[ARCHIVE] Custom Jutsu Submission - II

Status
Not open for further replies.

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Re: Custom Jutsu Submission

(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (20 per turn)
Damage: -
Description: After performing 5 hand seals the Nara would extend his shadow all around him, the shadow would begin to rise. It maximum length is 15 meters. Then, through shape manipulation, the shadow would take one of two forms.
Form 1: The shadow takes the form of an armored samurai. The samurai can transform his arms to shields and swords. The samurai has a max reach of mid range. The user can remain inside the samurai, he would only need to create a small opening where he wants to remain. To control the samurai the user has several options.
The first is to perform one hand seal and 'become' the samurai. The samurai would imitate the movements of the user.
The second is to control the movements of the samurai after performing one hand seal. This enables the user to move away from the samurai(max mid range otherwise 'connection' is lost) while the samurai deals with the targets(while under the user's control).
The third manner of control requires three hand seals. The samurai would act on its own, attacking objects(up to 4 selected objects) that have the user's shadow chakra stored in them. For example a shadow infused kunai that the user hides in a targets bag.
Form 2: The shadow would take the form of a 4 legged, two headed, and 2 tailed creature. The creature would be grotesque in appearance having spikes and scales located throughout its body. The creature would be controlled by the user, it can reach mid range from the user. The creature can release shadow spikes from its body, the spikes can reach mid range from the creature. The spikes carry A rank strength. The spikes can penetrate defenses based on their 'elemental' strengths and weaknesses.
In both forms the shadow has the strength of steel. Furthermore, a line of shadow always connects the user to the forms. If that line is countered the technique would end.The size of the forms can be increased/decreased with the maximum size being 15 meters. This allows for tactical attacks. Ex: Increasing the reach of the samurai from 3 meters to 6 meters in order to surprise opponents.
-The forms have a striking power of 80 DMG points.
-Shadow techniques can be performed through the forms.
-Last 2 turns.
-Usable twice with a 2 turn interval between uses.
-No nara techniques one turn after use.
-Whilst using the technique the user can only use nara clan related techniques, kenjutsu, taijutsu, and non chakra based techniques.

Declined - the bold you changed doesn't make sense. DOes the samurai throw the weapons to attack or can i only attack objects that are bound by your shadows?

(Katon: Tesuro Teshita) - Fire Release: Tesla's Creations
Type: Attack/Defensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 15 (5 per turn)
Damage: 30
Description: A technique that creates numerous(up to 10) little solid flying orb like creatures(max size is 5 cm radius). These creatures are sentient and there offensive/defensive prowess are, as individual creatures, not impressive. However, there supplementary prowess is what sets them apart. Each Tesla, being composed of fire, produces light. The power of the light can be controlled by each Tesla, at will, ranging from the lowest visible to ultraviolet. The light can reach mid range distance from the Tesla. The light can be used tactically to, for example, suddenly blind an opponent for one turn by increasing the power of the light from low to high. This ability is only effective in terrains with low visibility/light and it is usable 4 times per battle. The ultraviolet light can, under the presence of glass(usually bulbs with openings carried by the user), be used to produce black light. This black light would show the presence of chakra up to mid range around them. This allows the user to be alert of possible offensive actions. However this light does not distinguish between chakra natures, it only distinguishes between different chakras, so opponents X chakra would be purple while opponents Y chakra would be Green etc.
-Usable 6 times per battle with a turn interval between use.
-Lasts for 2 turns.

Declined - at first i was reading this as you wanted to make longer shadows or blind with orbs of fire but then the ultraviolet light showing chakra ect? That's a no.

(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. For example, a sword can be coated with wind chakra to increase the potency of attack. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow by sacrificing 20 chakra points, this counts as a move and can only be used 4 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.

Pending - pretty sure this clashes with HSN's shadow jutsu, will come back to this.
Removed the unwanted parts z.z

(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (20 per turn)
Damage: -
Description: After performing 5 hand seals the Nara would extend his shadow all around him, the shadow would begin to rise. It maximum length is 15 meters. Then, through shape manipulation, the shadow would take one of two forms.
Form 1: The shadow takes the form of an armored samurai. The samurai can transform his arms to shields and swords. The samurai has a max reach of mid range. The user can remain inside the samurai, he would only need to create a small opening where he wants to remain. To control the samurai the user has several options.
The first is to perform one hand seal and 'become' the samurai. The samurai would imitate the movements of the user.
The second is to control the movements of the samurai after performing one hand seal. This enables the user to move away from the samurai(max mid range otherwise 'connection' is lost) while the samurai deals with the targets(while under the user's control).
Form 2: The shadow would take the form of a 4 legged, two headed, and 2 tailed creature. The creature would be grotesque in appearance having spikes and scales located throughout its body. The creature would be controlled by the user, it can reach mid range from the user. The creature can release shadow spikes from its body, the spikes can reach mid range from the creature. The spikes carry A rank strength. The spikes can penetrate defenses based on their 'elemental' strengths and weaknesses.
In both forms the shadow has the strength of steel. Furthermore, a line of shadow always connects the user to the forms. If that line is countered the technique would end.The size of the forms can be increased/decreased with the maximum size being 15 meters. This allows for tactical attacks. Ex: Increasing the reach of the samurai from 3 meters to 6 meters in order to surprise opponents.
-The forms have a striking power of 80 DMG points.
-Shadow techniques can be performed through the forms.
-Last 2 turns.
-Usable twice with a 2 turn interval between uses.
-No nara techniques one turn after use.
-Whilst using the technique the user can only use nara clan related techniques, kenjutsu, taijutsu, and non chakra based techniques.
-An ally, in synchronisation with the user, can channel chakra through the forms, using them as a medium. This allows the forms to become deadlier. For example channeling wind chakra to surround the samurais sword to increase the damaging effects. Of course the techniques used must be logical. An ally cant go and create a fire armour around the samurai because it would weaken the shadow, or even destroy/disperse it completely. Reason and logic is a must.

Approve - nice xd

(Katon: Tesuro Teshita) - Fire Release: Tesla's Creations
Type: Attack/Defensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 15 (5 per turn)
Damage: 30
Description: A technique that creates numerous(up to 10) little solid flying orb like creatures(max size is 5 cm radius). These creatures are sentient and there offensive/defensive prowess are, as individual creatures, not impressive. However, there supplementary prowess is what sets them apart. Each Tesla, being composed of fire, produces light. The power of the light can be controlled by each Tesla, at will, ranging from the lowest visible to ultraviolet. The light can reach mid range distance from the Tesla. The light can be used tactically to, for example, suddenly blind an opponent for one turn by increasing the power of the light from low to high. This ability is only effective in terrains with low visibility/light and it is usable 4 times per battle. The ultraviolet light can, under the presence of glass(usually bulbs with openings carried by the user), be used to produce black light. Mostly for cosmetic reasons. If used to blind, it lasts for 1 turn.
-Usable 3 times per battle with a turn interval between use.
-Lasts for 2 turns.

Approved - made edits

(Boufuu Kumo Kaigara) - Storm Cloud Shell
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra cost: 40
Damage Points: N/A
Description: A powerful technique that draws down a small portion of rain clouds and places them over the user like a full body shell. The clouds continue to produce rain, which allow the user to send out rain jutsu like the Rain spear from their body. This shell also defends against lightening jutsu, cutting their damage in half.
(Kage No Kumo) - Shadow of the Clouds
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Expanding on how Storm Cloud Shell is used to allow the user to produce rain from their body. Kage No Kumo allows the user to build on that concept. It would allow the user, after 2 hand seals, to draw in rain clouds and place them on beings/objects. The rain clouds can act as full body shells or partial. The clouds would allow the creation of rain techniques from the body that they surround. The clouds would also serve as a protection from lightning and lightning based techniques, cutting a quarter of the damage the techniques provide. This technique can only be applied on objects, the user's allies, and summons on the field. It can not be directly applied to the opponent.
-Allows the usage of Rain/water techs up to A rank.
-Usable 3 times per battle.
-Lasts 2 turns.
-Rain and Water training must be complete.
-Turn interval between usage.

Declined - how can having cloud around you weaken lightning jutsu? xd
 
Last edited by a moderator:

Joker

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

(Fuuinjutsu: Nusu) - Sealing Arts: Thieve
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: N/A
Damage Points: N/A
Description: The user will release an jutsu from their body or from away their body, while lacing the jutsu with a unique seal called "thieve" with the kanji symbol being (盗). The process of attaching the seal is performing jutsus from the body through a seal (either on the tongue, or limbs) or slamming their hands on the ground and channeling seal simultaneously with the jutsu. Though this does not work on jutsus that appear in "thin air" for the purpose of this technique, those inherit jutsus can be created from the users body only when in conjunction with this seal. While most chakra thievery techniques are rooted with the concept of "enhancing" a technique, this seal acts to steal chakra from the opponent themselves or their technique to follow a law of fulfillment. Essentially the chakra stolen will be funneled to the user's chakra reservoir (this will cause a seal to appear on the user's body), to be used to channel into the user's techniques so they do not have to waste more of their own. Stealing the chakra can be done with multiple transactions that revolve around seal attachments- placing a seal on the opponent or technique for example, can be one, of the many ways in thieving the chakra with the seal. It's second usage is if the opponent has already sent an attack, the user can send a "weakened" version of a jutsu (basically one with half its supposed chakra) and the seal upon contact will take the needed chakra amount to fulfill the users technique while weakening the opponent's technique, which will allow for the technique to breach through and continue to the opponent.

Note: Can only be taught by Joker. Because this jutsu acts to aid the user and not necessarily enhance their technique directly, it can still be combined with other power ups and infusions (though those do not play a factor with the seal unless stated and applied twice). This jutsu does not transcend elemental strength and weakness laws. The first usage can be done three times, while the second usage can be done three times as well.

‡ Declined ‡ I find this cluttered as it is. You need to separate the two usages of this technique clearly if you want them both in one technique. The first can only be used once or twice and you need to specify if it lasts a given duration or not. You also need to better clarify the various methods of applying the seal and which ones apply to which usage. The second usage can also only be used defensively. To be very honest, I'm inclined not to allow it. You could use this as the first move in a fight and automatically cause your opponent's move to fail.

(Fuuinjutsu: Yame)- Sealing Arts: Cease
Type: Defense/Supplementary/Offense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 to remain active)
Damage Points: N/A (Depends on technique)
Description: The user will create a barrier that bursts outward as a wave all across the terrain into long range, the speed of its manifestation can be compared to the burst that dust release cubes have, and due to the barrier's initial intangibility, cannot be blocked - but neither harmed as well. The seal is pink and has various seals across itself called "Cease" and the kanji being (や). The purpose of the barrier is to act as an interconnection with the user and the opponent's chakra, and since this barrier is composed of the user's own chakra, it will only be in effect for the user's benefit. The barrier being attached to the user's senses, chakra laboratory, and brain source means it has an interesting defense to aid the user. The moment the user is caught in various damages that harm them in ways such as mentally and chakra wise. The barrier will act to funnel that same chakra or pain source and displace it onto the source of that pain, the opponent. Example is, if the opponent places the user in a genjutsu, they will be under the same effects of the genjutsu as well. The process is done by snatching the chakra source causing the gen and implementing it onto the opponent, almost in a sentient manner, but rather, consider it like a reflecting barrier that simply gives the opponent a taste of their own medicine. This includes other mental based attacks, jutsus that snatch chakra away from the user, or instant based attacks like sound release can be harmful for the opponent as well, since the barrier both acts to rebound it, but also since the user and opponent's chakra are connected, the opponent will feel this same pain, one can consider it hurting themselves. An alternative protection usage for this technique follows a seal being placed on the user and immediately erecting the barrier as a means of defense (instant) to protect the user from such attacks at the same frame of time needed to be left unharmed. The damage and pain inflicted on the opponent is the exact feeling for the user, this can either force the opponent from stopping the technique- to allow both to survive, or risk serious harm from their own jutsu (while still allowing the user a chance at their own breakage or defense).

Note: Can only be taught by Joker. Can only last three turns in two usages, and when used in its alternative usage another can only be done two times. One turn cool down before re-use (doesn't include alt. usage). No fuuinjutsu after full turn performance for one turn.

‡ Declined ‡ Spoke to LoK and we agreed this isn't feasible.

(Fuuinjutsu: Hai no Kumitate) - Sealing Arts: Assembly of the Ashes
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This powerful technique takes the form of a seal on the user's body written in the Kanji for "Return." Upon weaving two handseals, the chakra stored in the seal will be released as an intangible wave, invisible to the naked eye, that transverses across the terrain in an instant. The wave, being intangible, doesn't cause any harm or effects on people or objects within it's reach. The wave, however, does effect seals. The chakra consisting the wave, upon passing over a sealing formula, will be inserted into the seal, causing the effects of the seal to become reversed when they are activated. Seals that are caught will have their processes run backwards, negating the effects they caused. For example, a seal that creates mist would instead absorb mist back into itself, a seal that increases strength would instead decrease strength, etc., within reason, as not all effects will be able to cope with this. The reverse effect lasts for as long as the "infected" seal lasts. Due to consisting of the user's own chakra, his own seals would not be effected.

Note: Can only be taught by Joker and is usable thrice per battle. The seal is only capable of affecting S-Rank seals and below, no S-Rank and above Fuuin in the following turn.

‡ Declined ‡ This is neither applicable to the vast majority of seals that exist but it isn't feasible either. Also, tone down the whole "this barrier is instant and can't be blocked" thing.
 
Last edited by a moderator:

Panthalassa

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

( Suiton: Hari ) Water Release: Spicule

Type: Supplementary
Rank: E
Range: Short-Mid
Chakra Cost: 5
Damage Points: N/A
Description: The user quickly concentrates a small amount of water particules near a target skin, which will create a tiny needle that shoots out and slashes the skin, drawing and absorbing a tiny amount of blood. The "damage" is even smaller than that of bitting one's thumb to draw blood for summoning. This bloodied needle will then evaporate and return into the air, creating an invisible mist infused with the target's blood around short-range ( Or mid range if there's a mist formed already ). This exposes the target's blood outside of the body, for example the user's, enabling one to summon their contracted animal within this mist, increasing the range of the technique. If this is used on the target, they can do the same, but the user can't summon animals outside his contract or his blood.

‡ Declined ‡ Not allowing you to summon an animal at mid or long range.
 
Last edited by a moderator:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: Custom Jutsu Submission

Doton: (Gebu no insan'na gifuto) — Earth Release: Geb's Gruesome Gift
Type: Supplementary, Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: A brother technique to "Cleopatra's Seductive Offspring", focusing instead on the element of earth. The user will focus his doton chakra to create a sentient creature composed of solid earth, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a dark brown coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature within the same TF of being created can passively transform the ground below the surface into a muddy swamp like composition up to long-range thus appearing no different in appearance. The latter is used well in conjunction with the creatures special ability. The creature has the ability to transform itself to either solid earth or mud and merge with any existing body of earth in the area and travel through it at the speed of a fired arrow. Able to reform part of its body or its entire being at anytime from the ground to attack a target. Being sentient able to differentiate the opponents chakra from its own and sense its presence on top of the ground similar to the hiding like a mole technique. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. The creatures final ability, is an extension of the first, it is capable of changing the composition of whatever body of earth it merges with, with no harm to itself to being able to shift into either variant and travel through it. While it is traveling through a body of earth and or mud it is extremely hard to locate due to it being merged with the body of earth itself and it being filled with its chakra, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the earth/mud it created or any earth body it merges with due to them both being composed of doton chakra, even natural bodies of earth normally devoid of chakra are completely filled with the felines chakra once merged. Making it extremely difficult to pinpoint the location of the creature.

Note: Lasts three turns
Note: Can only be used thrice
Note: Can not be used in consecutive turns
Note: No S-rank Earth for the remainder of the turn.
Note: Can only be taught by Yusei

‡ Declined ‡ No to turning the ground into mud in the same TF it's created in. I'll also only allow this to move through swamp like that, not solid earth. So you would need Swamp of the Underworld or something to use it's special ability.

Raiton: (Slifer no tamashī) — Lightning Release: Soul of Slifer
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10)
Damage Points: 60
Description: A technique partly inspired by "Servants of the Divine" in effect but differing in use. The user either preforming a hand-seal directly after a technique having it act within the same TF due to having no effect as a standalone technique, or on any preexisting technique. Effectively clads the technique used upon in a layer of extremely focused lightning, similar to the almost solid like tangibility exhibited by chidori true spear. The layer acts as a makeshift armor in a sense, providing an extra layer of defense and supplementing the techniques offensive capabilities as well. The latter is achieved through a special ability of the technique, being passive transformation in shape ranging from parts of the layer to the layer as a whole. Allowing the layer to supplement the technique in a variety of ways, through manipulation of the layers form. The technique is very similar to how sussano was layered over kurama, in terms of appearance. The layer can be clad over almost any type of technique such as projectiles, streaming techniques, sentient creatures and ect. Streaming techniques, and sentient creatures are applicable due to the techniques unique interaction with them. When using it on a technique that requires a constant expenditure of chakra, the layer has the technique used upon become an extension of it. Meaning the chakra will be override and instead become one as an extension of the lightning's sustaining. This does not mean a change in chakra cost however as the user is still sustaining both techniques only now it is simultaneously through lightning being the one affinity, thus both techniques chakra cost will still apply. The layer logically can only be applied to techniques of a tangible state such as solids, liquids, and certain energy based techniques, ones specifically stating a form of solidity and or denseness. In the event the layer is destroyed but the technique it was clad over isn't, the user is easily capable of preforming a hand seal to regain connection over it through normal means if streaming or sentient, this of course only applies to solid techniques that do not require chakra to hold their form such as the great stone golem.

