Custom Clan's Jutsu Submission

Status
Not open for further replies.

Rei

Legendary
Joined
May 22, 2008
Messages
12,015
Kin
5,001,259💸
Kumi
527💴
Trait Points
0⚔️
You must be registered for see images


Please be sure to read the 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:
[B][/B]
[B]Type:[/B]
[B]Rank:[/B]
[B]Range:[/B]
[B]Chakra:[/B]
[B]Damage:[/B]
[B]Description:[/B]
Note: between the first bolded code, simply insert the name of the technique.



±±Formatting Restrictions±±

-No submission that uses font or formatting alterations such as underline, bold, allignement, color, size, spoilers, etc will be checked. The only exception is that you are allowed to Bold or underline the title of each technique you submitt and you can use spoilers for videos or images you need to post for references.

-An exception to the above rule is the requirement to bold the alterations on re-submissions. Its required that every altered or add part is bolded. If you simply take out something, write beneath the jutsu stating "I took out the part where...".



±±Resubmissions±±

-When resubmitting a custom that was previously declined, you need to quote the original submission and bold the parts you changed in your new submission.



±±Declined, Do Not Resubmit±±
-When one of your techniques was declined with a "Do Not Resubmit" note, you can't resubmit that technique without the permission of the Staff member who checked that technique.




±±Submissions and Amount of Customs±±

-Only the Leader of the Custom Clan can submit techniques for it. The leader is the person currently in charge of the clan and its members. Normally, its a position held but its creator but if he falls inactive, the duty may be given to one of the clan's higher ranked members.

-You can submit up to 8 custom clan techniques which are considered the basic clan techniques and which are usable by all its members if they fit the needed requirements.

-Each member can submit 4 personal custom clan techniques. These need to be approved by the clan leader before being posted to be checked. They can be taught to other clan members.



±±Custom Jutsu Users±±​

-Once you get your custom clan techniques approved you and all the clan members who have learned them are required to post them in your own custom jutsu thread in the

-You are required to post every jutsu you made and all jutsu that others allow you to use.

-Each and everyone of your custom techniques posted in your thread needs to be numbered(from #1 to #4).

-When posting the techniques, you are required to post the link to the techniques approval, by copying the link to the individual post in which the technique was approved.

-You are forbidden to use any custom technique that isn't posted in your own custom jutsu thread.

-The custom jutsu thread is your responsibility and its your duty to keep it up to date, clean and complete.



±±Spam±±

-"Markers", or empty posts (with no actual custom jutsu being submitted) created for the sole purpose of being edited later on, are strictly forbidden and shall be considered as nothing more than spam.

-Any post that does not contain a custom technique submission is considered spam and thereby falls under the violation of the of Narutobase.

-Posting a technique that has requirements such as bios or tests and that are pending approval or verification is considered posting a marker. When you post a technique you are required to make sure you fulfill all the conditions needed to do so. That includes training, bios, permissions, etc. Posting them ahead of having the requirements to do so to get your submission checked faster is considered posting a marker and is punishable.



±±Ripping and Copying±±

-You cannot copy or bluntly base your submissions in another members submission without his or hers permission. This is strictly forbidden and is a severe offense.

-If you find a submission that you feel is too much like yours or that is clearly and bluntly a copy of any of yours, please contact one of the RP mods with the link to your technique and the one that supposedly copies yours.

-The RP Mods may require you to prove you have traded a given jutsu. Be sure you can provide such proof if required.



±±Edits±±​

-No one is allowed to edit his/her post after a moderator has already edited it. Resubmit if you feel that your technique needs to be altered in some way.



±±The Red Rule±±
-The red rule exists and you should check it if you don't know what it is. Bugging any RP mod regarding CJs that were declined and to which you weren't required to contact the given mod, is breaking said rule. The techniques are declined for a reason which is most of the times explained even if we are not required to do so. This is never respected but I urge you to start taking this seriously.

±±The Blue Rule±±
-You aren't allowed to direct us into how to check your customs or tell us to make edits on the submissions to make them approvable. Also, providing expressions like "I talked to X senior sensei and he said its possible" or any variation of such expressions is forbidden. Adding explanations outside the technique's description (or, by that matter, any expression or sentence directed at us) is also forbidden. Anything you wish to explain you need to do so in the technique itself, using the correct template, as it needs to be perfectly understandable by anyone if its to be approved. The necessity to explain or justify things outside of it renders such premise invalid and thus makes the technique unapprovable.



±±Disclaimer±±

-NB's moderators have every right to deny any move we wish without true explanation, because some techniques submitted do not reach a certain criteria that we feel should be accepted. Please do not complain, please do not argue, just take it as it is and please move on by creating something else. Most Jutsus however will state a reason why a technique or custom will not be accepted.



________________________________________

 
Last edited by a moderator:

RokuNR

Active member
Legendary
Joined
Jun 23, 2008
Messages
18,814
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Clan's & Group's Jutsus

The Clan's Techniques -Approved

(Konki Kashou: Inpurovaizexishon)- Energy Song: Improvisation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Using their ability to manipulate pure chakra and energy, the user forms that energy into a highly concentrated mass of pure chakra, creating any weapon (normal sized) of their desire (i.e. hammer, sword, ect.). This is a technique well known by Kiyoshi Warriors and above. The weapons can either be made in such a way that they create a pulsing effect, pushing the opponent away violently, when the weapon makes contact, or they can greatly concentrate it to increase its cutting ability.
~Must be a Kiyoshi Warrior and up

(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.

(Haru no Nori: Gojiki)- Ride of Spring: Five Seasons
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage: (+10 to energy techniques)
Description: The user focuses elemental chakra into their energy and pure chakra, while at the same time keeping it pure. This causes their energy to be stronger and also have an effect based on the 5 elements (fire, water, earth, lightning, wind). The user can only focus one chakra at a time and needs a 1 turn period in-between without using energy related attacks to shift energy elements.
Fire- Energy will be able to burn things
Water- Energy will be able to douse out fires as well as possibly drown (if one can)
Earth- Energy will have a tough, solid composition.
Lightning- Energy will be able to shock and electrocute
Wind- Energy can slice/cut or blow away
~Must be at least a Kiyoshi Warrior

(Konki Yari)- Energy Spear
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: 15
Damage: N/A
Description: The favored weapon of the Kiyoshi Clan, it is carried around by warriors at all times when they are on duty or on a mission. It gleams with celestial silver and gold from the tip to the bottom. Kiyoshi Philosophers who know how to fight, Captains, and Masters can summon this spear to their beacon. The spear’s ability is to conduct energy, so it can be enhanced when fighting in battle.
~Must be at least a Kiyoshi Warrior

(Yuuen Konki Shuuha)- Grand Energy Wave
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The upgraded version of the original energy wave. The user charges a great amount of pure chakra and releases it in a gargantuan burst of energy that has the force to push away an entire army and the power to shatter an entire rock that is as big as a house into pieces. Kiyoshi Masters can use this technique more extensively and even shoot it out through two hands.
~Must be at least a Kiyoshi Captain.

(Konkinuma)- Energy Swamp
Type: Supplementary
Rank: B
Range: N/A (or long)
Chakra Cost: 20
Damage: None
Description: This jutsu enables the user to channel the chakra concentrated in the air and within themselves to produce a whole lake/swamp of energy that can be used to attack with or for other techniques.

(Shin Konki Myaku)- Greater Energy Pulse
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: Depends
Description: Usable by only Kiyoshi Masters, this technique employs the skill of one who has truly mastered philosophy and the Kiyoshi art. They are able to greatly enhance their ability, causing their hands and feet to glow constantly and more brightly with a more explosive or implosive effect when attacks connect. Also, they will be able to control and manipulate much larger amounts of pure chakra and energy, such as creating a large wall to block some attacks and things of that nature.
~Last for rest of match, as it is the signature technique of the Kiyoshi Clan Masters.

My Own Techniques

(Konki Boushi Enchuu)- Energy Rotating Column
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The user, manipulating energy and pure chakra, throws their hand up, positioned toward the opponent, and sends a massive column/pillar of rapidly rotating water that quickly approaches the opponent and pushes them away until they hit something, while at the same time causing severe damage to them. The attack is highly concentrated and can slice an entire portion of a mountain if used precisely.
~Must be a Kiyoshi Master to use
~Must have Mastered Tai Chi Form
~Can only be used 3 times per battle

(Konki Kanshou: Kiyanon o Sendo)- Energy Song: Canon in Death
Type: Attack
Rank: Forbidden
Range: Long
Chakra Cost: 50
Damage: 90
Description: The user holds their palm out in a grasping type of way at the opponent and begins to sing [Canon in D], and at the same time, a seemingly endless stream of energy constantly shoots out toward the opponent—the direction of which can be moved if the opponent. The stream of energy is barely visible, as it is a large, nearly endless supply of pulses and it causes things it comes in contact with to either explode or implode, thus causing devastating damage to the battlefield and the opponent as well if it connects with them. The purpose of the singing is to enhance the amount of pulses released by channeling them through the user’s voice. This attack takes a toll on the user and causes them 10 damage.
~Can only be used once per battle
~Must be a Kiyoshi Master to use.
~Must have Greater Energy Pulse active

-all approved-
 
Last edited by a moderator:

Goro Kaguya

Active member
Legendary
Joined
Dec 6, 2008
Messages
14,926
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Clan's & Group's Jutsus

Kusagakure No Sato Group Jutsu

-check editing-

Plant Seeds Implantation - [Jigyousho Tane no Ishoku]
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 60 (+10/+5 chakra each turn the user keeps the seeds in the enemy)
Damage Points: -
Description: A technique developed exclusively in Kusagakure, the user sends chakra fertilizing seeds which travels through the plant roots underground.When the seeds reach the enemy, they get implanted into him.The seeds feed off the user's chakra and allow him to sense every movement and predict any attack, the seeds can spread among the enemies' chakra in 3 rounds after they are implanted, and it only requires +5 chakra each turn active.The jutsu doesn't require any hand seals, and if the user is hidden when this is used, it is unavoidable.
- Only Sharingan/Byakugan users can see the seeds underground.
- Must be a Kusagakure no Sato member in order to use.
- Must be Ridder or higher to use

(Chikurin Mori Futa-ue Shubyou)- Bamboo Forest Cover-Up Seedlings
Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/a
Description: Specially created within Kusagakure these seeds feed off the users chakra. Forcing chakra into the seeds they will to grow into tall chutes of bamboo. Being that they feed off the users chakra, chakra sensing doujutsu is made near useless because within each chute of bamboo the users chakra resonates. Causing the sensor to see multiple sources of chakra. Leaving them clueless of user position
Note usable once per battle
Hyuuga Clan doujutsu can see through these seeds because they can see the body outline of the hidden user.
- Must be a Kusagakure no Sato member to use.
-Must be Hirdmen or higher to use

Underground Flora Roots - [Chika Furo-ra no Ru-tsu]
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: -
Description: By concealing his chakra into the connected plant roots under him, the user is able to manipulate them as whips, lengthen them, or even burden the air with the poison of a poisonous plant.The user is able to control all plants that are are in a circular area of approx. 40 meters.
- Must be a Kusagakure no Sato member to use.
- Must have Medical Training in order to spread poison in the air, or even recognize the poisonous plant.
-Must be Ridder or higher to use

( Reiza-Ken no Kusa ) Razor Grass Blades

Rank: C
Range: Short-Medium
Chakra Cost: 15
Damage Points: 30
Description: After pointing to a grassy field, the user is able to lift a 1 meter radium circle of grass leaves, short range, that acquire the characteristics of razor blades. The circle can then be thrown to the opponents with great speed.
- Must be a Kusagakure no Sato member to use.
-Must be Knarl or higher to use.



