Re: ±±Custom Jutsu Submission±±
( Ninjutsu: Pigumi-Kaba ) Ninja Arts: Pygmy Hippo
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: Upon activation, it allows the user to passively change the rank of a technique through an additional handseal, the Pygmy Hippo Handseal, which will downgrade the chakra cost and restrictions of a certain technique, but also the damage output and rank-based effects. It does not remove usage restrictions (Number of times a certain technique can be used), and will shorten the interval to 1 turn between usages, but will remove any other restriction. Pygmy-fied techniques will gain in speed but lose in size and power, while keeping the core effects in place. The Handseal is made first, and will pull out a portion of chakra, which will be significantly less than normal, adjusting it to a certain rank. The user will then continue the technique as normal, but will instead mold that specific chakra, thus effectively downsizing a certain technique. As such, this handseal substitutes the passive part of a technique, the charging chakra/infusing chakra/retrieving chakra part of the techinque, but not the active part, changing nature/emiting chakra/pushing chakra, etc. The chakra cost is divided evenly throughout the 4 turns this ability is active, 5 per turn, but can be ended at any time before the maximum turns end. In the turn it is activated, it counts towards the jutsu limit, but any change done through the Pygmy Hippo handseal afterwards is done passively.
*Requires a 1 turn cooldown after the mode ends in order to activate it again*
*Does not work in Summoning techniques*
X-Declined-X Game-breaker, DNR. Sorry for being strict, i cannot afford to be lenient with the current state of RP.
( Doton/Suiton: Hiuchiishi Sanshouuo no Ura ) Earth/Water Style: The Back of the Flint Salamander
Rank: S
Type: Defensive/Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user stomps the ground, charging chakra through it in a radius manner, or, otherwise, linking together 2 handseals. This will quickly create a large wave of earth which will spread out jagged chunks of flint and gravel from the ground, unbalancing and knocking down the opponent, as well as rising a sharp barrier of flint around the user. The barrier experiences the elemental weakness and strengths of any A rank wall of Earth. Afterwards, the user will expell outwards water-chakra, by means of a great blast of light and flammable oil. While the barrier is strong against frontal impact, when hit from behind by the oil blast, the shield will break apart into several chunks of gravel and flint debris, which will thicken and strengthen the fast oil blast. As it runs through the flinty ground, the oil ignites violentely, in a directional shockwave of flame, debris and scalding oil, hitting the opponent unaware after he/she's been knocked down by the initial earth wave.
*Can only be used thrice per battle*
*Requires the user to wait 2 turns in between usages*
*Can't use Earth or Water techniques above S rank in the same and next turn*
X-Declined-X Its a good technique
-Cryptocrystallines fall under Quartz release, which is currently pending. Use Rock i gues..
-2 Hand seals is way too low of a cost for a technique that requires two elements one after another. That aside, tag in an example of the techniques defensive applications.
-Lastly, Oil is an approved CE and its cenrtainly not within Water's abilities to create oil. Use an external source like a summon or find an alternate.
( Ninjutsu: Pigumi-Kaba ) Ninja Arts: Pygmy Hippo
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: Allows the user to passively change the rank of a technique through an additional handseal, the Pygmy Hippo Handseal, which will downgrade the chakra cost and restrictions of a certain technique, but also the damage output and rank-based effects. It does not remove usage restrictions (Number of times a certain technique can be used), and will shorten the interval to 1 turn between usages, but will remove any other restriction. Pygmy-fied techniques will gain in speed but lose in size and power, while keeping the core effects in place. Similarly, the user can preform the Pygmy Hippo Handseal on an opponent's incoming technique, spending 20 chakra, reducing the enemy's technique to half it's damage.
The Handseal is made first, and will pull out a portion of chakra, which will be significantly less than normal, adjusting it to a certain rank. The user will then continue the technique as normal, but will instead mold that specific chakra, thus effectively downsizing a certain technique. As such, this handseal substitutes the passive part of a technique, the charging chakra/infusing chakra/retrieving chakra part of the techinque, but not the active part, changing nature/emiting chakra/pushing chakra, etc. On enemy techniques, it merely weakens chakra structures by countering them actively.
*Counts towards the user's jutsu count if used on enemy's techniques*
*Can only be used 3 times on enemy's techniques*
*Does not work in Summoning techniques*
________________
-Declined- It's an interesting technique, but has some issues, like for example, i can't allow you to change your techniques' rank passively, you have two options, either make this technique work as a "mode" and last a specific duration of turns, or when you change the rank of a technique, it will count as two techniques "when you use this to change the rank of a technique that you are going to use next regardless of them taking longer or not", also manipulating the opponent's techniques by reducing them is a definite no.
( Ninjutsu: Pigumi-Kaba ) Ninja Arts: Pygmy Hippo
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: Upon activation, it allows the user to passively change the rank of a technique through an additional handseal, the Pygmy Hippo Handseal, which will downgrade the chakra cost and restrictions of a certain technique, but also the damage output and rank-based effects. It does not remove usage restrictions (Number of times a certain technique can be used), and will shorten the interval to 1 turn between usages, but will remove any other restriction. Pygmy-fied techniques will gain in speed but lose in size and power, while keeping the core effects in place. The Handseal is made first, and will pull out a portion of chakra, which will be significantly less than normal, adjusting it to a certain rank. The user will then continue the technique as normal, but will instead mold that specific chakra, thus effectively downsizing a certain technique. As such, this handseal substitutes the passive part of a technique, the charging chakra/infusing chakra/retrieving chakra part of the techinque, but not the active part, changing nature/emiting chakra/pushing chakra, etc. The chakra cost is divided evenly throughout the 4 turns this ability is active, 5 per turn, but can be ended at any time before the maximum turns end. In the turn it is activated, it counts towards the jutsu limit, but any change done through the Pygmy Hippo handseal afterwards is done passively.
*Requires a 1 turn cooldown after the mode ends in order to activate it again*
*Does not work in Summoning techniques*
X-Declined-X Game-breaker, DNR. Sorry for being strict, i cannot afford to be lenient with the current state of RP.
( Doton/Suiton: Hiuchiishi Sanshouuo no Ura ) Earth/Water Style: The Back of the Flint Salamander
Rank: S
Type: Defensive/Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user stomps the ground, charging chakra through it in a radius manner, or, otherwise, linking together 2 handseals. This will quickly create a large wave of earth which will spread out jagged chunks of flint and gravel from the ground, unbalancing and knocking down the opponent, as well as rising a sharp barrier of flint around the user. The barrier experiences the elemental weakness and strengths of any A rank wall of Earth. Afterwards, the user will expell outwards water-chakra, by means of a great blast of light and flammable oil. While the barrier is strong against frontal impact, when hit from behind by the oil blast, the shield will break apart into several chunks of gravel and flint debris, which will thicken and strengthen the fast oil blast. As it runs through the flinty ground, the oil ignites violentely, in a directional shockwave of flame, debris and scalding oil, hitting the opponent unaware after he/she's been knocked down by the initial earth wave.
*Can only be used thrice per battle*
*Requires the user to wait 2 turns in between usages*
*Can't use Earth or Water techniques above S rank in the same and next turn*
X-Declined-X Its a good technique
-Cryptocrystallines fall under Quartz release, which is currently pending. Use Rock i gues..
-2 Hand seals is way too low of a cost for a technique that requires two elements one after another. That aside, tag in an example of the techniques defensive applications.
-Lastly, Oil is an approved CE and its cenrtainly not within Water's abilities to create oil. Use an external source like a summon or find an alternate.
Last edited by a moderator: