Re: ±±Custom Jutsu Submission±±
(Genjutsu: Oujou Warai) | Illusionary Technique: Death by Laughter
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user performs two handseals, placing the opponent under a genjutsu. In the genjutsu pressure is applied to the spots that are most likely to induce gargalesis, tickle spots. At first the pressure starts out as a incredibly light and cold touch, however the sometimes rhythmic and sometimes erratic strokes begin to grow firmer and firmer, evolving into gentle caresses, and before long morphing into heavy strokes. The once cold touch also begins to grow warmer and warmer while the frequency of the strokes increases. As the opponent is tickled they might begin to involuntarily twitch, perhaps even laugh. However after but a few blissful moments the pleasurable yet distracting tickling turns into rather painful scratching. The opponents skin feels raw as the now sandpaper like pressure ravages their body, the previously warm touch grows to become searing hot, scorching the users skin; and painting them an awful shade of red. The relentless frequency granting no time for relief. The scratching soon begins to reach its dreadful crescendo, the enemies clothes becoming bloodstained as their flesh starts to melt and peel. Molten melting fat weeping along the users skin, eroding into the flesh, further adding to the abhorrent wounds. Broken skin quickly develops into large chunks of meat, fat and muscle that slowly and painfully oozes away. Leaving the opponent a bloody mess.
In reality, at the beginning of the Genjutsu the opponent begins to experiences Knismesis, the light touch creating a crawling sensation, which may create the urge to promptly scratch, twitch or cringe. As the Genjutsu progresses, the opponent begins to feel ticklish, perhaps undergoing bouts of laughter, or perhaps erratically waving their arms in a attempt to rid themselves of this distraction. Of course because this is a Genjutsu, there can be no prior anticipation to the 'tickling' therefore it's usually far more effective and productive than if you were to tickle someone physically as no physiological defense can be formed. Needless to say the tickling makes it incredibly hard for the opponent to concentrate, leaving them rather vulnerable. As the Genjutsu goes into its final rather gruesome stage, places such as the armpits, knees, ribs and soles of the feet would be heavily affected, making movement of these regions impossible as long as the opponent remains in the illusion due to the pain and the feeling of tendons, muscle and sinew being burned and torn within the Genjutsu. The excruciating pain felt within the illusion also has an impact on the opponents mind, leaving the opponent in mental pain and ailing them with mental exhaustion. The opponents body may also remember this sensation, linking any kind of physical touch to this experience; creating rather adverse effects. Of course much like in reality, even when the physical pressure ends, the opponent may still cringe and shirk from the "after touch". The pace of intensity of this Genjutsu is subject to the users intentions upon casting it.
Note:
- Can only be used 2x
- No Genjutsu S rank or above for the rest of, and the next turn.
- Can only be taught by Scaze
X-Declined-X Good technique, but too damn over-powered. Its an effect you achieve using 2 hand seals alone, essentially making this technique unavoidable.
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(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well.
Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting is rather potent, with a single sting being able to quickly affect an area the size of a rugby ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis.
Hydra's tail are capable of lengthening into long range, while their thickness rivals that of techniques such as 'Water Dragon Bullet Technique. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used.
Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to mid range through medium of water or air.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.
X-Declined-X Again, good technique. There are issues however, Hydra itself is no larger than a frisbee while its tails are about as large as the water dragon? Apart from being anatomically incorrect, given the sheer size and numbers of its tail. Hitting the main body is quite impossible. Further more, the effects of its sting are good but with the number of tails again it will be exploited and once the opponent is hit, he is pretty much done for no?
X-Pending-X Will get back to this one later. I'll check them more often if you promise to write shorter descriptions though..
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(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere
around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting
isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a
tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness
is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique.
This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used.
However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.
Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to mid range through medium of water or air.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.
‡ Declined ‡ there needs to be a limit to the size and speed of the tail growth, as well as the regenerative properties of your summon
(Genjutsu: Oujou Warai) | Illusionary Technique: Death by Laughter
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user performs two handseals, placing the opponent under a genjutsu. In the genjutsu pressure is applied to the spots that are most likely to induce gargalesis, tickle spots. At first the pressure starts out as a incredibly light and cold touch, however the sometimes rhythmic and sometimes erratic strokes begin to grow firmer and firmer, evolving into gentle caresses, and before long morphing into heavy strokes. The once cold touch also begins to grow warmer and warmer while the frequency of the strokes increases. As the opponent is tickled they might begin to involuntarily twitch, perhaps even laugh. However after but a few blissful moments the pleasurable yet distracting tickling turns into rather painful scratching. The opponents skin feels raw as the now sandpaper like pressure ravages their body, the previously warm touch grows to become searing hot, scorching the users skin; and painting them an awful shade of red. The relentless frequency granting no time for relief. The scratching soon begins to reach its dreadful crescendo, the enemies clothes becoming bloodstained as their flesh starts to melt and peel. Molten melting fat weeping along the users skin, eroding into the flesh, further adding to the abhorrent wounds. Broken skin quickly develops into large chunks of meat, fat and muscle that slowly and painfully oozes away. Leaving the opponent a bloody mess.