Flora Fertilizer Chakra - [Furo-ra Hiryou no Chakra]
Rank: C
Type: Supplementary
Range: Medium
Chakra Cost: 15 (+5 chakra for every turn the user fertilizes the flowers around him)
Damage Points: - (+10 per turn if poisonous plants are killed)
Description: The user uses his chakra as a fertilizer for all the flora around him, making all young plants grow, and all old plants to die.If the plants that die are poisonous, the poison is spread into the air and it will last a few minutes.The user is able to fertilize the plants while moving, thus every turn it is active, it feeds off the user's chakra.
- The poison in the air lasts 2 turns.
- Must be a Kusagakure no Sato member in order to use.
- Must be Knarl of higher to use.
- This jutsu doesn't require Medical Training in order to send the poison in the air, for all the plants that die, or grow are picked randomly in a Medium range.
 
Last edited by a moderator:

Zenryoku

Active member
Legendary
Joined
Feb 27, 2009
Messages
13,507
Kin
801💸
Kumi
1,697💴
Trait Points
0⚔️
Re: Custom Clan's & Group's Jutsus

The Fallen Angels group customs


-check editing-


Raiton: Kougi Iteza) Lightning Style: Justice of Sagittarius

Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 120 (-30 to user)
Description: The user after making a few hand seals the user then envelopes around their right arm creating a drill that then is thrusted with the user’s arm at the enemy at high speeds and when it hits on contact the drill impales the enemy through the stomach and chest area and then releasing energy to flow through the enemies entire body and numb them and preventing them from making hand signs or concentrating their chakra.

Note: Can only be used once
Note: Nimbing lasts for 1 turn and deals – 30 damage to user from the built up energy
Note: User cant use lightning style the following turn.
Note: Can only be used by The Fallen Angels.

(Raiton: Ukime Otomeza) - Lightning Release: Misery of Virgo

Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 120 (-30 to user)
Description: The user performs a few hand seals the user will then create two blasts of lightnign chakra from their hands that then shoots and grabs onto the enemys arms like arms of lightning that then raise the enemies arms parrallel holding them in the air and with swift movements of the hands the user commands the lightning bolts to pull the enemy breaking their arms and discharging the lightning chakra into the enemies body making them numb and causing them misery and pain.

Note: -30 user from lightning charge
Note: Can only be used once
Note: User cannot use Lightning Element Next turn.
Note: Can only be used by the Fallen Angels.

(Katon: Gougan Shishiza) – Fire Release: Pride of Leo

Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 120 (-30 to user)
Description: The user will inhale a large amount of air to mold with their fire chakra and then the user will roar like a lion releasing a fireball that shoots at the enemy making a blazing sound that resembles the roar of a lion which then spreads into a blazing inferno engulfing the enemy.
Note: Can only be used once
Note: -30 damage to user
Note: User cannot use fire element next turn.
Note: Can only be used bt The Fallen Angels

(Katon: Muzan Sasoriza) – Fire Release: cruelty of Scorpio

Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 120 (-30 to user)
Description: after the user makes a few hand seals the user then creates a flames of fire rise from the ground in three vents which are then controlled by the users hands and then sends them at the enemy and when they hit the enemy then pin them down and crash in a burning fury of fire.

Note: can only be used once
Note: -30 damage to user
Note: User cannot use fire element next turn.
Note: Can only be used by The Fallen Angels

(Suiton: Saigi Kaniza) –Water Release: Jellousy of Cancer

Rank: Forbidden
Type: Offensive
Range: Long
Chakra cost: 50
Damage points: 120 (- 30 to user)
Description: The user will make a few hand seals and then create water from the ground to rise infront of them creating two pillars either side of them and then with thrusting their arms forwards the user will swiftly control the pillars of water to shoot at the enemy creating two claws that will then crush down on the enemy with devastating force and crashing the enemy into the ground.

Note: -30 damage to user from chakra strain.
Note: can only be used once.
Note: User cannot use Water element turn
Note: Can only be used by the Fallen Angels

(Suiton: Maelstrom Uoza) – Water Release: Maelstrom of Pisces

Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 120 ( - 30 to damage to user)
Description: The user will perform a string of hand seals and then release their chakra into the ground to create water to rise around the enemy and then spin around creating a spinning vortex of water that thrashes the enemy about whilst making them spin around in the vortex and then finishes up with causing the vortex to explode crashing the water into the enemy target.

Note: - 30 damage to user from chakra strain
Note: Can only be used once.
Note: The user cannot perform water style next turn.
Note: Can only be perfromed by The Fallen Angels.

(Fuuton: Futagoza Tsuin Kujo) – Wind Release: Gemini twins Destruction

Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 120 (-30 damage to user)
Description: The user will make a few hand seals and then concentrate into both hands wind chakra creating two large vortex’s of wind that is then shot at the enemy simultaniously and then envelops them in a huge vortex of slicing wind that shreds the surrounding terrain and enemy to pieces.

Note: - 30 to user from slicing wind
Note: can only be used once
Note: The user cannot use Wind element next turn.
Note: Can only be used by The Fallen Angels.

(Fuuton: Shinryaku Ohitsujiza) Wind Release: Aggression of Aries

Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 120 (-30 to user)
Description: The user will make a few hand seals and then create wind jets form above the enemy target which will the crash down into the enemy and enveloping them in a heavvy pressured vortex of slicing wind and then leaves the ground shredded and a large crater in the aftermath.

Note: - 30 to user from chakra strain
Note: Can only be used once.
Note: User cannot use Wind element next turn.
Note: Can only be used by The Fallen Angels.

(Doton: Denka Oushiza) - Earth Release: Charge of Taurus

Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 120 (-30 damage to user)
Description: The user will make a few hand seals and then charging a lot of chakra slam their fists into the ground releasing the chakra which will erupt through the ground and causing a huge shock wave to rip through the ground lifting the ground up 10 ft into the air and heading straight at the enemy and covering them in a wave of rubble.

Note: -30 damage to user from chakra strain
Note: Can only be used once.
Note: User cannot use earth element next turn
Note: Can only be used by The Fallen Angels.

(Doton:Tenbinza Sabaki) – Earth Release: Libra’s Verdict

Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 120 (-30 to user)
Description: After performing a few hand seals the user will slam their foot on the ground to create 6 pillars of large stone to rise up from the ground with ingraved into them the laws of justice and then the user makes them surround the enemy and slam into them creating a tomb for them and then finally slams the tomb into the ground engulfing the tomb completely.

Note: - 30 damage to user
Note: Can only be used once.
Note: The user cannot use earth element next turn.
Note: Can only be used by The Fallen Angels.
 
Last edited by a moderator:

Riku..

Active member
Legendary
Joined
Nov 24, 2008
Messages
10,427
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Clan's & Group's Jutsus

Aisugakure Group Customs

(Hyōton: Gyouko Jisshitsu) - Ice Release: Freezing Essence
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user does a row of hand seals and then makes all sources and pieces of ice and/or snow on the battlefield to release a cold essence made of user's chakra, freezing whatever is touching that snow/ice. This essence can be seen in a mist like form.

-On hold: The idea is good, but you need some turns to prepare this, can't happen instantly. Also like all S ranks needs limits-

(Hyōton: Kyojin Nadare)� Ice Release: Giant Avalanche
Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a row of hand seals and then slams both of his hands on the ground, while releasing his a considerable amount of Hyōton chakra. A giant wave of snow will appear in front of the user and will leave the field covered by a thick layer of snow.

-Approved under the condition that it can be used only 3 times per battle-

(Hyōton: Oni Sumiyaka) � Ice Release: Demonic Speed
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: -
Description: The user will insert himself in a piece of ice and once inside of it he can transport himself from an ice piece to another ice piece with such speed it seems the world is moving in slow motion. While using this jutsu the user�s reaction time also increases drastically since the world seems to move very slow. The speed of this jutsu can match the Raikage�s Lightning Armour or the Gates used by Lee. While using this jutsu the user can only use Hyōton jutsus.

-Declined: I'm okay with the inserting since this happens in other elements too. I do not get though why your speeds gets boosted up so drastically. You could resubmit with better justification and ofc limit this sufficiently for a S rank-


(Hyōton: Mugen Oni Aisu of Boushi Kurisutaru Kikan) � Ice Release: Infinite Demonic Ice of Spinning Crystal Mirrors
Rank: Forbidden
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 50
Damage Points: -
Description: A more advanced jutsu of Demonic Ice Crystal Mirrors where the user creates thousands of Ice Crystal Mirrors around the opponent that cover a large range. The mirrors are constantly moving and spinning through the battlefield with the user�s image on them. This jutsu gives the user high speed and allow the user to travel between to attack.

-Limits?-


(Hyōton: Shattering Aisu) � Ice Release: Shattering Ice
Rank: B
Type: Attack
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: With a single hand seal, the user shatters all ice within short range of him. The ice shatters and send a circular hyouton chakra wave around it. Everything the shockwave touches freezes. The user can also do the same but instead of making a freezing shockwave, the portions of ice affected will simply make a large explosion.

-Approved-

(Hyōton: Chakra Sensing Yuki) � Ice Release: Chakra Sensing Snow
Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: -
Description: The user will make snow to fall from the sky and will use it to sense the opponent�s location. After 3 turns the terrain will be covered by a layer of snow.

-Approved: works as long as there's snow on the ground-

(Hyōton: Bunshi Gyoushuu) � Ice Release: Molecule Condensation
Rank: A
Type: Attack/Defense
Range: Short-Medium
Chakra Cost: 30
Damage Points: 60
Description: With a handseal, the user will expand his Hyōton chakra on the area around him and will turn any turn any water or wind jutsu up to A-rank turn into ice. The user can make the opponent�s jutsu to turn into ice and fall useless on the ground or can opt to change one of his water jutsus into ice, to make them stronger.

-Approved under the condition that you can't turn into water water and wind jutsus higher than A rank with this-
 
Last edited by a moderator:

UzumakiJake

Active member
Legendary
Joined
Oct 2, 2008
Messages
10,148
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Clan's & Group's Jutsus

Fire Style: Mandalorian Spirit Of the elements!
Rank: A
Chakra: 60
Damage: 50
Description: The mandalorian puts his jet pack on full blast and combining his chakra to cover him in the flames of his jetpack as he spirals down into his opponent, as he travels faster then lightning.
*Must be A mandalorian
*Must be able to use the jetpack

-Declined: Due to the faster than lighting part O_O -


Ninja Art: death from below
Rank: S
Chakra: 80
Damage: 100
Description: By concentrating your chakra into the surface you can make any surface on the battle field an explosive given one of the mandalorians specialties is explosives you chakra will travel through the ground so it will be embedded in the very surface itself.

