Custom Element's Jutsu Submission

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Migualon J.J.

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Re: Custom Element's Jutsu

(Shinju: Shitsukoi no sharin) - Pearl Release: Wheel of Importunate
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user perform a single hand seal to shoot out 2 medium size ball of pearl toward the enemy with fast speed of it’s rank, instead of crush the opponent with it, the ball of pearl spinning in the middle part of the opponent body with 5 cm gap, with encircle motion horizontally spinning the opponents body with high speed of velocity, leaving them out of air, turbulence experiences, unable to move/perform a hand seal then collapse in the end out of air.

note: No A ranked or above Pearl techniques for one turn.
Note: Can only be used 2X per battle
Note: The User must wait 2 turns to use this technique again
Note : Can only be use/taught by the Creator and Co-Creator

~Declined~

Fix the description. I have no clue what is going one here. How is a spinning ball supposed to suffocate the enemy? How large is "Medium Sized"?


( Shinju: Howaito kessai ) - Pearl Release: White Settlements
type: Attack/defense
rank: Forbidden
range:short-long
chakra cost: 50
damage points: 100
description: The user unattached his White Jar and put it in the ground near him with reverse position where the Pearl would pour out from the White Jar into the ground, the user did this on purpose so that all the pearls inside the With Jar will fell down into the ground, a moment afterward the user perform 2 hand seals to scatter out all the massive amount little pearl size of a tennis ball to sink and travel underground, The pearls will cover the entire battle field to long range from the underground beneath. The opponent will not aware of this condition because the movement of the pearls conducted in the underground. When all sets up, the user will yelled HA !!!, suddenly the pearls erupting from the opponents surrounding ground, cover up all over his body part, from bottom to top, seal his movement, unable to perform any hand seal, reduce their air out of breath. Every pearls which if been destroyed by the opponent on their attempt to escape, will be replaced by other pearls in rapid way, as the White Jar keep producing the little Pearls until it’s run out. At this rate, it is almost certain the opponent won’t be able to avoid it and died.

note: Can only be used 1x per battle.
note: The White Jar keep producing pearls until the opponent died / the user interrupted
note: No other Pearl Jutsu in the same turn when this jutsu activated.
note: The user able to use other elemental when he active this jutsu but must stay close with the White Jar (short range), as the White Jar must absorb the user chakra to keep this active
Note: The user must state where he put the White Jar part at the first move then gap it with the other moves then he can erupting the pearls, so it will count as 2 moves.
Note : The user extremely exhausted, can’t move correctly and only be able to defend not attack, with A-Rank jutsu only for 2 turns.
Note : Unable to use the White Jar for 5 turns as it have run out of Pearls and must reload for 5 turn.
Note : can only be use by the Creator and Co-Creator and can only be taught to 2 students only

~Declined~

Again, fix the description. I understand what is going on, but its difficult to read. The jutsu states the move continues until its out of pears, hwoever you also state that the jar continues to produce pearls until th users dies. Since the pearls are round (size of tennis balls) how are they supposed to gather around the person and suffocate them there will always be gaps in between the balls no matter how many are binding the person. They can never suffocate simply from being bound by pearls. One of the restrictions says the user cannot move correctly. What does that entail? can they run, are the uncoordinated, are thier movements slowed? The restriction says they can defend themself from attack but why would they not be able to use a jutsu to attack if they can use one to defend? in the end you are still using a jutsu.
Resubmitting

(Shinju: Shitsukoi no sharin) - Pearl Release: Wheel of Importunate
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user perform 3 serial hand seal and shoot out 2 medium size (3 meters in diameters)ball of pearls toward the enemy with fast speed of its rank. instead of crush or hit the opponent with it, the ball of pearl will spinning in the middle part of the opponent body with 10 cm gap between the spinning ball against the opponent body, leaving him out of breath due to high velocity spinning will compress his air/oxygen, turbulence experiences, unable to move/perform hand seals then collapse in the end.

note: No A ranked or above Pearl techniques for one turn.
Note: Can only be used 3 times per battle
Note: The User must wait 2 turns to use this technique again

__________________________________________________________________________________________________
 Declined 
Uh? Confusing description which wasn't bettered in any way. Also, why is this S-Rank? Compress air and oxygen? Uh?

( Shinju: Howaito kessai ) - Pearl Release: White Settlements
type: Attack/defense
rank: Forbidden
range:short-long
chakra cost: 50
damage points: 100
description: The user unattached his White Jar and put it in the ground besides him with reverse position where the Pearl would pour out from the White Jar into the ground. The user did this in term of all the pearls inside of his White Jar will pour down into the ground. A moment afterward the user will perform 2 serial hand seals to sink down a massive amount of little pearl size of a tennis ball and they travel underground. The pearls will cover the entire battle field to long range from the underground beneath, right between the user and the opponent. The opponent will not aware of this, because the movement of the pearls conducted in the underground. When the user feels the desire amount of the pearls have been completely sets up, he will shouted.. HA !!! when suddenly the pearls will be start erupting from underneath the opponent ground, cover up all over his body part from bottom to top, from the opponent toe to his head. By molding his pearl chakra which affinity with earth chakra, the user will add sticky effect upon the pearls which could seal the opponent movement, making the opponent unable to perform any hand seal. Reduce their air or oxygen, making the opponent out of breath. Every pearls which if been destroyed by the opponent on their attempt to escape, will be replaced by other pearls with 2 second gap between the replacement pearls because of the White Jar will keep producing the little Pearls until it’s run out (Active for 2 turn) . At this rate, it is almost certain the opponent won’t be able to avoid it and died.

note: Can only be used once per battle.
note: The White Jar keep producing pearls until the pearls run out/the user interrupted
note: No other Pearl Jutsu in the same turn when this jutsu activated.
note: The user will still be able to use other elemental ninjustsu (excluding Pearl Jutsu) when he active this pearl jutsu, but his position must stay close with the White Jar (short range), as the White Jar must absorb the user chakra to keep this active.
Note: The user must state where he put the White Jar position at his first moves, then gap it with the other moves when he can erupting the pearls, so it will count as 2 moves.
Note : The user extremely exhausted, can’t move correctly like slow in movement, slow in running and only be able to defend with A-Rank jutsu for 2 turns.
Note : Unable to use the White Jar for 5 turns as it have run out of Pearls and must reload for 5 turn.
Note : can only be use by the Creator and Co-Creator and can only be taught to 2 students only.

__________________________________________________________________________________________________
 Declined 
Again this is ridiculously hard to understand and needlessly complicated. Forbidden ranks also do 90 damage...not 100. Fix this and try to make it readable. Its a mess.

New Pearl Jutsu
( Shinju: P1 Fōmu, Hakushoku funmatsu ) - Pearl Release: P1 Form, The White Powder
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user will perform 3 serial hand seal and then he thrust his hand up to the sky where certain amount of little pearls size of basket balls will merge out from his jar into the sky high, covering the opponents sky with pearls. Then the user will perform another hand seal to blow up the entire pearls and turn them into form of pearl powder. The user will be able to use this form into any several pearl powder jutsu purposes, such as White sensor, White blinded smoke, white mist illusion etc. But it will count as 2 moves.
Note :
- Will last for 2 turns then auto vanished if not combine with other pearl powder jutsu.
- Can only be use 5 times per battle

__________________________________________________________________________________________________
 Declined 
Covering the opponents sky with pearls? Uh? If so...why is this short ranged?
 
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Pervyy

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Re: Custom Element's Jutsu

(karumera youshiki) - Caramel Form
Rank: A
Type: Supplementary - Defense
Range: Mid
Chakra cost: 30
Damage points: N/A
Description: The user will release their chakra into part/parts of their body which they will name as they use this jutsu, turning that part of their body into caramel, much like people can turn their bodies to sand, water, ect.. As they turn there body to caramel they will say which state of caramel it is. If it's the liquid state, the can stretch that part of their body. An example of this would be if the user used this jutsu on their arm explaining the liquid state, they could stretch there arm up to mid range to hit or grab someone. If the user's limbs get cut off while in this form, they must touch them to reattach them, or replace them with caramel from a source. This is instant and activates until canceled.

Note: Can only be 4 times
Note: In this form the user will be more vulnerable to the caramel weaknesses
Note: Can only have a caramel limb for up to 3 turns

Declined. you mention that you must identify the state, then only explain the liquid state, please also note the other state(s) and include the properties/advantages of that state. If you are going to maintain caramel limbs through multiple turns you will need to add a restriction which only allows caramel jutsu while in this form because you cannot concentrate more than one type of chakra at a time unless having undergone yin-yang training

(karumera kata) - Caramel Shapes
Rank: B
Type: Supplementary
Range: Mid
Chakra cost: 20
Damage points: 40 (if in liquid boiling form)
Description: Using caramel chakra shape manipulation, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc.
These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 1m cubed space.