Of course, all the while the appropriate sounds are produced to compliment the situation. In reality, at the beginning of the Genjutsu the opponent begins to experiences Knismesis, the light touch creating a crawling sensation, which may create the urge to promptly scratch, twitch or cringe. As the Genjutsu progresses, the opponent begins to feel ticklish, perhaps undergoing bouts of laughter, or perhaps erratically waving their arms in a attempt to rid themselves of this distraction. Of course because this is a Genjutsu, there can be no prior anticipation to the 'tickling' therefore it's usually far more effective and productive than if you were to tickle someone physically as no physiological defense can be formed. Needless to say the tickling makes it incredibly hard for the opponent to concentrate, leaving them rather vulnerable. As the Genjutsu goes into its final rather gruesome stage, places such as the armpits, knees, ribs and soles of the feet would be heavily affected, making movement of these regions either
incredibly difficult, or in a few occasions impossible as long as the opponent remains in the illusion due to the pain and the feeling of tendons, muscle and sinew being burned and torn within the Genjutsu. The excruciating pain felt within the illusion also has an impact on the opponents mind, leaving the opponent in mental pain and ailing them with mental exhaustion. The opponents body may also remember this sensation, linking any kind of physical touch to this experience; creating rather adverse effects. Of course much like in reality, even when the physical pressure ends, the opponent may still cringe and shirk from the "after touch". The pace of intensity of this Genjutsu is subject to the users intentions upon casting it.
The most obvious weakness of this illusion would be its surreality, and the fact that this Genjutsu only affects the opponents sense of Sight, Hearing and Touch.
Note:
- The user is capable of targeting specific spots if they so wish.
- Can only be used 2x
- No Genjutsu S rank or above for the rest of, and the next turn.
- Can only be taught by Scaze
‡ Declined ‡ you cant control how your opponent will react to your genjutsu, only control what happens inside the illusion, besides, not everyone is subject to such behaviour as being ticklish so kindly reword this technique
(Kuchiyose No Jutsu:Batoidea: Shiro & Kuro)- Summoning: Batoidea: Dawn and Dusk
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kuro (male) and Shiro (female) are two twin eagle like Stingrays with impeccable co-op skills. Kuro and Shiro are two meters long (not including tail length), with a wingspan of roughly 4 meters. Kuro and Shiro are named in juxtapose to their colours, with Kuro being white, and Shiro being stark black. Kuro is a Genjutsu specialist, while Shiro specializes in her own unique arsenal of suiton jutsu. When summoned, Shiro begins to release a purlish-black venom infused dense mist outwards to cover a mid ranged radius. Kuro, is capable of utilizing this mist so as to cast an external illusion that solely allows him to manipulate what the opponent sees. As long as the opponent remains in the mist they're vulnerable to Kuro's illusions. While the mist itself may be passive, Kuro's genjutsu requires activation that counts as a move. Shiro's last ability is that she's capable of manipulating this mist so as to create dense, physical C, B and A ranked constructs (following the elemental weaknesses/strengths of Water). The condensed constructs contain concentrated venom that proves to be more lethal than the mist. Upon creation these constructs create a slight swishing/creaking sound should be heard by vigilant ninja. The condensed constructs also have a deeper colour than the mist, making them partially visible. The mists poison targets the lungs, inducing necrosis onto the trachea, bronchi, and alveoli, at first this does very little damage, but by the second turn of exposure the opponent may wheeze slightly, on the third turn of exposure they may experience slight chest pain and coughing, on the fourth turn they begin to experience mild to severe chest pain and lethargy. Also, the opponents sense of smell will begin to deteriorate, being completely destroyed by the fourth turn of exposure. The user is made immune to the effects of the mist, by their natural resistance to Ray poison due to being a signer, and the fact that the air around Shiro, Kuro and the user is filtered out.
Note:
- Kuro and Shiro can only be summoned once, and they stay on the field for 4 turns.
- Shiro is only capable of creating 1 A rank construct, 2 B rank constructs and 3 C rank constructs.
- Both are capable of flying through air and water.
- Kuro's genjutsu is equivalent to S rank, and can only be broken by the mist being completely cleared (Which would require the death of Shiro) or by him being killed.
- The mist created emanates from Shiro's body and is equivalent to A rank, thus despite the opponent being capable of blowing it away with a strong wind jutsu, the mist will simply begin to reform over the period of a turn.
- Kuro and Shiro's electerecption spans out into long range through mediums of water and air (practically all mediums).
‡ Declined ‡ the mist needs to have some form of weakness and a way to remove it realistically like fuuton, otherwise i dont see this as even slightly approvable