Custom Clan Jutsu Submissions

Lord of Kaos

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Please be sure to read the Battle Arena Rules before making a submission.






±±Custom Clan Techniques±±






Once you have an approved Custom Clan (which is submitted and checked in ), you can make techniques for that clan and submit them here to be checked.






±± How to submit a Custom Technique? ±±



1. Step One: Pick the Name and Japanese Translation. Use this to help you. Be sure to name the techniques correctly by stating the skill/element/area to which the technique belongs. Don't use Japanese in Kanji form; use standard Romanji instead.





2. Step Two: Chose the type of your Custom Technique.



Offensive/Attack

Defensive/Defense

Supplementary

Weapon



3. Step Three: Rank The Jutsu According to Power and Effects.



E-Rank

D-Rank

C-Rank

B-Rank

A-Rank

S-Rank

Forbidden-Rank



4. Step Four: Put a Range in your Jutsu.



Short Range

Mid Range

Long Range



5. Step Five: Fill in the correct Chakra and Damage points for the rank of the technique



E Rank: 05 Chakra / 10 Damage

D Rank: 10 Chakra / 20 Damage

C Rank: 15 Chakra / 30 Damage

B Rank: 20 Chakra / 40 Damage

A Rank: 30 Chakra / 60 Damage

S Rank: 40 Chakra / 80 Damage

Forbidden: 50 Chakra / 90 Damage



Note: In certain types of techniques, some of the fields (either Damage or Chakra) may not be required to fill, like with the damage of a defensive technique . If that is the case simply put N/A (Non-Aplicable).



6. Step Six: Describe the Jutsu.



Make a brief description of your jutsu and its effects. Don't forget to make it clear and understandable by using proper grammar. Keep it simple and clean. Also, you are required to make a logical explanation of how you achieve the effect of the jutsu. For example, if you have a technique that states "can detect enemy's location" you are required to explain how that is achieved.



7. Step Seven: Resctritions.



Add any restrictions that are deemed necessary for the rank of the technique and its correct use. Usage limit, duration limit, etc. Don't forget to make it logical and simply don't add restrictions in an attempt to make your technique more approvable. Restrictions won't change the fact that your technique may be OverPowered. In terms of logic, it pertains to the correct comprehension of the RP and its skills. For example, a high rank Lava technique would affect your use of Lava and to a minor extent, Fire and Earth but it wouldn't affect your use of Water.



8. Step Eight: Post and Wait for Approval!







±± Template for Custom Techniques ±±



PHP:
[/FONT][/CENTER]
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[CENTER][B]

Type:

Rank:

Range:

Chakra:

Damage:

Description:[/B]





Note: between the first bolded code, simply insert the name of the technique.
 

Sinthorus

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New Cycle: 25/11/25 - 09/12/25


The new cycle commences with this post, and concludes precisely two weeks from the given time-stamp. All customs from previous threads that are not checked are considered declined. You may resubmit them in the new threads under the new guidelines found in the first post.
RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions once the threads close. Cycles will be open for two weeks and closed for two weeks for checking.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. As of now, you may submit the following: 4 custom jutsu across the CJ/CEJ/CFSJ/CCJ/CD threads and submit one custom field in addition to this. Sage rank members gain an addition submission to allocate where they wish.
 
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Zaphkiel

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I have the Clan Head's (Negative Knight) blessing to submit Surgebinder PCCJ. Surgebinder Clan Submission.

(Fuin/Kanki: Samsara Hanabira) - Seal of Transcendence: Samsara Lotus Petals
Type
: Supplementary
Rank: B-S
Range: N/A (Short-Long)
Chakra: 30-60 (-10/-20)
Damage: N/A
Description: A technique unique to the Lostbelt Berserker, it combines his Prana energy with Advanced Fuinjutsu to create a body seal that has been imbued with the 'miraculous' nature of Prana and tied to Arjuna's own Reality Marble, the Lostbelt. This is normally an area-type Noble Phantasm that transports people and objects to a personalized portion of the Throne, but the Lostbelt is simply too massive: it takes the shape of a vast replica of the cosmos complete with 'planets' and other celestial bodies. Anything transported there would be lost almost immediately due the sheer scope and it would be too large to summon onto the battlefield. Thus, in order to logically use his Reality Marble in battle, the Samsara Lotus Petal seal acts as a junction between Arjuna's Surge of Transcendence (Reality Marble) and his own body. The seal is composed of five leaf or petal shapes connected as one over Arjuna's skin whilst glowing in the color of his Prana, which also surges from the seal throughout his body and imbues it with the Lostbelt's terrain effects. The five petals correspond to the five personal attributes/effects of the Lostbelt, Arjuna's Reality Marble, as translated for use through his body. Each activation is passive, not impeding on time-frame, but still costs a move slot:

