will result in all your submissions being declined without reason.
 

Gutsy

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Re: Custom Jutsu Submission

(Senpo: Shikou Difensu) - Sage Art: The Ultimate Defense
Type: Defensive/Supplementary/Offensive
Rank: S
Range: Short (Long when dissembled)
Chakra: 40
Damage: N/A (80 when used offensively)
Description: While being in Sage Mode, the user would release natural energy from all of his body, creating a really condensed layer of natural energy that would act as an armor. This layer of natural energy would take the very same shape of the user's body so that it wouldn't hinder his movements in anyway. Being made of natural energy, it would appear to the opponent as if nothing is around the user's body and if a techniques clashes with the armor, it would seem as if it is hitting the air around the user's body. That isn't all, however. Since this armor is made out of natural energy, it is really flexible with elements and thus, it could be used in conjunction with elements. This combination between the element and the natural energy could be done in two ways; The first one which is pseudo-combining them together, in which case the user would combine his specific elemental chakra with the the armor to give it a small trait of the element. The armor would appear as a glow around the opponent, and the color would depend on the element (i.e earth as brown, water as blue etc...). The only benefit of this is to add a pseudo-elemental strength while maintaining the weakness. Since natural energy is neutral in both sides, the user would add the elemental chakra chakra to the natural energy so that it would gain additional .5 rank strength (instead of a full 1 rank strength in normal elemental interactions), however, the user would still maintain the weakness which is neutral to elements. The second one is to fully combine the natural energy with the element and create an armor that would still appear as if nothing was around the user, however, there would be parts of the elements. (Fire would appear as scattered flames all over the invisible armor, Water would appear as several small water balls, Earth would appears as scattered small rocks, Fire would appear as scattered flames and Lightning would appear as scattered lightning bolts.) The difference between the first and second usage, is that in the second, the armor gains the full weaknesses and strengths of the element, but that comes with a benefit. Since the user basically have parts of the elements on his body, he can fairly manipulate them and use them for a supplementary usage or even attack. That is to be done once every two turns and the elemental part is B-rank total. It could be done at the same timeframe as another attack, however, it would cost a move since the user would release these parts and replace them with new once to maintain the full power of the S-rank armor. The final ability is that once per usage, the user can dissemble the armor completely whether it was pseudo or complete elemental and create any kind of structures for offensive usage.
Note: Can only be used twice per battle
Note: Reduces SM by two turns
Note: Can't use any SM technique higher than A-rank the same turn
Note: Can't use any SM techniques higher than S-rank the next turn
Note: Only Elements and Elemental KGs can be combined with the armor, CEs wouldn't work.


Declined - the sage armor in itself clashes with a cj of Jake's or Kyles, can't remember which now. Not only that but the restrictions are really that strong for an S rank, stopping use of sage jutsu above S rank for one turn, i mean that doesn't do anything to hinder you as you'd just use base 5, nin gen tai ect that aren't sage jutsu which would still gain the boosts from you being in sage mode while you have a solid S rank defense.
Permission to submit Sage aura from Kamishiro since its similar to his Poseidons Blessing Jutsu:

(Senpo: Reiki no Sennin) - Sage Art: Sage Aura
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (+20)
Description: While being in SM, the user would passively activie an ability to enhance his future attacks. With this activation, all of the user's future attacks would be covered with a thick layer of natural energy. This layer would take the same specific shape as the attack and would act as an A-rank barrier between it and any other attack of the opponent's, it would have no offensive function whatsoever and thus if it impacts the opponent, this technique would have no purpose. However, in case of techniques clash, the natural energy coat would protect the technique it coats and would negate it's weakness until it is destroyed. This natural energy coat also happens to feed the technique with natural energy, thus giving it +20 damage.
Note: Can only be used thrice
Note: Can only be used on S-rank and below techniques
Note: Cuts Sage Mode by 1 turn

Declined - similar to existing jutsu.