Note: Can only be used three times
Note: The size of the layer is that of the technique clad upon
Note: Last a maximum of four turns
Note: Can not be used on Forbidden Rank Techniques.
Note: No S-Rank or above Lightning can be used for the remainder of the turn

‡ Declined ‡ Yeah sorry, received a report and this does clash with existing abilities.

Ninpo: (Tamashī yakiire yoku) — Ninja Art: Embodiemnt of Kronos
Type: Supplementary, Offensive
Rank: A
Range: Short
Chakra Cost: 30 ( - 10 per turn)
Damage Points: + 15 to tai
Description: A technique derived from the "Leech All Creation Technique" and partly inspired by the infamous "Earth Spear Technique" in use. The user will focus their chakra to layer their entire body. The chakra has the unique property of assimilation, granting it the ability to assimilate a material upon contact. Unlike the technique from which it is derived from however, it is the chakra layer itself that is the medium for the assimilation. Becoming a layer of the assimilated material rather then the user himself physically transforming. The technique does not have to be a full body layer however, one can layer certain limbs and body parts encasing them in the assimilated material. The technique passively takes in chakra from the user to sustain itself, thus allowing him to use any other technique while clad. A unique ability of the technique is that as long as the user keeps contact with the material the layer assimilated, it will passively replenish itself of any damages received. The technique is meant to act mostly for defensive purposes, but logically allows a small addition of offensive power when used in close combat. For all intents and purposes this is a ninjutsu but if the user is a specialist in the element of earth. They are capable of using the technique as an earth based one as an S-rank once. With all the logical limitations of an earth based streaming technique, such as only being able to used earth based techniques while sustaining the technique.

Note: Lasts three turns
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: No A-rank Ninjutsu in the next turn.
Note: Can only be taught by Yusei

‡ Declined ‡ Sorry but this just feels like it clashes with KG and Custom elements.
Notes for checker - Resubmitting Geb, took out the unwanted things such as being in the same TF, and changed it from feline to quadruped. Resubmitting Kronos under a different name and with no bolding to being completely rewritten with the accepted concept of converting rather then layering.

Doton: (Gebu no insan'na gifuto) — Earth Release: Geb's Gruesome Gift
Type: Supplementary, Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: A brother technique to "Cleopatra's Seductive Offspring", focusing instead on the element of earth. The user will focus his doton chakra to create a sentient creature composed of solid earth, whose appearance is always a quadruped animal, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a dark brown coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature can passively transform the ground below the surface into a muddy swamp like composition up to long-range thus appearing no different in appearance. The latter is used well in conjunction with the creatures special ability. The creature has the ability to transform itself to either solid earth or mud and merge with any existing body of earth in the area and travel through it at the speed of a fired arrow. Able to reform part of its body or its entire being at anytime from the ground to attack a target. Being sentient able to differentiate the opponents chakra from its own and sense its presence on top of the ground similar to the hiding like a mole technique. Its body due to its animistic characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. The creatures final ability, is an extension of the first, it is capable of changing the composition of whatever body of earth it merges with, with no harm to itself being able to shift into either variant and travel through it. While it is traveling through a body of earth and or mud it is extremely hard to locate due to it being merged with the body of earth itself and it being filled with its chakra, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the earth/mud it created or any earth body it merges with due to them both being composed of doton chakra, even natural bodies of earth normally devoid of chakra are completely filled with the felines chakra once merged. Making it extremely difficult to pinpoint the location of the creature.

Note: Lasts three turns
Note: Can only be used thrice
Note: Can not be used in consecutive turns
Note: No S-rank Earth for the remainder of the turn.
Note: Can only be taught by Yusei

‡ Declined ‡ Look at the coloured. That's how long it took for you to say this can't be sensed by Doijutsu or sensory. You need to be more concise in your techniques. No to both the bolded. This can't sense or differentiate between chakra. I also can't allow the passive merging out of the ground, not with the speed this moves at. This technique entails no danger or risk to you from using it but is pretty powerful in it's effect. Either tone down the speed or tone down the bolded.

Ninpo: (Tamashī yakiire yoku) — Ninja Art: Soul Hardening Greed
Type: Supplementary, Defensive, Offensive
Rank: A
Range: Short
Chakra Cost: 30 (- 10 per turn)
Damage Points: + 15 to tai
Description: A technique derived from the "Leech All Creation Technique" and partly inspired by the infamous "Earth Spear Technique" in use. The user will focus chakra throughout their entire body. The chakra has the unique property of assimilation, granting it the ability to assimilate a material upon contact and take on its traits. Unlike the technique from which it is derived from however, it does not convert the user into that material, rather specifically converts their skin, becoming slightly thicker as a result. The converted skin while slightly differing based on the material mimicking, for the most part provides a quick and durable defense to physical based attacks and heat based techniques of the same rank without any harm to the user. Yet with no difference in weight or bulkiness and therefore does not hamper the users movements in anyway. Also similar to its derived technique it constantly reforms as long as the user has physical contact with the material. Requiring the opponent to neutralize it with a technique of equal rank to completely stop the reformation rather then end it for a moment. Something to note is the technique despite being a defensive one, logically allows a minor enhancement to the offensive capabilities of the user. Capable of being used in a manner similar to earth spear, such as using ones hand to pierce the opponent. An additional perk of the technique is despite being a ninjutsu the mechanics of the technique are capable of being produced through earth release if the user is skilled enough in the element. Therefore earth specialists (primary or secondary) will be able to use this as an earth technique as well as being capable of using the technique as an S-rank once per battle (at the chakra cost of an S-rank), following earth's strength's and weaknesses of course.

Note: Lasts three turns
Note: Can be used three times
Note: Can not be used in consecutive turns
Note: No A-rank or higher Ninjutsu in same turn.
Note: Can only be taught by Yusei

‡ Approved ‡ Made some edits.

Ninpo: (Chokkei no disento) — Ninja Art: Lineal Descent
Rank: A
Type: Supplementary, Offensive
Range: Short - long
Chakra Cost: 30
Damage Points: 60
Description: A unique activation technique meant to benefit the user after failure. The user upon preforming a technique will preform an additional hand-seal imbuing it with additional chakra acting within the same time-frame as the original due to its effect only taking place in accordance with another technique. The excess chakra remaining dormant until destruction of the technique. When destroyed the special ability activates. The excess chakra is used to manipulate any existing remnants of the the technique destroyed. Manipulating the shape and controlling through the excess chakra dormant within. Left over water or broken sections of earth from a destroyed technique become weapons in the making. Such as having a puddle of water release a barrage of senbon towards the opponent, having a broken section of earth release spikes to impale the opponent. Allowing a large variety of use, as the technique use is only limited to the strategic thinking of the user. Logically the technique works best on liquids and solids, but is applicable to any technique leaving remnants which under certain situations can also include elements like fire, e.g things catching fire after the technique itself has been destroyed. While the technique's greatest strength is that of stealth, chakra sensors and doujutsu user are easily capable of noticing the dormant chakra with the remnants left on the field.

Note: Can only be used 3 times
Note: Can not be used on lightning
Note: No Basic Ninjutsu S-rank or above in the same turn.
Note: Has a 1 turn cool down between usages
Note: Can only be taught by Yusei

Declined - this is way too much for a single jutsu. Pretty much means any jutsu that is not completely destroyed is still a weapon and that is beyond OP.

‡ Pending ‡ Leaving for Pervy.
 
Last edited by a moderator:

Twilight

Active member
Elite
Joined
Mar 10, 2014
Messages
7,361
Kin
826💸
Kumi
3,282💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Suiton: Shokubai) Water Release: Catalyst
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

Declined - water shards? Explain how their can be water shards it's not a solid, but if you made it so it was an upward burst of water chakra going into the air like a bomb went off in water that would be fine.

(Suiton: Yorokobi) 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.

Declined - you need to explain how the water is dragged into the spot you mentioned.
(Suiton: Shokubai) Water Release: Catalyst
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 upthrust of dense water into the sky that quickly expand into a 2m radius column of water geyser. The geyser carries a very destructive force that can break 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

‡ Declined ‡ Not bad but you exaggerate the effects of this. It's an S-Rank split into multiple components and so each puddle is C-Rank or less. Affecting anything within short-range of it's position is a bit much. You also can't surface any of these puddles directly beneath an opponent.

(Suiton: Yorokobi) 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 is akin to how one can use his chakra to gather black clouds into a spot, though the user would also need to use his chakra as a transporting medium to guide the volatile liquids to this spot. 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.

‡ Declined ‡ This is just the manipulation of multiple CEs in one CJ.


(Genjutsu: Voodoo Hina) Illusion Techniques: Voodoo Doll
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user makes two handseals and traps the target in an illusion where the target will see a rubber doll representation of himself with the user and the target's mind and body will be made to believe and feel every pain or adjustment the doll in the user's hand goes through like piercing, tearing off of a body part and other manipulations based on the user causing severe mental pain until the pain becomes unbearable and the target passes out.
NOTE:
- Can only be used thrice per battle with two turn cool down
- No A-rank and above genjutsu in the round and the next
- The jutsu lasts for two rounds if not freed from

‡ Declined ‡ Similar techniques exist.
 
Last edited by a moderator:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A (20 to swap Sovereign Flames in battle)
Damage: N/A
Description: Seven Sovereign Flames is not a traditional Jutsu in the sense that you simply gather Chakra, add various changes to Shape and Nature, then perform them against your designated target in Battle, rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The Seven Sovereign Flames were created by a group of Fire Style Masters who used their emotions to influence their Chakra, in tandem with their precise control and overall skill with Fire Style, with the result being Seven new forms of Fire Style each with their own special properties. The concept of emotions influencing Chakra is not a new one, in fact it's been referenced in the series on a few occasions. One of the best examples of this is Karin, a powerful Sensor-Type Ninja with a unique form of Sensory perception known as the "Minds Eye of the Kagura", which provides it's user with a tremendous amount of detail on the Chakra it perceieves, even for a Sensor-Type. Using this technique Karin once described Naruto's Chakra as bright and warm, which coincided with his generally positive personality, while she described Sasuke's Chakra as dark and cold, which also coincided with his emotions at the time, during the Kage Summit when he was consumed by a feeling of hatred. Karin's interpretation of both Naruto and Sasuke's Chakra supports this theory that one's own Chakra is tightly interwoven with the users emotions, with different kinds of emotions affecting the user's Chakra in different ways.

The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element (This is not optional, it is a requirement of this Jutsu). Within this extension of their Fire Element specialty, the user must specify one of the Seven Soveriegn Flames. This becomes "their" Sovereign Flame, allowing the user to convert their entire Fire arsenal into that Soverign Flame, each with their own unique properties (All of which are explained below). The Sovereign Flame that the user does apply to their Biography will always be availiable to the user at the start of a fight (in additon to regular Fire Style), at no additional Chakra cost. However, the user can passively "swap" their current Sovereign Flame once per turn at the cost of 20 Chakra. This Chakra cost must always be paid when swapping between Sovereign Flames, regardless of whether the user specializes in the chosen Sovereign Flame or not. Only one user of the Seven Sovereign Flames can specialize in any given Sovereign Flame at a time, meaning if one wishes to change their specialized Sovereign Flame, there must be another Sovereign Flame that currently has no user wielding it to be able to apply it to their Biography. While these new Fire's have their own individual properties, they are still considered, for all intents and purposes, Fire Style Ninjutsu, regardless of whatever properties they possess. The only thing that really changes are the cosmetic properties and physical effects of the user's Fire, correspending to the Sovereign Flame they select, and the effects the Fire has on anything it comes into contact with, which of course scales in power and effectiveness depending on the Rank of the Technique the user perform's. The Seven Sovereign Flames are as follows;

Asmodeus' Ire - Asmodeus was a very violent man, always looking for or preparing for a fight, regardless who he was with. However, one day his anger pushed him too far, and he hurt someone close to him, and so he came to understand the effect his anger was having on those closest to him, and by recognizing and coming to acknowledge his own temper, he created Asmodeus' Ire. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also known as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used.

Alisa's Bliss - Even at a young age Alisa was a very happy woman, always looking to better the world by spreading as much happiness as she could. Through spreading her joy with the world, Alisa came to fully understand and appreciate the effect she had on others and by recognizing, and coming to acknowledge her own overzealous joy, she created Alisa's Bliss. The user must also know and understand their own joy to access this brilliantly bright yellow fire, which is unmistakenly connected with happiness. Alisa's Bliss grants one's Fire Style with the ability to dazzlingly blind all who see it, creating a Fire that is extremely bright to look at. As she was never one to enjoy fights, Alisa's Bliss has no other blatanlty offensive properties beyond temporary visual impairment.

Diarmuid's Covetousness - Diarmuid was a very envyous man, always looking to expand his own weath and influence, ignorant of any others who may be affected by his actions. One day he wronged one more envyous than even he, and Diarmuid lost a great deal, allowing him to come to an understanding of the effects his envy had on the world around him. By recognizing and coming to acknowledge his own envy, he created Diarmuid's Covetousness. The user must also know and understand their own envy to access this gangrenous green fire, which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to caustically burn it's victims, in stark contrast to regular fire which causes burns via extreme heat. This volatile fire burns like acid, causing a unique "melting" to occur, rather than the all to common charring/ burning that regular fire inflicts.

Imogen's Sorrow - Imogen was, unfortunately, always a sorrowful woman, but never liked to affect others with her negativity, so she hid her sadness from the world. Eventually she was forced to make a choice, and ultimately she chose to sacrifice her happiness for anothers, however, through this sacrifice, she came to understand her sadness, even if just a little. And by recognizing and coming to acknowledge her suppressed sadness, she created Imogen's Sorrow. The user must also know and understand their own sadness to access this beautiful cold, blue fire, which is deeply rooted in all things melancholic. Imogen's Misery grants one's Fire Style with the ability to freeze whatever it touches, creating a very unique and powerful antonym to Fire Style which causes burns through frostbite instead of heat.

Schifone's Acrimony - Schifone had a very abhorrent view of the world, seemingly locked in a perpetual mood of disgust. Though he was never personally affected by his own distaste of the world, he did come to recognize his own disgust, and by recognizing this, and coming to acknowledge it, he created Schifone's Acrimony. The user must also know and understand their own disgust to access this pungent purple fire, which is deeply rooted in all things connected with one's own sense of abhorrance. Schifone's Acrimony grants one's Fire Style with the ability to bombard their opponent's sense of smell with a fire that not even a skunk could withstand. Anything that is unfortunate enough to be hit with this Sovereign Flame will forever perpetually stink to the high heavens, regardless of attempts to remove or replace it. Like Alissa's Bliss, this Fire lacks any real offensive properties, and is mainly used for "marking" targets.

Phobos' Recreancy - Phobos was a very timid man growing up, he was afraid of just about anything one could be afraid of, however his greatest fear was of the dark. Eventually he overcame his fears, and decided to use his geatest fear, darkness, as his weapon, and by recognizing and coming to acknowledge his own fear, he created Phobos' Recreancy. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations.

Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of a disinterest in showing any emotion, but simply the result of achieving true neutrality and by recognizing and coming to acknowledge this, she created Rhiannon's Clarity. The user must also know and understand their own neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to pass through it, thus creating the illusion that the user's fire is invisible. Although the fire is almost completely invisible, it still distorts any light that passes through it, created a "wavy" effect that can be seen even by ther naked eye.​

Note: User must specialize in Fire Release to learn and use this Jutsu.
Note: Must be taught by Iᴍᴘᴇяғᴇᴄᴛ.


☼ Declined ☼

Some cool stuff, but some issues as well. No passive swap. I think it would be better to have no swap at all, but if there is one it needs to count as a move.

Asmodeus seems fine.

Alisa's: this is shining fire, which is an approved CE so it needs to be changed.

Diarmuid's: This isn't fire, its a CE. Needs to be changed.

Imogen's: Another CE, change it.

Schifone's: Needs to have some basis for the smell. Can't just say "its smelly cause I want it to be smelly".

Phobos's: seems okay

Rhiannon's: seems okay
Change Notes:

Generally tried to make the submission shorter, changing the majority of the wording, or rearranging it. For this reason I didn't bold the changes.
Changed it so that it costs one of the users 3 moves per turn, but reduced the Chakra cost. If this is a problem, I'm happy with it being increased if it makes the Jutsu approvable.
Edited, changed and removed the effects on the Sovereign Flames that required it. Alissa's Bliss has been changed to resemble a flash bang upon being detonated, Imogen's Sorrow's effects have been lessened and simplified, Diarmuid's Covetousness has been completely reworked, and I increased the explanation for Schifone's Acrimony.​

(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A (5 to swap Sovereign Flames in battle)
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.

The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Soveriegn Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Soverign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be availiable to the them at the start of a battle (in additon to base/ regular Fire Style), at no additional Chakra cost. However, the user can "exchange" their current Sovereign Flame once per turn at the cost of 5 Chakra and one of their 3 Jutsu per turn, by performing the Seal of Confrontation and focusing on the emotion of the Sovereign Flame they wish to access. This Chakra cost must always be paid when swapping between Sovereign Flames, regardless of which Sovereign Flame it is, whether it's their personal Sovereign Flame or not. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.

The Sovereign Flames themselves are as follows;

Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.

Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame when it explodes, similar in nature to a flashbomb.

Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.

Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly cold, blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property of producing less heat and light flame than normal, making it the antithesis of Asmodeus' Ire, as it consumes less air and oxygen in the process, creating a flame that is almost cold to the touch.

Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.

Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.

Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.​

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
Note: Must be stated in the user's biography
Note: Must be stated at the beginning of a battle

‡ Declined ‡ Everything is fine barring Imogen's Sorrow. Otherwise, nice technique.




Link to the Approval of the parent technique: .

Nintaijutsu: Sentō Shōkan ☯ Teiku Ōbā) Ninja Body Art: Combat Summoner ☯ Take Over
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Self
Chakra: 30
Damage: 20 (B-Rank Summon) 40 (A-Rank Summon) 60 (S-Rank Summon)
Description: The user starts by drawing blood across the Combat Summoner tattoo(s) on the area(s) they wish to affect with this technique. By using their Combat Summoning Tattoo's as a link between themselves and their Summoning Animals, the user is able to temporarily combine non-vital parts (Meaning parts like the brain, internal organs, etc are unapplicable) of their own bodies with those of their Summons, essentially allowing for a direct collaboration partial transformation between the user and their Summons. Benefits from performing such a transformation include granting minor or radical changes in the users general appearance, as well as potential increases in strength, speed, agility, etc, due to to the user's body being enhanced and supplemented by their Summons. With their limbs and other parts of their body enhanced by those of their Summons, the user can attack their opponent with the combined strength of their Summons and themselves, making for overwhelming attacks, with their nature dependant on the kind of Summon the user combines with. Other such benefits include attaining abilities, or general traits the Summons possess, such as the ability of flight through an avian Summon, or the mobility and ability to breathe under water from an aquatic Summon. And because the Combat Summoner has it's roots set in Space/ Time Ninjutsu, thanks to it's ties to the Summoning Jutsu, even Summons of an incompatible size can be utilized with this technique, as the technique automatically scales the Summons proportions to match the users, making the transformation as seemless as possible. Areas of the body that have been utilized in conjunction with this technique cannot perform other Combat Summoner Jutsu, as the tattoo's are temporarily overtaken by the biology of the animal the user merges with. Due to the Summons lacking the Combat Summoner Tattoos, the resulting transformation temporarily takes the users ability to utilize other Combat Summoner Jutsu with the affected body parts. Additionally, simultaneous transformations using multiple Animals, even from seperate Contracts, are allowed, however they cannot overlap. This technique combines the user and their Summon(s) through the unique Tattoo's of the Combat Summoner, so attempting to combine two separate Summons results in failure, as they don't possess the Tattoo's. For example, the user can have the webbed feet of a toad, and the scales of a snake on their forearm, but they cannot combine the two.

Note: Lasts a max of 4 turns, and once its usage has ended, no Combat Summoner techniques may be used for 2 turns.
Note: Requires user to link the Summoning Animal in question, for reference, as some Summons may have special abilities that need clarification.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique".

‡ Pending ‡ Need to discuss with another mod but I'm pretty sure this won't be allowed.

You must be registered for see images



 Declined  This sort of thing hasn't been allowed for ages. DNR.

Also, additional note: Blue Rule. Don't ever add a note that wasn't requested to your submission.
 
Last edited by a moderator:

Kryptiic

Active member
Legendary
Joined
Nov 16, 2011
Messages
11,288
Kin
9💸
Kumi
16💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Fuin Training:

Fuuinjutsu: Deddozōn | Sealing Technique: Dead Zone
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A seal with the word 'Maintain' will be placed somewhere on the users body. The seal will passively drain chakra from the user which it will then redirect into the surroundings so as to detect attempts at manipulating space (affords no other kind of sensory). When a technique that seeks to distort space/time is utilised within the users vicinity (Mid range radius) this seal will activate, passively draining chakra from the user to erect a barrier that will instantly spread outwards and prevent the space time continuum from being manipulated - in effect the seal will serve to neutralize space time techniques such as summoning jutsu, or techniques that utilise portals such as 'Stick Earth Drop' from being utilised as it forcibly maintains the fabric of space and time. The seal activates automatically upon detecting an attempt at space/time manipulation, and is effective against such jutsu up to, and including A rank. However it is wholly ineffective against S ranked space time manipulation (Such as S rank summoning techniques as the jutsu utilises more chakra than this technique to bring a stronger summon to the field, however it will still be effective against lower ranked space time techniques even if the substance that they attempt to bring to the field is higher ranked)

Note:
- The user can start the battle with the seal already placed, in which case it must be posted at either the start of the battle or in the users bio. Otherwise the user will have to manually place the seal, which counts as a move and can only be done twice.
- The seal can only activate once per turn, and the user cannot use Fuinjutsu above A rank the turn after it triggers.
- The seal passively drains 5 chakra from the user per turn, and an additional 20 chakra to shut down an opposing space/time technique.
- Can only shut down two A rank space/time tehcniques and three B rank S/T techs, however it is effective against an unlimited number of C rank and below S/T techniques. Once triggered the barrier lasts for that turn to interfere with S/T techniques.
- As activation is passive, (But does count towards move count) the user is free to continue as normal.
- Won't work on 'Flying Thunder God' as it is a S ranked Space-Time technique.

Declined - It's a brilliant idea but can be used way too much. Tone it down to 4 uses in total, A ranks and below, lasts for one turn once activated.
I decided to try meet you in the middle - reducing the amount of times the jutsu will work on the higher level jutsu, and restricting how it can be used on the C rank and below while keeping it's usage rate, purely because there is such a minimal amount of S/T jutsu below the rank.

Fuuinjutsu: Deddozōn | Sealing Technique: Dead Zone
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A seal with the word 'Maintain' will be placed somewhere on the users body. The seal will passively drain chakra from the user which it will then redirect into the surroundings so as to detect attempts at manipulating space (affords no other kind of sensory). When a technique that seeks to distort space/time is utilised within the users vicinity (Mid range radius) this seal will activate, passively draining chakra from the user to erect a barrier that will instantly spread outwards and prevent the space time continuum from being manipulated - in effect the seal will serve to neutralize space time techniques such as summoning jutsu, or techniques that utilise portals such as 'Stick Earth Drop' from being utilised as it forcibly maintains the fabric of space and time. The seal activates automatically upon detecting an attempt at space/time manipulation, and is effective against such jutsu up to, and including A rank. However it is wholly ineffective against S ranked space time manipulation (Such as S rank summoning techniques as the jutsu utilises more chakra than this technique to bring a stronger summon to the field, however it will still be effective against lower ranked space time techniques even if the substance that they attempt to bring to the field is higher ranked)

Note:
- The user can start the battle with the seal already placed, in which case it must be posted at either the start of the battle or in the users bio. Otherwise the user will have to manually place the seal, which counts as a move and can only be done twice.
- The seal can only activate once per turn, and the user cannot use Fuinjutsu above A rank the turn after it triggers.
- The seal passively drains 5 chakra from the user per turn
- When triggered, a barrier of the appropriate strength will be set up (i.e A rank to counter A rank S/T) that will prevent the space time technique and last for that turn. An A rank barrier can be set up once, and a B rank barrier can only be set up twice. For C rank and below however, on account of there being virtually no S/T techniques that weak barring the summoning of certain lesser animals, the barrier can be triggered continuously to prevent these critters from taking to the field.
- As activation is passive, (But does count towards move count) the user is free to continue as normal.
- Won't work on 'Flying Thunder God' as it is a S ranked Space-Time technique.

‡ Pending ‡ Leaving for Pervy.

Approved - sad i'll never get to use this xd

Referenced Technique;

Fuuinjutsu/Katon: Doragon no Mō | Sealing/Fire Technique: Dragon's Maw
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: While being sentient the Dragon's of Symphony cannot utilise fire jutsu, instead a Sympony's Dragon can, upon being opposed by an incoming technique, activate its own unique jutsu. This technique entails the creation of a Fuuinjutsu formulae that will spread out before the dragon's snout to form a large, mostly decrotative, circular fuuinjutsu array crafted in the air through the usage of miniscule amounts of ash from the dragon's own flesh. As the fuuinjutsu array forms and the incoming techniques approaches, a dragon, true to its serpentine nature, will be capable of opening its jaws to an unprecedented size, at which point the Fuuinjutsu array will take effect. The array will be comprised of Kanji for the words 'Devour' and 'Melt', and as a result opposing techniques of equal or lesser power that near the array will fall under its influence, melt, and be drawn into the Dragon's Mouth. This technique serves as a method for a Dragon to replenish its heart, as the ingested matter will be sent to fuse with the flames of its heart until it is again at maximum capacity (Which is defined as the strength that the heart had when it was first created), should the heart already be 'full', then the ingested matter will be compartmentalized elsewhere, effectively forming yet another heart that can serve the same function as an original. In the case of an incoming technique being stronger than the Dragon's Seal, then it is still possible for it to be absorbed in its entirety, however to do so the strength of the Dragon's flesh will have to be sacrificed, as ash will forcefully surround and drag the incoming matter down into the Dragon's throat. Under this method, the dragon's body will sustain damage and, should the incoming technique be stronger than both the seal and the Dragon's body, the Dragon will die from it's own greed.

Note:
- Can only be used once every other turn. (Effectively granting four uses, as Symphony's can only be used twice, four turns each, counts as a move but is utilised by the Dragon, not its creator. In the case of multiple smaller dragon's that have been created from the same heart, they will collectively form one large seal and ingest parts of the incoming matter.

‡ Declined ‡ No to the bolded. If you want me to remove it, VM/PM me. If you want to rework it, I'll keep this as declined.
 
Last edited by a moderator:

Ańbu Juniør

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

(Fuuton/Kenjutsu: Ijū No Surasshu) Wind Release/Sword Art: Transmigration Slash
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique is a combination that utilizes wind chakra in conjunction with kenjutsu. By channeling wind chakra into a weapon the user is able to generate a thin blade of wind that is released by executing a slash. Once the wind blade leaves short range it will seemingly vanish into the air, but it would have simply slowed to the point where it no longer disturbed the air around it, making it appear as though the wind blade wasn't moving. Upon reaching short range of the opponent the user will swing his sword to mimic the earlier slashing motion, causing the blade of wind to move at it's original pace, now much closer to its target, which makes it difficult to counter unless done quickly.
Note: Can only be used three times per battle

Declined - clarify the distance at which it reforms again
(Fuuton/Kenjutsu: Ijū no surasshu) - Wind Release/Sword Technique: Transmigration Slash
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This jutsu is a combination technique that utilizes both kenjutsu and fuuton chakra. By channeling their wind release chakra into a weapon of the user's choice. The user is able to generate a thin blade of wind chakra that they can release by making a slashing motion. However this technique behaves differently to most slashing style jutsu by behaving in a deceptive manner. Once the wind blade exceeds the five meter mark it will seemingly vanish into thin air. However this is not the case, in fact the blade has just slowed to the point where it no longer disturbs the air around it, making it appear as though it was no longer moving. However upon reaching short range of the opponent the user will swing his sword once more mimicking the earlier motion, causing the wind blade to progress at it's original place seemingly appearing from thin air now much closer to the opponent making it very hard to counter unless done so quickly.
Note: Can only be used thrice per battle
Note: Those with dojutsu could still make out the chakra in the blade even it it's slowed state.

‡ Approved ‡
 
Last edited by a moderator:

Negative Knight

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

‡ New Cycle ‡

The new cycle starts on 10/06/2016 (at 10:00 GMT +1) and ends on 16/06/2016. 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.
 

Matt

Legendary
Joined
Dec 24, 2012
Messages
12,200
Kin
827💸
Kumi
15,077💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Kōton: Fuhensei no Uther) - Steel Release: Ubiquity of Uther
Type: Supplementary
Rank: A
Range: Short
Chakra cost: N/A (+10 chakra to affected techniques)
Damage points: This is the brother technique to Pride of the Pendragons and can only be used during Glory of Galahad. The user will passively activate an innate ability of theirs for two distinct purposes. Firstly, all future earth techniques created from their steel body will be converted into steel releases ones. Techniques created via this mechanism will not differ or be affected in any way except in what they're composed/made up of (the earth armour will be made of steel rather than rock). Affected techniques become Steel Release jutsus and so their elemental strengths and weaknesses also change. Applying this ability to techniques which require maintenance such as the Stone Golem will not result in their premature termination.

The second part of this technique affects earth infusions such as Gift of Gaia, Structural Shift and Conquest of Creation. While this is active, the user will be capable of applying them to Steel Release techniques but must follow all other restrictions on the technique with two amendments. Essentially restrictions pertaining to "Earth" will be substituted with "Steel". Any infusions or abilities activated during this technique will instead last until Galahad ends rather than their original duration. For example, if an ability usually lasts four turns but Galahad has two turns left, it will only last for two turns.

Note: Can only be used twice per battle
Note: Lasts until Glory of Galahad ends
Note: Doesn't work with KG/CE variants of Earth Release

Declined - you mention too many jutsu for me to go searching for that are effected by this. You need to post a quote to them or links to them atleast so i can get a full idea of how all these will stack.

(Koton: Goutan no Bors) – Steel Release: Boldness of Bors
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their koton chakra throughout their legs to transform their feet into steel before coiling the balls of their heels into highly compact wires which form springs. To the naked eye the springs don’t differ from the user’s original heels in form or appearance barring the obvious conversion into steel. The springs can compress to the extent the user can propel themselves in any direction at the speed of an arrow fired from a compound bow. The initial transformation and the compression of the springs happens quickly enough for this jutsu to be capable of dodging techniques. This technique’s use constitutes both the transformation and the initial movements made with it, meaning dodging techniques with the use of this jutsu is perfectly feasible. However only the initial use of this jutsu can be used to evade techniques. While this is active, the user is capable of running and tracking up to the aforementioned speed but can only use Earth, Fire, Steel, any KG/CE combinations of those elements and any non-elemental abilities. This technique lasts a maximum of three turns but if used during Glory of Galahad, it will instead last until Galahad ends. Whenever the user wishes or when this technique expires, the reshaping of the user’s limbs will be reversed before the transformation into steel is undone.

Note: Lasts for three turns
Note: Can only be used twice per battle

Declined remove the bolded
Removed the references

(Kōton: Fuhensei no Uther) - Steel Release: Ubiquity of Uther
Type: Supplementary
Rank: A
Range: Short
Chakra cost: N/A (+10 chakra to affected techniques)
Damage points: This is the brother technique to Pride of the Pendragons and can only be used during Glory of Galahad. The user will passively activate an innate ability of theirs for two distinct purposes. Firstly, all future earth techniques created from their steel body will be converted into steel releases ones. Techniques created via this mechanism will not differ or be affected in any way except in what they're composed/made up of (the earth armour will be made of steel rather than rock). Affected techniques become Steel Release jutsus and so their elemental strengths and weaknesses also change. Applying this ability to techniques which require maintenance such as the Stone Golem will not result in their premature termination.

The second part of this technique affects earth infusions or abilities. While this is active, the user will be capable of applying them to Steel Release techniques but must follow all other restrictions on the technique with two amendments. Essentially restrictions pertaining to "Earth" will be substituted with "Steel". Any infusions or abilities activated during this technique will instead last until Galahad ends rather than their original duration. For example, if an ability usually lasts four turns but Galahad has two turns left, it will only last for two turns.

Note: Can only be used twice per battle
Note: Lasts until Glory of Galahad ends
Note: Doesn't work with KG/CE variants of Earth Release

Approved - but remember it doesn't work on stuff that comes out of your body like spitting bud bullets, just stuff that would come from your bbody like S rank earth armor would release S rank steel armor that looks like steel rocks over your body.

Changed it from usable twice and lasts three turns to usable six times

(Koton: Goutan no Bors) – Steel Release: Boldness of Bors
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their koton chakra throughout their legs to transform their feet into steel before coiling the balls of their heels into highly compact wires which form springs. To the naked eye the springs don’t differ from the user’s original heels in form or appearance barring the obvious conversion into steel. The springs can compress to the extent the user can propel themselves in any direction at the speed of an arrow fired from a compound bow. The initial transformation and the compression of the springs happens quickly enough for this jutsu to be capable of dodging techniques. This technique’s use constitutes both the transformation and the initial movements made with it, meaning dodging techniques with the use of this jutsu is perfectly feasible. However only the initial use of this jutsu can be used to evade techniques. While this is active, the user is capable of running and tracking up to the aforementioned speed but can only use Earth, Fire, Steel, any KG/CE combinations of those elements and any non-elemental abilities. Whenever the user wishes or when this technique expires, the reshaping of the user’s limbs will be reversed before the transformation into steel is undone.

Note: Lasts for a maximum of one turn
Note: Can only be used six times per battle
Note: This technique can be used during Galahad or with steel armor variations like impervious armor


Approved - added the bit at the end make it a bit more open

(Koton: Yuudai no Geraint) – Steel Release: Grandeur of Geraint
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Each eruption is Short, successive eruptions reach up to Long)
Chakra Cost: 40
Damage Points: N/A
Description: The user will focus their koton chakra throughout their body before exploding into countless steel shards that initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. All of the shards quickly move towards and converge on a new position before coming together to instantly form the user’s body exactly the way it was (reformation takes no time at all). Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The user can move up to a maximum of five meters (short-range) with this technique before their body has to come together again but this process can be repeated multiple times in quick succession through a single use of this technique. The effectiveness of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The initial but momentary scattering of every individual grain means the user can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). However, the user reforming their body will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad. The shard form can be used to attack or enter an opponent or summon ect.