(Gaki - Preta): The first petal, meaning 'ghost', calls upon a portion of the Lostbelt's terrain effects, specifically its quirks of weightlessness and frictionless movement thanks to its space-inspired functions and design. This ability is transferred directly to Arjuna and anything he touches during it's time active. Arjuna will be able to negate his own weight as well as move through the air as if it were water, which is similar to flight but does not rely on wind or air to function. This 'Petal' is B-ranked in power and costs 30 to activate. It grants the aforementioned weightlessness and pseudo-flight for four turns max (-10 per turn). Preta can be activated five times in total with a one turn cool down between uses.

(Jigoku - Niraya): The Niraya 'Petal', meaning 'hell', allows Arjuna to embody one of the most extreme objects within the Lostbelt: a star. Upon activation, Arjuna's body will begin to glow in the color of his Prana which can temporarily blind opponents who stare directly at him, while simultaneously forming an incredibly hot shell of Prana around him. The intense light and heat effectively conveys the presence of a miniature sun, burning away up to one technique of equal or lesser chakra than that of the Niraya seal. This 'Petal' is A-ranked in power and costs 40 chakra to activate. It grants the ability to burn opposing techniques around Arjuna up to 20m away. Niraya can only be activated three times, lasting three turns at maximum (-20 per turn), with a two turn cool down between uses.

(Chikushō - Tiryak): The third 'Petal' which translates to 'realm of animals', deals solely with augmenting Arjuna's attacks through the Lostbelt's innate ability to boost Arjuna's prowess. This translates to +20 DMG to all specialized fields while active. Arjuna also gains the ability to infuse +10 Prana into a technique of one of his specialized fields once per turn, causing it to shift from a damage to chakra-based interaction. If the infused jutsu overpowers an opposing technique then Arjuna is able to transport it directly to the Lostbelt to be retrieved at a later time using the Surge of Evocation technique, Dynasty of Kings, specifically, "Conquest of Alexander – Bastion of Achaemenid" or metabolize it with "Domination of Vlad – Tower of Yggdmillenia". Tiryak is A-ranked in power and costs 40 chakra to activate. With a maximum usage limit of thrice this Petal lasts three turns each time (-20 per turn) with a three turn cool down between uses.

(Ningen - Manushya): This Petal, which roughly translates to 'human', allows Arjuna to change his form, similarly to a transformation jutsu, through the use of his Prana and the Lostbelt's time reversal effect. It allows Arjuna to assume his human or 'Archer' form, which is slightly shorter with black hair, and a white and blue tunic to cover his body. Not to be confused with a weakening effect, this form change actually allows him to assume a younger version of himself, instantly shedding any negative effects such as debuffs, poison & toxins, or any other lingering effect that had afflicted him prior to this Petal's activation. Manushya is A-ranked in power and costs 40 chakra to activate. It completely removes all negative effects and techniques of equal or lesser chakra that target Arjuna. Can only be performed three times with a two turn cool down between uses. Lasts indefinitely after the first turn as a cosmetic effect and cannot be paired with the Deva Petal.

(Tennin - Deva): The direct opposite of Manushya, this final petal translates to 'God or godlike being' and allows Arjuna to ascend into his more powerful 'Berserker' form. Also a transformation technique, the Deva 'Petal' causes Arjuna's hair to grow long whilst turning to white. Two bright blue horns form on the top of his head and also a blue, two-tipped tail from his lower back. The Lostbelt's effects of time acceleration are applied directly to Arjuna while this 'Petal' is activated, granting him three times movement speed as well as the ability to, once per activation, speed up any effect that is currently affecting him, or a single other shinobi should he physically make contact, by up to 2 turns. This can apply to negative or positive effects. This seal is S-ranked in power and costs 60 chakra to activate. The Deva Petal lasts three turns with each use (-20 per turn) and can only be performed twice per match with a three turn cool down between uses. Lasts indefinitely after the first three turns as a cosmetic effect and cannot be paired with the Manushya Petal.