-On hold: needs limiting-


Mandalorian smoke
Rank: B
Chakra: 40
Damage: 30
Description: By creating a smoke of toxic smoke your opponent will be hurt and blinded by the smoke not to mention its flammability. A smoke big enough to cover your enemy, wind makes this jutsu bigger. If you or the enemy stay in this smoke for 3 turns you will die.

*Must be mandalorian
*Must Be bounty hunter rank
* Only usable 2 times a game

-On hold: This is an A rank, rest is okay-


Mandalorian Pride
Rank: A
Chakra: 50
Damage: NA
Description: By concentrating all your chakra into your body and using your battle armour you can enhance all your abilities speed,strength,power also giving you a filtering system to help you breath even in harmfull environments


-On hold: needs limiting-
 
Last edited by a moderator:

UzumakiJake

Active member
Legendary
Joined
Oct 2, 2008
Messages
10,148
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Clan's & Group's Jutsus

Mandalorian Smackdown(mandalorian Ekisaitingupuroresu)
Rank: S
Type: Attack
Range: short
Chakra cost: 0
Damage: 80
Description: Using the increased speed and power his armor grants him the user comes under the opponant and elbows him on the place thats below his chin sending the opponant flying into the air. Then as the opponant is unable to move in air the user jumps behind him and kicks him in his back multiple times sending him even more to the sky finnaly the user jumps again and punches the opponant into the ground. Making a 15 hit attack.
*can only be used by mandalorians with armor.
*can only be used once per battle
* Created by Rain Of Hell

Mandalorian: Rancors Demise
Rank: S
Chakra: 80
Damage: 80
Description: By concentrating your chakra intot the ground a huge rancor comes forth to attack the emeny, with his superior strength and size. He is as tall as a 2 story house with long arms and sharp teeth.

Note: Remains on the field for 3 turns
Note: Must be mandalorian


Rancors Fire
Rank: S
Chakra: 80
Damage: 80
Description: When subject to fire this monster will become incased in fire and be knows as a fire rancor making him have the fire atribute.

NOTE: Must be hit by fire for this to be activated
Note: Must be mandalorian.
Note: - 10 chakra for every turn he is on the feild

-Declined. Poor descriptions-
 
Last edited by a moderator:

Lord of Kaos.

Active member
Legendary
Joined
Sep 11, 2009
Messages
10,090
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Clan's & Group's Jutsus

Mandalorian Ground Shaker(Mandalorian guraundoshēkā)
Rank: S
Type: Supplementry
Range: short-mid
Chakra Cost:40
Damage: 0
Description: After the needed handsigness the use slams his sword into the ground. Then the user gives a lot of chakra into the sword boosting the swords vibrating power(all mandalorian swords can vibrate) and this very powerfull vibration shakes the area near the user and this shaking stops the enemy from making handsigness properly. So the opponant can't make any handsigness for 1 move after the attack.(not turn move)
*any allies in the area are also effected
*Unless the users sword is unbreakable or made from extreamly strong material it is broken at the end of the jutsu
*can only be used 1 times per battle


Stealth Armor Mode(Suterusuāmāmōdo)
Rank: S
Type: supplementry
Range:short
Chakra cost:40
Damage: 0
Description: The user switches his armor into a differant mode. In this mode the power that boosts the user power and speed is used for a special mechanizm that hides the users chakra from being seen. Hideing the user from chakra sensing abilitys of sensors and sharingan. The byakugan can still see this but cannot use gentle fist on the user because they cannot locate his chakra points. This mode is activated instantly
*can only stay active for 7 turns
*the user can still be normally seen
*can only be used 1 times per battle

-Both have poor descriptions and the first one seems irrational, resubmit with better explanations and also take notes on the damage -
 
Last edited by a moderator:

~Hasashi~

Active member
Legendary
Joined
Aug 31, 2008
Messages
15,261
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Clan's & Group's Jutsus

Paw Arts: Repel (Nykyujutsu: oshi)
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: This technique is a very simple technique that nearly all bartholomew clan members can use. The user puts his paw on a boulder(or if applicable one of the opponents jutsu) and using the power of his paws he repels the boulder. When this happens the boulder goes off into the air behind the user instantly disappearing from view. The user can choose the location of where he wants the boulder to land(without stating it) and in 4 turns the boulder lands there. This technique can be used for attacking by simply having the rock come down and hit the opponent on the back of his head in 2 turns time. For defense the user can have the boulder appear in front of him to stop an opponents jutsu(Only B rank and under).
~This is only an example of the techniques usage, the ability of the paws is to repel anything. Obviously the user can't repel a lightning, fire or wind jutsu without taking damage, however if he wants, he can however he takes 20 damage to his paws and he can't use his paw abilities for 2 turns.
~This technique can't be used to teleport other people to desired locations.
~The boulder can be in the air for as long as the user pleases. Meaning it could be more than 24 turns if he wishes.

-Approved-

Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Hō)
Rank: S
type: Attack
range: Short-long
Chakra: 40
Damage: 80
Description: Bartholomew clan members repel the air around them, sending a devastating shockwave toward their opponent. The shockwave can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast receives Extreme damage.
~3 times per battle
~Only one other jutsu in the same turn
~no paw jutsu for the following turn

-Approved-



Paw arts: Slapping thrust pressure cannon (Nykyujutsu: Tsuppari Pad Hō)
Rank: A
Type: Attack
Range: Short-mid
Chakra: 30
Damage: 60
Description: Bartholomew clan members first plant both their feet firmly on the ground by means of a sumo-style foot stomp. Then, throwing their palms forward multiple times, they fire a vast number of "pressure shots" at the enemy. The way they push their palms forward and the stance they take while performing this technique resemble those used commonly in sumo wrestling. Tsuppari is a thrusting open-handed strike about the upper chest and face, a technique in Sumo.
~3 times per battle
~no paw arts 2 turns after usage
~The pressure shots move extremely fast, only sharingan of 3 tomo can predict them or any other sensoring ability.
~Because The stance is sumo-style one must remain completely still to preform this technique. Leaving him/her open to attack.
~only three tomo sharingan can predict and avoid the pressure shots.


-Approved under the condition of the red part added-


Paw arts: Ursus Shock (Nykyujutsu: Urususu Shokku)
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 100
Description: Bartholomew Legends gather air with their palms and compress it into a giant bubble which resembles a paw-print. Once the bubble is compact enough to fit within their hands, they releases the compressed air and sends it toward his opponent. The air quickly decompresses, causing a massive explosion in the form of a bear paw. This technique has the power to destroy entire islands near instantly. However the drawback is that it takes a considerable amount of time to compress the air and the user must remain completely still, But once the technique is launched it is unavoidable(without space/time jutsu).
~Takes 1 turn to compress the air
~Once the user sends out the bubble, it travels to the opponent extremely fast. Furthermore it has been compressed so much that it is invisible to the naked eye(due to it being so small). Any doujutsu can easily see it though.
~While the user is compressing the air he must remain completely still
~does 40 damage to the user as it requires extreme concentration.
~Only one other paw jutsu for the rest of the battle
~Only 2 jutsu in the following turn
~No more forbidden rank techniques for the rest of the battle

-Declined: can't allow something avoidable only by space/time jutsus-

Paw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)
Rank: S
Type: Supplementary/attack
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Bartholomew legends will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) the damage inside the bubble will revert to the user of the technique(despite it's origine).
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubbles size, it will explode.
~No other Paw jutsu for the rest of the battle
Note: Pulsus Coration means Healing Push, in Latin.

-Approved-


Paw arts: train wreck (Nykyujutsu: tore-n keigei)
Rank: S
Type: supplementary
Range: short-mig-long
Chakra: 40 (short rang movement=+10 mid range=+20 long range=+40)
Damage: n/a
Description: This is a very complex jutsu the bartholomew clan members use, The jutsu itself has two variates. The first is simpler but harder to use, so hard in fact that only bartholomew clan legends can perform it. The user will place his paw on his own body, using the power of the paws he will literally repel his own body to a desired location. Because of the immense speed of the repelling, it appears that the user is literally teleporting to a desired location. However this is not the case, the user is actually repelling himself, thus moving(not actually walking like the second variate of the jutsu) at extremely fast speeds to the desired location. Almost as fast(but not quite as fast) as madara's teleportation. The second variate of the jutsu is more complex but easier to use, The user will use the powers of the paws and repel the friction in the air. They then simply run without friction. Despite their weight most Bartholomew clan members are surprisingly fast, so if they were to run without friction, in fact if anyone were to run without friction their speeds would be insanely fast.
~both variates of the technique can only be used 4 times per battle (meaning overall 8 times. 4 for the near-teleportation and 4 for running without friction)
~The first variate of the technique can only be used by bartholomew legends
~only one paw arts jutsu in the same turn
~after usage the user must wait 2 turns before he can use it again
~running without friction can only be used in mid range as it requires immense concentration
~no S ranks in the following turn
~Only EMS can predict the first variate and only MS can predict the second

-Declined: you gotta limit the use of these to 2 for each (4 overall), also 3 turns waiting period to re-use and remove complete the non predictable part-
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,417
Kin
3,929💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Re: Custom Clan's & Group's Jutsus

With Hasashi's current inactivity, I'm the leader of the Bartholomew Clan, as appointed by Hasashi himself.

Paw arts: Ursus Shock (Nykyujutsu: Urususu Shokku)
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 100
Description: Bartholomew Legends gather air with their palms and compress it into a giant bubble which resembles a paw-print. Once the bubble is compact enough to fit within their hands, they releases the compressed air and sends it toward his opponent. The air quickly decompresses, causing a massive explosion in the form of a bear paw. This technique has the power to destroy entire islands near instantly. However the drawback is that it takes a considerable amount of time to compress the air and the user must remain completely still, But once the technique is launched it is unavoidable(without space/time jutsu).
~Takes 1 turn to compress the air
~Once the user sends out the bubble, it travels to the opponent extremely fast. Furthermore it has been compressed so much that it is invisible to the naked eye(due to it being so small). Any doujutsu can easily see it though.
~While the user is compressing the air he must remain completely still
~does 40 damage to the user as it requires extreme concentration.
~Only one other paw jutsu for the rest of the battle
~Only 2 jutsu in the following turn
~No more forbidden rank techniques for the rest of the battle

-Declined: can't allow something avoidable only by space/time jutsus-
Paw arts: Ursus Shock (Nykyujutsu: Urususu Shokku)
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 100
Description: Bartholomew Legends gather air with their palms and compress it into a giant bubble which resembles a paw-print. Once the bubble is compact enough to fit within their hands, they releases the compressed air and sends it toward his opponent. The air quickly decompresses, causing a massive explosion in the form of a bear paw. This technique has the power to destroy entire islands near instantly. However the drawback is that it takes a considerable amount of time to compress the air and the user must remain completely still, But once the technique is launched it is nearly unavoidable, as the size and speed of the explosion is great, if the opponent isn't able to block it during the Compression time, he/she has only few instants to preform a jutsu to counter it. Nevertheless, the jutsu itself is basically a chakra explosion.
~Takes 1 turn to compress the air
~Once the user sends out the bubble, it travels to the opponent extremely fast. Furthermore it has been compressed so much that it is invisible to the naked eye(due to it being so small). Any doujutsu can easily see it though. And chakra sensor.
~While the user is compressing the air he must remain completely still
~does 40 damage to the user as it requires extreme concentration.
~Only one other paw jutsu for the rest of the battle
~Only 2 jutsu in the following turn
~No more forbidden rank techniques for the rest of the battle