Note: Lasts for a maximum of one turn per use
Note: Can only be used three times per battle two turns between each use
Note: Only steel earth and fire jutsu in the same turn and following (doesn't include nin gen tai ect)
Note: No jutsu above A rank in the turn after this is used.
Note: Cannot use any new techniques in shard form

You must be registered for see images

Approved - made edits. It's Now S rank due to the skills it would take to make this possible and added restrictions to suit.
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,353💴
Trait Points
80⚔️
Re: Custom Jutsu Submission

(Jūho: Hokyou) Gentle Step: Reinforcement
Type: Supplementary
Rank: A-ranked
Range: Short
Chakra: 30 (-5 chakra each turn)
Damage: N/A
Description: A technique among the Hyuga based on the Gentle Fist Style: One Blow Body where a Hyuga would normally use their ability to expel chakra from all there chakra points at once. This technique is a reinforcement or augmentation of the Gentle Fist; releasing chakra constantly from one’s limbs. This technique focuses on the reinforcement of ones limbs dependent on locations which are aimed mostly at the arms which include the elbows and hands to augment the fighters strikes or in the legs including the knees all the down to the feet. This techniques design is when impact is normally made by a gentle fist strike, chakra is pushed into the enemies’ body forcefully by the Hyuga from the chakra points at the same time however with this one due the constant chakra already flowing outwards. The impact is much stronger as the chakra already being pushed out combined with further chakra being released from same chakra point and many other locations increasing the techniques overall impact. This however comes at the cost of not being able to use it in multiple limbs at once due the excessive amounts of chakra being used at once. Its limited to only two limbs but those limbs must also be the same meaning one arm and one leg can’t be augmented at the same time but rather two arms or two legs at once. Based on the limbs used the following effects take place on the user:

Leg Refinement – Through this variant it increases the kick based techniques by the user by one rank. This also increases the user’s speed slightly due to using the released chakra from the soles of the feet to “push” against the surface allowing them further their running speed and jumping distance. This speed increase is x1.5 there base speed.

Arm Refinement – Through this variant it increases the hand/punch/arm based techniques of the user by one rank. The user’s punching impacts have a “push” effect behind them similar to its parent technique I which solid impact from the user will send the target back several meters (5m).

While active a cosmetic hue of chakra lines appear around the selected augmented limb as a sign of the techniques activation as well as when impacts are made; more "burst" like impacts of chakra appears.

*Can only be used four times per battle, twice per each pair of limbs while lasting four turns each*
*Can’t be used at the same time as other modes or body enhancing techniques that correspond to each other(i.e can’t use Leg Refinement and Leg Weights at the same time as this technique would cancel it out)*
*Can only be used again after three turn cool down when technique ends*

Declined - clashes with existing jutsu and cc jutsu.

You must be registered for see images
You must be registered for see images

(Jyūkenpo : Oshie no Hahi Haru) Gentle Fist Art: Teachings of the Eight Springs
Type: Defensive | Offensive | Supplementary
Rank: C-S Rank
Range: Short - Long (Dependant on Technique)
Chakra: 15-40
Damage: N/A (Dependant on Technique)
Description: A very rare but highly useful technique that was created to help the members of the Hyuga Clan. Most if not all techniques used by clan members are based on raw chakra alone; however with “Teachings of the Six Springs” the user is able to infuse elemental chakra into their attacks. This process is rather simple in which rather than replacing the original technique with the elemental chakra, they create layers of said elemental chakra over the original technique thus allowing the members to combat enemies on equal terms. This techniques use ranges from palm strikes, rotations and even projectile based Jyuken Techniques acting as an overall usage of the areas. Palm Strikes such as Eight Trigrams Sixty Four Palm when used with this the user will create a coating of chakra over the normal layer of raw chakra and use this as a duel properties technique. In the case of Rotations, the user will simply create an extra sheet of chakra over the original rotation thus allowing it to fight against elemental techniques much easier while lastly techniques such Eight Trigrams Empty Palm the user will create a layer of chakra over the original burst thus allowing it to play on equal terms with elemental techniques of the same rank. Fire Chakra would add burning properties to the attacks, Lightning would add shocking and paralyzing properties to them, Earth Chakra would increases the durability of the Rotations and Projectile based techniques while increasing the impact of palm strikes with heavier but still effect hits, Water would increase the defensive properties due malleability to it due to water's nature thus making it easier “bounce” off of while in palm strikes through inserting chakra into the enemy makes the targets swell up more due forcefully inserting chakra into the body while finally Wind Chakra would increase the cutting nature by releasing chakra blades of wind while rotating or the projectiles also in palm strikes allowing the user to cut the skin much easier. Alone this technique serves no true purpose but is instant due to merging with an existing or preexisting Jyuken Technique thus allowing it to be able to be used in the same timeframe.

*C-B Rank can be used unlimited times, while A-rank can only be used three times per battle. S-rank can be done twice but the user is unable to use it again for two turns if S-ranked in used*
*In the case of techniques weak to elemental chakra; the user will need to use the same corresponding ranking of this technique in order to play on equal terms.*

Declined - if you're going to reference the Teachings of the Six Spring, quote it with the jutsu, so i can see waht you're comparing it to and whether your jutsu clashes with it.



(Sukārettogen : Chou no Odayaka na Fukkatsu) Scarlet Illusion: Gentle Rebirth of the Butterfly
Type: Supplementary | Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra to maintain)
Damage: N/A
Description: The user will make two hand seals before channeling chakra into the brain of the enemy inducing an illusion. Once this happens, the effects of the illusion will not occur right away as it would rather stay dormant until the trigger is met. When the user attacks the with a ranged ninjutsu and they managed to counter it, the illusion kicks in at this time where the technique when countered will “repair” itself and reform after being destroyed. This allows the user to fool the enemy into thinking that their techniques have a sort of self-revival mechanism behind it. The user however is in full control of the illusion, and as such can control the minor details such as the technique turning paths to re aim towards the enemy , all the way to splitting the technique down into small versions after it revives. This adds uniqueness towards the illusion’s power and allows for many different forms of tactics from the user. While the technique is reforming, a small chime/bell like sound is heard as well as time slowing down each time. This although minor, gives the enemy some sort of “indication” of it being an illusion as the chime is heard every time with no true source of the sound.

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

‡ Approved ‡
(Jūho: Tamashii no Honshitsu ) Gentle Step: Soul Essence
Type: Supplementary
Rank: B- Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: A simple technique using the concept of Gentle Step Twin Lion Fist or Eight Trigrams Stream Palm Wave's chakra absorbtion. While this technique alone has not purpose, when combined with other techniques its fast enough to be used in the same time frame pretty much being instantly activated. While using a Hyuga Rotation Based or Air Palm/Projectile Based Techniques, the user is able to apply chakra absorbing properties like its parent technique, draining chakra from techniques that come into contact with it. Enemy techniques lose 1 rank points of damage, allowing for techniques like the Air Palm which is weaker to elemental techniques play on equal terms.

*Can only be applied to Gentle Fist Techniques revolving projectiles or rotation based Techniques.*
*Can be used four times per battle, only being able to applied to one technique per use*
*Cant be used be used again in next turn, requiring a cooldown*

Approved - changed it to 1 rank of absorbing. And it doesn't strengthen your jutsu as it stands.
Canon Version is outdated as the technique is classed as a chakra absorbing technique:

(Jūho: Hokyou) Gentle Step: Reinforcement
Type: Supplementary
Rank: A-ranked
Range: Short
Chakra: 30 (-5 chakra each turn)
Damage: N/A
Description: A technique among the Hyuga based on the Gentle Fist Style: One Blow Body where a Hyuga would normally use their ability to expel chakra from all their chakra points at once. This technique is a reinforcement or augmentation of the Gentle Fist; releasing chakra constantly from one’s limbs. This technique focuses on the reinforcement of one's limbs dependent on locations which are aimed mostly at the arms which include the elbows and hands to augment the fighters strikes or in the legs including the knees all the down to the feet; in which the technique takes the form of a sharp shroud of chakra though it is harder to see at a distance to the naked eye but more visible up close . This techniques design is when impact is normally made by a gentle fist strike, chakra is pushed into the enemy's’ body forcefully by the Hyuga from the chakra points at the same time however with this one due the constant chakra already flowing outwards. The impact is much stronger as the chakra already being pushed out combined with further chakra being released from same chakra points , chakra shroud and many other locations increasing the techniques overall impact. This however comes at the cost of not being able to use it in multiple limbs at once due the excessive amounts of chakra being used at once. It's limited to only two limbs but those limbs must also be the same meaning one arm and one leg can’t be augmented at the same time but rather two arms or two legs at once. Based on the limbs used the following effects take place on the user:

Leg Refinement – Through this variant it increases the kick based techniques by the user by one rank. This also increases the user’s speed slightly due to using the released chakra from the soles of the feet to “push” against the surface allowing them further their running speed and jumping distance. This speed increase is x1.5 there base speed. Also due to the sharp nature of the shroud, it leaves minor cuts on the targets skin when impact is made.

Arm Refinement – Through this variant it increases the hand/punch/arm based techniques of the user by one rank. The user’s punching impacts have a “push” effect behind them similar to its parent technique which solid impact from the user will send the target back several meters (5m). Also due to the sharp nature of the shroud, it leaves minor cuts on the targets skin when impact is made.

While active a cosmetic hue of chakra lines appear around the selected augmented limb as a sign of the techniques activation as well as when impacts are made; more "burst" like impacts of sharp chakra appears.

*Can only be used four times per battle, once per turn lasting one turn only.*
*Can’t be used at the same time as other modes or body enhancing techniques that correspond to each other(i.e can’t use Leg Refinement and Leg Weights at the same time as this technique would cancel it out)*
*Can only be used again after two turn cooldown *
You must be registered for see images
You must be registered for see images

Approved - made edits
 
Last edited by a moderator:

RuckenTM

Legendary
Joined
Mar 15, 2014
Messages
10,543
Kin
2,675💸
Kumi
2,113💴
Trait Points
54⚔️
Re: Custom Jutsu Submission

(Katon: Uchiha Gōkakyū no Kyojin) - Fire Release: Uchiha Great Fireball Giant
Rank: S-ranked
Type: Offensive, Supplementary, Defensive
Range: Short-Mid (Long range, if hot-ash ball launchings or sprinkle showering)
Chakra Cost: 40 (+10 chakra to other Katon Jutsu, if user decides to utilize any other Katon-related jutsu through this jutsu)
Damage Points: 100 (-20 per opponent’s turn sequentially)
Description: While performing the jutsu, Great Fireball Technique as a stream, the ninja will perform extra necessary hand-seals Monkey → Boar → Horse → Tiger, streaming more chakra output utilizing enormous amount of Katon chakra, which will enlarge the normal spewed fireball from their mouth released through a ring hole made by the thumb and index finger. The flame will present itself as stream of fire outwards sustained as a gigantic ball of flames spinning within as it’s spanning throughout the given vacancy of the user in both width and height of their range radiance. While the user streams the gigantic fireball, they’ll release solidified ash that will in-turn coat the fireball, forming into a monstrous gray-black texture mix (boss summoning size equal), with igniting gas imbued within the ash, its resulting reactionary effect will flare up. That will be a brilliant light blinding flash and/or intense heat without exploding, which will (once during same turn of its creation) allow lavation of its ash to be used launched flame throws or rather wave off its ash skins to burn afar distances as if shurikens thrown (B-rank equal). This layering of katon chakra means the flames dense enough to be solid that it can deal great physical damage, but with great control, (if user’s biography is a Uchiha) they’ll be able to utilize A-rank or below Katon-related jutsu through this jutsu (counts towards move slot), making this jutsu outstandingly powerful.
Notice: Must be used after, Fire Release: Great Fireball Technique in same turn. Thus the heat from this creature allows it to levitate over the ground, meaning its capable of flight.
Note: Lasts for 5 turns until its Damage is zero, no other S-rank or higher Katon jutsu in same turn, and while this jutsu is active.
Note: This jutsu can only be used once per battle.
Note: Katon Specialist only, the user will have to control the jutsu at all times.
Note: Non-doujutsu users will be sight blinded for 1 turn.
Jutsu Depiction:
You must be registered for see images

Declined - s rank 100 damage?
(Katon: Uchiha Gōkakyū no Kyojin) - Fire Release: Uchiha Great Fireball Giant
Rank: S-ranked
Type: Offensive, Supplementary, Defensive
Range: Short-Mid (Long range, if hot-ash ball launchings or sprinkle showering)
Chakra Cost: 40 (+10 chakrato other Katon Jutsu, if user decides to utilize any other Katon-related jutsu through this jutsu)
Damage Points: 80 (-20 per opponent’s turn sequentially)
Description: While performing the jutsu, Great Fireball Technique as a stream, the ninja will perform extra necessary hand-seals Monkey → Boar → Horse → Tiger, streaming more chakra output utilizing enormous amount of Katon chakra, which will enlarge the normal spewed fireball from their mouth released through a ring hole made by the thumb and index finger. The flame will present itself as stream of fire outwards sustained as a gigantic ball of flames spinning within as it’s spanning throughout the given vacancy of the user in both width and height of their range radiance. While the user streams the gigantic fireball, they’ll release solidified ash that will in-turn coat the fireball, forming into a monstrous gray-black texture mix (boss summoning size equal), with igniting gas imbued within the ash, its resulting reactionary effect will flare up. That will be a brilliant light blinding flash and/or intense heat without exploding, which will (once during same turn of its creation) allow lavation of its ash to be used launched flame throws or rather wave off its ash skins to burn afar distances as if shurikens thrown (B-rank equal). This layering of katon chakra means the flames dense enough to be solid that it can deal great physical damage, but with great control, (if user’s biography is a Uchiha) they’ll be able to utilize A-rank or below Katon-related jutsu through this jutsu (counts towards move slot), making this jutsu outstandingly powerful.
Notice: Must be used after, Fire Release: Great Fireball Technique in same turn. Thus the heat from this creature allows it to levitate over the ground, meaning its capable of flight.
Note: Lasts for 4 turns until its Damage is zero, no other S-rank or higher Katon jutsu in same turn, and while this jutsu is active.
Note: This jutsu can only be used once per battle.
Note: Katon Specialist only, the user will have to control the jutsu at all times.
Note: Non-doujutsu users will be sight blinded for 1 turn.
Jutsu Depiction:
You must be registered for see images

Declined - Most of it is fine i think, but i just need you reword the description, some of it doesn't make sense. Just explain in clear points. So far i've got a fire beast with a layer of ash over it that lasts 4 turns. Are you trying to say that it can release heat waves or that it can shoot fire shuriken? If that's the case i just need it be clear please.

(Katon: Uchiha Gurēto-en kuraudo no Jutsu) - Fire Release: Uchiha Great Flame Cloud Technique
Type: Offensive, Defensive
Rank: S-rank
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Boar → Tiger hand-seals and the user inhales air while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth toward the sky. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time, in this instance the clouds within range. These massive streamed intense flames from the user have enormous range and can cover a huge area; forming a soggy-cloud like state of flames that cover the area skies. The main advantage of the technique is that it can inhibit or seal-off the skies as an escape route, for the above sky is sizzling hot. While also heated air directly above, will be creating a sharp shift in air density levels near the ground. As light passes between the different levels, it will bend, creating mirages.

Note: The heat wave lasts for three turns.
Note: No S-Rank or above Katon in the user's same or next turn.
Notice: While if the user is a Uchiha biography/ Katon Specialist, they can summon up the flames from below the area after hand-seals by clapping and placing their hands onto the earth; erupting from the surface (Mid-range) the flames will quickly race toward the skies with much more force starting with shaking of the ground, (which results in the opponent falling and if so, losing aim) not as like one who would've released the jutsu from their mouth. The aftermath of the release spot of the flames, leaves a lava pool. Doing so, they'll have spent a move slot.

(Ration: Doragoni Chāpu, Sandādoragonbodi)- Lightning Style: Dragoning Chirp, Thunder Dragon Body
Type:
Offensive, Supplementary, Defensive
Rank: S-Rank
Range: Short-Mid (Long range, if launched as Dragons)
Chakra: 40 (+10 per turn to sustain)
Damage: 80 (+10 to Shuriken-related jutsu utilized with this jutsu)
Description: The user starts by molding their Raiton chakra in their whole body, surging it throughout outwards as claws. Using shape manipulation, they release the Raiton chakra in the form of a claws (standard form) that they can be manipulated to stretch out up short-range. This can be used offensively in other three ways but is mostly used defensively. The user having created condensed claws, each formed outward upon the user's body together in a fashion much like fan blades, allows for greater control which forms a semi-sphere around them and absorbs all physical attacks. When used defensive and offensively at the same time, they charge at their opponent with the spinning high-speeding blades around them, slashing into them leaving the remains of their victims into what finally becomes of them being a gas state. Claw Ring Release, another attack mode; this is when they decide to break the linking to spinning claws and release them at sudden, causing them to splash slash around (Doujutsu users can target and aim at sources). This move very deadly upon close range to the user as this move has a greater number of claws fragments(12 inches in length), making the attack harder to evade. Whenever the user releases the claws (either when launched or simply emerging form their body), it appears as crests cracking due to the vibration at a high frequency, creating a short loud strained-bird chirp sound. Going beyond the random launching of the claws, the user can release the claws into dragons up to 4 in total, the blue-lightning dragon creatures which then emanate at a different vibration then a regular Lightning jutsu. This different vibration of lightning chakra will have a spring coil likeness to it. These dragons are each 3 feet in length and 2 feet in diameter thickness (when 4 have been released, but as one, width & length x4). These dragons can chase up to 4 shinobi(s), as they'd split up the target(s) upon themselves. The spring like coil and hoping state of this lightning jutsu, gives the miniature-like dragons ability to outwit objects in the way as they head forward only. They behave much like pawns on a chess board, moving only forward and never backwards toward their enemy when released from the hands of the user. These Dragons once released, they will lock on and track the target, till they shock them, unless the target(s) manages to get passed them. With each dragon made reduces the power of the whole jutsu and ultimately ends it, 1 = S-rank, 3 = A-rank, 4 = B-rank, the user can also choose to release 1 = B-rank up to 4 in-total allowing them to sustain the jutsu, till the initial releases are equal to 4. Choosing to do so, they'll not be able to launch above B-rank types. Given that they don't kill on contact but, will rather shock the enemy also paralyze them. The user also can install the jutsu's launched dragons with kunai(s), shuriken(s) and similar weapon size-like entities launching them in unison.