Note(s):
- Only up to two 'Petals' can be active at any time, regardless of rank.
- After deactivating any of the first four 'Petals' or them timing out, Arjuna is unable to perform Fuinjutsu or Prana-related techniques above A-rank for a turn afterward. This restrictions lasts an additional turn for the final 'Petal', Deva.

REFERENCED:
(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every four turns and no Prana in the user’s next turn. The Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be teturned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique.
 
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Imperfect

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Clan Approval: Here.

Permission to submit PCCJ from Heroic Spirit Rank in the Clan: Here & Here.

Resubmitting previously declined PCCJ with new Custom Submission Guidelines in mind.




(Sōken: Sōzō no Hahen) Surge of Reification: Shards of Adonalsium
Type:
Supplementary
Rank: C-Rank
Range: Short
Chakra: 15 (-5 per turn)
Damage: N/A
Description: Shards of Adonalsium, otherwise known as Spren, are unique Prana-based entities that fall between the Surges of Evocation and Augmentation under their own Surge, (Sōken) The Surge of Reification. Physically they appear as small beings of pure energy, though their exact appearance varies wildly. Their physical form can appear like wisps of Prana, formless and shapeless, or, as they are a Surgebinder's ideals made manifest, with strong enough concepts or ideals they can resemble something animalistic or even humanoid, and like the Prana that constitutes them their colors can vary wildly.

As they are creations of Prana Spren can't exist outside of the Throne without the help of a Surgebinder, requiring them to act as doors and anchors to the physical world. Spren materialize within Short Range of the user, but can exist at any range provided the Surgebinder maintains their form, and in return Spren assist their Surgebinder in combat. Surgebinders up to and including Servant Rank can maintain a single Spren for 5 Chakra per turn. Heroic Spirits and above can maintain a second Spren for an additional 5 Chakra per turn.

As manifestations of their users Prana, they have access to the same techniques their Surgebinders have under the Surges of Evocation and Armament. They can perform Evocation at the same level as their bonded Surgebinder. With the Surge of Armament the Spren physically calls forth the chosen Noble Phantasm using the Prana contained within their body, physically becoming the chosen armament themselves. Regardless of the user's Rank or capabilities within the Clan, this doesn't count towards the user's own Noble Phantasm limit. If the user has two Spren, only one can perform the Surge of Armament. While housing a Noble Phantasm the Spren can act in a similar manner to their normal state, allowing for flight, communication, and other actions they would normally be capable of, can perform any actions the chosen Noble Phantasm can, and any techniques the Surgebinder themselves know for the given Noble Phantasm, such as Kenjutsu for a sword-based Noble Phantasm.

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∞ Approved. Curious to see this in action. ∞
 
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Zatanna

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clan link for easy access: https://animebase.me/threads/custom-clan-submission.764487/post-22071376

(Tenshi: Keisei Keikoku) – Tenshi: Downfall of Castle and Country
Type:
Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (Solari) | 20 per spirit (Lunari)
Damage: N/A
Description: Spirit resurgence is the blanket term for what could be considered the ultimate ability of the wraith clan, representative of the unshakeable bond between the spirit and the host, the ability itself varies immensely depending on the allegiance of the clan member, however what they have in common is an incredibly high cost and drawback. Outlined below are the abilities.

Solari: The effects manifested by the Solari spirits are less commonly seen than the Lunari's, that is partly because the ability is more reactionary, similar to the doctrines of the Solari themselves. Upon reaching 0 health in any encounter, the spirit of the Solari will completely inhabit the hosts body, similar to a bijuu taking over for an unconscious host, when this occurs the hosts body will convert the maximum amount of chakra possible up to the Clan Chakra Cap of the users remaining chakra. This cannot go over the cap for Tenshi Chakra, even if the host has excess chakra. This last ditch attempt to preserve the safety of the host body is short lived, as the avatar state burns the Tenshi energy at an accelerated rate costing twice it's usual cost. Should the Tenshi energy be expended the host and spirit will fall unconscious, however with this ability the host may be able to snatch a victory from the jaws of defeat, or at least escape capture. Despite the host moving for the body they cannot physically or spiritually heal the users body, as it effectively is like the host making use of a puppet of the users body, outside sources can heal the user however. Techniques that have healing the user cannot be used by the user, although it is still possible to heal them from an outside source.