-approved-

Paw arts: train wreck (Nykyujutsu: tore-n keigei)
Rank: S
Type: supplementary
Range: short-mig-long
Chakra: 40 (short rang movement=+10 mid range=+20 long range=+40)
Damage: n/a
Description: This is a very complex jutsu the bartholomew clan members use, The jutsu itself has two variates. The first is simpler but harder to use, so hard in fact that only bartholomew clan legends can perform it. The user will place his paw on his own body, using the power of the paws he will literally repel his own body to a desired location. Because of the immense speed of the repelling, it appears that the user is literally teleporting to a desired location. However this is not the case, the user is actually repelling himself, thus moving(not actually walking like the second variate of the jutsu) at extremely fast speeds to the desired location. Almost as fast(but not quite as fast) as madara's teleportation. The second variate of the jutsu is more complex but easier to use, The user will use the powers of the paws and repel the friction in the air. They then simply run without friction. Despite their weight most Bartholomew clan members are surprisingly fast, so if they were to run without friction, in fact if anyone were to run without friction their speeds would be insanely fast.
~both variates of the technique can only be used 4 times per battle (meaning overall 8 times. 4 for the near-teleportation and 4 for running without friction)
~The first variate of the technique can only be used by bartholomew legends
~only one paw arts jutsu in the same turn
~after usage the user must wait 2 turns before he can use it again
~running without friction can only be used in mid range as it requires immense concentration
~no S ranks in the following turn
~Only EMS can predict the first variate and only MS can predict the second

-Declined: you gotta limit the use of these to 2 for each (4 overall), also 3 turns waiting period to re-use and remove complete the non predictable part-

Paw arts: train wreck (Nykyujutsu: tore-n keigei)
Rank: S
Type: supplementary
Range: short-mig-long
Chakra: 40 (short rang movement=+10 mid range=+20 long range=+40)
Damage: n/a
Description: This is a very complex jutsu the bartholomew clan members use, The jutsu itself has two variates. The first is simpler but harder to use, so hard in fact that only bartholomew clan legends can perform it. The user will place his paw on his own body, using the power of the paws he will literally repel his own body to a desired location. Because of the immense speed of the repelling, it appears that the user is literally teleporting to a desired location. However this is not the case, the user is actually repelling himself, thus moving(not actually walking like the second variate of the jutsu) at extremely fast speeds to the desired location. Almost as fast(but not quite as fast) as madara's teleportation. The second variate of the jutsu is more complex but easier to use, The user will use the powers of the paws and repel the friction in the air. They then simply run without friction. Despite their weight most Bartholomew clan members are surprisingly fast, so if they were to run without friction, in fact if anyone were to run without friction their speeds would be insanely fast.
~both variates of the technique can only be used 2 times per battle (meaning overall 4 times). 2 for the near-teleportation and 2 for running without friction)
~The first variate of the technique can only be used by bartholomew legends
~only one paw arts jutsu in the same turn
~after usage the user must wait 3 turns before he can use it again
~running without friction can only be used in mid range as it requires immense concentration
~no S ranks in the following turn


-approved-
 
Last edited by a moderator:

Atrocitus

Active member
Elite
Joined
Aug 31, 2010
Messages
8,477
Kin
4💸
Kumi
3💴
Trait Points
0⚔️
Re: Custom Clan's & Group's Jutsus

The Land of Iron (Samurai's) group customs

Bushidō: Mugetsu | Way of the Samurai : Moonless Sky
Rank: E
Type: Attack/Supplementary
Range: Short
Chakra Cost: 5
Damage: N/A
Description: This is one of the most basic techniques taught to Samurai of the land of iron but also one of the most useful. The user moulds their chakra within their hand(s) (Up to two blades per use), and fashions a chakra blade (looks like a normal katana) that looks real (dojutsu will see the chakra but won't know its effects) but infact it is intangible and would do no damage when used in an attack. These blades are used mostly for feint attacks but when added with the Samurai Sabre Skill they can become quite deadly. Because of the amount of chakra used they can be made quite fast (about a second) and thus can be used in the spur of the moment.

-make this a D rank-


Raitosēbā | Lightsabre
Rank: B-S
Type: Weapon
Range: Short
Chakra cost: 5+ per turn
Damage points: N/A
Description: To increase their combat effectiveness the Samurai of the land of iron built special weapons for their army. These weapons used the users chakra to create an ethereal like beam that projected out of a special hilt. The beam was special in that it had two functions:
-One function caused the chakra to be sharp enough to slice easily through the opponents body (flesh, bone, etc) and even enough to slice through rock. The beam is green in this mode.

-the chakra would turn the beam into blue or white-

-the second function turned the chakra beam into a ethereal spirit beam which instead of physically cutting through the opponent it severed the opponents chakra points. E.g. If the user sliced the opponent's arm that arm would be unable to mould chakra. (Loss of chakra lasts for three turns). A side effect of this ability is that the beam goes through everything that doesn't have chakra and thus the beam can only be blocked by chakra. The beam is red in this mode.

-This is ab inition problematic. We have seen in the manga multiple times shinobis with destroyed chakra points that were still able to mould chakra. Also, how are you detecting the chakra points and aim that well without a doujutsu? Finally, what would happen in case of a clone? Would the beam send you the signal that the opponent is elsewhere?-


The Four Dragons were given special lightsabers which had general effects and special effects depending on which dragon wielded it. The general effects were:
All dragons received a double hilt lightsaber which could produce two beams (one out of each side), they could change the colour of the beam to whatever they wanted thus stopping the opponent from discerning which mode the beam is in, and they could all touch their own beams without it damaging them.
The special effects are:
-The Dragon of the North could extend his lightsaber beam(s) up to Mid range.
-The Dragon of the East could manipulate the beam to create medium sized chakra eastern dragons (one from each beam) which could bite and/or constrict things (they could move within mid range)(Once per battle for each beam)
-The Dragon of the South could manipulate the beam so that the chakra could branch out (like a tree as the main beam and the branches as the chakra that branches out)
-The Dragon of the West could produce an S rank chakra shield from each beam by just thrusting the beam forward in direction he wants the shield to be (one shield per beam per battle)

-Chakra shield is a jutsu that belongs to someone else. Specifically, me :p but I will approve yours if you state its defensive abilities and elemental affinities better .
The Current Shogun and Second in command also have the general effects, but can choose one of the special effects to use for a battle (meaning they can only use one effect per battle).
You must be registered for see images
You must be registered for see images

Left is the normal lightsaber, Right is the double lightsaber
-The user cannot be using another custom weapon at the same time as this one, but it doesnt count to their overall custom weapon limit.
-Can only be used by a Samurai
-Must be Sannin or above to use the Second Function
-The rank of the Sabre is equivalent to your rank
(e.g. S-jounin - B, Jounin - A, S-class and above - S).



Bushidō : Senka | Way of the Samurai : Flash Blossom
Rank: A
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 80
Description: This is an attack that uses the art of Iai (instant sword-draw-and-resheath) to decimate ones opponent. The user will unsheathe their blade and walk or run past their opponent and will slash his front and back at such a speed that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This attack is mainly to end a match without lethal force.
-Once per Battle
-Can only be used by a Samurai
-Must be Aonisaibushi or higher to use.

From 2:30

-approved-

Bushidō : Utsusemi | Way of the Samurai : Cicada
Rank: S
Type: Attack
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Adept Samurai train their bodies to the absolute limit which allows them to move at high speed for a brief moment. This training allows for a movement at great speed leaving a chakra afterimage behind. The afterimage appears to have taken damage but will disappear after a few seconds revealing that the Samurai has moved to a different position. The image is made of chakra and will appear to have some mass but Dōjutsu users can see through the image. It is mainly for one time use as once an opponent has experienced it they won't be fooled by it again.
-Once per battle
-Only one afterimage
-Can only be used by a Samurai
-Must be Chukanbushi or higher to use.
You must be registered for see images

-declined, please do not resubmit. I have seen a million other versions of this jutsu and so many people already have something similar based on their special abilities-

(Mamori Gatana) - The Warriors Soul
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: It is said that the katana is the samurai's soul and an extension of their body. Throughout their lifetime of its use and synchronization with the warrior they bless it with their chakra and it becomes spiritually stored within their sword. A samurai may call upon this power in desperate measures returning to the wielders body as an external energy. This power is capable of pushing out any intruding chakra into their body and render it useless. such as a genjutsu technique. Technique is capable of breaking S rank and below genjutsu(but not Tsukuyomi)
Note: Can only be used 3 times by a samurai biography.

-You know already why i cant approve this, right?-

Bushidō : Fukyō o kau | Way of the Samurai : Fall from Grace
Rank: S
Type: Attack
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Using the Samurai Sabre Skill as a base, the Samurai will increase the amount of chakra around the blade, also giving the chakra a more ethereal-essence, and taking away part of its physical properties (like Chakra Scalpel). Using the chakra extension, the Samurai will first stab their blade at the opponents head, however, only the chakra portion. The slicing nature of the chakra bypasses organic tissue with no damage, and causes the chakra network to burst, destroying the two Gates in the brain. Following this, the Samurai will perform a vertical slash across the opponent’s axis of symmetry, causing the five Gates on that vertical path to overload and rupture as well. Then, ending the attack, the Samurai will plunge their blade forward, into the enemy’s heart, rupturing the final Gate, and leaving the enemy without access to chakra or the Eight Inner Gates. This attack solely destroys the chakra network, and deals no physical damage.

-Once per Battle
-Opponent is unable to use chakra for two turns and cannot use the Eight Gates for the rest of the match.
-Can only be used by a Samurai Biography
-Must be Chukanbushi or higher

-leave the gates out of this and it should be fine. Edit and resubmit-

Bushidō Hijutsu : Hāmonī | Way of the Samurai Secret Technique: Harmony
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra cost: 50
Damage points: N/A
Description: On his travels the First Shogun of the Land of Iron Samurai's faced many shinobi in combat and accumulated a wealth of knowledge over his long life. He met the fire temple monks who he eventually became friends with, they taught him the basics of elemental chakra and through heavy meditation and reaching a state of spiritual zen he learnt to unlock his elemental chakra for a moment which he eventually came to master. Not knowing handseals he still could not use ninjutsu but he could channel the elemental chakra like he normally would with normal chakra [Samurai Sabre Skill]. This allowed him to use elemental taijutsu/kenjutsu (e.g. NB taijutsu).
-Once per battle
-Once finished the user can only use techniques A rank and under.
-Can only be taught by the Current Shogun and Second in Command (as long as they have the Shogun's permission) to people he deems worthy.
-Can only be used by a Samurai
-The amount of turns the user can unblock their chakra and reach a state of spiritual zen depends on their rank:
Chukanbushi - 3 turns
Seieibushi - 4 turns
Kodenbushi - 5 turns
Current Shogun and Second in Command - Activated for the rest of the match

-approved for elemental only;-
 
Last edited by a moderator:

Atrocitus

Active member
Elite
Joined
Aug 31, 2010
Messages
8,477
Kin
4💸
Kumi
3💴
Trait Points
0⚔️
Re: Custom Clan's & Group's Jutsus

The Land of Iron (Samurai's) group customs

Bushidō: Mugetsu | Way of the Samurai : Moonless Sky
Rank: E
Type: Attack/Supplementary
Range: Short
Chakra Cost: 5
Damage: N/A
Description: This is one of the most basic techniques taught to Samurai of the land of iron but also one of the most useful. The user moulds their chakra within their hand(s) (Up to two blades per use), and fashions a chakra blade (looks like a normal katana) that looks real (dojutsu will see the chakra but won't know its effects) but infact it is intangible and would do no damage when used in an attack. These blades are used mostly for feint attacks but when added with the Samurai Sabre Skill they can become quite deadly. Because of the amount of chakra used they can be made quite fast (about a second) and thus can be used in the spur of the moment.