Note: User can only sustain the jutsu, in the standard form for up to 2 turns.
Note: No other S-rank or higher Raiton jutsu in same turn, and while this jutsu is active.
Note:
Can only be used Once per battle.
Note: Once shocked paralyzation lasts 1 turn if successful but is ineffective against bios who have a primary Lightning Specialty.Note: This jutsu will only avoid preexisting obstacles in the way as they move onward. The user can command or let the jutsu decide the course of path only before launching (mentally).
Note: User must be a Lightning Specialist to utilize this jutsu.

Edit: All is an update, except the new submitted jutsu.

Both declined - all that bolding of words like "note:" is so annoying to read through, ive given warning for this before.
(Katon: Uchiha Gurēto-en kuraudo no Jutsu) - Fire Release: Uchiha Great Flame Cloud Technique
Type: Offensive, Defensive
Rank: S-rank
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Boar → Tiger hand-seals and the user inhales air while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth toward the sky. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time, in this instance the clouds within range. These massive streamed intense flames from the user have enormous range and can cover a huge area; forming a soggy-cloud like state of flames that cover the area skies. The main advantage of the technique is that it can inhibit or seal-off the skies as an escape route, for the above sky is sizzling hot. While also heated air directly above, will be creating a sharp shift in air density levels near the ground. As light passes between the different levels, it will bend, creating mirages.

Note: The heat wave lasts for three turns.
Note: No S-Rank or above Katon in the user's same or next turn.
Notice: While if the user is a Uchiha biography/ Katon Specialist, they can summon up the flames from below the area after hand-seals by clapping and placing their hands onto the earth; erupting from the surface (Mid-range) the flames will quickly race toward the skies with much more force starting with shaking of the ground, (which results in the opponent falling and if so, losing aim) not as like one who would've released the jutsu from their mouth. The aftermath of the release spot of the flames, leaves a lava pool. Doing so, they'll have spent a move slot.

Declined - how can you have soggy flames? xD Sealing of the sky is fine you can say it vapourises the moisture like steam. And give it a rank of which water it can work on.

(Ration: Doragoni Chāpu, Sandādoragonbodi)- Lightning Style: Dragoning Chirp, Thunder Dragon Body
Type:
Offensive, Supplementary, Defensive
Rank: S-Rank
Range: Short-Mid (Long range, if launched as Dragons)
Chakra: 40 (+10 per turn to sustain)
Damage: 80 (+10 to Shuriken-related jutsu utilized with this jutsu)
Description: The user starts by molding their Raiton chakra in their whole body, surging it throughout outwards as claws. Using shape manipulation, they release the Raiton chakra in the form of a claws (standard form) that they can be manipulated to stretch out up short-range. This can be used offensively in other three ways but is mostly used defensively. The user having created condensed claws, each formed outward upon the user's body together in a fashion much like fan blades, allows for greater control which forms a semi-sphere around them and absorbs all physical attacks. When used defensive and offensively at the same time, they charge at their opponent with the spinning high-speeding blades around them, slashing into them leaving the remains of their victims into what finally becomes of them being a gas state. Claw Ring Release, another attack mode; this is when they decide to break the linking to spinning claws and release them at sudden, causing them to splash slash around (Doujutsu users can target and aim at sources). This move very deadly upon close range to the user as this move has a greater number of claws fragments(12 inches in length), making the attack harder to evade. Whenever the user releases the claws (either when launched or simply emerging form their body), it appears as crests cracking due to the vibration at a high frequency, creating a short loud strained-bird chirp sound. Going beyond the random launching of the claws, the user can release the claws into dragons up to 4 in total, the blue-lightning dragon creatures which then emanate at a different vibration then a regular Lightning jutsu. This different vibration of lightning chakra will have a spring coil likeness to it. These dragons are each 3 feet in length and 2 feet in diameter thickness (when 4 have been released, but as one, width & length x4). These dragons can chase up to 4 shinobi(s), as they'd split up the target(s) upon themselves. The spring like coil and hoping state of this lightning jutsu, gives the miniature-like dragons ability to outwit objects in the way as they head forward only. They behave much like pawns on a chess board, moving only forward and never backwards toward their enemy when released from the hands of the user. These Dragons once released, they will lock on and track the target, till they shock them, unless the target(s) manages to get passed them. With each dragon made reduces the power of the whole jutsu and ultimately ends it, 1 = S-rank, 3 = A-rank, 4 = B-rank, the user can also choose to release 1 = B-rank up to 4 in-total allowing them to sustain the jutsu, till the initial releases are equal to 4. Choosing to do so, they'll not be able to launch above B-rank types. Given that they don't kill on contact but, will rather shock the enemy also paralyze them. The user also can install the jutsu's launched dragons with kunai(s), shuriken(s) and similar weapon size-like entities launching them in unison.

Note: User can only sustain the jutsu, in the standard form for up to 2 turns.
Note: No other S-rank or higher Raiton jutsu in same turn, and while this jutsu is active.
Note: Can only be used Once per battle.
Note: Once shocked paralyzation lasts 1 turn if successful but is ineffective against bios who have a primary Lightning Specialty.Note: This jutsu will only avoid preexisting obstacles in the way as they move onward. The user can command or let the jutsu decide the course of path only before launching (mentally).
Note: User must be a Lightning Specialist to utilize this jutsu.

Lightning claws can't block ALL attacks like that and how do claws make a semi sphere like that? declined.
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne
Type: Supplementary/Defensive
Rank: A
Range: Close
Chakra: N/A (-5 when the user forcibly moves it from a spot)
Damage: N/A
Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than sensing and responding whenever a foreign seal(which is not of the user or allies) is marked/placed on the user. The spider moves immediately towards the foreign seal and devours it and becomes bigger in size. This specifically is meant to destroy the source of a sealing jutsu(like marks and tags) placed on the user only, instead of negating the effect of the seal itself. By sealing the external sealing source within himself via devouring, Arachne is able to neutralize a sealing technique. The cowardice value of the spider is that whenever a jutsu or weapon enters short range of where the spider is currently on the body of the user, it senses it same with sensing a foreign seal and instead of moving towards it or stay there, it moves away from that spot to avoid it. Its kinda opposite to moving towards a sealing medium. The spider is not sentient but moves via specific instructions. That is; sealing script(move towards it), other matter approaching it(move away). For example, if the spider is currently situated on the user's back, he'll be able to sense things short range that approaches from behind the user(mid range if the user is not wearing clothes). His cowardice however, has some usefulness to the user as the user is able to feel his movement and he knows that the spider only moves away from a spot if it is moving towards or away from something thus alerting the user.
NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines the amount of chakra Arachne leeches. 20 if the seal is B-rank and 30 if the seal is A-rank in nature.
NOTE: Can devour a single fuin sealing marks/tag. However the user can sacrifice 20 chakra to repair/refresh Arachne's sealing ability. Refreshing Arachne can be done 2x per battle
NOTE: Must be mentioned on bio about Arachne passive ability as Arachne is a tattoo that is drawn on the body before hand
NOTE: By default, it is drawn on the user's back. But the user can spend 5 chakra to change its position. This is different to when he moves in fear of a foreign body which is passive

Declined - im going to make this clearer. It can consume and negate a seal, but i'm not having avoiding stuff.


Fuinjutsu; Oalo no Arakune - Sealing Art: Arachne's Wallow
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A daughter technique to "Cowardice of Arachne". Instead of the one on the user's person, the user is able to place/mark Arachne(a seal in the shape of spider) on another body other than his, through physical contact with the body. Upon contact, the user would press his chakra on the point of contact forming the seal around a meter radius vicinity on the medium and immediately, Arachne would begin to move all over the target's body, locating and devouring any sealing mark present. This is particularly useful for the user to use on his ally to quickly rid of him of unwanted sealing mark which may be harmful. However, the drawback to this is that Arachne on another body apart from the user, can not differentiate a friendly sealing mark from an unfriendly one so it would devour every sealing mark present on that body. Though it can only devour up to 2 sealing marks per turn which means the more Arachne stays on that body, the more the sealing marks present on the body of the victim decreases.
Unlike the user who could sense Arachne while its on his own body, other body would not be able to sense its movement except for someone with a Byakugan who can view himself in a 360deg fashion.
-3x per battle
-No S-rank fuin in the same turn
-Arachne upon its placement immediately devours a sealing script and in one turn, he would have devoured 2 sealing marks, then it lingers until the next turn when it devours another two if there is any and so on until there are no more sealing mark to devour, then it vanishes.

Declined - two per turn? No.

Fuuton: Uonpin Uilo - Wind Style: Whomping Willow
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user would weave a handseal while focusing his wind chakra into upto 4 parts of the terrain. While his wind chakra stays dormant in the air where it is assigned, the infused air which takes a 3m radius area would only react to chakra of anyone apart from the user or his allies. Upon the foreigner entering the vicinity of the infused air, the air immediately using the wind chakra, morph into its true self. The air quickly morphs into a well constructed old willow tree made of dense and sharp wind and would immediately grab the target with one of its branches/vines and spins him around making his body grind against its other numerous branches and leaves before slamming them to the ground. After slamming them to the ground, the tree bends it entire trunk forcefully smashing downwards on the target. If the target happen to escape the willow tree's vicinity and upon not sensing any foreign chakra around it, it returns to its dormant air form becoming hidden once again until another foreigner enters its vicinity. If more than one part of the terrain is infused with this technique then the power of the tree is divided between them.
-2x per battle
-Last 4 turns
-No wind above S-rank the same this is used

Declined - for a lasting S rank needs more restricting
Removed everything pertaining to avoiding techniques


Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne
Type: Supplementary/Defensive
Rank: A
Range: Close
Chakra: N/A (-5 when the user forcibly moves it from a spot)
Damage: N/A
Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than sensing and responding whenever a foreign seal(which is not of the user) is marked/placed on the user. The spider moves immediately towards the foreign seal and devours it and becomes bigger in size. This specifically is meant to destroy the source of a sealing jutsu(like marks and tags) placed on the user only, instead of negating the effect of the seal itself. By sealing the external sealing source within himself via devouring, Arachne is able to neutralize a sealing technique.
NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines the amount of chakra Arachne leeches. 20 if the seal is B-rank and 30 if the seal is A-rank in nature.
NOTE: Can devour a single fuin sealing marks/tag. However the user can sacrifice 20 chakra to repair/refresh Arachne's sealing ability. Refreshing Arachne can be done 2x per battle
NOTE: Must be mentioned on bio about Arachne passive ability as Arachne is a tattoo that is drawn on the body before hand
NOTE: By default, it is drawn on the user's back. But the user can spend 5 chakra to change its position. This is different to when he moves in fear of a foreign body which is passive

‡ Approved ‡ Had to remove the "or allies" bit.

Fuinjutsu; Oalo no Arakune - Sealing Art: Arachne's Wallow
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A daughter technique to "Cowardice of Arachne". Instead of the one on the user's person, the user is able to place/mark Arachne(a seal in the shape of spider) on another body other than his, through physical contact with the body. Upon contact, the user would press his chakra on the point of contact forming the seal around a meter radius vicinity on the medium and immediately, Arachne would begin to move all over the target's body, locating and devouring any sealing mark present. This is particularly useful for the user to use on his ally to quickly rid of him of unwanted sealing mark which may be harmful. However, the drawback to this is that Arachne on another body apart from the user, can not differentiate a friendly sealing mark from an unfriendly one so it would devour every sealing mark present on that body. Though it can only devour up to 1 sealing mark per turn which means the more Arachne stays on that body, the more the sealing marks present on the body of the victim decreases.
Unlike the user who could sense Arachne while its on his own body, other body would not be able to sense its movement except for someone with a Byakugan who can view himself in a 360deg fashion.
-3x per battle
-No S-rank fuin in the same turn
-Arachne upon its placement immediately devours a sealing script and in next turn, he would devour another sealing mark, and it lingers again until the turn after where it devours another sealing script if there is any and so on until there are no more sealing mark to devour, then it vanishes.

‡ Declined ‡ Great technique. Only problem I've got is how the seals that are devoured are determined. You could say it devours all of the seals in one turn but in that case, this can only be used on allies. Otherwise I'm not sure how this ability could translate to battle without issues arising. Neither you nor the opponent can choose which seals were devoured, so what if they use a technique next turn that require a seal on their body?

Fuuton: Uonpin Uilo - Wind Style: Whomping Willow
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user would weave a handseal while focusing his wind chakra into upto 4 parts of the terrain. While his wind chakra stays dormant in the air where it is assigned, the infused air which takes a 3m radius area would only react to chakra of anyone apart from the user or his allies. Upon the foreigner entering the vicinity of the infused air, the air immediately using the wind chakra, morph into its true self. The air quickly morphs into a well constructed old willow tree made of dense and sharp wind and would immediately grab the target with one of its branches/vines and spins him around making his body grind against its other numerous branches and leaves before slamming them to the ground. After slamming them to the ground, the tree bends it entire trunk forcefully smashing downwards on the target. If the target happen to escape the willow tree's vicinity and upon not sensing any foreign chakra around it, it returns to its dormant air form becoming hidden once again until another foreigner enters its vicinity. If more than one part of the terrain is infused with this technique then the power of the tree is divided between them.
-2x per battle
-Last 4 turns
-No wind above S-rank the same turn and next.
-2 turns inbetween usage

‡ Declined ‡ I don't approve dormant techniques if they're offensive in use.

New Submission


Fuinjutsu: Seimei - Sealing Art: Life
Type: Supplementary
Rank: D
Range: Short
Chakra: 10
Damage: N/A
Description: The user presses chakra on his person to create a seal upon the center of his chest with a kanji for "LIFE". The sealing formulae appears only briefly and sinks into the user's chest. The work of the seal is to memorize and register the function of every seal already placed on the body of the user, used or unused, though its real objective lies on the ones that are used up. Then using the information gathered, it flushes chakra into the body of the user, to the specific spot a sealing mark was previously lying, to recreate a single sealing formulae that has already being used up by the user. In a nutshell, the seal rejuvenates a single sealing technique that has been used up for another one time usage. For seals that are a pair(more than one) but used for a single similar sealing purpose, for example, a pair of sealing script that does just one thing irrespective of their quantity, like a pair of sealing marks that must be used at the same time for a sealing technique, a pair of sealing scripts used for a single cfs, etc., this seal would repair that pair as a single replenishment since it sees the pair as one.
Alternatively, the user can through body contact, apply the same seal on an ally. However this can only be done 2x per battle
NOTE
-Can only be done 1x every 3 turns
-Can not be used on a specific type of seal twice. This means that, it can only be used 1 time on a specific type of seal
-Application of the seal is passive but counts as a move, thus it can be used in the same timeframe as using the replenished seal or another move.

‡ Declined ‡ You aren't going to bypass usage limits with a CJ. Nice try though.
 
Last edited by a moderator:

Sinthorus

Elite
Joined
Jul 7, 2011
Messages
9,179
Kin
3,644💸
Kumi
23,771💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Koton kishimu Kuchiyos) - Steel Gourd Summoning
Rank: A
Type: Supplementary/Attack/Defence
Range: (on users back, can be controlled at all ranges)
Chakra Cost: 30 (to summon then 5 per turn)
Damage Points: 60
Description: The user will perform 1 handseal slamming their hands on the ground performing a summoning jutsu to summon a gourd of steel onto the users back. This is a gourd of steel like Gaara's sand gourd on his back but it's made up of and filled with steel Razor blades the user has created. This steel gourd is full of a steel razor blades which the user carries around with them all the time and is constantly infused with the users chakra. Being infused with the users steel chakra the user has a fast control over these blades with a few unique abilities. The first ability is to control these blades with simple hand motions much like gaara's sand sending them forwards int streams and waves. When ever they are released from the gourd they are rotating to increase their cutting damage. The second ability of the steel blades is the users ultimate defense much like Gaara's, the blades shoot out around the user to create a barrier in the shape of an orb with layered blades that look much like dragon scales when they stack for defense. This orb will form an A rank defense in an orb 1m around the user. The third and final ability of the gourd is replenishment. The user will perform one handseal releasing 30 chakra into the gourd causing the blades to split and multiply to replenish the stock of the blades, though this can only be done if they are not all destroyed. Much like gaara's sand, this steel gourd of blades can be used for attacks or defence that require a steel source by the user at any time. Due to this steel already being infused with the users chakra then can control and manipulate it almost instantly to suit their needs (still relies on the users reactions and the movements are the same as a shot arrow). The steel blades are linked to the user and will come to there defence, as it is infused with the users chakra.

Note: The defencive ability can only be used once ever 2 turns and only used 5 times per battle. This takes up one of the users three moves per turn and is A rank. It can be used patially or in a full orb 1m around the user.
Note: Replenishing the blades takes 1 handseal, counts as a jutsu, can be done 3 times, costs 40 chakra and only works if there is the gourd itself left.
Note: -5 chakra for each turn the user has this on the field
Note: The user can control the blades in the gourd with hand gestures, this is A rank, counts as one of the users three jutsu per turn, and the user can only use fire/earth/steel elements while doing this.
Note: This lasts until destroyed or until the user de-summons it.
Note: While this is on the field it counts as one of the users three moves per turn

‡ Declined ‡ No to the coloured.