(Senpo: Mouretsu no Sennin) - Sage Art: The Sage's Rage
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Using the same concept as "Earth Release: Sticky Earth Drop", the user would create a portal 10 meters above the opponent from which a giant Dragon that is purely made of Natural energy would fall on the opponent. At the very same time, the opponent would feel himself binded as if he was in a genjutsu because he wouldn't be able to see what binds him, but in fact, what binds him are strings made out of natural energy, these strings are short and specific. Each limb has string wrapped around it and attached to the ground 5 meters away from the opponent's body, leaving the opponent's body completely binded as if he was a prisoner. The last string would be wrapped around the opponent's neck and would be attached to the ground 5 meters away from him, this would both bind and crush his neck. These strings would appear the same time the dragon is summoned, so the opponent wouldn't be able to see it coming.
Note: Can only be used twice per battle
Note: Cuts SM by two turns
Note: Can't use SM techniques higher than A-rank the same turn, or higher than S-rank the next turn

Declined - i can't allow you to summon invisble beasts made of sage energy like this. It's OP and the jutsu in itself doesn't make much sense as a whole.
 
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Nathan

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Re: Custom Jutsu Submission

.
.
Iᴍᴘᴇяғᴇᴄᴛ permission to submit a similar concept from one of his summons - M. Wolf Summoning Technique: Law of the Jungle that can be found here [ ] permission here [ ]

(Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (-10 Chakra to activate his ability)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".

Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a small amount of the user's Chakra (10 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or even a Custom Element, should the Summoner be lucky enough to have obtained one. The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. In addition to this, if the chosen Element is made up of multiple Elements, he will be capable of using the Elements it's comprised of up to A-Rank, with all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 10 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously (outside of the Elements that act as the basis for Advanced Elemental Natures).

Note: Can only be summoned once, and can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

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Declined - i felt it was a bit much at absorbing KGs' but c.es aswell is too much. Now, what gets OP is using the elements that make up the c.e or kg. There are some elements that have 3 maybe even 4 natures to them. So through this alone you'd have a summon that could use, a kg and potentially 3 other elemental natures. That's too much. Also i believe it would need to leach more than the chakra it takes to do a D rank jutsu to reach the desired effect

‡ Pending ‡ Leaving for another mod.
Removed the fact that the summon can use elements made up from the KG/CE.

(Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (-30 Chakra to activate his ability)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".

Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or even a Custom Element, should the Summoner be lucky enough to have obtained one. The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously.

Note: Can only be summoned once, and can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

-
Declined - see highlighted xd

(Ototon: Mizumizushii Chikei Hakai) - Sound Release: Vibrant Topographical Disruption
Type: Supplementary/Offensive
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: Vibrant Topographical Disruption is a unique technique, specifically designed to counter dojutsu users. Utilizing his mastery over sound, the user vibrates the sound in the environment around the target, this sound is low-frequency sound, so the human ear cannot hear them (lower than 20 Hz). These vibration are harmless to the target's body, except for the eyes. When the sound comes into contact with the target, the vibrations are sent through their body until they encounter the eyes. In doing so, the vibrations produced will vibrate the in the eye at such a rate that it will cancel out the chakra produced by or present within the eye, while simultaneously putting immense pressure on the and the . This will disrupt their vision, blinding them while effectively disrupting and/or deactivating their dojutsu, causing them to experience . Due to the pressure put on the hyaloid canal, the technique will persist for a prolonged period of time after the techniques deactivation. The user is able to guide the vibrations of the technique, ensuring it doesn't affect allies of unintended personnel, and states that it works on all dojutsu, even being able to affect the sight of normal eyes.
Notes:
- Lasts for three turns.
- Can only be used twice per-match.
- Cooldown of two turns before reuse.
- Can only be taught by Nathan.
- The name of the technique comes from the the disrupted vision of the target resembling the patterns seen in topographical maps.

Declined - although it's sound the precision would fall under that of med through the effect you desire. So submit it in the med cj thread.
 
