Re: ±±Custom Jutsu Submission±±
Resubmitting;
(Kuchiyose No Jutsu:Batoidea: Ophelia)- Summoning: Batoidea: Ophelia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of an small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful
wind elemental chakra enhanced stingers which is equivalent in strength to an
S ranked jutsu,
also, the user by performing the "Dragon" handseal can release either their Doton/Katon/Raiton or Suiton chakra into Ophelia as she grows her stingers, acting as a collaboration technique so as to allow Ophelia to grow Doton/Katon/Raiton or Suiton enhanced stingers equivalent to A rank, although they need to be within short range of Ophelia to do so. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but are still quite deadly. Five senbon sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region.
Note:
- Ophelia can only be summoned once per battle and stays on the field for four turns.
- Growing elemental enhanced Stingers or enhancing already grown stingers counts as a move and has a maximum of five uses.
- Ophelia is capable of both swimming and flying through the air.
- Ophelia's Electroreception spans out to Mid range through water or air.
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±± Both Declined ±± Its too much stacked into summons, specially the last one...keep it more reasonable please.
Kuchiyose No Jutsu:Batoidea: Morph)- Summoning: Batoidea: Morph
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: n/a
Description: Morph is a unique Eagle-Stingray who is capable of manipulating his body to achieve various effects. Morph is a bit larger than Sasuke's hawk and is capable of swimming through both air and water. Despite not being able to use jutsu, Morph makes up for it through a unique set of abilities. Morphs first ability is that he is able to create a clone through a division like process, normally when dividing Morph and his newly created clone are both half the size of the original, however it can be that one is much larger than the other. Morph is capable of dividing into dozens of mini-morphs, his division only being limited by the fact that he can never become smaller than a standard house-mouse. Of course the mini-morphs are capable of coming together to once again form "normal morph". Separating counts as a jutsu, however merging back into one does not. Morph also has the ability to freely grow as many Stingers as he wants, of whichever size, anywhere on his body. Thus Morph is capable of becoming like a porcupine with spines made of stingers. He (whether single or divided) can also grow or enhance already grown stingers with chakra or even elemental chakra, enhancement counts as a single A rank jutsu. Lastly while coated in stingers, Morph (or Morphs in unison) are/is capable of performing a continuous Gatsuuga like attack that allows them/him to plow through enemies, or even grant them/him underground movement by drilling through the ground. This unique move pool allows Morph to be a valuable asset in battle. The poison on Morphs stingers are also truly formidable. Three senbon sized stingers are potent enough to quickly release their protein toxins into a opponents body so as to induce severe cell damage and cramping that would be capable of leaving a limb incapacitated within a turn. While also negatively affecting the opponents breathing and heart rate to a degree that may leave them slightly sluggish.
Note:
- Morph can stay on the field for 4 turns.
- Morph can only be summoned Once per Battle.
- Morph can only separate a maximum of 4 times.
- Morph can freely shoot his stingers.
- The 'Mini-Morphs' are mentally linked to eachother.
- Morphs's Gatsuga like attack can only be used 3x and counts as a S rank jutsu (or an S rank jutsu on a whole if multiple Morphs use it simultaneously.)
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X-Declined-X Morph could split up, that is ability enough. Submit the other abilities as separate techniques.
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±± Leaving both for Xylon ±±
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(Kuchiyose No Jutsu:Batoidea: Ophelia)- Summoning: Batoidea: Ophelia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of a small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful wind elemental chakra enhanced stingers which is equivalent in strength to an S ranked jutsu. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but
is still quite deadly. Five
pen sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region.
Thanks to her size, Ophelia remains to be rather fast, capable of keeping up with a Sage Ranked ninja with minor difficulty. Despite her small stature she also remains to be rather strong, while she doesn't quite rival the strength of summons such as Enma, she does exhibit a physical prowess that overshadows that of the average ninja.
Note:
- Ophelia can only be summoned once per battle and stays on the field for four turns.
- Growing elemental enhanced Stingers
counts as a move and can only be done three times.
- Ophelia is capable of both swimming and flying through the air.
- Ophelia's Electroreception spans out to
Long range through water or air.
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~Approved~
Kuchiyose No Jutsu:Batoidea: Morph)- Summoning: Batoidea: Morph
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage: n/a
Description: Morph is a unique Eagle-Stingray who is capable of manipulating his body to achieve various effects. Morph is a bit larger than Sasuke's hawk and is capable of swimming through both air and water. Despite not being able to use jutsu, Morph makes up for it through a unique set of abilities. Morphs main ability is that he is able to create a clone through a division like process, normally when dividing Morph and his newly created clone are both half the size of the original, however it can be that one is much larger than the other. Morph is capable of dividing into dozens of mini-morphs, his division only being limited by the fact that he can never become smaller than an average mouse. Of course the mini-morphs are capable of coming together to once again form "normal morph". Separating counts as a jutsu, however merging back into one does not.
Since all of the Morphs are effectively one being divided into multiple parts, they're all connected on a beyond telepathic level that bears resemblance to an experiential connection. When Morph is within a 1 meter radius of the summoner, he is capable of establishing a mental; telepathic connection with the user, making him perfect for reconnaissance.
Note:
- Morph can stay on the field for 4 turns.
- Morph can only be summoned Twice per Battle.
-
Morph's cloning technique can only be used three times.
- If/When Morph uses a ray jutsu, if separated all of the Morphs can perform the technique in unison
making it a collaboration jutsu of sorts, with the power divided between them all.
- Morph's electroreception is exceptionally powerful, being capable of spanning out for 2 Km through mediums of water or air.
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~Declined~ Remove the telepathic ability and everything related to it.
(Futon: Itsuwari Uzu)- Wind Release: The Deceitful Vortex
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. The vortex serves several functions.
It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster.
Its secondary function is used to, like the previous, manipulating air currents over a specific location within mid-range, creating a vortex. When used in this manner, this technique is used more so, defensively. The vortex of wind is created between the user and an offensive technique used by the opponent. This vortex of wind, making use of suction and compression, sucks in the opposing technique, whilst rapidly compressing it to fit in the confines of the vortex. The technique is thereby sucked into the vortex. However, the vortex is not a permanent container of the technique. The vortex of wind, has a 'head' and a 'tail'. By sucking in a technique, it goes through the head, into the main body of the vortex, before exiting through the tail, sent back, at the opponent, wherever the tail points, subject to the user's discretion. The technique absorbed leaves the vortex, undamaged and unscathed, yet, this time, reduced in size but spiraling in motion, travelling at even faster speed due to its reduced size and spiraling motion. It gains a +10 damage to all techniques absorbed, which, like its primary function, can only absorb any Fire, Water, Mud-based Earth techniques, and Wind.
Notes:
~ Can only be used 3x per battle
~ No S-rank and above Wind techniques for the rest of, and the next turn
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~Declined~ Too much stacked here, that redirection ability has been made before so it's a rip off, the only thing i'm fine with is using it like the wave of inspiration, if you want it, then remove all other variants.