(Koton: Kenarashi kyouran ) - Steel release: Blade storm Fury
Rank: S
Type: Supplementary/Attack/
Range: short - mid
Chakra Cost: 40
Damage Points: 80
Description: This is one of Gajeels strongest known steel jutsu. Due to it's striking power it's come to be know as his "Dragon force" as when he uses this his skin and demenor is like that of a dragon. He will release a full surge of chakra through his body turning it all to steel much like impervious armor but instead of solid skin his body is layered with steel razor blades all over him that look like dragon sales. These are extremely sharp and hard creating a deadly defense for close combat. Not only this but the blades as a razor sharpness to all of Gajeels steel attacks slicing through flesh like it was butter. But the main ability is that of the destructive force like the steel dragon Metallicanna. When Gajeel makes a movement but it a punch, swing of the arm, kick ect, in the direction he does the movement he will release a large maelstorm of steel razor blades that rotate and spin around in the shape of an tornado creating a wave of destructive force. The blades going around creates a torando of pure force going up to mid range with the cutting power of the blades. Releasing the blades creates more to cover the users skin so as to not weaken the armor.

Note: Useable twice - two turns between use
Note: lasts 4 turns
Note: Only steel, earth and fire elements while active (can still use nin gen tai ect)
Note: No Steel jutsu A rank an above when over for that turn and the following
Note: Releasing the steel blades in a tornado counts as a jutsu and goes up to mid range, can be uses once every two turns and is S rank in power.

‡ Approved ‡ Edited.

(Koton: kigokoro no Metallicana) - Steel release: temperament of Metallicanna
Rank: A
Type: Supplementary/Attack/
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu is based of the basic steel release jutsu, where the user will release more chakra from their body to create steel constructs. But instead of creating the pillars and such, this creates more steel surrounding the users body parts giving the impression that that body part has grown. For example, if the user uses this on their arm, it would look like their arm had grown to a desired size made of steel, similar to akimichi jutsu but through steel creations. This maximum size of this is to reach up to mid range (15m) and be to scale in all other aspects. The user can choose to use this on a single body part or multiple, like both his legs ect, or one arm and one leg or just his chest. The user will need to describe this when using this jutsu and must follow logic. Though the size is increased the user is able to manipulate this as though it was still his own arm due to his chakra being in the construct surrounding his body part. This also acts a an armor of sorts being a solid form of A rank steel surrounding the user.

Note: Useable 4 times

‡ Approved ‡
(Koton kishimu Kuchiyos) - Steel Gourd Summoning
Type: Supplementary/Attack/Defence
Rank: A
Range: (on users back, can be controlled at all ranges)
Chakra Cost: 30 (to summon then 5 per turn)
Damage Points: 60
Description: The user will perform 1 handseal slamming their hands on the ground performing a summoning jutsu to summon a gourd of steel onto the users back. This is a gourd of steel like Gaara's sand gourd on his back but it's made up of and filled with steel Razor blades the user has created. This steel gourd is full of a steel razor blades which the user carries around with them all the time and is constantly infused with the users chakra. Being infused with the users steel chakra the user has a fast control over these blades with a few unique abilities. The first ability is to control these blades with simple hand motions much like gaara's sand sending them forwards int streams and waves. When ever they are released from the gourd they are rotating to increase their cutting damage. The second ability of the steel blades is the users ultimate defense where the blades shoot out around the user to create a barrier in the shape of a dragons head around the user with layered blades that look much like dragon scales when they stack for defense. This orb will form an A rank defense in an Dragons head 1m around the user. The third and final ability of the gourd is replenishment. The user will perform one handseal releasing 30 chakra into the gourd causing the blades to split and multiply to replenish the stock of the blades, though this can only be done if they are not all destroyed. Much like gaara's sand, this steel gourd of blades can be used for attacks or defence that require a steel source by the user at any time. Due to this steel already being infused with the users chakra then can control and manipulate it almost instantly to suit their needs (still relies on the users reactions and the movements are the same as a shot arrow). The steel blades are linked to the user and will come to there defence, as it is infused with the users chakra.

Note: The defensive ability can only be used once ever 2 turns and only used 5 times per battle. This takes up one of the users three moves per turn and is A rank. It can be used partially like just the front of the user or the side of the dragons head, or in a full head of a steel dragon 1m around the user.
Note: Replenishing the blades takes 1 hand seal, counts as a jutsu, can be done 3 times, costs 30 chakra and only works if there is the gourd itself left.
Note: -5 chakra for each turn the user has this on the field
Note: The user can control the blades in the gourd with hand gestures, this is A rank, counts as one of the users three jutsu per turn, and the user can only use fire/earth/steel elements while doing this.
Note: This lasts until destroyed or until the user de-summons it.
Note: While this is on the field it counts as one of the users three moves per turn

Dragon head shield:
You must be registered for see images

‡ Approved ‡

New cjs:

(Kōton: Shintai no yaiba) - Steel Release: Movement of shards
Type: Supplementary
Rank: B-Rank
Range: Short-long
Chakra: 20
Damage: 40
Description: While their body is turned to steel, the user will break down into thousands of razor blades of steel and swoop across the field in a fluid motion at the speed of a shot arrow. Anything they pass through will be shredded by the blades (within rank reason) and they can reform at any time. While in this form they are vulnerable to lightning. The user acts like a fluid in these shards being able to bend their shape and form and have great manouverbility to be able to avoid attacks while travelling much like how Gaara can when he turns to sand
Note: must be turned to steel
Note: can only be used six times per battle
Note: Last 2 turns max, to change direction to avoid a jutsu counts as move per turn.

‡ Approved ‡ Edited.

Example:
You must be registered for see images

(Kōton: Gekido no Doragon ) - Steel Release: Rage of the steel dragon
Type: Supplimentary
Rank: A-Rank
Range: Short-long
Chakra: 30
Damage: 60
Description: This jutsu was specifically designed to be used with steel jutsu, using one of the elements that is used to make up steel, Fire, the user will perform this technique. The user will use this in the same timeframe as they use another steel jutsu or if they choose then can use it once they have made it. Using fire release they will create a core of compressed fire at center all through the steel jutsu. So if the user makes a pillar of steel, all through the center of the pillar will be compressed fire. This doesn't heat the exterior of steel as it's compressed for one purpose. The main purpose of this jutsu has two effects. Firstly when the structure is destroyed, the fire will explode outwards shattering the rest of the steel from the inside creating a blast of fire 5m around the initial steel jutsu while releasing the shards of steel from the original steel jutsu all around. The blast of fire is A rank and the steel shards are one rank weaker than the original jutsu. So if this was used with greater steel release (A rank), the blast of fire would be A rank and the steel shards shout out would be B rank. The user can also detonate this at will releasing the explosion by just clenching their hand causing the steel to contract triggering the fire explosion. If the user is caught within the blast it will effect him the same way. It can only be used on steel jutsu the user has created or has taken control of.

Note: Useable 4 times
Note: Only fire earth and steel jutsu in the same turn.

‡ Approved ‡ Nice technique.
 
Last edited by a moderator:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Change Notes:

Generally tried to make the submission shorter, changing the majority of the wording, or rearranging it. For this reason I didn't bold the changes.
Changed it so that it costs one of the users 3 moves per turn, but reduced the Chakra cost. If this is a problem, I'm happy with it being increased if it makes the Jutsu approvable.
Edited, changed and removed the effects on the Sovereign Flames that required it. Alissa's Bliss has been changed to resemble a flash bang upon being detonated, Imogen's Sorrow's effects have been lessened and simplified, Diarmuid's Covetousness has been completely reworked, and I increased the explanation for Schifone's Acrimony.​

(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.

The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Soveriegn Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Soverign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in additon to base/ regular Fire Style), at no additional Chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.

The Sovereign Flames themselves are as follows;

Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.

Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.

Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.

Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly cold, blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property of producing less heat and light flame than normal, making it the antithesis of Asmodeus' Ire, as it consumes less air and oxygen in the process, creating a flame that is almost cold to the touch.

Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.

Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.

Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.​

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
Note: Must be stated which flame is chosen in the user's biography
Note: Must be stated at the beginning of a battle

‡ Declined ‡ Everything is fine barring Imogen's Sorrow. Otherwise, nice technique.
Changes made to Imogen's Sorrow have been bolded. Also rearranged the notes to make it tidier.

(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.

The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.

The Sovereign Flames themselves are as follows;

Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.

Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.

Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.

Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.

Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.

Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.

Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.​

Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

‡ Approved ‡
 
Last edited by a moderator:

Ushiro

Active member
Legendary
Joined
Apr 23, 2010
Messages
13,005
Kin
768💸
Kumi
99💴
Trait Points
50⚔️
Re: Custom Jutsu Submission



(Hidora Kuchiyose no Jutsu: Jupiter) – Hydra Summoning Technique: Jupiter
Rank: S
Type: Summon
Range: Short
Chakra: 40
Damage: N/A
Description: After drawing blood and forming the Bird, Hare, and Ram handseals, the user summons Jupiter, the King of Lightning Hydras and supreme leader of all Hydras. He is 100 meters tall in height, rivaling Gamabunta in size. His scales are of a dark purple hue and he naturally carries the most heads of the contract; 10 in all. Jupiter is harsh, stubborn, and quite egotistical for a leader, but is still a highly respected figure of authority among Hydras. Related by blood to the other Kings, he is the eldest brother and by far the most powerful of them all. He is affiliated with the element of Lightning Release, and is able to use it up to S-rank without the need of hand seals (claws and tail can substitute the use of hands for jutsu like Raikiri), and is immune to the element up to A-rank due to his sheer size. Whenever Jupiter is summoned he passively leaks ration chakra into the air which creates dark thunderclouds composed entirely of ration chakra that are solely for his use and are merely supplementary. He is able to use the lightning from these as a source of his lightning and be able to attack with any suitable lightning technique from it. He can also channel lightning through the ground and shape it into large spire-like structures capable of damaging enemies with the strength of an A-rank attack. Once per battle he may use the same method to form a colossal mountain dwarfing Jupiter himself with the strength of an S-rank attack but takes three S ranks to destroy it completely. (Elemental strengths and weakness applied/both can be done from long range)
-Can only be summoned once per battle
-Lasts for four turns
-Lightning jutsu, spire creation, and mountain creation count as a move of the user
-Must have signed the Hydra contract to use
You must be registered for see images

Declined - it's just a bit much. Using all lightning is fine, those thunderclouds are fine (but can't be used for kirin) imunity up to A rank is fine but then the constructs bit is too much.

(Gakidō: Sentakukyūshū Shīru) – Preta Path: Selective Absorption Seal
Rank: S
Type: Defense/Supplementary
Range: Short-Mid (Long for single technique)
Chakra: 40
Damage: N/A
Description: Through use of the Preta Path the user will create a sealing barrier similar to the original Blocking Technique Absorption Seal. Instead of universally absorbing all chakra, this barrier absorbs chakra of a particular nature or form. (Goes by the categories of the jutsu list. Eg. Raiton, Mokuton, Normal Ninjutsu, Fuuinjutsu, etc.) In exchange for this limitation, the user may expand the barrier’s range very fast and cover everything mid-range from the user as a large sphere also extending beneath the ground. Alternatively, the barrier may be expanded even further into long-range with the condition of targeting just one specific jutsu to be absorbed, as long as the user knows or has witnessed the jutsu before. This will also apply to related techniques. For example, choosing Rasengan will absorb Rasengan and all techniques requiring its use such as Fuuton: Rasenshuriken. However, this barrier cannot absorb jutsu with components from different categories (like Steel) without specifying that particular category or technique. If the user touches a target while using this technique it will prevent that person from performing techniques of a chosen category for as long as they remain in contact with one another because the chakra required will be absorbed from their bodies before the technique can be completed. Due to this, preventing the use of an element will also prevent advanced elements with the secected element as a component from being used. For example, sealing a target's Fire jutsu also seals Lava, Scorch, etc. The amount of chakra gained from this method is equal to the chakra cost of the attempted technique.
-Can only be used by Ushiro
-Requires Preta path to be active
-Counts as one of the uses of Blocking Technique Absorption Seal
-Choice can only be changed if this technique is used again

Declined - it needs to be broken down into two jutsu for me. One barrier that expands to absorb and then try the second part as another cj. Though i'm not sure absorbing a specific chakra nature from them is possible. Make it clear if you pick wood, it's only wood, not water and earth that make up wood.
(Hidora Kuchiyose no Jutsu: Jupiter) – Hydra Summoning Technique: Jupiter
Rank: S
Type: Summon
Range: Short
Chakra: 40
Damage: N/A
Description: After drawing blood and forming the Bird, Hare, and Ram handseals, the user summons Jupiter, the King of Lightning Hydras and supreme leader of all Hydras. He is 100 meters tall in height, rivaling Gamabunta in size. His scales are of a dark purple hue and he naturally carries the most heads of the contract; 10 in all. Jupiter is harsh, stubborn, and quite egotistical for a leader, but is still a highly respected figure of authority among Hydras. Related by blood to the other Kings, he is the eldest brother and by far the most powerful of them all. He is affiliated with the element of Lightning Release, and is able to use it up to S-rank without the need of hand seals (claws and tail can substitute the use of hands for jutsu like Raikiri), and is immune to the element up to A-rank due to his sheer size. Whenever Jupiter is summoned he passively leaks ration chakra into the air which creates dark thunderclouds composed entirely of ration chakra that are solely for his use and are merely supplementary (can't be used for Kirin). He is able to use the lightning from these as a source of his lightning and be able to attack with any suitable lightning technique from it. By passively spending two of the user's 3 moves per turn, Jupiter can utilize his mastery of lightning jutsu to double the damage output of his next lightning jutsu. However, this can only be done once every other turn and twice per battle.
-Can only be summoned once per battle
-Lasts for four turns
-Lightning jutsu count as a move of the user
-Must have signed the Hydra contract to use
You must be registered for see images

Declined - double the damage of a lightning jutsu? I know some that do 120 damage so that means 240 damage from one lightning jutsu... really?

(Gakidō: Sentakukyūshū Shīru) – Preta Path: Selective Absorption Seal
Rank: S
Type: Defense/Supplementary
Range: Short-Mid (Long for single technique)
Chakra: 40
Damage: N/A
Description: Through use of the Preta Path the user will create a sealing barrier similar to the original Blocking Technique Absorption Seal. Instead of universally absorbing all chakra, this barrier absorbs chakra of a particular nature or form. (Goes by the categories of the jutsu list. Eg. Raiton, Mokuton, Normal Ninjutsu, Fuuinjutsu, etc.) In exchange for this limitation, the user may expand the barrier’s range very fast and cover everything mid-range from the user as a large sphere also extending beneath the ground. Alternatively, the barrier may be expanded even further into long-range with the condition of targeting just one specific jutsu to be absorbed, as long as the user knows or has witnessed the jutsu before. This will also apply to related techniques. For example, choosing Rasengan will absorb Rasengan and all techniques requiring its use such as Fuuton: Rasenshuriken. However, this barrier cannot absorb jutsu with components from different categories (like Steel) without specifying that particular category or technique. Nor will the components be absorbed (Fire and Earth) if Steel is chosen. Techniques falling under multiple categories (eg. Water/Lightning Release) will only absorb one of them and leave the other unaeffected.
-Can only be used by Ushiro
-Requires Preta path to be active
-Counts as one of the uses of Blocking Technique Absorption Seal
-Choice can only be changed if this technique is used

Declined - to say one catergory is fine but in your own example you say rasengan and FRS which one group is ninjutsu and the other is fuuton. So by your own example you've chosen two groups which goes against the purpose of the the initial effect.
 
Last edited by a moderator:

Ryūjin

Active member
Supreme
Joined
Sep 25, 2010
Messages
21,826
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Senpō: Dai Sennin Shūjuku) - Sage Art: Mastery of The Great Sage
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (+20 to every elemental technique used)
Damage Points: N/A
Description:
By utilizing the aspects of natural energy, using more natural chakra when performing Elemental techniques than elemental chakra. When this technique is active, as the user releases an elemental technique, the user would form a "layer" of natural energy around the released technique, with an additional +20 chakra cost per utilized elemental technique. The addition of natural energy would effectively remove the weakness that an elemental technique has against another, like for example, a fire technique wouldn't be inferior to a water technique. Any technique enhanced by this would be added with an extra handseal excluding techniques that require no handseals to be performed. This technique does not boost the power of any given element enhanced by this technique, just removes the weakness it has towards other elements due to the addition of natural energy.
Note: Can only be used once per battle.
Note: Lasts as long Sage Mode remains active, max of 4 turns, but cuts Sage mode's duration by 2 turns when activated.
Note: Must have Sage Mode active.
Note: After deactivation, no techniques above S-Rank for 3 turns.