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Re: Custom Jutsu Submission

(Fuuinjutsu: Fantomu ken o hauringu: Dai gōshi āsenaru) - Sealing Technique: Howling Phantom Swords: Armiger Arsenal)
Type: Offensive/Defensive/Supplemental
Rank: S Rank
Range: Short
Chakra: 40
Damage: 80
Description: An improvement on the original Howling Phantom Swords technique, the user will sacrifice the ability to summon the six swords and instead replace them with a singular weapon of increased power, there are several of these weapons and each one has unique properties. But only one may be summoned at any given time. Summoning a replacement will cause the one present to vanish and it's effects will no longer be usable. This technique can be activated once the parent technique is active, and can only be sustained for four turns before reverting to the parent technique for four turns to recharge. At which point the user can reactivate it at the cost of a move slot. The abilities of the various weapons will be listed below. The technique works by supplying increased chakra to the parent technique. While the seal itself remains A ranked the chakra provided to the weapons is heightened.

Aqesiro
Sword that slices through space and time, allowing its wielder to warp at will.
The first of the swords and also one that may only be used by a Minato biography or a biography with access to the flying thunder god technique. The sword is marked with the seal of the FTG on creation, the blade takes the form of a scimitar with a single edged cutting blade. Reminiscent of a pirates sword. With a large square crossguard. As with all of the Howling Phantom swords it's composed of pure chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The blade allows the user to teleport to it once every two turns and this costs a move slot.

Secace
Storied sword that strikes with waves of resonance. Calls forth the formidable power of the Knightswords.
The second of the swords of the Armiger Arsenal. Secace takes the form of a longsword with a double edged cutting style. Reminiscent of a captains sword. With a circular crossguard. This sword is part of the elemental variants and allows the user to use the water element to resonate through the blade upon striking, it will cause water to blast through the opponent or object struck finding any orifice such as pores or porous material to penetrate the target causing heavy internal damage. As with all of the Howling Phantom swords it's composed of pure suiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Galatine
Gallant greatsword that cuts through thin air to find its mark. Calls forth the protective power of the Knightshield.
The third of the swords of the Armiger Arsenal. Galatine takes the form of a greatsword with a double edged cutting style. Reminiscent of a giant knights sword. With a rectangular crossguard. This sword is part of the elemental variants and allows the user to use the wind element to create a large shield in front of the blade composed of pure wind chakra that is capable of blocking against attacks. As with all of the Howling Phantom swords it's composed of pure fuuton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Rhongomyniad
Lance that nimbly negates damage using displacement. Calls forth the preventive power of the Knightguard
The fourth of the swords of the Armiger Arsenal. Rhongomyniad takes the form of a large dragoon lance instead of a sword. The spear is three meters in length. Reminiscent of a spartans primary weapon. With a hooked end aimed to cause huge damage to an opponent. This sword is part of the elemental variants and allows the user to use the fire element to create a wave of fire aimed to consume attacks heading towards the user while pushing him 5 meters in an chosen direction. As with all of the Howling Phantom swords it's composed of pure katon chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Carnwennan
Daggers that light the darkness. Calls forth the paralyzing power of the Knightguard
The fifth of the swords of the Armiger Arsenal. Carnwennan takes the form of two large straight daggers instead of a sword. The daggers are large and double edged. Reminiscent of Roman Gladius though slightly smaller. This sword is part of the elemental variants and allows the user to use the lightning element to create a shroud of chakra to enhance the length of the daggers to roughly the size of normal swords. When this chakra clashes with an opposing technique one of two things happen, if it overpowers the technique the electricity will run through the length of the technique and travel on paralyzing the opponent, or if the techniques cancel each other the lightning shroud will explode in to a flash of blinding light capable of blinding an opponent. As with all of the Howling Phantom swords it's composed of pure raiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Notes:
-Once activated remains active until the battle ends with the exception of it's cool down period-
-Summoning additional swords costs a move slot, but the user can summon any of the weapons listed-
-Must be mentioned in the users biography-
-Must have activated the parent technique to use this-
-Each individual blade is capable of taking S rank damage before breaking-
-Each blades ability can only be used twice per battle in addition to the rules in the moves-
-Can only be taught by ReXii-