Note: Can only be used once per turn
Note: No fire jutsu in the same turn

Declined. Please note the maximum number of objects that can be made made by this technique. I also want to check to see if you can only create object at mid range or if you intend to make objects that yo can hold at well. since this uses shape manipulation, are you manipulating existing caramel or forming it from the ground? Doesnt the "greater caramel technique" cover the extent of this jutsu?
(karumera youshiki) - Caramel Form
Rank: A
Type: Supplementary - Defense
Range: Mid
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: The user will release their chakra into part/parts of their body which they will name as they use this jutsu, turning that part of their body into caramel, much like people can turn their bodies to sand, water, ect.. As they turn there body to caramel they will say which state of caramel it is. If it's the liquid state, the can stretch that part of their body. An example of this would be if the user used this jutsu on their arm explaining the liquid state, they could stretch there arm up to mid range to hit or grab someone. If the user's limbs get cut off while in this form, they must touch them to reattach them, or replace them with caramel from a source. This is instant and activates until canceled. The other state is the solid state of caramel, where it can be as hard as stone. This is good for defense but solid caramel has different weaknesses to liquid caramel. In the solid state the user will be more vulnerable to water as it will dissolve the caramel breaking it down. The user can only use caramel Jutsu in the form, but can turn back to normal at any point.

Note: Can only be used 4 times
Note: In this form the user will be more vulnerable to the caramel weaknesses
Note: Can only have a caramel limb for up to 3 turns

__________________________________________________________________________________________________
 Approved 


(karumera kata) - Caramel Shapes
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 20
Damage points: 40 (if in liquid boiling form)
Description: Using caramel chakra shape manipulation, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc from their chakra alone, not needing to form the caramel from the ground. These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 1m cubed space. And example of this would be almost like a variation of the "(Suiton: Haran Banshō) - Water Release: Stormy Blockade" jutsu, which allows the user to create the water out of no where.

Note: Can only be used once per turn
Note: No fire jutsu in the same turn
Note: Can only make one object per turn.
Note: Caramel is created from the users body
Note: Objects can only be manipulated the turn they are used.

__________________________________________________________________________________________________
 Approved 
 
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Xylon

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Re: Custom Element's Jutsu

Force release: Planetary Rings (Graviton: Wakuse Enjin)
Rank: B
Type: Defensive
Range: Short
Chakra cost: 20
Damage Points: 40(if contact is made)
Description: User generates one or more rings (a maximum of 4) of graviton that glows in yellow sparkles around himself to act as defensive barrier (Lasts for 5 turns if not used during the period). The rings spiral around the user pushing away any physical objects that come in contact with an incredible force, the object is launched at a considerable distance. The user could expand a single ring to make a wall of light for more a more effective defense against wide spread attacks. The technique is capable of defending against up to A rank techniques of advanced elements and S rank techniques of basic elements that force release is strong against.

________________________________________________
 Declined 
OP. Its a B-rank. It needs to follow elemental W&S. BEing strong to something doesn't mean it can overcome a difference of 2 ranks. Also, if this is to be maintained, it needs a chakra cost per turn.

Force Release: Heavenly Body technique (Graviton: Tentai no jutsu)
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30/turn
Damage Points: N/a
Description: Heavenly body is a technique that releases an aura of force chakra that negates Friction and Gravity simultaneously around the user or another object within range resulting in moving objects gaining steady momentum and losing their ability to break or change trajectory. When applied by the user he gains the ability to fly, and his movement speed can be doubled (given his reaction allows it) and his physical attacks much stronger proportional to momentum, in addition to that the user could also coat weapons, tools and other objects in force chakra to enhance their speed and destructive potential. The technique does have an obvious drawback that the user’s movements become much more predictable despite the high speed because of the inability to change trajectory or stop. This restriction could however be bypassed if used with Planetary rings or another suitable alternative to make the rings act as a gyroscope allowing maximum efficiency even during movement, however the user still does not possess the ability to break requiring him to exit the technique if he wishes to stop.
Note: Lasts 5 turns
-Usable twice per conflict

________________________________________________
 Declined 
DNR. Collides with Rinnegan Technique.

Force Release: Grand Chariot (Graviton: Guran Shario)
Rank: S
Type: Offensive
Range: Long
Chakra cost: 40
Damage Points: 80
Description: The users forms several orbs of force energy that float and reaches the sky, the orbs takes positions that appears from the ground as stars forming a constellation the user has kept in mind while the preparation of this technique. On user’s command the orbs diverge around moving at extremely fast speeds, they crash back to the ground in a successful chain inscribing whichever constellation they made at the area they crashed at. Each individual orb generates a great impact. The preparation of this technique isn't slow neither is it limited to a vertical angle, it could be sped up and shot at a horizontal direction.
Note: Usable thrice per conflict
Appearance:

________________________________________________
 Declined 
Develop the part i bolded. Its easily exploitable.
 
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BlacKing

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Re: Custom Element's Jutsu

Jiechiruēteruton: Mukankaku (Diethyl Ether: Numb)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user surges their body with Diethyl Ether chakra, allowing the user to numb their body in such a way that they will temporarily be unable to feel pain. Though the user does not feel pain, their body is still incapable of performing any tasks that their body would not allow them to with an injury.
Note: Lasts for 4 turns.
Note: Can only be used 2x per battle.
Note: The pain returning to the user all at once causes the user to be put into a comatose state for one turn.

__________________________________________________________________________________________________
 Declined 
Explain how your CE can do this to yourself.
 
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Geezus

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Re: Custom Element's Jutsu

Purton| Kyohakuarashi - Plasma Release| Star Storm
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: After creating a plasma source in the sky or ground, the user proceeds to create 5 handseals: Monkey -> Dragon -> Horse -> Rat -> Tiger. With the seals completed, the user will first make a simple swing of his hand causing the plasma in the air/ground to cascade towards an opponent in a barrage of bright matter that burns through flesh with ease. Most masters of the style, will cause plasma to rain from above only as a diversion in order to divert the opponent's attention from the real threat below them.

__________________________________________________________________________________________________
 Declined 
Restrictions?
 
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Zanji

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Re: Custom Element's Jutsu

5.) (Sui-SakuzenHyouton: Kinmotsu Kosei Yottenheim!) Water-Dry Ice Release: Forbidden Ancient Laws of Joutenheim!
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/A
Description: By combining the freezing quality of the Dry Ice, the Water molecules in the air, and the users own chakra. The user of this technique is capable of creating Ice, much like the Yuki Clan & the Yukigakure nin, and use it too his advantage. Although the Ice that the user creates is very unique to the user of this technique, and is unable to use the clans or villagers cannon techniques.
Note: This technique can only be used 3 times, and lasts for 3 turns
Note: Ice Techniques the user can use are only Custom ones
Note: The user must wait 2 turns before they can use this technique again after it has time has expired.
Note: Due to enabling the user to use Ice techniques the user is unable to use regular Dry Ice Techniques while this is active.

__________________________________________________________________________________________________
 Declined 
I don't understand what you want this technique for nor what does it actually do. Explain it better please.
 
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Serpent

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Re: Custom Element's Jutsu

(Taruton: Tarudeguchi) Tar Release: Tar Geyser
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage points: 60
Description: The user will focus their chakra under a designated area while making a single handseal "Tiger". This creates a molten geyser of Tar that emerges from the ground that blasts upwards into the air. As a designed secondary effect, this geyser causes molten tar to rain down on the surrounding area up to Mid Range. This Tar is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. If there is an source of Tar already on the field, this technique can be used faster then normal as the need to focus and convert the ground into tar is void. If the user is within range of the Tar rain, they will need to defend against this attack as well.
Note:
-Can only be used 3 times per battle.
-Can only be taught by Serpent.

__________________________________________________________________________________________________
 Declined 
You sure you want this to be Short-ranged? >_>

(Taruton: Tarusu Kazangan) Tar Release: Field of the Tar Pits
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A (+10 to Tar Release)
Description: The user will makes a quick set of handseals "Dog>Ram>Tiger" and focus there chakra around the battlefield. This jutsu helps bring out more substance for Tar jutsu thous allowing for usage of Jutsu that require a Tar Source. It also adds a certain twist to the battlefield by changing a basic terrain into to a Molten terrain of Tar Pits.
Note:
-Can only be used twice per battle.
-Can only be taught by Serpent

__________________________________________________________________________________________________
 Declined 
DNR. Pointless technique other than giving you +10 damage for the rest of the match with no real reason why.

(Taruton: Tama) Tar Release: Bullet
Type: Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Description: after making 3 hand seals, the user will release a Large molten bullet of Tar that's size is equal to that of "Great Blaze Ball". This Molten ball will smash, smother and burn the designated target.
Note:
-Can only be used 3 times per battle.
-Can only be taught by Serpent.

__________________________________________________________________________________________________
 Approved 
 
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Scorps

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Re: Custom Element's Jutsu

±± Closed for Checking ±±

Thread closed for checking.

Also I'll take this chance to say that I won't be checking things in order. I'll be clearing the easier submissions first (like contracts, easy declines, etc) at random before starting on the harder ones. So if you see that I checked a submission after yours and yours is unchecked, don't worry or find it strange. Its just to make it easier and faster on my end.