‡ Declined ‡ I'm sorry but removing elemental strengths and weaknesses is too powerful. The NB swords can only do this three times for a single element and you want this for 4 turns for every element. Not only that but with the boosts you have with Sage Mode as well as any passive ones you may have, this becomes completely OP.
(Senpō: Dai Sennin Shūjuku) - Sage Art: Mastery of The Great Sage
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (+20 to every elemental technique used)
Damage Points: N/A
Description:
By utilizing the aspects of natural energy, using more natural chakra when performing Elemental techniques than elemental chakra. When this technique is active, as the user releases an elemental technique, the user would form a "layer" of natural energy around the released technique, with an additional +20 chakra cost per utilized elemental technique. The addition of natural energy would effectively remove the weakness that an elemental technique has against another, like for example, a fire technique wouldn't be inferior to a water technique. Any technique enhanced by this would be added with an extra handseal excluding techniques that require no handseals to be performed. This technique does not boost the power of any given element enhanced by this technique, just removes the weakness it has towards other elements due to the addition of natural energy. In turn, elemental techniques that are enhanced by this technique lose their strength towards other elemental techniques as well, all acting as an equal in terms of power. The user is capable of controlling which technique is enhanced by this, so whenever he uses an elemental technique while this is active, he has to mention if he enhances it with this technique or not, and if he chooses not to, the elemental technique would be unchanged, retaining the same weaknesses and strengths it has towards other elements. Essentially, all elemental techniques enhanced by this technique are labeled Sage techniques rather than elemental ones.
Note: Can only be used once per battle.
Note: Lasts as long Sage Mode remains active, max of 4 turns, but cuts Sage mode's duration by 2 turns when activated.
Note: Must have Sage Mode active.
Note: After deactivation, no techniques above S-Rank for 3 turns.

(Senpō Fūin: Dōzen Gyakuten) – Sage Sealing Art: Natural Reversal
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A (Same damage as the reversed technique)
Description: This is a powerful sealing technique designed by many of the most skilled fuinjutsu and natural energy users. Through the usage of natural energy around him, the user of this technique erects a barrier around him that spands up to Mid range, with the user at the center of the barrier. As a technique comes in contact with the barrier, the user uses physical aspect of natural energy within the barrier to literally "hold" the intended technique in it's place and throws it back at the opponent, basically reversing it's direction and controlling it through natural energy to backfire at the opponent, using his own techniques against him. This can only be used against projectile type techniques that pass through the sealing barrier that the user releases using this technique. The way this technique works is that the natural energy surround the opponent's technique, forming a layer of natural energy around it and re-directs it back at the opponent, or anywhere the user of this seal wishes. However, as the technique leaves the sealing barrier's formation, the user is incapable of controlling the technique further, basically traveling at the same location he intended it to go. This seal can be applied to nearly all projectile based elemental techniques, due to the natural energy being energy based while retaining a physical aspect. The barrier that's made around the user is stationary and cannot be moved, and deactivates as the user reverses the direction of the targeted technique.
Note: Can only be used 3x times per battle on up to S-ranked elemental techniques.
Note: No Fūinjutsu techniques in the same turn that this techniques is used in.
Note: Requires a 2 turn cooldown in between usages.
Note: This technique can be used twice simultaneously counting as two moves, erecting two barriers instead of one to affect a forbidden ranked elemental technique, but doing this would require a 3 turn cooldown before the technique can be used again.
Note: Reduces Sage Mode's duration by 1 turn each time it is used.
Note: Must have Sage Mode active.

(Jūinjutsu: Ikatsui Karite Jūin) - Cursed Sealing Technique: Curse of The Grim Reaper
Type: Defensive
Rank: Forbidden
Range: N/A (Long)
Chakra Cost: 50 (-50 per turn to maintain)
Damage Points: N/A
Description: One of the most powerful and absolute sealing techniques of all time. Developed by many of the most skilled Fuinjutsu users in the history of the ninja world. This technique is composed of a sealing formula that's applied onto the user's body himself, turning his own body into a living seal. This sealing technique is composed of a hidden sealing formula that's engraved onto the user's own skin, and remains dormant until it's activation is triggered by a hostile technique, or when the user decides to activate it. This sealing formula is connected directly to the user's mental state or mind, and it is triggered if the user is going to receive an immense amount of mental trauma in the form of a genjutsu or any kind of mental intrusion based technique similar to that of the Yamanaka clan. When this sealing formula activates, the body of the user starts emanating a dark resonating aura around him as the sealing formula releases a spiritual barrier around the mind of the user, guarding him from the mental damage and render the technique used to manipulate his mind useless. While this is the core power of this sealing technique, the sealing formula is much more powerful than this. As a mental sealing "barrier" is made around the user's mind, a barrier is made in the real world at the same time, spanning throughout the entire battlefield. While the sealing barrier defends against mental intrusion based techniques, or techniques that affect the mind of the user. The barrier outside that grasps the whole battlefield invalidates any sealing formula that is used by the opponent, and once they attempt to be triggered, the sealing barrier distorts the sealing formula that's going to be activated (which is the core of any sealing technique) and thus destroys the sealing formula from even taking place. While this technique is active, the user becomes completely impervious to any mental intrusion technique and sealing techniques used by the opponent, regardless of their rank, effect or power. The usage of this technique requires a huge amount of chakra to keep active and causes a physical fatigue to the users body, cutting his speed in half and making him unable to use other sealing techniques while this sealing formula is active. The only technique that this barrier is incapable of guarding the user against is Tsukyomi, which is even more absolute than this barrier.
Note: Can only be used once per battle.
Note: Lasts for 4 turns.
Note: No Fūinjutsu techniques while this technique is active.
Note: No Fūinjutsu techniques above A-rank for two turns after this sealing technique deactivates.
 
Last edited:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Name: (Chakura- ito burasuto hogo) Chakra Threads: Blast Protection
Type: Supplementary
Rank: D-S
Range: Self/Short
Chakra: 10-40
Damage: N/A
Description: This is a technique Sasori created in order to stay on balance from shock waves or powerful blasts. Also, it was created in order to stand up against powerful waves which would normally blow people away. With this jutsu it will keep the user on balance as well as the ground they are standing on protected, but everything surrounding it will be destroyed if the opposing jutsu caused destruction.There are different forms of this technique each used depending on the situation. Each form of the jutsu is based on the usage of chakra threads in order to help protect the user. This jutsu helps keep the user balance, but it does not protect the user from the damage of the actual technique.

D-C Rank Blasts: For blast of these ranks the user is capable of generating chakra threads from within their toes. Once the chakra has been gathered from the user’s feet the chakra threads will go and dig themselves underground. By doing this the user will give themselves a firm grip on the ground allowing for them to maintain their balance from attacks of that given rank. Also, it will enable the user the ability to not be blown away from blast of this rank, but also dealing damage to the user if not blocked.

B-A Rank Blasts: For blasts of these ranks the user will get on the ground on all four, and then begin to generate chakra threads from their hands and their feet. Once the chakra threads have been formed they will then bury themselves underground from where the user was. This form of the technique keeps the user on balance from shock waves and, keeps the user standing from blasts of these ranks. The ground that the user is standing on will also be unaffected by the blast, which goes to say that the surrounding land is capable of being blown away while the platform where the user is will remain the same.

S-Rank Blasts: This is a special case which Sasori will only use in dire situations. He will open his chest compartments revealing his 100 chakra strings. He then will launch them into the ground providing the strongest form of this technique. This technique keeps the user on balance as well as allowing them survive blasts up to S-rank. It will prevent his body from blowing away, and will also protect the surrounding land which it would be attached to but will also have to deal with the actual damage of the attack.
Note: Can only be taught by Sasori
Note: No turn limit for D-C rank version.
Note: B-A can only be used four times and requires a turn cool down after each usage.
Note: S-rank can only be used twice with a turn interval between each usage.
Note: After using the A-rank version no puppetry above A-rank next turn.
Note: After using S-rank version no S-rank or higher jutsu next turn.
Note: Does not protect the user from the actual damage of the attack.
Note: Ordinary Puppetry users can still use this, but only up to A-rank version.


Declined - Make it no A rank or above jutsu, s rank can be used twice, A and B rank 4 times, and that they all only last one tunr.

Name: (Ningyō no geijutsu: Chakura no sureddo setsuzoku) Puppet Arts: Chakra Thread Attachment
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: The user starts off by making contact with a physical object, and connect a chakra thread to the object. This technique can also be done to elemental techniques such as Earth or steel, but has to be tangible. Basically the user attaches a chakra thread to an object and will either attack directly or throw a projectile at the target. If the attached object with a chakra thread makes contact with the enemy, the chakra threads will move on to enemy’s body restricting their body movement. Chakra threads can be attached to any object such as: Kunai, Shuriken or even the user’s body parts. An example of this technique is when Chiyo launched a Kunai with chakra threads attached at Hiruko’s tail which resulted in Hiruko being unable to move its tail anymore. If the chakra thread makes contact with the opponent it will restrict that body part with B-rank strength. When the chakra thread collides with a weapon the thread will move on to the enemy’s weapon, and further up on to their arm binding it as well as that part of their body. The threads work by coiling around that part of the enemy’s body when contact has been made, and bind their movement. It is also possible for the user to stealthily perform this jutsu if they have their chakra threads already attached to an object such as a puppet. Also, the chakra thread is near invisible as the user has suppressed their chakra enough so it wouldn't be visible unless said object has been brought to an abrupt stop or if the opponent is a chakra sensor or has a doujutsu. Once a chakra thread has been attached to an enemy they will not know that it has attached itself to themselves until the moment they try to move that body part again which could end up being deadly if the enemy needs that body part at a certain moment.
Notes: Can only be taught by Sasori
Notes: Only one chakra thread can be attached to an object.
Notes: User must first make contact with object.

Declined - no useage limit? Also you need to say while controlling them to bind them this counts as one of your move per turns as though you were controlling a puppet
Name: (Chakura- ito burasuto hogo) Chakra Threads: Blast Protection
Type: Supplementary
Rank: D-S
Range: Self/Short
Chakra: 10-40
Damage: N/A
Description: This is a technique Sasori created in order to stay on balance from shock waves or powerful blasts. Also, it was created in order to stand up against powerful waves which would normally blow people away. With this jutsu it will keep the user on balance as well as the ground they are standing on protected, but everything surrounding it will be destroyed if the opposing jutsu caused destruction.There are different forms of this technique each used depending on the situation. Each form of the jutsu is based on the usage of chakra threads in order to help protect the user. This jutsu helps keep the user balance, but it does not protect the user from the damage of the actual technique.

D-C Rank Blasts: For blast of these ranks the user is capable of generating chakra threads from within their toes. Once the chakra has been gathered from the user’s feet the chakra threads will go and dig themselves underground. By doing this the user will give themselves a firm grip on the ground allowing for them to maintain their balance from attacks of that given rank. Also, it will enable the user the ability to not be blown away from blast of this rank, but also dealing damage to the user if not blocked.

B-A Rank Blasts: For blasts of these ranks the user will get on the ground on all four, and then begin to generate chakra threads from their hands and their feet. Once the chakra threads have been formed they will then bury themselves underground from where the user was. This form of the technique keeps the user on balance from shock waves and, keeps the user standing from blasts of these ranks. The ground that the user is standing on will also be unaffected by the blast, which goes to say that the surrounding land is capable of being blown away while the platform where the user is will remain the same.

S-Rank Blasts: This is a special case which Sasori will only use in dire situations. He will open his chest compartments revealing his 100 chakra strings. He then will launch them into the ground providing the strongest form of this technique. This technique keeps the user on balance as well as allowing them survive blasts up to S-rank. It will prevent his body from blowing away, and will also protect the surrounding land which it would be attached to but will also have to deal with the actual damage of the attack.
Note: Can only be taught by Sasori
Note: No turn limit for D-C rank version.
Note: B-A can only be used four times and requires a turn cool down after each usage.
Note: S-rank can only be used twice with a turn interval between each usage.
Note: After using the A-rank version no puppetry above A-rank next turn.
Note: After using S-rank version no A-rank or higher jutsu next turn.
Note: Does not protect the user from the actual damage of the attack.
Note: Ordinary Puppetry users can still use this, but only up to A-rank version.
Note: Each mode only lasts one turn.



Approved

Name: (Ningyō no geijutsu: Chakura no sureddo setsuzoku) Puppet Arts: Chakra Thread Attachment
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: The user starts off by making contact with a physical object, and connect a chakra thread to the object. This technique can also be done to elemental techniques such as Earth or steel, but has to be tangible. Basically the user attaches a chakra thread to an object and will either attack directly or throw a projectile at the target. If the attached object with a chakra thread makes contact with the enemy, the chakra threads will move on to enemy’s body restricting their body movement. Chakra threads can be attached to any object such as: Kunai, Shuriken or even the user’s body parts. An example of this technique is when Chiyo launched a Kunai with chakra threads attached at Hiruko’s tail which resulted in Hiruko being unable to move its tail anymore. If the chakra thread makes contact with the opponent it will restrict that body part with B-rank strength. When the chakra thread collides with a weapon the thread will move on to the enemy’s weapon, and further up on to their arm binding it as well as that part of their body. The threads work by coiling around that part of the enemy’s body when contact has been made, and bind their movement. It is also possible for the user to stealthily perform this jutsu if they have their chakra threads already attached to an object such as a puppet. Also, the chakra thread is near invisible as the user has suppressed their chakra enough so it wouldn't be visible unless said object has been brought to an abrupt stop or if the opponent is a chakra sensor or has a doujutsu. Once a chakra thread has been attached to an enemy they will not know that it has attached itself to themselves until the moment they try to move that body part again which could end up being deadly if the enemy needs that body part at a certain moment. If using in combination with a taijutsu or kenjutsu strike it can be done in the same time frame as the attack by generating the chakra thread in that part of their body or through an object as they are attacking.
Notes: Can only be taught by Sasori
Notes: Only one chakra thread can be attached to an object.
Notes: User must first make contact with object.
Notes: Can only be used five times.
Notes: While binding costs one of the users moves per turn.

Approved

Name: (Tomogui kemushi) Cannibalistic Caterpillars
Type: Supplementary/Offensive
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: The cannibalistic insects are miniscule caterpillar sized creatures that the user can manipulate with a single thread on one of their fingers. They are capable of digging themselves underground up to long range to stealthily reveal themselves under the enemy’s ground. Another ability of the insects is that they can detonate themselves with the small explosives inside of them, and is equal to C-rank. Lastly, the caterpillars have small fangs on them which can be used to pierce a target dealing damage, but is a free form move so it would not do much damage at the most it could pierce flesh.
Note: Can only be taught by Sasori.
Note: Can use all basic puppetry attacks.
Note: Submerging counts as a move as well as exploding.
Note: Up to four of this puppet can be summoned in a battle each time costing a move.



Approved
 
Last edited by a moderator:

Never

Active member
Supreme
Joined
Jun 22, 2012
Messages
32,560
Kin
2,719💸
Kumi
44,736💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Updating :

(Fūton : Kaze Entiti) - Wind Release : Wind Entity
Rank : S
Type : Offense / Defense
Range : Short - Mid
Chakra Cost : 40 - 10 Per Turn
Damage Points : 80
Description :
After performing the necessary hand seals Snake --> Dog --> Rat, the user expels a tornado From their mouth which grows three times as tall as the user, which then branches off into two spirals of wind, like arms for the first tornado reaching around like vacuums, which will suck up any projectiles, including an enemy if they get too close (Short Range) and will transport them through the arm they were taken up in, getting slashed by the violent wind all the way to the body of the entity delivering the full blow of the damage. The entity has a head of wind to make it look like a being. The Entity seems to move around on it's own like an ordinary tornado, moving at the same speed as the user's base but can only go to mid-range of the user or else it won't be able to sap chakra.

The user can Combine this Entity with an A-Rank Fire Technique by just shooting it at the back of the entity, the Giant Wind Monster will grow 2x Larger (Can Travel to Long Range in this case too) with the flames and become a Flaming Tornado combination. However if combined with an S-Rank it will not work and will simply be over powered by it.

- Lasts 3 Turns, with a four turn cooldown
- The Entity Self Sustains, sapping 10 Chakra from the user per turn
- The user if not careful can also be consumed by the Entity if it's tornado arms were to be aimed at him as the Vacuum is that powerful
- No S-Rank wind in the same Turn
-Can only be taught by LonelyAssassin

Declined - the change in range is fine, it's just the fire wind tornado, S rank wind +A rank fire is almost F rank in power, and it pretty much becomes my cj Blazing tornado.
(Resubmitting, Changed the Entitiy's Ability.

(Fūton : Kaze Entiti) - Wind Release : Wind Entity
Rank : S
Type : Offense / Defense
Range : Short - Mid
Chakra Cost : 40 - 10 Per Turn
Damage Points : 80
Description :
After performing the necessary hand seals Snake --> Dog --> Rat, the user expels a tornado From their mouth which grows three times as tall as the user, which then branches off into two spirals of wind, like arms for the first tornado reaching around like vacuums, which will suck up any projectiles, including an enemy if they get too close (Short Range) and will transport them through the arm they were taken up in, getting slashed by the violent wind all the way to the body of the entity delivering the full blow of the damage. The entity has a head of wind to make it look like a being. The Entity seems to move around on it's own like an ordinary tornado, moving at the same speed as the user's base but can only go to mid-range of the user or else it won't be able to sap chakra.

Using one of the three jutsu slots allowed in a turn the entity can sort of use collected rock/debris by breaking it from the earth below as it travels (as Powerful tornados can) and will expel them from their Tornados arms - basically switching the vaccuum so that it blows instead of sucks up objects. The Rocks and dust will be shot out around short range, creating a sort of smoke screen and acting like a B-Rank Earth attack (40 Blunt Damage). This uses one of the three turns

- Lasts 3 Turns, with a four turn cooldown
- The Entity Self Sustains, sapping 10 Chakra from the user per turn
- Rock Launcher Costs a Move
- The user if not careful can also be consumed by the Entity if it's tornado arms were to be aimed at him as the Vacuum is that powerful
- No S-Rank wind in the same Turn
-Can only be taught by LonelyAssassin

Approved - nice

‡ Pending ‡ Leaving for Pervy.