‡ Approved ‡

(Hiraishin: Urutorafurankingu tenmetsu-kō dansu no kaiten) - Flying thunder god: Ultra flanking flashing steel dance rotation
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-20 to the user)
Description: This technique is unique to Minato Namikaze, the technique begins with the user drawing and holding seven flying thunder god kunai, three in each hand between his fingertips, then using his unique variation of body flicker he dashes towards the opponent in a blur of speed using his unique body flicker, untrackable to anyone without the sufficient reactions to follow his movement, however as he begins to run he throws the kunai one at a time, to his opponents left and right in sequence, each kunai is aimed to arc inwards to the opponents flank one at a time, he reaches the opponent with one kunai left in his hand, moving towards the opponent and attempting to slash him with the kunai. The user can either complete the first slash successfully or choose to use it as bait, for once the first slashing motion has begun the first flanking kunai would be reaching the opponent. At which point Minato will teleport to the kunai in sequence slashing the opponent in a flurry of kunai strikes leaving him severely damaged likely bleeding out and unable to move if not dead already.
-Note- Usable once per battle.
-Note- This technique takes two jutsu slots.
-Note- Due to stress on the user they are limited to A rank and below the following turn and S rank and below for three turns after that.

‡ Declined ‡ Lol'd at the name. Not sure why this needs to be Forbidden Rank and it feels too similar to a custom I just approved to you. Lower it to S-Rank. I also need to check if this bypasses the usage limit on the body flicker technique. If so, I won't be allowing any more techniques like this unless they count towards the stated limit.

(Fuuinjutsu: Fōji no gurandoshīru) Sealing Technique: Grand Seal Of The Forge
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is a powerful fuuinjutsu ability employed by those who specialize in fire techniques along with being skilled in the art of fuuinjutsu. Normally employed on larger scale techniques ideally those that flood or otherwise cover a battlefield. Upon releasing a fire jutsu the user of this technique will apply one additional handseal to the technique. Causing a sealing script to blend in with the fire. Once the jutsu is completed and at it's full size, one more handseal will cause the sealing script to activate forming a large invisible glass like barrier around the outside of the fire jutsu or across it's surface. To those outside of the fire it would appear akin to a giant fishbowl with no exits. To those inside the fire the barrier would be almost undetectable without the aid of sensory techniques. The purpose of the jutsu is to essentially reinforce any prison of fire used to trap someone inside or to prevent those engulfed in flames escaping. The barrier will be symbiotic with the fire in that it will take on twice the amount of damage points the fire technique had. This will become the damage required to shatter the barrier. Also the barrier could be broken with an equally ranked fuuin displacement technique. So for example if this technique was to be used with an A ranked fire technique, the barrier would require 120 damage total to be broken. To clarify, the barrier is treated as an A rank, and the jutsu itself would be an A rank meaning to break both at the same time would require 120 damage. If this jutsu was used with a B rank, it would require 40 damage to break the Brank barrier and 40 damage to break the B rank water binding jutsu used, as the barrier takes on the strength of the jutsu.

- Once this technique has been used, the user will not be able to use any fuuinjutsu for two turns.
- It should be noted that this technique can in no way increase the offensive damage of a technique it it simply used to create barriers to prevent entrance or exit.
- Can only be taught by ReXii. Usable four times per battle.
- Can only be used on A ranks and below
- No other jutsu while focusing on the barrier

‡ Declined ‡ No idea why the original was ever approved. This is OP as hell.