Thank you and sorry for the delays!​
 

Gobi Gobletsson

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Re: Custom Element's Jutsu

1:

(Keigakuton: Abisu Bureiku) - Abyss Release: Abyss Break -

Rank: B
Type: Supplementary
Range: Short-Medium-Long
Chakra cost: 20
Damage points: N/A
Description: A very simple jutsu, however it only works in conjunction with other Abyss jutsu's and only after that jutsu is already used. With other words the user first needs to use another Abyss jutsu, of any rank, before this can be used. Then when another jutsu has been used, the user makes one handseal, which makes the previous used jutsu suddenly disintegrate into countless orbs in size ranging from small marbles to baseballs, basketballs, melons to the size of giants rocks. This also depends on the size of the previous used jutsu (the total volume of the jutsu doesn't change, it's just divided over the orbs). On the moment the user makes the jutsu disintegrate, he can also blast all the orbs into any direction(s), but only in a straight line.
This jutsu does not effect the power or rank of other Abyss jutsu, it just makes it so that its rang becomes wider or smaller.
____________
-Approved-


2:

(Keigakuton: Melchsee no Doa) - Abyss Release: Melchsee's Door -

Rank: A
Type: Attack/Defence
Range: Short-Medium-Long
Chakra cost: 30
Damage points: 60
Description: The most basic jutsu of Abyss Release. The user creates a large highly condensed orb of Abyss chakra which he can manipulate by moving his hand. As a result it can be used both in an offensive and defensive way by blasting to the opponent or let it coil at an extremely fast pace around the user.
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____________
-Approved-


3:

(Keigakuton: Melchsee no Uzu) - Abyss Release: Melchsee's Vortex -

Rank: A
Type: Attack/Defence
Range: Short/Medium-Long
Chakra Cost: 30 (+15)
Damage points: 60
Description: This jutsu is in the first place meant for defence. The user creates a quick spinning dome around himself consisting of thin rings made out of Abyss chakra with at certain intervals a higher concentration of chakra creating oval shaped orbs with at the top of the dome an Abyss disc. These rings and disc emit a continuous flux of Abyss chakra so that the space between the rings and the disc is filled with chakra, completing the dome, however it remains transparent so that the user still can see through it. Because this dome is spinning, along with the properties of Abyss chakra, it not only can defend against offensive jutsu's, but also against things like smoke, dust (not the element), poison clouds etc. as it purifies the air in and around the dome. The user can also move, while keeping the dome spinning, and thus can move the dome into different directions (it's not static to one place).
The user can also this jutsu in an offensive way by making a single handseal resulting in the dome exploding outwards into all directions in a barrage of pieces of the rings and oval orbs. This is also called as 'The Splash'. He could also just walk toward the target.

✘ The user can keep the dome around for max three turns, however to keep the dome at its max strength +15 chakra has to be paid each turn (unless of course it got destroyed by a jutsu that outranks it)
✘ While the user of the jutsu is in the vortex, he can't fire jutsu's either directly through the vortex from the inside (well he can, but that would destroy it)
✘ Can only be used three times per battle

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____________
-Approved-


4:

(Keigakuton: Kurohitsugi) - Abyss Release: Black Coffin -

Rank: S
Type: Attack
Range: Medium-Long
Chakra cost: 40
Damage points: 80
Description: The user creates a large, black coffin of Abyss chakra around a target on all sides, that also reaches deep below the ground as high in the air. He then fills the coffin to the brim with Abyss chakra by sending thousands of Abyss blades at the same time instantly through the coffin so that it's completely filled. When the coffin disappears, everything that was inside it is completely gone, leaving a deep square hole in the battlefield.

✘ Can only be used two times per battle

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____________
-Declined-


5:

(Keigakuton: Melchsee no Ransu) - Abyss Release: Melchsee's Lance -

Rank: S
Type: Attack
Range: Short-Medium-Long
Chakra cost: 40
Damage points: 80
Description: The user brings both of his hands close together in front of him, creating a small highly condensed orb of Abyss chakra in the space between his hands. From that orb a black lance is launched that can reach up to long range. By moving his fingers, the user can manipulate the orb, and thus the lance, so that it can be used to slice into any direction (compare it to a white sheet of paper where you rapidly scribble into any direction with a pen). For instance the user could first aim the orb to the ground when the lance is created and then move the orb upwards so that the lance slices the battlefield open vertically, then when it's in the air he can make it turn and slice diagonally downwards etc.

✘ Can only be used three times per battle

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____________
-Pending-
Define how long it lasts if it lasts more then 1 slice.

Resubmitting Black Coffin

(Keigakuton: Kurohitsugi) - Abyss Release: Black Coffin -
Rank: S
Type: Attack
Range: Medium-Long
Chakra cost: 40
Damage points: 80
Description: The user will do one handseal as he focuses Abyssal chakra on four points around the user in square formation and, just like in the gif below, they quickly form four walls with a roof, trapping the opponent inside. The user then lets the coffin be pierced on all sides and in different directions by countless of blades made out of Abyssal chakra at the same time, similar to the magician's box trick that gets pierced by swords. After that the box disappears. This size of the coffin is around max 10m by 10m and around 40m high.

✘ Can only be used two times per battle
Cannot use Abyss techniques above A-Rank the next turn
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________________________________________________
 Approved 
 
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The_Empire

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Re: Custom Element's Jutsu

Silicon Release: Grab (Shirikon: Gurabu)
Rank: B
Type: Supplementary/Defense
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user using the silicon sand they have already under their control, grabs hold of someone or something. The silicon sand must already have the user chakra into it or no chakra at all.

__________________________________________________________________________________________________
 Declined 
Too generic. Needs definition

Silicon Release: Protect (Shirikon: Mamoru)
Rank: A
Tye: Defense
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user using the silicon sand they have already under their control, and makes a defense of some sort. The defense can be in any shape or form. The user must know where the attack is coming from to be able to make the defense. The silicon sand must already have the user chakra into it or no chakra at all.

__________________________________________________________________________________________________
 Declined 
Why is this long range?
Silicon Release: Grab (Shirikon: Gurabu)
Rank: B
Type: Supplementary/Defense
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user using the silicon sand they have already under
their control, grabs hold of someone or something. This meaning that the user uses the silicon sand and moves it towards someone or some item and tighten the silicon sand around aka grabbing the someone or item. The user can even use this on themselves as a way of not hitting the ground from a long fall. The silicon sand must already have the user chakra into it or no chakra at all.
________________________________________________
 Approved 


Silicon Release: Protect (Shirikon: Mamoru)
Rank: A
Tye: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user using the silicon sand they have already under
their control, and makes a defense of some sort. The defense can
be in any shape or form. The user must know where the attack is
coming from to be able to make the defense. The silicon sand must
already have the user chakra into it or no chakra at all.
Note: Can only be used 3 times per battle.
________________________________________________
 Approved 
 
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Wesobi

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Re: Custom Element's Jutsu

(Yaniton: Reikai) - Nicotine Release: The Spirit World
Rank: A
Type: Supplementary/defense
Range: Short-long
Chakra Cost: 30
Damage Points: 60 (when releasing blasts)
Description: The users starts by focusing Yaniton chakra through out his body, by using both the effect of the gaseous state and the supplementary state. By doing so, his body becomes intangible and takes on a ghastly aura. This can variate from a single limb towards the entire person's body. Due to being of a gaseous nature in this form, the user is able to move faster than normal (his speed is increased by roughly half his maximum running speed). While moving, the user leaves trails of nicotine as well. He is also able to send out bolts of gaseous nicotine. If the user is somehow hit while being in this "form", he simply regenerates (as if a ghost would do) considering tangible objects or energy based material (like lightning) would pass through it. The user is also able to take on any shape he wishes while in this form (within reason).
Note: If used, requires to wait 2 turns before using it again.
Note: If hit by a wind attack (natural weakness) in this form, the user can guide his ghastly form/figure by maneuvering with the wind stream and thus bypassing it; though if hit by a fire based attack (natural strength) the user would almost certainly die as the nicotine mass he's in would evaporate too quickly to do anything about it.
Note: The user can not use fire-based attacks if this is used throughout all of his body.
________________________________________________
 Declined 
I don't mind it so much that this is a copy of a technique I have for decay but its actually much more powerful. No drawbacks. Also, those "bolts"...they need to be ranked and count as a moves. Speed boost is a no no. And add some type of drawback and some type of restriction to the "regeneration" part.

(Fuuton/Yaniton: Karthus no Yakeru Yōna Tamariba) - Wind/Nicotine Release: The Searing Haunt of Karthus
Rank: Forbidden:
Type: Offense
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-10 to user due to strain)
Description: the user start by creating a cage of wind around the opponent. It blows with enormous strength from all 6 directions towards the opponent. Because of the wind simultaneously blowing from all sides, it is very hard (if not nearly impossible) to move, as the wind blows the movement from any direction. The user then infuses nicotine gas into the cage, causing it to blow around the user and thus into the user his body. The nicotine acts as a toxin (as approved in the CE), causing the body to take on the effects of the nicotine in an extreme form.
Note: Can only be taught by Wesobi
Note: Can only be used once
Note: The user can not move from his position due to the amount of chakra used and the strain on his body during the next 2 turns.
Note: The user can only use 2 jutsus for the next 4 turns
Note: The user can only use up to A-rank techniques the following 2 turns.
________________________________________________
 Approved 
Although I think this is pointless.