Lunari: The effects manifested by the Lunari spirits revolve around control of other spirits, rather than the fortification of the lead spirit. Through their sheer force of will the Lunari spirit is capable of drawing forth others from beyond the veil and forcing them to manifest themselves in reality. These spirits summoned are free to phase and move between the physical and spiritual world, moving in one world to reposition in the other. These spirits are generally simplistic, being forced in to the real world severs much of their thought processes with them tending to embody singular emotions primarily negative, such as rage, envy or pride. Similar to the shadow clone technique, up to 4 (four) of these can be animated at any one time, however their limited powers only allow them to have control over one elemental nature of the users choice provided the user has access to said element, this element is infused with tenshi energy whilst the Lunari spirit is in the avatar state however, sharing the buffs with the spirits they tore from the afterlife. Unlike techniques such as Edo Tensei, these spirits are very much vulnerable to physical damage. Being easily destroyed by physical damage of A rank and above, however their simplistic natures and the nature of their spiritual existence makes them completely immune to spiritual damage. These spirits have the same speed and tracking as the users base.

Note: The Solari ability can only be used once per battle.
Note: Should the Solari ability time out, the host and spirit become completely immobilized and must recover following the standard rulings for recovery time.
Note: Spirits raised by the Lunari can be created all at once, or one at a time, regardless of which is chosen the limit is four per battle.
Restricitons:
Lunari -
Lunari's raised spirits cause a strain on the users concentration, with every raised spirit reducing the rank at which the user can use jutsu after the first. Meaning that the user can summon and maintain one spirit without penalty, however after that will reduce the ability the user can use, with two spirit meaning the user cannot use F ranks, 3 spirits meaning the user cannot use S ranks and 4 spirits meaning the user cannot use A ranks. This restriction however does not apply to the spirits, simply reducing the actual users abilities.
Solari - The Solari's spirit resurgence doesn't clash with the drawbacks of the standard avatar state, meaning they can use the avatar state in battle and still have access to Spirit Resurgence. During this technique, the user can only use Clan techniques.


( Tenshi: Gōyoku to muyoku) - Tenshi: Avarice and Generosity
Type:
Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A supplementative technique based around the Tenshi's natural Spiritual host and aura. Depending on the users alignment they will perform either Avarice or Generosity. This technique is activated within the same timeframe as another allowing the user to coat and surround the target in the Tenshi energy.
Lunari:
Avarice is a technique that coats a technique, either regular chakra or a Tenshi one in Tenshi energy to surround it which gives it spiritual piercing capabilities. What this means is the technique itself when dealing damage will ignore 20 spiritual damage shaving, or should the user have none, require double the amount of spiritual healing to heal back that specific damage.
Solari:
The Solari's Generosity is a supportive defensive one, being capable of releasing/ending tethers on allies within range. At the cost of a move per turn though passively in timeframe, the user can pay Tenshi Chakra equal to the cost of the tether to forcefully end and sever its connection on the host. This tether will not transfer to the user, but simply be forcefully ended by the users spiritual chakra banishing it from an allies chakra network.
Restrictions:
Can only be applied 3 times per battle
When used, Clan techniques are 1 rank lower for 1 turn.
Requires 2 handseals or an additional one added to tehcniques.


( Tenshi: Sangashashokuzu) - Tenshi: Depiction of Nature and Society
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 20 per turn while in spirit realm
Description:
A technique born to give the user an advantage by combining not only their spiritual mastery and ability to walk between worlds of Physical and Spiritual, but also taking advantage of a targets own spiritual energy. Flooding the area with Tenshi energy and performing 2 seals, the user forcibly rips the all targets within a 20m range into the spiritual realm, separating them from the current physical space they used to occupy. Pulling the target(s) into the spiritual realm gives the user a temporary advantage where only spiritual and Yin based techniques (Abilities or techniques that fall under the 'Yin Release' umbrella eg Nara, Yamanaka etc) can be used. This is not a permanent fixture as after 3 turns, the spirit and body become realigned and all targets are forcibly sent back to the physical world, moved from where ever they were to where ever they were moved to. While transported, this does not leave a physical body nor does it leave them vulnerable in the physical world.
Notes: User can target anyone specifically that has a spirit/spiritual energy to pull into the spiritual realm.
Notes: This can be forcibly ended early by an opponent by the required amount of Yin/spiritual chakra surge.
Restrictions:
Lasts for 3 turns, and cannot be used for 3 turns after finishing.
Cannot use S ranks and above for 1 turn after finishing.
 
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