^ This is a variation of my
(Fuuinjutsu: Fōji no gurandoshīru) Sealing Technique: Grand Seal Of The Forge
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is a powerful fuuinjutsu ability employed by those who specialize in fire techniques along with being skilled in the art of fuuinjutsu. Normally employed on larger scale techniques ideally those that flood or otherwise cover a battlefield. Upon releasing a fire jutsu the user of this technique will apply one additional handseal to the technique. Causing a sealing script to blend in with the fire. Once the jutsu is completed and at it's full size, one more handseal will cause the sealing script to activate forming a large invisible glass like barrier around the outside of the fire jutsu or across it's surface. To those outside of the fire it would appear akin to a giant fishbowl with no exits. To those inside the fire the barrier would be almost undetectable without the aid of sensory techniques. The purpose of the jutsu is to essentially reinforce any prison of fire used to trap someone inside or to prevent those engulfed in flames escaping. The barrier will be symbiotic with the fire in that it will one rank to the overall damage needed to stop the jutsu, I.E A rank fire would become S rank.
- Once this technique has been used, the user will not be able to use any fuuinjutsu for two turns.
- It should be noted that this technique can in no way increase the offensive damage of a technique it it simply used to create barriers to prevent entrance or exit.
- Can only be taught by ReXii. Usable four times per battle.
- Can only be used on A ranks and below

Declined - dnr, the orginal seal was on a liquid like most seals are placed on a solid but wont approve something similar for energy based jutsu.

(Fuuinjutsu: Shinobi no gurandoshīru) Sealing Technique: Grand Seal Of The Shinobi
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is a powerful fuuinjutsu ability employed by those who specialize in raw chakra techniques along with being skilled in the art of fuuinjutsu. Normally employed on larger scale techniques ideally those that flood or otherwise cover a battlefield. Upon releasing a raw chakra jutsu the user of this technique will apply one additional handseal to the technique. Causing a sealing script to blend in with the raw chakra. Once the jutsu is completed and at it's full size, one more handseal will cause the sealing script to activate forming a large invisible glass like barrier around the outside of the jutsu or across it's surface. To those outside of the raw chakra it would appear akin to a giant fishbowl with no exits. To those inside the fire the barrier would be almost undetectable without the aid of sensory techniques. The purpose of the jutsu is to essentially reinforce any prison of raw chakra used to trap someone inside or to prevent those engulfed in techniques escaping. The barrier will be symbiotic with the chakra in that it will one rank to the overall damage needed to stop the jutsu, I.E A rank raw chakra would become S rank.
- Once this technique has been used, the user will not be able to use any fuuinjutsu for two turns.
- It should be noted that this technique can in no way increase the offensive damage of a technique it it simply used to create barriers to prevent entrance or exit.
- Can only be taught by ReXii. Usable four times per battle.
- Can only be used on A ranks and below

Declined - same as above

(Hiraishin: Urutorafurankingu tenmetsu-kō dansu no kaiten) - Flying thunder god: Ultra flanking flashing steel dance rotation
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This technique is unique to Minato Namikaze, the technique begins with the user drawing and holding seven flying thunder god kunai, three in each hand between his fingertips, then using his unique variation of body flicker he dashes towards the opponent in a blur of speed using his unique body flicker, untrackable to anyone without the sufficient reactions to follow his movement, however as he begins to run he throws the kunai one at a time, to his opponents left and right in sequence, each kunai is aimed to arc inwards to the opponents flank one at a time, he reaches the opponent with one kunai left in his hand, moving towards the opponent and attempting to slash him with the kunai. The user can either complete the first slash successfully or choose to use it as bait, for once the first slashing motion has begun the first flanking kunai would be reaching the opponent. At which point Minato will teleport to the kunai in sequence slashing the opponent in a flurry of kunai strikes leaving him severely damaged likely bleeding out and unable to move if not dead already.
-Note- Usable twice per battle.
-Note- This technique takes two jutsu slots.
-Note- This counts towards a usage of body flicker.

Leaving for NK

Lowered rank and made it count towards body flicker limits. Changed usage limits and restrictions to fit it's rank.
 
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