(Yaniton: Osoroshī kōka) – Nicotine Release: The ghastly effect
Rank: B
Type: Offensive
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user creates a small cloud of nicotine gas up to mid range from him. He can either inhale the gas himself to receive the positive effects from the nicotine (on a small scale) or cause the opponent to inhale it, creating the negative effects from nicotine in the opponent’s body.
Note: Can only be taught by Wesobi
Note: Can not use other Nicotine release techniques in the same turn
Note: Positive and Negative effects are described in the CE.
________________________________________________
 Approved 
Remember, nicotine is visible... Just so we don't have another invisible poisonous gas.
 
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Serpent

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Re: Custom Element's Jutsu

10) (Hisuiton: Gusoku Hisuijin) - Jade Release: Armor of the Jade God
Rank: S
Type: Defence
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 Taijutsu)
Description: After making a single handseal "Tiger" the user will focus chakra around there body. this will form a very thin, yet dense armor of Jade that will encased the user to protect them from blunt force trauma and other forms of attack. This armor can also aid the user in performing stronger physical attacks. This is because of the Strong structure of Jade, it's hard form allows the user to deliver devastating physical attacks that are able to crush normal bone, Because of this the amount of damage given by basic Taijutsu is grater then normal. The Jade is transparent but can easily be noticed by light reflecting off it. although it gives the user a light green tint allowing for it to be noticeably even on cloudy days.
Note:
-Can only be used once per battle
-User can't use Jade Release in the same turn this Jutsu is activated
-User can't use Raiton or Doton above A-Rank in the same turn this Jutsu is activated
-Last 5 turns
-Must know Jade Release
-Can only be taught by Serpent

____________________________________________________________________________________________________
 Declined 
While you sustain this you should only be able to use techniques for the elements that compose Jade Release. And 5 turns is too much although i don't have a problem with using 2 or 3 times per battle. It also needs a weakness stated.
(Hisuiton: Gusoku Hisuijin) - Jade Release: Armor of the Jade God
Rank: S
Type: Defence
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 Taijutsu)
Description: After making a single handseal "Tiger" the user will focus chakra around there body. this will form a very thin, yet dense armor of Jade that will encased the user to protect them from blunt force trauma and other forms of attack. This armor can also aid the user in performing stronger physical attacks. This is because of the Strong structure of Jade, it's hard form allows the user to deliver devastating physical attacks that are able to crush normal bone, Because of this the amount of damage given by basic Taijutsu is grater then normal. The Jade is transparent but can easily be noticed by light reflecting off it. although it gives the user a light green tint allowing for it to be noticeably even on cloudy days. While this armor is activated, the user will be venerable to dramatic temperature changes.
Note:
-Can only be twice once per battle
-Can only use Earth, Lightining and Jade Elements while its active.
-Requires a 2 turn cool down
-User can't use Jade Release in the same turn this Jutsu is activated
-Last 3 turns
-Must know Jade Release
-Can only be taught by Serpent

________________________________________________
 Approved 


(Taruton: Deguchi) Tar Release: Geyser
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage points: 60
Description: The user will focus their chakra under a designated area while making a single handseal "Tiger". This creates a molten geyser of Tar that emerges from the ground that blasts upwards into the air. As a designed secondary effect, this geyser causes molten tar to rain down on the surrounding area up to Mid Range. This Tar is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. If there is an source of Tar already on the field, this technique can be used faster then normal as the need to focus and convert the ground into tar is void. If the user is within range of the Tar rain, they will need to defend against this attack as well.
Note:
-Can only be used 3 times per battle.
-Can only be taught by Serpent.

__________________________________________________________________________________________________
 Declined 
You sure you want this to be Short-ranged? >_>
(Taruton: Tarudeguchi) Tar Release: Tar Geyser
Type: Offensive
Rank: A
Range: Mid-Long
Chakra Cost: 30
Damage points: 60
Description: The user will focus their chakra under a designated area while making a single handseal "Tiger". This creates a molten geyser of Tar that emerges from the ground that blasts upwards into the air. As a designed secondary effect, this geyser causes molten tar to rain down on the surrounding area up to Mid Range. This Tar is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. If there is an source of Tar already on the field, this technique can be used faster then normal as the need to focus and convert the ground into tar is void. If the user is within range of the Tar rain, they will need to defend against this attack as well.
Note:
-Can only be used 3 times per battle.
-Can only be taught by Serpent.

________________________________________________
 Approved 


Wow nice catch, Thanks.

New submission:

(Taruton: Konami) Tar Release: Great Wave
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: The user will focus their Chakra under a designated area while making a 3 handseals "Tiger-Ox-Snake". This converts the targeted ground into a large molten wave of Tar. This wave is then directed to a target where it will crash down, smother and burn the target. If there is a source of Tar already on the field, this technique can be used faster then normal as the need to focus and convert the ground into tar is void. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances.
Note:
-Can only be used 3 times per battle.
-Can only be taught by Serpent.
____________________
-Leaving for Scorps-


________________________________________________
 Declined 
I don't like the generic reading i'm getting from the part i bolded. What do you mean with convert? what? and to what limits?
 
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ReXii

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Re: Custom Element's Jutsu

Frost Release: Frost Dragons Roar
Rank: S
Type: Offence/Affliction
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This Dragon's Roar is exclusive to the Frost Dragon Slayer. The user first inhales, gathering frost chakra in his/her mouth, and then releases an enormous vortex of Frost in the direction of their opponent, creating a large, maelstrom of frost crystals and wind which damages and causes numbing effects and slow frostbite to his foes. This technique is performed without handseals instead it involves the user putting his hands in front of his mouth in a pose resembling that of a trumpeter before releasing his frost chakra, prompting it to be expelled between his fingers. The frost produced by this version start out as a very thin line, enough to be fit between the user's fingers, before suddenly enlarging to strike the opponents. The other, simpler and seemingly faster way simply has the user gather frost and then shoot it out, with no seeming stance required, and a much wider blast of frost being produced directly from the user's mouth, albeit at a reduction of range, reaching only mid range.
Note:
-Can only be used thrice per battle
-Should the opponent be hit or surrounded at any point by the frost dragons roar they will suffer a reduction in speed equivelant to one rank on the speed chart for two turns.
-Must know Frost Release

__________________________________________________________________________________________________
 Declined 
Uh? What is this Frost Dragon Slayer?

Frost Release: Frost Dragons Claw
Rank: B
Type: Offence/Affliction
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: A melee attack combined with Frost Dragon Slayer jutsu, the user charges their feet with frost and proceeds to assault the opponent with a powerful frost-enhanced kick, with the ensuing frost granting the attack more power and speed. He can also create frost on the feet, enhancing speed and allowing the user to jet-propel in any direction he wishes. This allows the user to rapidly get close to opponents to engage in melee, even while preparing another technique.
Note:
-Can only be used thrice per battle
-Should the opponent be hit at any point by the frost dragons claw they will suffer a slow build up of frostbite on the targeted area, this culminates in three turns causing the closest affected limb to seize up and stop working entirely.
-The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
-Must know Frost Release

__________________________________________________________________________________________________
 Declined 
Same as above.

Frost Release: Frost Dragons Frozen Fist
Rank: A
Type: Offence/Affliction
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: An effective Nintaijutsu attack, in which the user engulfs his fist in frost and then punches his opponent, causing heavy blunt damage alongside lasting effects of frostbite.
This technique can be used with both hands making it an S ranked attack gaining +20 damage but being considered two uses of the technique.
Note:
-Can only be used twice per battle
-Should the opponent be hit at any point by the frost dragons frozen fist they will suffer a rapid build up of frostbite on the targeted area, this culminates in two turns causing the closest affected limb to seize up and stop working entirely.
-The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
-Must know Frost Release

Link to frost.


Link to Nexus allowing me to submit frost CEJ.


__________________________________________________________________________________________________
 Approved 
Frost Release: Frost Dragons Roar
Rank: S
Type: Offence/Affliction
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user first inhales, gathering frost chakra in his/her mouth, and then releases an enormous vortex of Frost in the direction of their opponent, creating a large, maelstrom of frost crystals and wind which damages and causes numbing effects and slow frostbite to his foes. This technique is performed without handseals instead it involves the user putting his hands in front of his mouth in a pose resembling that of a trumpeter before releasing his frost chakra, prompting it to be expelled between his fingers. The frost produced by this version start out as a very thin line, enough to be fit between the user's fingers, before suddenly enlarging to strike the opponents. The other, simpler and seemingly faster way simply has the user gather frost and then shoot it out, with no seeming stance required, and a much wider blast of frost being produced directly from the user's mouth, albeit at a reduction of range, reaching only mid range.
Note:
-Can only be used thrice per battle
-Should the opponent be hit or surrounded at any point by the frost dragons roar they will suffer a reduction in speed equivelant to one rank on the speed chart for two turns.
-Must know Frost Release

Frost Release: Frost Dragons Claw
Rank: B
Type: Offence/Affliction
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user charges their feet with frost and proceeds to assault the opponent with a powerful frost-enhanced kick, with the ensuing frost granting the attack more power and speed. He can also create frost on the feet, enhancing speed and allowing the user to jet-propel in any direction he wishes. This allows the user to rapidly get close to opponents to engage in melee, even while preparing another technique.
Note:
-Can only be used thrice per battle
-Should the opponent be hit at any point by the frost dragons claw they will suffer a slow build up of frostbite on the targeted area, this culminates in three turns causing the closest affected limb to seize up and stop working entirely.
-The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
-Must know Frost Release