-make this a D rank-


Raitosēbā | Lightsabre
Rank: B-S
Type: Weapon
Range: Short
Chakra cost: 5+ per turn
Damage points: N/A
Description: To increase their combat effectiveness the Samurai of the land of iron built special weapons for their army. These weapons used the users chakra to create an ethereal like beam that projected out of a special hilt. The beam was special in that it had two functions:
-One function caused the chakra to be sharp enough to slice easily through the opponents body (flesh, bone, etc) and even enough to slice through rock. The beam is green in this mode.

-the chakra would turn the beam into blue or white-

-the second function turned the chakra beam into a ethereal spirit beam which instead of physically cutting through the opponent it severed the opponents chakra points. E.g. If the user sliced the opponent's arm that arm would be unable to mould chakra. (Loss of chakra lasts for three turns). A side effect of this ability is that the beam goes through everything that doesn't have chakra and thus the beam can only be blocked by chakra. The beam is red in this mode.

-This is ab inition problematic. We have seen in the manga multiple times shinobis with destroyed chakra points that were still able to mould chakra. Also, how are you detecting the chakra points and aim that well without a doujutsu? Finally, what would happen in case of a clone? Would the beam send you the signal that the opponent is elsewhere?-


The Four Dragons were given special lightsabers which had general effects and special effects depending on which dragon wielded it. The general effects were:
All dragons received a double hilt lightsaber which could produce two beams (one out of each side), they could change the colour of the beam to whatever they wanted thus stopping the opponent from discerning which mode the beam is in, and they could all touch their own beams without it damaging them.
The special effects are:
-The Dragon of the North could extend his lightsaber beam(s) up to Mid range.
-The Dragon of the East could manipulate the beam to create medium sized chakra eastern dragons (one from each beam) which could bite and/or constrict things (they could move within mid range)(Once per battle for each beam)
-The Dragon of the South could manipulate the beam so that the chakra could branch out (like a tree as the main beam and the branches as the chakra that branches out)
-The Dragon of the West could produce an S rank chakra shield from each beam by just thrusting the beam forward in direction he wants the shield to be (one shield per beam per battle)

-Chakra shield is a jutsu that belongs to someone else. Specifically, me :p but I will approve yours if you state its defensive abilities and elemental affinities better .
The Current Shogun and Second in command also have the general effects, but can choose one of the special effects to use for a battle (meaning they can only use one effect per battle).
You must be registered for see images
You must be registered for see images

Left is the normal lightsaber, Right is the double lightsaber
-The user cannot be using another custom weapon at the same time as this one, but it doesnt count to their overall custom weapon limit.
-Can only be used by a Samurai
-Must be Sannin or above to use the Second Function
-The rank of the Sabre is equivalent to your rank
(e.g. S-jounin - B, Jounin - A, S-class and above - S).




(Mamori Gatana) - The Warriors Soul
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: It is said that the katana is the samurai's soul and an extension of their body. Throughout their lifetime of its use and synchronization with the warrior they bless it with their chakra and it becomes spiritually stored within their sword. A samurai may call upon this power in desperate measures returning to the wielders body as an external energy. This power is capable of pushing out any intruding chakra into their body and render it useless. such as a genjutsu technique. Technique is capable of breaking S rank and below genjutsu(but not Tsukuyomi)
Note: Can only be used 3 times by a samurai biography.

-You know already why i cant approve this, right?-

Bushidō : Fukyō o kau | Way of the Samurai : Fall from Grace
Rank: S
Type: Attack
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Using the Samurai Sabre Skill as a base, the Samurai will increase the amount of chakra around the blade, also giving the chakra a more ethereal-essence, and taking away part of its physical properties (like Chakra Scalpel). Using the chakra extension, the Samurai will first stab their blade at the opponents head, however, only the chakra portion. The slicing nature of the chakra bypasses organic tissue with no damage, and causes the chakra network to burst, destroying the two Gates in the brain. Following this, the Samurai will perform a vertical slash across the opponent’s axis of symmetry, causing the five Gates on that vertical path to overload and rupture as well. Then, ending the attack, the Samurai will plunge their blade forward, into the enemy’s heart, rupturing the final Gate, and leaving the enemy without access to chakra or the Eight Inner Gates. This attack solely destroys the chakra network, and deals no physical damage.

-Once per Battle
-Opponent is unable to use chakra for two turns and cannot use the Eight Gates for the rest of the match.
-Can only be used by a Samurai Biography
-Must be Chukanbushi or higher

-leave the gates out of this and it should be fine. Edit and resubmit-
Bushidō: Mugetsu | Way of the Samurai : Moonless Sky
Rank: D
Type: Attack/Supplementary
Range: Short
Chakra Cost: 10
Damage: N/A
Description: This is one of the most basic techniques taught to Samurai of the land of iron but also one of the most useful. The user moulds their chakra within their hand(s) (Up to two blades per use), and fashions a chakra blade (looks like a normal katana) that looks real (dojutsu will see the chakra but won't know its effects) but infact it is intangible and would do no damage when used in an attack. These blades are used mostly for feint attacks but when added with the Samurai Sabre Skill they can become quite deadly. Because of the amount of chakra used they can be made quite fast (about a second) and thus can be used in the spur of the moment.

Approved

--------

Raitosēbā | Lightsabre
Rank: B-S
Type: Weapon
Range: Short
Chakra cost: 5+ per turn
Damage points: N/A
Description: To increase their combat effectiveness the Samurai of the land of iron built special weapons for their army. These weapons used the users chakra to create an ethereal like beam that projected out of a special hilt. The beam was special in that it had two functions:
-One function caused the chakra to be sharp enough to slice easily through the opponents body (flesh, bone, etc) and even enough to slice through rock. The beam is blue in this mode.

-the second function turned the chakra beam into a ethereal spirit beam which instead of physically cutting through the opponent it severed the opponents chakra points. E.g. If the user sliced the opponent's arm that arm would be unable to move by itself (Loss of movement lasts for three turns). A side effect of this ability is that the beam goes through everything that doesn't have chakra and thus the beam can only be blocked by chakra. The beam is white in this mode.


The Four Dragons were given special lightsabers which had general effects and special effects depending on which dragon wielded it. The general effects were:
All dragons received a double hilt lightsaber which could produce two beams (one out of each side), they could change the colour of the beam to whatever they wanted thus stopping the opponent from discerning which mode the beam is in, and they could all touch their own beams without it damaging them.
The special effects are:
-The Dragon of the North could extend his lightsaber beam(s) up to Mid range.
-The Dragon of the East could manipulate the beam to create medium sized chakra eastern dragons (one from each beam) which could bite and/or constrict things (they could move within mid range)(Once per battle for each beam)
-The Dragon of the South could manipulate the beam so that the chakra could branch out (like a tree as the main beam and the branches as the chakra that branches out)
-The Dragon of the West could manipulate the chakra of one beam to produce an S rank chakra shield from each beam by just thrusting the beam forward in direction he wants the shield to be (one shield per beam per battle). This shield could only defend from frontal attacks and thus attacks with a wider range would be able to bypass the shield. The shield can only withstand one S rank or lower technique but after stopping one technique the shield would disappear.

The Current Shogun and Second in command also have the general effects, but can choose one of the special effects to use for a battle (meaning they can only use one effect per battle).
You must be registered for see images
You must be registered for see images

Left is the normal lightsaber, Right is the double lightsaber
-The user cannot be using another custom weapon at the same time as this one, but it doesnt count to their overall custom weapon limit.
-Can only be used by a Samurai
-Must be Sannin or above to use the Second Function
-The rank of the Sabre is equivalent to your rank
(e.g. S-jounin - B, Jounin - A, S-class and above - S).

Changed beam colours, Changed second function so that it stops the severed bit from moving (to answer your questions, just like how in real life a master martial artist knows where all the pressure points (which chakra points are based on) in ones body and also being able to hit all those points with extreme precision through extensive training, a strong samurai can do the same except with a blade. Also just like how gentle fist can disperse clones even if they lightly touch them, this attack will disperse a clone but won't give them the opponents location). Added some information about the shield (It can block one technique up to S rank then it will disappear, and only from frontal attacks).


-Declined-

-------

(Mamori Gatana) - The Warriors Soul
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: It is said that the katana is the samurai's soul and an extension of their body. Throughout their lifetime of its use and synchronization with the warrior they bless it with their chakra and it becomes spiritually stored within their sword. A samurai may call upon this power in desperate measures returning to the wielders body as an external energy. This power is capable of pushing out any intruding chakra into their body and render it useless. such as a genjutsu technique. Technique is capable of breaking S rank and below genjutsu(but not Tsukuyomi)
Note: Can only be used 3 times by a samurai biography.

O_O not really, this is named and based on a real samurai ritual where a Samurai is presented with their katana at their birth. The reason it can stop genjutsu of that rank is because Samurai do not have any way to get out of Genjutsu (They cannot use Kai and they do not fight 'x' vs one as it's dishonorable, thus they cannot get an ally to send their chakra into them. Pain is the only way for now.)

-Approved but only for once per battle just to allow samurais some special abilities-

--------

Bushidō : Fukyō o kau | Way of the Samurai : Fall from Grace
Rank: S
Type: Attack
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Using the Samurai Sabre Skill as a base, the Samurai will increase the amount of chakra around the blade, also giving the chakra a more ethereal-essence, and taking away part of its physical properties (like Chakra Scalpel). Using the chakra extension, the Samurai will first stab their blade at the opponents head, however, only the chakra portion. The slicing nature of the chakra bypasses organic tissue with no damage, and causes the chakra network to burst, destroying the two Gates in the brain. Following this, the Samurai will perform a vertical slash across the opponent’s axis of symmetry, causing the five Gates on that vertical path to overload and rupture as well. Then, ending the attack, the Samurai will plunge their blade forward, into the enemy’s heart, rupturing the final Gate, and leaving the enemy without access to chakra. This attack solely destroys the chakra network, and deals no physical damage.

-Once per Battle
-Opponent is unable to use chakra for three turns
-Can only be used by a Samurai Biography
-Must be Chukanbushi or higher

Removed how it stops the gates from working for the rest of the match, increased how many turns the opponent is left without chakra to three (to compensate). This technique just uses the eight gates to block off the opponents chakra for those turns.