^ For Reference

Contract :

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Legs of the Thoracica
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tentacle like limbs, fuelling them with strength and making them much longer and stronger. The limbs will now be capable of stretching up to 5 meters and grabbing a hold of a target that the user wishes for the summon using this jutsu to. Because this is the fleshy part of the barnacle, it isn't as durable as the shells, but because of the extra strength put into the tendrils they can at least with stand B-Rank elemental attacks.

This can be used by up to a group of four Thoracica or Ancrothoracica Barnacles, however the power would be split between each barnacle that used the technique. For example if "Barnacle Bay" performs this jutsu then from each slit in the ground would be C-Rank tendrils from four different locations that could grab onto the opponent. The tendrils can also grab onto nearby tools or be used as transportation if the Barnacles are capable of moving (unlike barnacle bay as they are embedded into the ground) by grabbing onto something and pulling themselves closer.

- Any Thoracica or Acrothoracica type barnacles can use this
- No Barnacle arts in the same turn
- Grown Tendrils last for 3 turns

‡ Approved ‡
Contract :
Updating :

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Legs of the Thoracica
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tentacle like limbs, fuelling them with strength and making them much longer and stronger. The limbs will now be capable of stretching up to 5 meters and grabbing a hold of a target that the user wishes for the summon using this jutsu to. Because this is the fleshy part of the barnacle, it isn't as durable as the shells, but because of the extra strength put into the tendrils they can at least with stand B-Rank elemental attacks.

The Barnacles Tentacles can be grouped up and thickened so that they can be a bit more versatile and create fleshy parts to aid barnacles in battle. For example they can expand their tendrils which wrap around one another to form an arm, there are limitation to how large the limbs that are created can be - a single thoracica barnacle can expand it's tendrils enough to make just an arm or a limb the size of a human, whereas a Barnacle Community like "Oregon" can create larger arms or even wings capable of flight, a large tail that can whip prey. Anything bigger can create things proportionate to it's size.

- Can only be used on up to four Barnacles, A-Rank power would be divided between them
- Any Thoracica or Acrothoracica type barnacles can use this
- No Barnacle arts in the same turn
- Grown Tendrils last for 4 turns

‡ Approved ‡

(Fūton : Tsumi) - Wind Release : Sins
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description:
This Technique only happens when a Wind-Based Technique is used so it's activation is instant and doesn't take up it's own timeframe. Extra wind will be focused into the technique where it will have many mini-blades that will either float near the blade(s) of a sharp based wind technique like "Wind Release : Shock Blade" or with a tornado the blades would float around just the outside of it, but would still remain close. If applied to a blast of wind the many blades of wind would be created within it, creating not only blunt damage but the blades would rush forward to shred it's target to pieces. If this is used with a Wind technique that uses a weapon, the mini blades would float around the blade of the weapon or if applied in taijutsu the blades float around the limb(s) used.

Wind Techniques that this is applied gets an aura of Green that radiates off it with the miniblades within it, this sort of acts like "Wind Release : Wind Blade" where just being in very close proximity of the technique would cause cuts on the body.

- Must be tight by Lonely Assassin
- Increases a Wind Technique by 1 Rank
- Can only be used Four Times

‡ Declined ‡ This isn't a true infusion. It doesn't affect the jutsu itself in any way, you're just creating "more" of a technique or rather a separate jutsu that just orbits it. Someone tried this with Lightning and I declined it back then too.
 
Last edited by a moderator:

Detective L

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



(Fuuin: Megurushi no Kyokugaisha) - Sealing Technique: Mark of the Outsider
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will have a seal on their body with symbol below (see spoiler) that lies dormant and will passively activate under a number of different conditions, each with a varying effect. The seal’s overall use constitutes warding off mind-invasive techniques and abilities that seek to influence the user’s mental or emotional state.

The Queen of Thorns: Whenever someone attempts to possess the user’s body or alter the user’s memories, the seal will glow a bluish-white and cast both the user and the opponent in an A-Rank Genjutsu. The illusion will resonate with the Yamanaka/the entity possessing the user due to the self-cast. The illusion consists of a forest of black thorns “growing” from the user’s mind. The thorns ensnare the opponent and open wounds all across their body causing them to bleed out profusely. The mental strain of the illusion will cause the opponent to go unconscious instantly due to being cast in a high-level illusion when they’re in a such vulnerable state (attempting to enter the user’s mind). It will of course break the possession and as soon as this occurs, this technique will seal away the chakra used to cast the user in an illusion, essentially breaking it on their behalf. However, he will still have received mental damage from the illusion but not to the extent of the opponent. It will simply render him unable to use techniques above S-Rank in the same and next turn. This can only activate once per battle.

Wards of the Sorcerer: Whenever the user is forced into an unconscious or near unconscious-like state due to severe mental pain, the seal will glow purple and it’s effects will be two-fold. A seal will manifest on the user's spine and seal away the user's ability to feel or experience the effects of physical or mental pain/damage. It will also seal away the memories of having ever sustained or experienced the mental damage that triggered this seal to activate similar to the canon Ninjutsu technique (Kenboushou Jutsu) - Loss of Memory Technique. This seal will do nothing to prevent the user going unconscious if struck with a technique like Tsukiyomi but upon awakening, they will be not be fatigued or phased in the slightest. It will be as if they were never struck with the technique in the first place. To re-iterate, this technique itself does not allow the user to recover from being knocked out. This can only activate once per battle. This inability to feel pain will only last three turns but once it ends, the effects of any mental pain or damage sustained by the user prior to the seal's use will be negated. The memories of sustaining that pain/damage will remain sealed indefinitely.

Wrath of the Berserker: Whenever the user's emotional state is affected by a technique (doesn't have to be one that implants foreign chakra into the body), this seal will be triggered and glow red. It will act in a similar manner to Wards of the Sorcerer and essentially seal away all of the user's memories to do with any emotions besides that of rage. Illusions that make the user afraid of anything will be rendered useless as the user forgets even the concept of fear. Techniques which attempt to lull the user into a false sense of security or incite sudden nostalgia and remembrance or even subtly affect their mental/emotional state will prove ineffective as the user is suddenly overcome with intense anger and hatred. This will not render the user a mindless animal however, they will simply become overwhelmed with the need to kill anyone nearby (allies or opponents). This technique lasts until the ability attempting to affect the user is countered or deactivated. This can only activate once per battle.
If you seal away all emotions apart from rage, you will resort to being nothing but a beast. Being reasonable is a type of feeling, you will be consumed by your own rage to an extend xd How can you be consumed by only rage and not have more adverse effects, and can you truely seal your own emotions? If you seal memories it shouldn't leave only rage, what about when you were a happy little kid? xd

No Honor Among Thieves: Whenever the user realizes he's caught in an illusion, he can activate this seal. The seal will glow green and instantly absorb the foreign chakra in it's entirety without disturbing the balance of the illusion meaning it will still be active albeit sealed. This isn't to be confused with the user still being affected by the Genjutsu, the sealing of the chakra negates that. A seal with the Kanji for "Dishonored" will form anywhere on the user's body, (a location of their choosing) that will store the absorbed chakra. The user can make contact with another person (even the shinobi who initially cast the genjutsu) and place the seal on them through momentary physical contact. Wherever the seal was initially, the user can passively move it around their body to better ensure it makes contact with the opponent. Once the seal is transferred to the opponent's body, the foreign chakra will be released and the genjutsu will be cast on whomever it was placed on. Absorbing the illusion and creating the seal is passive but placing it on the opponent will count as a move. This can only be activated and used once per battle.

I'm not sure you can seal an illusion in a bubble like that, need to speak to other mods about this.

Notes:
-Can only be taught by Detective L
-Each ability can only be used once per battle

Declined - for one you create an illusion with this so it should be Fuuinjutsu/Genjutsu. Making them go unconscious instantly, horrible wording, so OP xd The second part needs a rank limitation to what effect it can seal. A rank seal, seals A rank mind damage. Like i have a genjutsu, S rank, Mind crush, causes you to see your mind shatter like glass and pass out, would this really seal such a traumatising illusion. AND a few purple notes above xd

You must be registered for see images

(Fuuinjutsu: Yomigaeri no Mikoyose) - Sealing Arts: Resurrection of Sorcery
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 to the main two affinities of the user)
Damage:N/A (-10 to the main two affinities of the user)
Description: This seal must be either stated in the user's bio or placed on him before battle. This seal is linked to the users two strongest elemental abilities and only seeks to make them weaker in order to increase the power of the users Sealing Arts. When passively activated it will drain the user's two main elemental affinities of 10 points of chakra and damage automatically every time they're used, storing it within itself, and making the users techniques using those affinities weaker until its deactivated. It's true purpose will be triggered whenever the user utilizes the art of Fuuinjutsu, it will convert and release this stored power into any Fuuinjutsu technique whenever it is used, filling the technique with the energy it took from the user's elemental prowess. This results in every Fuuinjutsu technique the user uses gaining +1 Rank or +20 Damage for those that are already S ranks or above and offensive. Those that are S ranks and defensive or supplementary will gain the ability to defend against techniques with 20 more damage than it. On the other side, the main two elemental affinities of the user will automatically lose 10 damage and chakra each when they are used. This lasts until deactivated.

-Can only be used or activated once per battle
-Can't be used on bios without two elemental specialties

Declined - it can't work on S ranks and above, if you boost some barriers it's game over, and multiple infinite embraces. Also you should state this effects elements made up for those two elements. If i had water and wind, it would also drain ice ect.
(Fuuin: Bachi no Fukyuu) - Sealing Technique: Bane of the Immortal
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will have a seal on their body with the Kanji for "Eternal". The seal lies dormant and is passively activated whenever the opponent tries to seal or drain the user's chakra and/or abilities. The seal will instantly release an intangible barrier that surrounds the user's body like an armour. Any abilities which act externally such as the canon techniques Multiple Infinite Embraces or Living Barrier will be unable to affect anything inside the barrier, namely the user's body. Seals which act internally will first have their chakra be absorbed by the barrier (happens instantly and so before they can come into effect) and once erected, the barrier will prevent any further insertion of chakra while active. The seal is self-sustaining and will involuntary leech chakra from the user's body. This is for the express purpose of maintaining this technique even when the user can't use or mold chakra. This is possible as the chakra still exists within the user as it is equivalent of their very life-force. This cannot be activated manually and will only ever activate under the aforementioned conditions. It lasts until deactivated or until the ability attempting to seal or drain the user's chakra or abilities is no longer active.

Note: Can only activate a maximum of thrice per battle

Declined - needs a turn limit of how long it can be active, what rank it can counter ect...

‡ All Pending ‡ Leaving for another mod
(Fuuin: Megurushi no Kyokugaisha) – Sealing/Illusion Technique: Mark of the Outsider
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will have a seal on their body with symbol below (see spoiler) that lies dormant and will passively activate under a number of different conditions, each with a varying effect. The seal’s overall use constitutes warding off mind-invasive techniques and abilities that seek to influence the user’s mental or emotional state.

The Queen of Thorns: Whenever someone attempts to possess the user’s body or alter the user’s memories, the seal will glow a bluish-white and cast both the user and the opponent in an A-Rank Genjutsu. The illusion will resonate with the Yamanaka/the entity possessing the user due to the self-cast. The illusion consists of a forest of black thorns “growing” from the user’s mind. The thorns ensnare the opponent and open wounds all across their body causing them to bleed out profusely. The mental strain of the illusion will cause the opponent to break off the possession instantly due to being cast in a high-level illusion when they’re in such a vulnerable state (attempting to enter the user’s mind). They will return to their own body and will suffer full body paralysis for the next turn (though they can still mold chakra) in addition to being unable to use S-Ranks or above for the following turn. This technique will seal away the chakra used to cast the user in an illusion, essentially breaking it on their behalf. However, he will still have received mental damage from the illusion but not to the extent of the opponent. He will simply be unable to use Forbidden Ranks for the next turn. This can only activate once per battle.

Wards of the Sorcerer: Whenever the user is forced into an unconscious or near unconscious-like state due to severe mental pain, the seal will glow purple and it’s effects will be two-fold. A seal will manifest on the user's spine and seal away the user's ability to feel or experience the effects of physical or mental pain/damage. It will also seal away the memories of having ever sustained or experienced the mental damage that triggered this seal to activate similar to the canon Ninjutsu technique (Kenboushou Jutsu) - Loss of Memory Technique. This seal will do nothing to prevent the user going unconscious if struck with a technique like Tsukiyomi but upon awakening, they will be not be fatigued or phased in the slightest. It will be as if they were never struck with the technique in the first place. This inability to feel pain will only last three turns but once it ends, the effects of any mental pain or damage sustained by the user prior to the seal's use will be negated. The memories of sustaining that pain/damage will remain sealed indefinitely. This counters any rank of mental pain/damage but techniques like Tsukiyomi will still render the user unconscious. This will only activate once per battle.

Pending on this ability. I need to speak with Scorps due to what we saw in the boruto manga regarding mitsuki and memories

Wrath of the Berserker: Whenever the user's emotional state is affected by a technique (doesn't have to be one that implants foreign chakra into the body), this seal will be triggered and glow red. It will form a seal on the user's back that's infused with katon chakra and burn a small brand into them (first degree burn; unranked). This will of course fail to break the illusion or ability but it will serve two purposes. It's activation will affirm the user he is cast in some kind of ability, thereby making him realize it's not real. The pain will also disrupt abilities which attempt to subtly influence the user's mind or emotional state, mainly in regards to abilities which exploit one's memories. Techniques which attempt to lull the user into a false sense of security or incite sudden nostalgia and remembrance or even subtly affect their mental/emotional state will prove ineffective as pain jolts them back to reality. Illusions that make the user afraid of anything will be rendered useless as soon as they're cast since the user will realize the threat and the fear they feel isn't real. This is the only ability that can activate without limit but repetitive use will cause cumulative damage to the user's body. Each time this technique activates, a different spot on the back is burned/branded with the Kanji for "Wrath". Just to clarify, this doesn't activate against every Genjutsu technique. Only ones which influence or compel the user's emotional state.

How does this work, if the Genjutsu seals off your feeling of touch? You wont feel the burn and never know their is a genjutsu xd

No Honor Among Thieves: Whenever the user realizes he's caught in an illusion, he can activate this seal. The seal will glow green and instantly absorb the foreign chakra in it's entirety without disturbing the balance of the illusion meaning it will still be active albeit sealed. This isn't to be confused with the user still being affected by the Genjutsu, the sealing of the chakra negates that. A seal with the Kanji for "Dishonored" will form anywhere on the user's body, (a location of their choosing) that will store the absorbed chakra. The user can make contact with another person (even the shinobi who cast the genjutsu) and place the seal on them through momentary physical contact. Wherever the seal was initially, the user can passively move it around their body to better ensure it makes contact with the opponent. Once the seal is transferred to the opponent's body, the foreign chakra will be released and the genjutsu will be cast on whomever it was placed on. Absorbing the illusion and creating the seal is passive but placing it on the opponent will count as a move. This can only be activated and used once per battle.

You should start that it pushes out the foreign chakra to return your chakra flow to normal to break the illusion. But placing the seal on them which seals the gen, i need to speak to reborn or scorps about.

Notes:
-Can only be taught by Detective L
-Each ability can only be used once per battle (Excluding Wrath of the Berserker)

Pending.

‡ Declined ‡

You must be registered for see images

(Fuuinjutsu: Yomigaeri no Mikoyose) - Sealing Arts: Resurrection of Sorcery
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 to the main two affinities of the user)
Damage:N/A (-10 to the main two affinities of the user)
Description: This seal must be either stated in the user's bio or placed on him before battle. This seal is linked to the users two strongest elemental abilities and only seeks to make them weaker in order to increase the power of the users Sealing Arts. When passively activated it will drain the user's two main elemental affinities of 10 points of chakra and damage automatically every time they're used, storing it within itself, and making the users techniques using those affinities weaker until its deactivated. It's true purpose will be triggered whenever the user utilizes the art of Fuuinjutsu, it will convert and release this stored power into any Fuuinjutsu technique whenever it is used, filling the technique with the energy it took from the user's elemental prowess. This results in every Fuuinjutsu technique the user uses gaining +1 Rank (if they’re A-Rank or below). On the other side, the main two elemental affinities of the user will automatically lose 10 damage and chakra each when they are used. Elements which are a combination of both of the weakened elements will also be weakened in the same way. This lasts until deactivated.

-Can only be used or activated once per battle
-Can't be used on bios without two elemental specialties
-Can’t be used on S-Rank and above Fuuin
-Can’t be used on Multiple Infinite Embraces


Approved.

(Fuuin: Bachi no Fukyuu) - Sealing Technique: Bane of the Immortal
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will have a seal on their body with the Kanji for "Eternal". The seal lies dormant and is passively activated whenever the opponent tries to seal or drain the user's chakra and/or abilities. The seal will instantly release an intangible barrier that surrounds the user's body like an armour. Any abilities which act externally such as the canon techniques Multiple Infinite Embraces or Living Barrier will be unable to affect anything inside the barrier, namely the user's body. Seals which act internally will first have their chakra be absorbed by the barrier (happens instantly and so before they can come into effect) and once erected, the barrier will prevent any further insertion of chakra while active. The seal is self-sustaining and will involuntary leech chakra from the user's body. This is for the express purpose of maintaining this technique even when the user can't use or mold chakra. This is possible as the chakra still exists within the user as it is equivalent of their very life-force. This can counter S-Rank and below sealing techniques. This cannot be activated manually and will only ever activate under the aforementioned conditions. It lasts for four turns or until the ability attempting to seal or drain the user's chakra or abilities is no longer active, whichever is longer.

Note: Can only activate a maximum of thrice per battle

Approved

‡ All Pending ‡ Leaving for another mod
 
Last edited by a moderator:
Status
Not open for further replies.
Top