Frost Release: Frost Dragon Force
Rank: F
Type: Defence/Supplementary
Range: Self
Chakra Cost: 50
Damage Points: +20 to all frost techniques
Description: When a Dragon Slayer enters Dragon Force, they effectively turn into a humanoid Dragon, gaining reptile-esque scales and traits, such as further elongated, and sharper, through the use of frost release this is emulated, with the user gaining scales made of frost, along with an aura of frost that surrounds there body, protecting them from all C ranks except lightning release ones, along with this the user gains a considerable increase in the power of his frost techniques, and a small increase in movement speed using the power of the speed of the swirling frost in a slipstream manner.
Note:
-Can only be used once per battle and upon it's end no more frost jutsu can be used in the battle.
-This technique lasts for three turns, or until it is destroyed.
-The effects of frostbite are all boosted in this form, taking one less turn to culminate.
-Must know Frost Release

Frost Release: The Frozen Wastes Of Ice Crown
Rank: F
Type: Offence
Range: Short-Long
Chakra Cost: 50
Damage Points: 100 (-40 to user)
Description: The user of this technique begins by focusing chakra in to there body, this only allows them to use two techniques per turn for two turns, at the end of these two turns the technique is fully charged, allowing the user to snap his fingers, causing all air on the battleground to become frigid and blistering, the effect of this wind is powerful, causing not only instant frost damage when it activate's but also culminating hoar frost on the opponents body over two turns, if the opponent is unable to escape or block the frigid power of the wind in two turns there organs are highly likely to seize up completely.
Note:
-Can only be used once per battle and upon it's end no more frost jutsu can be used in the battle.
-This technique lasts for two turns, or until it is destroyed.
-Must know Frost Release
___________________
-Leaving for Scorps-


________________________________________________
 All Declined 
Japanese name?
 
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Lord of Kaos

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Re: Custom Element's Jutsu

1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage Points: 80
Description: The user charges large amounts of Divine Wind to his hands. He then makes 5 hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 4 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of 15 handseals Each clap strength increases on a scale like this one:
1st clap: strong enough to knock back a man
2nd clap: strong enough to knock back a couple of horses
3rd clap: strong enough to knock over a house
4th clap: strong enough to knock over a Kage's mansion
*after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
*after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
*Useable twice a fight. If the 4th clap is used, only one usage may occur the entire fight
*The friction and force from the claps causes damage to the user's hands and after using 1-2 claps, he cannot use arm taijutsu for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot use any arm-based tai for 3 turns.
*The friction and force from the claps cause damage to the user's hand and after using 1-2 claps, he cannot move his arms with enough speed to perform fluid taijutsu attacks and his handseal speed is slowed, taking him a few moments longer to string together handseals for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot move his arms above waist height without agonizing pain that subsides over the course of three turns, regaining more movement in his third turn, being able to raise his arms to chest height that turn. His handseal speed is further decreased, taking him twice as long to string together handseals.

_________________
~Declined~
The bottom two restrictions underlined contradict each other. Also, add that the user cannot use any wind techniques whatsoever for the next two turns if the fourth clap is used.

1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage Points: 90
Description: The user charges large amounts of Divine Wind to his hands. He then makes 5 hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 4 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a string of 10 handseals. Each clap strength increases on a scale like this one:
1st clap: strong enough to knock back a man
2nd clap: strong enough to knock back a couple of horses
3rd clap: strong enough to knock over a house
4th clap: strong enough to knock over a Kage's mansion
*after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
*after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
*Useable twice a fight. If the 4th clap is used, only one usage may occur the entire fight
*The friction and force from the claps causes damage to the user's hands and after using 1-2 claps, he cannot use arm taijutsu for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot use any arm-based tai for 3 turns.
*The user is unable to use any Divine Wind jutsu of S-rank and higher the next turn
*The user cannot use any wind jutsu of any kind for the next two turns if the user so chooses to used the 4th clap.
__________________
-Declined- Mention the size of the waves, and mention what rank each wave has, in theory each one should be A-ranked, since they all compose a Forbidden rank.


I got a feeling these will be declined but it's worth a try xD

1. Kougyokuton: Barad Dur | Corundum Release: Dark Tower
Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra Cost: 50
Damage Points: N/A (90 to opponent if spikes hit them or they fall into trench with spikes)
Description: The user makes a short string of 5 handseals, and spreads large amounts of chakra throughout the earth, converting it to Corundum. After spreading such copious amounts of chakra, the user then makes the snake handseal, causing an earthquake along the field. This earthquake does no damage however, it is what caused the earthquake that makes this jutsu so dangerous. After making the snake handseal, the user causes a massive black tower of Corundum to quickly rise from the ground, standing at over 50 feet high, looking as if it's a monument dedicated to the dark arts. The tower resembles a castle's tower, being very grand in it
s appearance and size. As the tower grows, it causes an earthquake along the earth that causes no damage, unless the enemy is underground when the tower grows of course. The bottom of the tower has a 10 meter deep trench encircling it, filled with Corundum spikes. Upon reaching culmination, the tower emits a pulsating vibration from it until it is destroyed, allowing it to sense the location of anything within long range of it and in contact with the earth. As long as the user is in contact with the tower, any damage done to it will reform as the user will be continuously streaming chakra to it and the user's corundum attacks gain a +10 bonus to them due to the constant channeling of chakra from the tower to the user and from the user to the tower and providing the user with a medium for releasing said corundum jutsu. The tower's reforming ability counts as a jutsu per turn of the user if he choices to fix the damage of the tower, otherwise the damage happens and the user can still use his normal three jutsu per turn. The user can also make the tower protrude A-ranked spikes from it, skewering any foe in close range of it. The tower also enables the user to perform several jutsus only capable of being used after the formation of the tower (each to be submitted as it's own technique).
*Tower lasts until destroyed or 2 turns without direct contact from the user*
*Can only be used once per battle*
*Can only use 1 jutsu in the turn this is used*
*After using, the user is left slightly fatigued and cannot use any Corundum jutsu that turn*
*After being destroyed, the user can only use jutsu of A-rank and below the next turn and only 2 jutsu per turn for two turns*
*Can only be repaired 2 times a battle*
*The user cannot repair damage done by Forbidden jutsus or S-rank jutsus from elements that are strong against Corundum*

Image of tower:
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Enlarged image link:

____________________________________________________________________________________________________
 Declined 
Scale is too big. Also, you convert the earth into corundum...all of it? Like all of the field?

2. Kougyokuton: Barad Dur: Sauron's Manako| Corundum Release: Dark Tower: Sauron's Eye
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: After using the Dark Tower jutsu, the user activates the special jutsu after special conditions are met. A special ability of the tower is that after 2 turns of maintained contact with the user, it will have absorbed enough chakra to project an image atop the tower of an eye that looks towards the enemy, casting a genjutsu that the enemy will have trouble noticing is active. The effects of the genjutsu take place over two turns. The first turn, seemingly nothing happens to the enemy as he will still see the surroundings and the user of this technique in the same position as when the eye was activated, albeit the user now yelling at the target and throwing several kunai and various other ninja tool. What actually is happening is the eye activates the lower chamber of the tower to open up and several ropes erupt outwards in an attempt to bind the enemy. As the ropes grab the enemy, his chakra begins to be drained, preventing him from using ninjutsu of S-rank and higher while the ropes are upon him. The second turn continues the genjutsu, in which the enemy sees the user now breaking out into fits of hysteria, going berserk as the eye seems to punish him by means of a fire burst from his eye for not finishing the job by then. In actuality, the ropes that were binding the enemy now begin to drag him into the lower chambers of the tower, imprisoning him as he is drained of chakra, trapping him in the tower.
*can only be used twice*
*After using, the user cannot use any jutsu related to the Tower for 2 turns or Corundum in the same turn as this*
*The user cannot use any Corundum jutsu that are offensive or cause direct damage to the foe while this jutsu is active.*
*Cannot use any summoning or fuuinjutsu for two turns after using this and one turn before*