----

-Declined. Why do you insist on destroying gates like this? Just mention the nervous system instead and you're done.-


New submission:

Bushido : Okami Keiro | Way of the Samurai : Emperor's Path
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage: N/A
Description: The user channels chakra into their blade and using very fine chakra control he forms a fine condensed layer of pure chakra on the edge of the blade that greatly sharpens the edge so that it can cut into (not cut through completely but at least make a cut) objects of greater density than the blade (anything with a density near or above that of steel) as long as they were made with chakra (as chakra equivalents have be shown to not be as strong as the real thing). The user first cuts into the object and then the chakra channelled into the blade will quickly seep into the cut on impact and violent and rapidly expand acting like a wedge which forces the object apart allowing the user to cut through it. Because the chakra is channelled the layer stays on the blade for an amount of time and thus can be used to cut through multiple objects.

-Lasts for two turns
-Twice per battle
-This technique only works on tangible techniques/materials which are made through or from chakra (e.g. Bone, Wood, CE metals, Rock/Stone, Diamond, etc).

-Declined. Chakra doesn't have a mind of its own. Someone needs to control its flow-
 
Last edited by a moderator:

-Mugen-

Active member
Legendary
Joined
Oct 4, 2009
Messages
11,185
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Clan's & Group's Jutsus

I am currently acting as leader of the Mandalorian clan by Jakes permission and ROHs due to both of them being inactive

Resubmitting

Mandalorian Smackdown(mandalorian Ekisaitingupuroresu)
Rank: S
Type: Attack
Range: short
Chakra cost: 0
Damage: 80
Description: Using the increased speed and power his armor grants him the user comes under the opponant and elbows him on the place thats below his chin sending the opponant flying into the air. Then as the opponant is unable to move in air the user jumps behind him and kicks him in his back multiple times sending him even more to the sky finnaly the user jumps again and punches the opponant into the ground. Making a 15 hit attack.
*Can only be used by Mandalorian Champions and above rank
*can only be used once per battle
* Created by Rain Of Hell

-approved-


Mandalorian: Rancors Demise (Mandalorian: Rancaru shinuse)
Rank: S
Chakra: 80
Damage: N/A
Description: This is a sort of summon.A Mandolorian Master will wipe blood into a tatoo he gets at his rank, and focus chakra into his hand.Than a Huge Rancor with his superior strength and size will be summoned under the users hand. He is as tall as a 2 story house with long arms and sharp teeth.Due to the rancors Metal like skin,he is able to withstand 2 S-rank jutsus blanly in the face,but any B-rank and above after the 2 S-rank jutsus will kill the rancor.
Note: No other summons may be in play while this is active.
Note: Remains on the field for 3 turns
Note: Must be mandalorian master or above

-Declined. No Rancors.-


Stealth Armor Mode(Suterusuāmāmōdo)
Rank: S
Type: supplementry
Range:short
Chakra cost:40
Damage: N/A
Description: The user switches his armor into a different mode. In this mode the power that boosts the user power and speed is used for a special mechanism that prevents any un-needed chakra to leak from the user,and prevents any chakra from the outside(like for sensor types) to enter the armor in a way that it hides the users chakra from being seen. Hideing the user from chakra sensing abilitys of sensors,byakugan and sharingan.This mode is activated fast.
*can only stay active for 5 turns
*the user can still be normally seen.
*Must be at least a Mandolorian Master
*can only be used 1 times per battle

-Declined. Makes no sense.-

Mandolorian showdown(Showdaunnu no mandalorian)
Rank: B
Type: supplementry
Range:short
Chakra cost:
Damage: 40
Description: A mandolorian will get out a simple kunai,than by placing a small little pebble size metal device on it, they will make the kunai vibrate even faster than our mandalorain "VibroBlades".Thus giving the kunai B-rank power and unbelievable slicing abilities.If wind or lightning chakra is added to the kunai than this will increase to A-rank.
*Must be at least a Mandolorian to learn this.
*May only be used twice

-Declined. Makes no sense.-
 
Last edited by a moderator:

-Mugen-

Active member
Legendary
Joined
Oct 4, 2009
Messages
11,185
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Clan's & Group's Jutsu

these were our clans abilities before,however due to many people complaining I shall submit it again ^_^

Novice Mandalorian armor(mandalorian yoroi)
Rank: B
Type: supplementary
Range: short-long
Chakra cost: 25 (+10 each turn active)
Damage: N/A
Description: This is for mandolorians up to Mandalorian Warrior rank.At this stage,the armor isnt upgraded to its full potential,so only limited amount of the clans abilities are available. At each new rank the armor is upgraded by the fallowing:
Mandolorian scout:Sensors part 1 which includes motion sensors and chakra sensors
Mandolorian fighter:Sensors part 2 which includes heat, infared and 360 sensors
Mandolorian worrier: jetpack,which can transport the user anywhere safely up to mid range at any time.
*Note: Jetpack can only be used 3 times,and not consecutively.
*Note: Armor will stay active for as long as the user has enough chakra to maintain it.

Elder Mandalorian armor(mandalorian senpai no yoroi)

Rank: S
Type: supplementary
Range: short-long
Chakra cost: 40 (+15 each turn active)
Damage: N/A
Description: This is for mandolorians above Mandalorian Warrior rank.At this stage,the armor can be upgraded to its full potential.At each new rank the armor is upgraded by the fallowing:
Mandolorian Champion: In this rank the armor will be upgraded to have stimulants that will allow the user to gain speed equal to the second gate
Mandolorian Master:In this rank the armor will be upgraded to have stimulants that will allow the user to gain strength equal to the second gate
Mandolorian Hunter: In this rank the armor will be upgraded to have stimulants that will allow the user to gain Speed equal to the Fourth gate
Mandalore: In this rank the armor will be upgraded with the final and best stimulants that will allow the user to gain strength equal to the fourth gate
*Note: All previous armor abilities (sensors/jetpack) are included here,and have the same restrictions applied.
*Note: Armor will stay active for as long as the user has enough chakra to maintain it.
*Note: the stimulents can only be activated twice per battle,and can stay active for 4 turns each.

-I don't understand. These are not jutsus. -
 
Last edited by a moderator:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Re: Custom Clan's & Group's Jutsu

Jutsu for anyone who is NB Jinchuuriki for the Jinchuuriki Group.

Bijutsu| Chakra Oshi - [Tailed Beast Skill| Chakra Pressure]
Rank: A
Type: Attack/Defense/Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60 (+20 to Tailed Beast techs)
Description: Using the bijuu's powerful chakra the jinchuuriki creates massive amounts of chakra pressure deflecting attacks away from them, pushing the opponent away or strengthening Tailed Beast Skills. Since the bijuu is made of mostly chakra, the techniques can happen from any point of the bijuu or Jinchuuriki. The technique even has the ability to uplift massive amounts of Earth or Water, giving the illusion of Elemental Based techniques but in actuallity is simply the manipulation of the powerful chakra to affect the terrain.
[Able to Repel Only One Technique up to A-rank per use]
[Usable 3 times]
If I have it right, the pressure can also make approaching (or released) Tailed Beast techniques stronger, then. Fair ||Approved|| See the bold

Bijutsu| Bijuu Junsei Chakra Arashi - [Tailed Beast Skill| Tailed Beast Pure Chakra Storm]
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: Based on the same principle as the Tailed Beast Ball, the Tailed Beasts, and, by extension their jinchūriki, can create a wide range of small blasts made of chakra. Created by utilizing only positive black chakra, the user can fire a veritable storm of chakra blasts nearly covering the arena. Taking advantage of the fact that Tailed Beasts are beings of pure chakra, the Tailed Beast Chakra Storm can be fired from practically any part of the body though the mouth and tails are the most commonly shown. The blasts can be fired individually or can be collected into one large blast and then fired - only to detonate in mid-air and become another storm of blasts. This works to keep enemies off guard by hiding the larger blast within smaller ones, only to dramatically increase the storm of chakra once it explodes.
[Usable 2 Times]
[Must be in Incomplete Form or Complete Form]
||Approved||

Bijutsu| Shikkyaku Jigoku - [Tailed Beast Skill| Descending Hell]
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: In incomplete form the user propels themselves into the air high above the opponent, and forms multiple Tailed beast Chakra Arms that scatter around the arena. Each chakra arm carries enough force to create large craters on contact with the ground.
[Usable Once]
||Declined|| The description is severely lacking.

Bijutsu| Kousei - [Tailed Beast Skill| Regeneration]
Rank: A
Type: Supplementary
Range: -
Chakra Cost: 30
Damage Points: -
Description: The user will call forth a big deal of his Tailed Beast's chakra. This technique follows the same concept as the Bijuu transformation, however, it will happen in a much smaller scale. Upon on focusing a great amount of his Bijuu chakra on a desired part of his body, the chakra will transform itself into tissues and even bones like we saw in Naruto's Six Tailed Transformation and Kirabi's 2nd Version. However, by manipulating the chakra, the user can create tissues and bones at his will, being able to re-create a lost limb or even connect body parts which were cut in half.
[Usable Once]
||Declined|| This needs a bit more restriction. Such a technique should take some form of toll on you, and to be clear, limit it to lost limbs alone. If you're bifurcated, you should not be able to regenerate from that (you aren't Orochimaru).

Bijutsu| Chakra Jaguchi - [Tailed Beast Skill| Chakra Tap]
Rank: A
Type: Supplementary
Range: -
Chakra: 30
Damage: (+15 to techniques, +5levels to speed)
Description: The user taps into their bijuu's chakra reserves and uses that chakra instead of their own. Since the bijuu's chakra is stronger then the Jinchuuriki's the user is granted a boost in speed, power and strength. This can be better visualized as the state Naruto went into when the Nine-Tails Chakra was first released in the fight with Haku.
[Usable Once]
[Last 3 Turns]
||Pending|| I'm fine with this concept, but the +5 to speed is unnecessary and unneeded. See me about the +15 as well.

Bijuu no Kyuubachi Buki| Nine Cursed Weapons of the Tailed Beasts
Rank: S
Type: Supplementary
Range: -
Chakra Cost: 40 (to summon)
Damage Points: -
Description: These are 9 swords, created by the Sage of the Six Paths in order for the Jinchuurikis to control their Bijuus so they wouldn’t roam free, spreading destruction trough the world.
These swords increase the control a Jinchuuriki has over his bijuu and amplifies the power of both. This results in an increase of power on the elements/affinities the bijuu has an affinity with and on a better control by the part of the jinchuuriki over his bijuu, allowing him to use techniques he could only use on his incomplete form, by using his bijuu chakra to create a single chakra arm for example. Each weapon can only be wielded by it’s respective jinchuuriki as the weapon only reacts to its respective Bijuu chakra. Tough of great power, they come with their own risks: +10 chakra per turn to keep active or to activate, meaning after 5 turns, the user will feel like if he has used a forbidden ranked technique. The weapons and their abilities are the following:

Halberd of Shukaku
- A halberd usable only by the host of Shukaku and similar to the one Gaara made when using his Ultimately Hard Absolute Attack: Spear of Shukaku technique. Usually carried on the user’s back due to its size. It increases his Sand and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it.

Giant Fan of Bakemono
- A giant folding fan usable only by the host of the Bakemono. It’s usually carried on the user’s back due to its size. It increases his Fire and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it.