Picture of the eye above the tower:
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____________________________________________________________________________________________________
 Declined 
Tower wasn't approved
2. Kougyokuton: Barad Dur | Corundum Release: Dark Tower
Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra Cost: 50
Damage Points: N/A (90 to opponent if spikes hit them or they fall into trench with spikes)
Description: The user makes a short string of 5 handseals, and charges Corundum chakra into the earth up to mid range of him, creating a deep concentration of the chakra. After doing this, the user then makes the snake handseal, causing an earthquake along the field. This earthquake does no damage however, it is what caused the earthquake that makes this jutsu so dangerous. After making the snake handseal, the user causes a massive black tower of Corundum to quickly rise from the ground, standing at over 20 feet high, looking as if it's a monument dedicated to the dark arts. The tower resembles a castle's tower, being very grand in it's appearance and size. As the tower grows, it causes an earthquake along the earth that causes no damage, unless the enemy is underground when the tower grows of course. The bottom of the tower has a 5 meter deep trench encircling it, filled with Corundum spikes. Upon reaching culmination, the tower emits a pulsating vibration from it until it is destroyed, allowing it to sense the location of anything within long range of it and in contact with the earth. The user can choose to have the tower grow under him, with him being on top of top of the tower, or cause it to grow behind him. As long as the user is in contact with the tower, any damage done to it will reform as the user will be continuously streaming chakra to it and the user's corundum attacks gain a +10 bonus to them due to the constant channeling of chakra from the tower to the user and from the user to the tower and providing the user with a medium for releasing said corundum jutsu. The tower's reforming ability counts as a jutsu per turn of the user if he choices to fix the damage of the tower, otherwise the damage happens and the user can still use his normal three jutsu per turn. The user can also make the tower protrude A-ranked spikes from it, skewering any foe in close range of it. The tower also enables the user to perform several jutsus only capable of being used after the formation of the tower (each to be submitted as it's own technique). Only the earth under and in the short range area surrounding the tower becomes Corundum, though this is only so the tower's growth is ensured.
*Tower lasts until destroyed or 2 turns without direct contact from the user*
*Can only be used once per battle*
*Can only use 1 jutsu in the turn this is used*
*After using, the user is left slightly fatigued and cannot use any Corundum jutsu that turn*
*After being destroyed, the user can only use jutsu of A-rank and below the next turn and only 2 jutsu per turn for two turns*
*Can only be repaired 1 time a battle*
*The user cannot repair damage done by Forbidden jutsus or S-rank jutsus from elements that are strong against Corundum*

Image of tower:
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________________________
-Declined- Too many abilities stacked here mate, i'm not allowing the sensing of anything long range of the tower thing, everything else seems okay-ish, remove the A-rank spikes though, it's enough as it is.


Enlarged image link:

3. Kougyokuton: Barad Dur: Sauron's Manako| Corundum Release: Dark Tower: Sauron's Eye
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: After using the Dark Tower jutsu, the user activates the special jutsu after special conditions are met. A special ability of the tower is that after 2 turns of maintained contact with the user, it will have absorbed enough chakra to project an image atop the tower of an eye that looks towards the enemy, casting a genjutsu that the enemy will have trouble noticing is active. The effects of the genjutsu take place over two turns. The first turn, seemingly nothing happens to the enemy as he will still see the surroundings and the user of this technique in the same position as when the eye was activated, albeit the user now yelling at the target and throwing several kunai and various other ninja tool. What actually is happening is the eye activates the lower chamber of the tower to open up and several ropes erupt outwards in an attempt to bind the enemy. As the ropes grab the enemy, his chakra begins to be drained, preventing him from using ninjutsu of S-rank and higher while the ropes are upon him. The second turn continues the genjutsu, in which the enemy sees the user now breaking out into fits of hysteria, going berserk as the eye seems to punish him by means of a fire burst from his eye for not finishing the job by then. In actuality, the ropes that were binding the enemy now begin to drag him into the lower chambers of the tower, imprisoning him as he is drained of chakra, trapping him in the tower.
*can only be used twice*
*After using, the user cannot use any jutsu related to the Tower for 2 turns or Corundum in the same turn as this*
*The user cannot use any Corundum jutsu that are offensive or cause direct damage to the foe while this jutsu is active.*
*Cannot use any summoning or fuuinjutsu for two turns after using this and one turn before*
____________________
-Declined- Tower is not approved yet.


Picture of the eye above the tower:
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Xylon

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Re: Custom Element's Jutsu

Radiation Release: Chamaeleon (Hakkton: Kamereon)
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/a
Description: Chamaeleon technique named after the Chamaeleon star constellation, is a form of electromagnetic radiation. It involves a radiation user’s ability to manipulate the electromagnetic spectrum to change the wavelength of light from any element or object in range. Between low to high frequencies, this also allows the user to generate UV and X-Rays. By creating a layer of radiation chakra around the user or an object, the user can change the frequency of light that bounces off the object so from the viewers perspective the object appears of a different color or nature. By lowering the frequencies further, the user could appear invisible due to a naked eye’s inability to detect ultraviolet colors. Simultaneously, the user could reverse this technique allowing himself to view objects hidden to naked eye. By transforming invisible wavelengths to visible ones, they gain the ability to detect UV (and chakra by extension, assuming even chakra has a spectrum from all its different colors we’ve seen), to look past matter, and to look clearly in the dark.
Note: Lasts 5 turns, usable twice per battle.

________________________________________________
 Declined 
Collides with Light Release, OPed and can't be approved in NB RPG because what it achieves can already be done with a CE, some CJs and at least a Cannon. DNR.

Radiation Release: Virgo Lux (Hakkton: Otomeza)
Rank: A
Type: Supplementary/Defensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/a
Description: Virgo is a non-ionizing radiation release techniques named after the Star Constellation of Virgo, The technique means Maiden Light. The user generates a surge of radiation chakra around his body leaking it from different tenketsu. The chakra radiates out of the body forming a Blue and Purple (To imply the technique is visible to naked eye) flare. The Flare is composed of UV (With a Varying Spectrum of UVA to UVB) of such a huge concentration that the light becomes visible. The technique itself has no lethal effects, however exposure to the light(4-5 seconds) can cause Acute Direct and Indirect DNA damage. After one turn, the opponent is left incapable of using his Bloodline Limit (Including advance elements, but this does not include Custom Elements or Hiden) techniques that are A rank or above for the remainder of the battle. The effects of this technique extends to Organic elements (Such as Wood release) causing them to lose their unique traits near instantly after exposure. This technique does not affects the form of the Jutsu in any way, simply its unique traits such as Wood’s ability to absorbs chakra/energy in the cells, duplicate cells etc.
Note: Usable 4 times per conflict.
Note: Affects enemies, users and allies indifferently.

References:



________________________________________________
 Declined 
OPed. Only medical ninjas can deal with this... DNR.

Resubmission, New Description mainly (makes more sense now) and changed the name

Alpha Power strike; Penetrate (Arufa isei dageki; kantsuu)
Rank; S
Type; Defense
Range; Short-Mid
Chakra cost; 50
Damage points; N/A
Description; The technique utilizes Alpha the weakest type of radiation to put in use forming a shock wave for the targets defense, Alpha radiation draws near helium atoms and puts them in an dense pressured form, and releases them at once making a huge shock wave penetrating everything in its way, except objects with a density extremely high and pressure enough to move such mass against the push. The incredible push of the shock wave is most of the times enough to block most of the attacks. When released the shockwave makes a chaotic disturbance in the surrounding.
Note; Can only be used 4 times in a battle, 1 turn to recharge.

-Defending up to A rank jutsus for the elements weak towards Radiation-
-approved-
Radiation Release: Leo (Hakkton: Shishi)
Rank: S
Type: Defensive/Offensive
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: Leo is a non-ionizing, Offensive and Defensive radiation technique named after the star constellation, Leo. The technique allows the user to generate transverse waves that radiate heat into objects, the strength of the technique is variable from a low frequency wave with no kinetic push(Leo Minor) and that heats up objects quickly to an explosive one that makes objects combust and explode as they come within range(Leo Major). The technique causes similar damage as Scorch release: Incinerating Flare Technique burning and incinerating all vegetation and lifeforms within its radius. The approximate range of the shockwave is 25m-40m.
Note: Can only be used 4 times per conflict.

________________________________________________
 Declined 
Shockwave? What shockwave? 25 to 40 is not mid range... And 4 times X2 is too much.... Restrictions?
 
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BlacKing

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Re: Custom Element's Jutsu

Jiechiruēteruton: Mukankaku (Diethyl Ether: Numb)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user surges their body with Diethyl Ether chakra, allowing the user to numb their body in such a way that they will temporarily be unable to feel pain. Though the user does not feel pain, their body is still incapable of performing any tasks that their body would not allow them to with an injury.
Note: Lasts for 4 turns.
Note: Can only be used 2x per battle.
Note: The pain returning to the user all at once causes the user to be put into a comatose state for one turn.

__________________________________________________________________________________________________
 Declined 
Explain how your CE can do this to yourself.



Jiechiruēteruton: Mukankaku | Diethyl Ether: Numb
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user surges their body with Diethyl Ether chakra. The act forces gaseous Diethyl Ether through the user's bloodstream, allowing the user to numb their body in such a way that they will temporarily be unable to feel pain, allowing them to continue fighting after a drastic injury. Though the user does not feel pain, their body is still incapable of performing any tasks that their body would not allow them to with the injury.
Note: Lasts for 4 turns.
Note: Can only be used 2x per battle.
Note: The pain returning to the user all at once causes the user to be put into a comatose state for one turn.

________________________________________________
 Declined 
DNR. This wording attempts to do the same as a banned technique removed from the system not long ago. Also, you'd die according to your own CE after 2 turns, which would mean this is a forbidden rank/kinjutsu and neither i'll approve. And finally, such self influence towards your metabolism requires medical knowledge.
 
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-Jiraiya-

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Re: Custom Element's Jutsu

Link to approved Phosphorus element:

Phosphorus craft technique (Rinton shugi no jutsu)
Type: Offense/Defense/supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user focuses his phosphorus (earth+fire) chakra and creates phosphorus from the existing earth or from the user's body to create spikes, pillars, shield, tools, wall or weapons. The user can also spit or shoot balls or spikes of phosphorus from his mouth and hands with good accuracy. This a versatile jutsu and is only limited by the user's imagination. The created structures can be ignited using the user's fire chakra by performing a confrontation hand seal and the ignition counts as a move. When the phosphorus is burned, it will also release a dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact. If the smoke comes in contact with the eye it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes difficulty in breathing making the enemies unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.

________________________________________________
 Declined 
Restrictions? Not even a single one. Abilities? tons... This is a mishmash of various techniques into one...

Phosphorus release: Guided missile (Rinton: Sendatsu misairu)
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user creates up to 5 vertically placed earthen tubes closed at the pointing end each measuring about 3 feet height, 20 cm diameter with a central hollow portion filled with phosphorus. After creating these, the user ignites the base using his fire chakra by performing a confrontation seal which burns the phosphorus in closed space creating propulsive effect and earthen tube travels like a missile and hits the target(s) producing massive explosion alongside dark black/grey colored smoke each leaving behind a crater of 4 feet deep.
Note(s):
  • Can be used only 2 times per battles.
  • While in mid air, the missiles together can be guided only once towards a desired target and this counts as a move.
  • As the missiles detonate, they will also release a dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact. If the smoke comes in contact with the eye it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes difficulty in breathing making the enemies unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.
________________________________________________
 Declined 
>_> Come on... DNR.

Phosphorus release: Hell's inferno (Rinton: Jigoku no inferuno)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: The user places his hands on the ground and creates a compete dome of phosphorus around the opponent and the circular ground area over which the dome is created also turns into phosphorus to few centimeters. Once the dome is erected, the user can ignite it with explosive tag or fire jutsu which produces a massive explosion causing severe third degree burns along with the release of dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
If the smoke comes in contact with the eye it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes difficulty in breathing making the enemies unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.

________________________________________________
 Declined 
For something that does so much damage, its interesting that it has N/A damage points :sy:
 
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-Cobalt-

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Re: Custom Element's Jutsu

Francium Release: Gathering | Francumiton: Saishuu
Rank: D
Range:Short-Long
Type:Supplementary
Chakra:10
Damage:N/A
Description:The user spreads chakra into a wide area around himself. He uses the chakra to find and gather particles and molecules of Francium. This allows the user to preform Francium techniques but the gathering itself lasts several turns.
1st turn: The user is able to preform D and C rank techniques.
2nd turn: The user is able to preform B and A rank techniques.
3rd turn: The user is able to preform S and Forbidden rank techniques.
Note: Must be taught by -Cobalt-.
Note:Once activated this technique will be in use for the following 3 turns leaving the user only 2 more techniques per move.
~Approved~ A very nice, simple and clean technique, well done.

Francium Release Technique | Francumiton no Jutsu
Rank:C
Range:Short-Long
Type:Supplementary
Chakra:15
Damage:N/A
Description:After preforming 2 hand seals the user uses the Francium to create medium sized pillars,weapons,shields,walls,domes,spikes and tools of Francium. The constructions do not make a lot damage but can lead to an explosion if used with water.
Note:Must be taught by -Cobalt-
Note:Can only be used once per turn
~Declined~ It may not cause a lot of damage but you still need to include damage to the technique itself. Also I'd like you to clarify on the walls, domes, etc etc part. Exactly how many can you make?
Francium Release: Francium Coating | Francumiton: Francium Tosou
Type: Supplementary/Offensive
Rank: C
Range: Short
Chakra:15
Damage:30
Description: The user channels Francium chakra into his hands thus allowing him to coat smaller objects with a thin layer of Francium with just the slightest touch. This is mostly used to coat weapons and tools, but it may also be used in taijutsu to place a thin but lethal layer of Francium on the opponents skin.
Note:Once activated it lasts 3 turns unless canceled by the user.
Note:Must be taught by -Cobalt-.
~Approved~
Francium Release: Field of Francium | Francumiton: Francium Hara
Type: Supplementary/Offensive
Rank: B
Range: Long
Chakra: 20
Damage: 40
Description: After having gathered enough Francium the user covers an extensive area with a couple of inches thick layer of Francium. If the Francium gets in touch with water, it will lead to a mediocre explosion destroying anything it has covered. Depending on how big the terrain covered is, the covering may take some time. The user can also create a thin layer beneath the grounds surface thus allowing him to perform a surprise attack. In order to perform this technique the user needs to be in touch with the ground or object he is covering.
Note: Can only be used 2 times per battle.
Note: If used in a long range radius, the Francium requires 2 turns to cover the field. If used in any other range it forms in a couple of seconds.
Note: Must be taught by -Cobalt-.
~Declined~ Reword the "destroying everything in its path" part. Also, will this prevent yourself and the opponent from utilizing earth style? Depending on the rank of course.
Francium Release: Kill Switch | Francumiton: Uchitoru Irege
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This is a very complex technique which can only be performed by those with great chakra control. By using this technique, the user gains the ability to remove or activate the Francium's reactivity with water. When removing the reactivity from the Francium, the user removes it's ability to explode when in touch with water thus making it completely harmless. The user can reactivate the explosion ability by using this technique again.
Note: Once used, it cannot be used again for the following 2 turns.
Note: Must be taught by -Cobalt-.
~Approved~ Thank you sir for allowing me to read nice and simple techniques for a change.
Resubmitting the Gathering technique:


Francium Release: Gathering | Francumiton: Saishuu
Rank: D
Range:Short-Long
Type:Supplementary
Chakra:10
Damage:N/A
Description:The user spreads chakra into a wide area around himself. He uses the chakra to find and gather particles and molecules of Francium. This allows the user to preform Francium techniques but the gathering itself lasts several turns.
1st turn: The user is able to preform D and C rank techniques.
2nd turn: The user is able to preform B and A rank techniques.
3rd turn: The user is able to preform S and Forbidden rank techniques.
Note: Must be taught by -Cobalt-.
Note: This ability is a passive one, meaning it does not count towards the users three moves, but is active at all times and needs to be mentioned in the users biography.

________________________________________________
 Declined 
I don't mind it not being time consuming, much like Gaara's sand gathering is not. However, it does count as a move and that is not negotiable.

Francium Release: Kill Switch | Francumiton: Uchitoru Irege
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This is a very complex technique which can only be performed by those with great chakra control. By using this technique, the user gains the ability to remove or activate the Francium's reactivity with water. When removing the reactivity from the Francium, the user removes it's ability to explode when in touch with water thus making it immune to reactions with water. Instead the user gains the ability to set off the explosions at any time he wishes with the usage of the tiger hand seal.
Note: Can only be used once per turn.
Note: Must be taught by -Cobalt-.

________________________________________________
 Declined 
Size of these explosions? power, damage, etc Their nature? are they hot? concussive? what?

New submission:

Francium Release: Boom | Francumiton: Boutou
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: This is the most powerful Francium technique in existence and a last resort technique. The user will gather a large amount of chakra in his palm and create an object of any kind he wishes made purely out of Francium. With a simple hand seal the Francium will turn into an enormous explosion, reaching up to 5km in radius destroying anything in it's path. Due to the radius of the technique, the user will die also. This can be prepared earlier but due to the chakra drain of creating it, the user will feel fatigue and be tired.
Note: Usable once per battle.
Note: Undodgable and unblockable by any means.
Note: Can be created beforehand, and activated later. After creation, the user will need three turns to recover from the chakra drain. During these three turns the user will have reduced speed and strength with overall weakness.

________________________________________________
 Declined 
>_> Come on... Do you really need me to say anything?

Francium Release: Divine Replenishment | Francumiton: Tenrai Hokyuu
Type: Offensive/Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will channel Francium chakra into a specific part of his body (mainly limbs) and cause it to explode where after that same part, made of Francium will be recreated as a replacement. This is a short range ability, mainly used for Taijutsu. This can be used even if the user didn't blow up the body part himself but it was rather destroyed by other means to recreate the body part.
Note: Usable 4 times per battle.
Note: One body part at a time.
Note: Recreating a body part takes one whole turn, and getting accustomed to using it properly takes an additional turn.

________________________________________________
 Declined 
You do know that if you explode one of your limbs, without medical techniques you basically die right? Be logical...
 
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Lord of Kaos.

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Re: Custom Element's Jutsu

These were pending, not declined so I made almost no changes.

Germ Release: Snot binding (Seishoku yōshiki: Hanamizu ketsugō)
Snot Binding
Rank: B
Range: Short-Mid
Type: Attack/supplementary
Chakra Cost:25
Damage: 40
Description: The user does a single hand-seal and excretes lots of mucus from his mucous glands. He gathers that mucus in his mouth and mixes it with germs he created simultaneously in his mouth. Then the user spits out the combination which is snot. Since there are much more germs in the mucus created by this jutsu, compared to regular mucus, the snot turns a dark-green, almost black color. It is also dense, hard to move in and very sticky. The user can spew enough snot to cover an entire person. The user can use the snot to trap and bind his opponents. He also can use it to suffocate his opponent by covering their mouth and nose with snot not allowing them to breath. Alternately the snot can be used as rope to to stick to and pull objects to himself.
*Can only be used 3 times per battle


Germ Release: Transformation (Seishoku yōshiki: Henge)
Rank: C
Range: All
Type: Supplementary
Chakra Cost: 20
Damage: non
Description: This is one of the most basic of germ techniques. It is used to change germs on the battle field into different ones(not natural germs just the ones created by the user) The user focuses his chakra into the germs he wants to transform and a faint blue light appears around those germs. Then the user does whatever is necessary to create the germ he wishes to turn them into.(the user has to post the jutsu of the germ jutsu he wishes to turn the germs into) The selected germs are replaced with the new ones immediately. The amount of the new germs cannot surpass the amount of the previously existing germs, in other words no new germs are created. But the amount of new germs can be less then the amount of germs that previously existed, depending on the jutsu.
*Can only be used 3 times per battle
*the difference of rank between the new and the old germs can be maximum of 2
*No germ jutsu the next turn
*This takes up 2 moves
~Pending~ Leaving for Nexus/Cali.
Germ Release: Snot binding (Seishoku yōshiki: Hanamizu ketsugō)
Rank: B
Range: Short-Mid
Type: Attack/supplementary
Chakra Cost:25
Damage: 40
Description: The user does a single hand-seal and excretes lots of mucus from his mucous glands. He gathers that mucus in his mouth and mixes it with germs he created simultaneously in his mouth. Then the user spits out the combination which is snot. Since there are much more germs in the mucus created by this jutsu, compared to regular mucus, the snot turns a dark-green, almost black color. It is also dense, hard to move in and very sticky. The user can spew enough snot to cover an entire person. The user can use the snot to trap and bind his opponents. He also can use it to suffocate his opponent by covering their mouth and nose with snot not allowing them to breath. Alternately the snot can be used as rope to to stick to and pull objects to himself.
*Can only be used 3 times per battle

________________________________________________
 Declined 
DNR

Infection Jutsu(Kansen-jutsu)
Rank: A
Type: attack
Range: mid-short
Chakra Cost: 30
Damage: 60
Description: The user releases 200 billion germs from his mouth, these germs enter the opponents body using any holes.(mouth, ears, wounds, etc.) If they enter from a wound they directly get to the blood so all effects happen 2 turns quicker. The opponents best chance to stop this attack is to kill the germs before they reach his body, once infected it's hard to get healthy again, the opponent must be either in extreme cold(snow, ice etc..) or be in extreme heat(burned or stand very close to a fire for 2 turns) to destroy the germs once they are inside his body. The effects of the Germs are:
1st turn: the opponent gets tired, his tai-jutsu deal -7 damage and his regular jutsu deal -5 damage
2nd turn: The opponent gets even more tired, his taijutsu deal -15 damage and his regular jutsu deal -10 damage
3rd turn: His fever starts and he takes 15 damage, also he sweats and his tai-jutsu and regular jutsu deal -17 damage
4th turn: He gets very tired and unconsecrated, his vision of mid-range and long range become blurry and his sense of smell and sound weaken greatly, he also takes 25 damage and his jutsu deal -20 damage
5th turn: His vision of long range is gone his vision of short-mid range becomes very blurry, he takes 40 damage, his jutsu deal -30 damage, his sense of smell is completely gone and he becomes unable to hear regular talking
6th turn: He falls down, takes 60 damage, he can't stand up or use any jutsu, his hearing disappears, every breath causes him great pain, he can barely see short range
7th turn: he dies
*If the opponent gets infected this can't be used again
*While the opponent is infected the user can't use any germ jutsu
*If the opponent gets infected and gets better after the 4th turn he becomes immune to all other germ jutsu(germ element jutsu can still physically hurt him)

----This was pending so I re-submitted with slight changes

Germ Style: Deadly Weapon Jutsu(Seishoku yōshiki: Deddorī Weaopon-jutsu)
Rank: A
Range: close-short(effects the users weapons)
Type: Offence
Chakra Cost: 30
Damage: 60
Description: Without the need of any hand seals the user quickly covers a weapon(or a few shuriken) with a thin layer of germs. This layer is microscopic level so its invisible to the naked eye and can only be seen by 3 Tomoe sharingan or equivalent sensory jutsu. If the coated weapon pierces the skin and touches the opponents blood stream by the slightest bit then the germs enter the opponents body. 1 turn after contact the germs weaken the opponent slowing their reflexes, weakening their senses and decreasing their total chakra. By the 2nd turn the area the germs first entered goes numb and the limb turns blue. By the 3rd turn the numbness effect applies to the whole body shutting all external muscles(ones that don't effect internal organs). At the 4th and final turn all of the muscles in the opponents body shut down, the hearth stop beating and the opponent dies.
*the user can any time remove the germs from the targets body if they hit himself or his allies
*when the germs are removed the effects don't disappear immediately it takes the number of turn that has passed since being effected to get back to normal. ex: if the person was effected for 3 turn it takes 3 turns for him to return to normal.
*The weapons return to normal after 4 turns
*The germs can be destroyed by extreme heat or cold(being in snow/ice or near a fire for at least 1 whole turn)

-----Re-submitted, made weaker

Germ Style Resilient Virus(Seishoku sutairu danryoku-sei no aru uirusu)
Rank:S
Range: All
Type: Supplementary
Chakra Cost: Jutsu used before +15
Damage: non
Description: Even if a germ jutsu is stopped some of the billions of germs still manage to survive, although practically harmless these germs gain a resistance to the thing that stopped the jutsu. Firstly the user makes a couple of hand signs and pulls back the surviving germs to him/herself. Then he feeds his chakra to the germs making them multiply. This process is long and takes 1 turn for B-rank and below jutsu, 2 turns for A-S rank jutsu and 3 turns for Forbidden rank jutsu. During these turn the user cannot use any germ jutsu but afterwards all Germ jutsu the user makes are resistant to the element that stopped the original jutsu by 20. Also germ diseases can't be destroyed by that element as well. (for example: a germ infection was healed by standing near a fire for a while. after this jutsu is used all of the future germ jutsu used by the user are resistant so the opponent can't heal himself by fire anymore and his fire jutsu are 20 damage weaker when facing against germ jutsu)
*can only be used twice
*must be used at most 2 turns after the jutsu that got stopped

Germ Style: Decomposing Bacteria(Seishoku yōshiki: Bunkai kin)
Rank: S
Type: Offence/Defense
Range:All
Chakra Cost:40
Damage: 80
Description: The user creates trillions of decomposing bacteria using his germ chakra.(created by water, earth and lightning) These bacteria form a dust cloud the size of small horse. First the user spins the dust cloud around his body and then can launch it at any target or move it around as he wishes. The bacteria are specially designed to not hurt humans so the user doesn't get hurt.(meaning the opponent can't get hurt as well) The dust cloud of bacteria also can't decompose: soil(earth), water(pure water/natural water{can still decompose anything things like oil, syrup etc.}), fire, lightning and air. This jutsu is best used against summons, weapons and some CE. The decomposing bacteria are very fast and can decompose something in the size of a person in 0.5-1 second.
*can only be used 2 times per battle
*the cloud automaticly disperses after 3 turns
*the cloud automaticly disperses after decomposing something twice the size of gamabunta
*the user can disperse the germ cloud at any time he wishes
*the user can't use any germ jutsu while the cloud is active
~Pending~ Leaving for Nexus/Cali.
Germ Release: Infection Jutsu( Seishoku yōshiki:Kansen-jutsu)
Rank:
A
Type: attack
Range: mid-short
Chakra Cost: 30
Damage: 60
Description: The user releases 200 billion germs from his mouth, these germs enter the opponents body using any holes.(mouth, ears, wounds, etc.) If they enter from a wound they directly get to the blood so all effects happen 2 turns quicker. The opponents best chance to stop this attack is to kill the germs before they reach his body, once infected it's hard to get healthy again, the opponent must be either in extreme cold(snow, ice etc..) or be in extreme heat(burned or stand very close to a fire for 2 turns) to destroy the germs once they are inside his body. The effects of the Germs are:
1st turn: the opponent gets tired, his tai-jutsu deal -7 damage and his regular jutsu deal -5 damage
2nd turn: The opponent gets even more tired, his taijutsu deal -15 damage and his regular jutsu deal -10 damage
3rd turn: His fever starts and he takes 15 damage, also he sweats and his tai-jutsu and regular jutsu deal -17 damage
4th turn: He gets very tired and unconsecrated, his vision of mid-range and long range become blurry and his sense of smell and sound weaken greatly, he also takes 25 damage and his jutsu deal -20 damage
5th turn: His vision of long range is gone his vision of short-mid range becomes very blurry, he takes 40 damage, his jutsu deal -30 damage, his sense of smell is completely gone and he becomes unable to hear regular talking
6th turn: He falls down, takes 60 damage, he can't stand up or use any jutsu, his hearing disappears, every breath causes him great pain, he can barely see short range
7th turn: he dies
*If the opponent gets infected this can't be used again
*While the opponent is infected the user can't use any germ jutsu
*If the opponent gets infected and gets better after the 4th turn he becomes immune to all other germ jutsu(germ element jutsu can still physically hurt him)

________________________________________________
 Declined 
DNR
 
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