Staff of Kyodaigame
- A great black staff, more or less the size of a man, usable only by the host of the Kyodaigame. Usually carried on the user’s back due to its size. It increases his Water and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Arm Braces Of Saru
- Two great arm braces which covers the user’s entire forearm, similar to the one used by Shimura Danzo and only usable by the host of the Saru. It increases the user’s Lava and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Gunbai of Irukauma
- A war fan, similar to the one used by Uchiha Madara and usable only by the host of the Irukauma. Usually carried on the user’s back due to its size. It increases the user’s Steam and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Flute of Namekuji
- A flute, which doesn’t produce sound, but bubbles, usable only by the host of the Namekuji. It increases the user’s Bubble and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Armor of Kabutomoshi
- A full body armor which doesn’t conduct lightning, usable only by the host of the Kabutomoshi. It duplicates the user’s speed and strength, also, it increases his Taijutsu and Bijutsu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Broadsword of Kyogyu
- A big and rectangular broadsword, similar to the one used by Zabuza, except it doesn’t have the circle and semicircle on it, usable only by the host of the Kyugyu. It increases the user’s Ink and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Tanto Of Kitsune
- A simple and double edged small katana, usable only by the host of the Kitsune. It increases the user’s Bijuu techniques by 15 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it.
__________
*Each weapon may only remain active for 5 turns during the entire match, being used the five consecutive turns or with intervals
*After those 5 turns have passed, the user will feel tired as these weapons consume a huge amount of chakra
*User will receive 2 damage points per turn
*Each weapon can only be wielded by its respective jinchuuriki. The weapons will reject any other chakra by sending a shockwave to whoever is wielding them.
*If used at the same time with the Incomplete Form, as soon as that form ends, the user will go unconscious and his bijuu will take control over him, instantaneously activating Full Bijuu Mode
||Pending|| See me regarding this technique.

Bijuutsu: Kyouhakuteki Shippo | Tailed Beast Technique: Menacing Tails
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: To use this technique, the user must either be on Incomplete or Complete Bijuu Form. The user will focus and create a tiny, tough concentrated ball of chakra, just like a smaller version of the menacing ball on the tip of each of his bijuu tails. The user will them aim and fire it at its target. This technique’s power, however, increases with the amount of tails one has. The same technique, used by two jinchuurikis, is more powerful if used by the one with more tails.

1 Tailed Shukaku – 80 Damage
2 Tailed Bakemono – 85 damage
3 Tailed Kyodaigame – 90 damage
4 Tailed Saru – 95 damage
5 tailed Irukauma – 100 damage
6 tailed Namekuji – 105 damage
7 tailed Kabutomushi – 110 damage
8 tailed Kyogyu – 115 damage
9 tailed Kitsune – 120 damage
__________
*Usable once per battle.
*Reduces Bijuu form by one turn
*Can be used in both Incomplete or Complete Bijuu form
||Approved|| Interesting
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,417
Kin
3,929💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Re: Custom Clan's & Group's Jutsu

Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)

Rank: A
Range: Short
Chakra Cost: 30
Damage Points: Varies
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique.
*The user can simultaneously preform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns*
*Can only be used once every 2 turns*
*The absorbed attack will loose the impact, which is to say all the momentum. Energy attacks (such as Fire or Lightning) will behave the same way, but will only be harmless to the user if it's a technique of the same rank, following the above mentioned drawback for S rank, while Forbidden techniques aren't affected at all*

-Approved under the condition you can use it only 3 times per battle for S ranks or 4 for A.-
 
Last edited by a moderator:

Yūsuke1

Active member
Legendary
Joined
Aug 25, 2010
Messages
10,712
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Clan's & Group's Jutsu

these were our clans abilities before,however due to many people complaining I shall submit it again ^_^

Novice Mandalorian armor(mandalorian yoroi)
Rank: B
Type: supplementary
Range: short-long
Chakra cost: 25 (+10 each turn active)
Damage: N/A
Description: This is for mandolorians up to Mandalorian Warrior rank.At this stage,the armor isnt upgraded to its full potential,so only limited amount of the clans abilities are available. At each new rank the armor is upgraded by the fallowing:
Mandolorian scout:Sensors part 1 which includes motion sensors and chakra sensors
Mandolorian fighter:Sensors part 2 which includes heat, infared and 360 sensors
Mandolorian worrier: jetpack,which can transport the user anywhere safely up to mid range at any time.
*Note: Jetpack can only be used 3 times,and not consecutively.
*Note: Armor will stay active for as long as the user has enough chakra to maintain it.

Elder Mandalorian armor(mandalorian senpai no yoroi)

Rank: S
Type: supplementary
Range: short-long
Chakra cost: 40 (+15 each turn active)
Damage: N/A
Description: This is for mandolorians above Mandalorian Warrior rank.At this stage,the armor can be upgraded to its full potential.At each new rank the armor is upgraded by the fallowing:
Mandolorian Champion: In this rank the armor will be upgraded to have stimulants that will allow the user to gain speed equal to the second gate
Mandolorian Master:In this rank the armor will be upgraded to have stimulants that will allow the user to gain strength equal to the second gate
Mandolorian Hunter: In this rank the armor will be upgraded to have stimulants that will allow the user to gain Speed equal to the Fourth gate
Mandalore: In this rank the armor will be upgraded with the final and best stimulants that will allow the user to gain strength equal to the fourth gate
*Note: All previous armor abilities (sensors/jetpack) are included here,and have the same restrictions applied.
*Note: Armor will stay active for as long as the user has enough chakra to maintain it.
*Note: the stimulents can only be activated twice per battle,and can stay active for 4 turns each.

-I don't understand. These are not jutsus. -
I have obtained Mugen's approval to submit Mandalorian techniques for the clan

(Mandalorian Yoroi : Akutibe-shon) - Novice Mandalorian Armor : Activation
Rank : B
Type : Supplementary
Range : Short - Long
Chakra cost : 25 (+10 each turn active)
Damage points : N/A
Description : By focusing a moderate amount of chakra within the user's mandalorian-made armor, he is able of unlocking and utilizing the hidden potential within the armor. It is said that the armor is crafted by no ordinary blacksmith, but a Mandalorian craftsmen who possesses materials passed down from generation to generation. The armor then transfers the user's chakra back but this time, that chakra is imbued with Mandalorian Sacred Energy. The added Mandalorian Energy within the user's body will then enable and enhance the capabilities of the user. Though at this stage, the user doesn't have the required training in order to posses full control of the hidden abilities that the armor offers.

Mandolorian scout : Grants Motion & Chakra sensors
Mandolorian fighter : Grants Motion, Chakra, Heat & Infrared sensors along with 360 vision
Mandolorian warrior : Enables a Jetpack, which can transport the user anywhere safely up to mid range at any time + previous abilities

Note : Jetpack can only be used 3 times per battle and only once every two turns
Note : The armor can be actived up to the point the user runs out of chakra to maintain it or it has been deactivated
____________
-Pending-
Message me.

(Mandalorian Senpai Yoroi : Akutibe-shon) - Elder Mandalorian Armor : Activation
Rank : S
Type : Supplementary
Range : Short - Long
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a heavy amount of chakra within the user's mandalorian-made armor, he is able of unlocking and utilizing the hidden potential within the armor. It is said that the armor is crafted by no ordinary blacksmith, but a Mandalorian craftsmen who possesses materials passed down from generation to generation. The armor then transfers the user's chakra back but this time, that chakra is imbued with Mandalorian Energy. The added Mandalorian Energy within the user's body will then enable and enhance the capabilities of the user. At this stage, the user has received training to fully-control most or all the hidden abilities that the armor offers.

Mandalorian Champion : Grants stimulants to the body to possess speeds equal to the second gate
Mandalorian Master : Grants stimulants to the body to possess speeds and strengths equal to the second gate
Mandalorian Hunter : Grants stimulants to the body to possess speed equal to the fourth gate
Mandalore : Final and highest activation, grants stimulants to the body to possess speed and strength equal to the fourth gate

Note : All previous armor abilities (sensors/jetpack) are included here and have the same restrictions applied
Note : The armor can be actived up to the point the user runs out of chakra to maintain it or it has been deactivated
Note : The granted stimulants can only be activated twice per battle and last five of the user's turn per activation
____________
-Declined-
 
Last edited by a moderator:

Alucard

Active member
Legendary
Joined
Aug 11, 2008
Messages
11,783
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Clan's & Group's Jutsu

Higan no Yakuza: Shin| Yakuza Secret Pill: Truth
Type: Supplementary/Defense
Rank: N/A
Range: Self
Chakra points: N/A
Damage points: N/A
Description: The Yakuza Clan has developed a special type of pill designed to help the samurai break out of genjutsu or foreign chakra. The user is able to consume the pill prior to being caught or during the event (If is used prior to it, the effect will be activated when the user is put under genjutsu).
The effects of the pill will be activated as soon as the user's minds comes in contact with foreign chakra. As soon as foreign chakra enters the user's body, the effects of the pill suddenly stop the user's chakra flow. As there is no chakra flow during those instances, the foreign chakra is expulsed from the body/the gengutsu is released
- The user most be able to consume the pill if he is under genjutsu in the moment, though he can consume it beforehand in order to prevent it.
- The effects of the pill can dispel up to S-ranked techniques.
- The fact that these pills expel foreign chakra, makes it extremely difficult for a medical ninja to help the user
- The user can only consume the pill twice per battle, with a gap of two turns between usage.
- Needs to be at least Fukuryu (Crouching Dragon) to take this pill. Fukuryu (Crouching Dragons) can only use it once per battle, while Giseiryu (Sacrificing Dragons) or above can use it twice
____________
-Approved-


Higan no Yakuza: Runessansu | Yakuza Secret Pill: Renaissance
Type: Supplementary
Rank: N/A
Range: Self
Chakra points: N/A
Damage points: N/A
Description: After several years of research, the Yakuza clan was able to create a pill which regenerates body cells at an increased rate. The pill has two main characteristics: one is the accelerated regeneration of cells and the second is the "disappearance" of any signs of pain or fatigue on the user's body.
The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop, broken bones and even cut limbs to regenerate. After one turn of usage, the body has been regenerated in it's totality. The pills though, cannot regenerate internal organs.
- Needs to be at least Giseiryu (Sacrificing Dragon) to take this pill
- The pill can only be consumed twice per battle.
- The user must wait three turns before consuming the pill again.
____________
-Declined-
Bordering Medjutsu? No. Is trying to be one.

Higan no Yakuza: Shodankaigan| Yakuza Secret Pill: First Stage Pill
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: One of the three main pills of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the weakest of the three and thus, can be used by anyone who is at least a Fukuryu (Crouching Dragon). This pill contains determined amount of chakra, mixed with some drugs, which, once on the organism, will stimulate the user's body tissues and muscles, granting him a temporary boost in strength and speed, compared to someone who previously had rigorous weight training, like Rock Lee.
- Can be taken twice per battle
- Lasts four turns if taken by a Fukuryu (Crouching Dragon)
- Lasts five turns if taken by a Giseiryu (Sacrificing Dragon)
- Lasts for the rest of the battle if taken by a Hitsuryu (Dragon Head)
____________
-Approved-


Higan no Yakuza: Nidankaigan| Yakuza Secret Pill: Second Stage Pill
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: One of the three main pills of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This pill contains a slightly bigger amount of chakra, mixed with stronger drugs than the first pill, which, once on the organism, will stimulate the user's body tissues, muscles and brain, granting him a temporary boost in strength, speed and reaction time. The user becomes so fast, people without proper training will be completely useless against him. Taijutsu masters, 3 Tomoe Sharingan users and other opponent's with abilities of the sort, will, however, be able to keep up with the speed of the user, though they will probably be overpowered in terms of strength.
- Can be taken twice per battle
- Lasts three turns if taken by a Fukuryu (Crouching Dragon), with a gap of two turns between usage. During usage, because of the drug's strong side effects, the user will only be able to use two techniques per turn
- Lasts four turns if taken by a Giseiryu (Sacrificing Dragon), with a gap of one turn between usage. During the second usage, because of the drug's strong side effects, the user will only be able to use two techniques per turn
- Lasts 5 turns if taken by a Hitsuryu (Dragon Head), with a gap of one turn between usage.
____________
-Declined-
"The user becomes so fast, people without proper training will be completely useless against him." - Embarrassing.

Hijutsu no Yakuza: Saishuudankaikouyou| Yakuza Secret Technique: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: One of the three main enhancement techniques of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the last of the three and thus, can only used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains an even bigger amount of chakra, mixed with even stronger drugs than the other two and must be administered via direct injection in the blood stream. Once on the organism, It will stimulate the user's body tissues, muscles and brain to the absolute limit, granting him a temporary boost in strength, speed and reaction time, which even surpasses, although only slightly, the 4th Raikage with his Lightning Armour on.
- Can be taken once per battle
- Lasts four turns if taken by a Giseiryu (Sacrificing Dragon). During and after usage, the user will only be able to use two techniques per turn, for the rest of the match. User must stay two whole turns without using any kind of pills or any kind of mode, because of the strain put on the user's body.
- Lasts 5 turns if taken by a Hitsuryu (Dragon Head). Must stay one whole turn without using any kind of pills or any kind of mode, because of the strain put on the user's body.
- It can, however, be used as a last resort technique by a Fukuryu (Crouching Dragon). In this case, it will only last two turns and after that, the user will pass out and his body will suffer multiple internal bleedings.
____________
-Declined-
OP
 
Last edited by a moderator:

Emperor

Active member
Legendary
Joined
Nov 15, 2008
Messages
13,076
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Clan's & Group's Jutsu

S and Forbidden Rank

( Jagan ) - Evil Eye
Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80
One of the Nekura Clan's most secretive and fabled techniques, the Evil Eye, or Jagan, is the signature technique of the Nekura elite. To perform this technique, the Nekura member must know the method of transferring Keigoku through eye contact alone, which comes from special training with the clan head. Once the opponent locks eyes with the Nekura, Keigoku instantly transfers onto his face and eyes, causing him severe searing mental pain that causes him instant incapacitation and could cause madness on prolonged contact.
The technique may be used thrice per battle - however, per battle it can only be used once on a particular enemy. So, in a one-on-one battle, it can only be used once; in a one-on-many battle, it can be used thrice on three different opponents.
The Keigoku transfer is instant, however, the stronger the mind of the opponent, the shorter the recovery time. For MS-wielders, whose minds are strengthened by Genjutsu expertise, the time of incapacitation is thirty seconds; for normal sages, a minute, and increases by twenty seconds per rank as it descends.
The Nekura cannot use any more Keigoku techniques for two turns after.
____________
-Approved-


( Kaijuku ) - Obscuring Void
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90
The most powerful offensive technique of the Nekura clan, the Nekura will focus, opening a large portal ( ten metres in diameter ) about a metre above the opponent. The portal will then spew out so much Keigoku that it looks like a beam at high speeds. The beam blankets the whole area under it with Keigoku, completely destroying the minds of any and all opponents caught in it.
The beam is fast enough that only very speedy techniques involving quick motion ( or a fast, suitable defense ) can avoid it - such as the FTG, EIG etc. However, simple motion, like pushing off with wind is not fast enough.
The technique can be used only once per battle. After using this technique, the Nekura takes 20 damage and is so exhausted that he starts bleeding internally for three turns, limiting his Taijutsu abilities to almost non-existent ( he can only move and fight normally, cannot use any Taijutsu techniques ). No Keigoku techniques can be used for three turns after.
____________
-Declined-
Do you know how large a 10 meter diameter is?

( Hansenshugi no Madokaoni ) - Tranquil Demon of Pacifism
Rank: Forbidden
Type: Offensive/Defensive
Range: Short
Chakra: 50 ( +10 per turn )
Damage: 90
The strongest defensive technique of the Nekura Clan, the member opens portals surrounding himself on all sides, and massive amounts of Keigoku emerge from the portal to engulf him. When the portals disappear in a few seconds, the Nekura is enshrouded by a three metre tall construct of Keigoku in the guise of an oni, or demon. The construct wields a kanabo, or club, which it swings at opponents who come close enough. The construct's defensive nature, however, comes from the fact that it is able to perform a modified version of the Keigoku special ability Drain. When an opponent's technique strikes it, it smothers the technique and 'drains' the 'life' of the technique - i.e. - much like a human Nekura uses Keigoku to drain life from a person, the chakra-based construct uses Keigoku to drain the chakra of the incoming techniques. This disallows any chakra-based attack to pass through the technique and strike the Nekura.
However, there are a few inherent weaknesses to this. First, the construct cannot drain away the life of people. It can only drain techniques, much like a human Nekura can only drain people and not techniques. Second, per turn, it can only drain away techniques equal to 40 chakra points. Any more will bypass and strike the Nekura.
Also, if an opponent, regardless of speed, touches the technique, his mind short-circuits and he collapses before he can penetrate it. However, the faster the opponent, the less damage he takes - opponents in 5th Gate and above can pull back fast enough to ensure only minor headaches.
The Nekura must have had special training from the clan head to use this technique and must be Black Knight rank or above. Furthermore, the Nekura can only use this technique once, which lasts until destruction. When this technique is activated, no other Keigoku techniques can be used. If this technique is bypassed and the Nekura wounded severely, the technique dies and the Nekura collapses unable to move from his place for the rest of the battle; he can only use Ninjutsu or Genjutsu to fight.
____________
-Declined-
Just no.

B and A Rank

( Togesuzumebachi no Ame ) - Rain of Stinging Wasps
Rank: B
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 20 ( +5 per turn )
Damage: 40
The Nekura clansman opens the portals in the sky, causing Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.
This technique can be used thrice per battle; each use lasts for four turns.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.
____________
-Declined-
So you can actually have a continuous string of 12 turns of a technique that severely limits the opponent? ...

( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below; contact with it makes the opponent's head ache badly. As soon as the box forms fully, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for ten or so seconds.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.
____________
-Declined-
"ten or so" - well if you don't know how long it lasts then you're not much of a Keigoku master.

( Bakudō no Shichijūkyū: Kuyō Shibari ) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.
____________
-Approved-


( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (+10 per turn)
Damage: N/A
Description:
Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them.
Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
No Forbidden-rank Nekura techniques may be used while this is active.
____________
-Approved-


C Rank

( Fōsurai ) - Force Lightning
Type: Offensive
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description:
the user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary ( a few-seconds ) incapacitation.
____________
-Declined-
"a few-seconds" isn't a proper time span
 
Last edited by a moderator:

Izuna Uchiha

Active member
Legendary
Joined
Nov 30, 2008
Messages
11,520
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Clan's & Group's Jutsu

You must be registered for see images


Fishman Karate - Gyojin Karate


(Gyojin Karate: Kaimen Wari) - Fishman Karate: Sea Surface Splitter
Rank: C
Type: Attack
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: While focusing water chakra around the desired hand and performing a karate chop, the user can split a water source out in front of him in order to send a shock wave to attack the enemy. The sheer pressure of the shock wave travelling through the water will cause unstable tides as if it was a water "world shaking", causing the opponent to loose balance.
____________
-Approved-


You must be registered for see images


(Gyojin Karate: Jodan Bakusho) - Fishman Karate: Exploding Palm
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 25
Damage Points: 50
Description: The user will thrust one palm forward, aiming at a desired body part belonging to the enemy, causing him to be blown back by using the water molecules in the air to release a shock wave. Due to the water molecules being very little in size, only doujutsu is capable of actually seeing the shock wave being created. A regular ninja will think its a simple palm thrust. Once the shock wave connects, it will be difficult for the enemy to breathe normally for one turn, due to the impact. This palm trust is powerful enough propel large summon up to long range.
____________
-Approved-


(Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: This technique requires precise water molecule manipulation. The user will dart forward creating a small shock wave with the water molecules around the feet to increase his speed. Using that incredible momentum, the user will deliver a savage side kick, slightly inclined downward. On impact, a shock wave will be created from the water molecules that were already manifested around the user's feet, sending the opponent crashing into the ground.
____________
-Approved-


(Gyojin Karate: Samehada Shotei) - Fishman Karate: Sharkskin Palm Block
Rank: B
Type: Defense
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: By focusing the water molecules around the hand, the user performs a simple palm block with enough force behind it to slap away a sword swing. This is done by creating a water shock wave from the palm. The user can also deflect certain techniques, by slapping them out of the wave, creating a shock wave on contact. This technique works incredibly well against elemental projectile of small to medium size.
____________
-Approved-


(Gyojin Karate: Mizu Henahena) - Fishman Karate: Water Bending
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: The user will take control of an existing water source, making it move at will. However, the user may only move the water by using hand movements that represent the action the water will make. This can be used to create various things, like waves, vortexes, spikes and even whirlpools. The user can not control existing water infused with foreign chakra source.

Note: Requires a water source
Note: This technique ends when the user begins performing another jutsu
____________
-Approved-


(Gyojin Karate: Bakuretsu Hirate Renda) - Fishman Karate: Exploding Palm Barrage
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80 (+40 if used in conjuncture with a water based technique)
Description: The user squats while placing his arms to the side of his body, palms up bent in a 90 degree angle, then thrusts forward so fast that to any onlooker perceives that the user only did it one time with both arms. In reality, the user has actually pushed forward two times per hand, releasing a force that hits their opponent by concentrating on the water molecules around the palms. However unlike its parent jutsu "Jodan Bakusho", Hirate Renda's shock wave has a delayed effect of up to 2 seconds before the opponent feels the blows, leading him to believe it is a simple double palmed thrust barrage. This technique's raw power is so devastatingly powerful that the very earth surrounding the target will be shattered upon impact, leaving a vast crater. Furthermore, since this technique is based on the propagation of waves through water molecule, passing through a body of water before reaching the target will only increase it's destructive power.

Note: May only be used twice per match
Note: No S-rank and above water technique on the following turn

You must be registered for see images

____________
-Approved-


(Gyojin Karate: Towa Funsai) - Fishman Karate: Smashing Tower
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing three hand seals, the user heaves a water current upward, where it erupts from the surface as a towering stream of water, underneath the opponent. The user may only move the water by using hand movements that represent the action the water will make. As the water is rising, through hand movements, the user bends the highest point of the stream to take the form of an orb to entrap the opponent. The user can choose to let the target drown, or swing his hands downward making the stream, come down like a hammer, crushing the target against the surface of the ground/water. In the event that the opponent evades the erupting water, the user may still control the stream to crash down upon any location he desires.

Note: No water source required, the water is created through by the user through this technique
Note: Can only be used 3 times per match
____________
-Approved-
 
Last edited by a moderator:
  • Like
Reactions: Enzup
Status
Not open for further replies.
Top