Re: ±±Custom Jutsu Submission±±
(Fuuton: Subashikoi Hando) – Wind Release: Sleight of Hand
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10 (+5 chakra for an additional hand)
Damage Points: N/A
Description: The user will focus their fuuton chakra into the air into the air at any location on the battlefield (within mid-range) to generate an invisible hand of tangible air fully equipped with nimble fingers. Unlike most stealth techniques, this one's usage lies primarily in the art of pickpocketing and thievery. The light weight nature of the fingers allows them to retrieve items, delve into pockets, open ninja pouches and so on without even the slightest of disturbances. In the same way, if concealed correctly the user can also plant items on their designated target through the use of this technique, however planting heavier items means they run a higher risk of getting caught. Alternatively, the user can create an additional hand to aid with slightly more complex tasks which require the use of two hands such as removing certain types of jewellery (necklaces) or tying/untying knots. However, the obvious disadvantage to this jutsu is that it does not conceal any objects it may be carrying, meaning the affected objects will appear to "float" and move on their own.
Note: Can only be Taught by Negative Knight
Note: Cannot be used for directly offensive purposes.
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-Declined- If you want a tangible hand of air, it has to be visible, that's what makes it tangible, and that last note is really gonna cause you some trouble.
(Doton: Kuro Ito Metaru Sukin) – Earth Release: Dark Threads Adamant Skin
Rank: S
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A (+20 to Taijutsu to attacks)
Description: This is Kakuzu's ultimate defense inspired by his signature technique Earth Release: Earth Spear. After channeling his doton chakra throughout the dark threads within his body, he causes them to become extremely tightly woven together, before hardening them to the extent they become near impossible to cut/break through. This technique can harden the threads within a single limb or the entirety of the user's body, making this a very versatile technique. Whilst active, the affected body parts become capable of enduring powerful impact forces with little damage to the exterior. Due to this, the user can't be pierced with ordinary weapons e.g. swords, lances, spears, whilst the technique is active. However, the jutsu comes with the glaring downside of the user being unable to move the hardened body parts so long as the technique is active due to the affected body parts becoming insanely stiff, making full body hardening a last resort. The technique itself has no visible effects, allowing the user to deceive their opponent in various ways. An alternative use of the technique is supplementing the user's Taijutsu, as the technique gives hits much more strength than ordinary blows. This can be achieved through the user hardening their hand during a punch or their foot during a kick to slightly overcome the technique's weakness.
Note: Can only be used Thrice per battle
Note: Can only be Taught by Negative Knight
Note: Can only be used by Kakuzu
Note: No other S-Rank or above Dark threads jutsu in the same turn
Note: Cannot be used on consecutive turns due to the stress on the body created by the technique
‡ Declined ‡ yea.. hardening the threads inside you doesnt mean you dont take damage, your skin is unchanged and therefore can still be harmed
(Doton: Kuro Ito Metaru Sukin) – Earth Release: Dark Threads Adamant Skin
Rank:
A
Type: Defensive/Supplementary
Range: Short
Chakra Cost:
30
Damage Points: N/A (+20 to Taijutsu to attacks)
Description: This is Kakuzu's ultimate defense inspired by his signature technique Earth Release: Earth Spear. After channeling his Doton chakra throughout the dark threads within his body, he causes them to become extremely tightly woven together,
before hardening them to the extent they become near impossible to cut/break through. This technique can harden the threads within a single limb or the entirety of the user's body, making this a very versatile technique. Whilst active, the affected body parts become capable of enduring powerful impact forces with little damage to the exterior. Due to this, the user can't be pierced
(past their skin) with ordinary weapons e.g. swords, lances, spears, whilst the technique is active. However, the jutsu comes with the glaring downside of the user being unable to move the hardened body parts so long as the technique is active due to the affected body parts becoming insanely stiff, making full body hardening a last resort. The technique itself has no visible effects, allowing the user to deceive their opponent in various ways. An alternative use of the technique is supplementing the user's Taijutsu, as the technique gives hits much more strength than ordinary blows. This can be achieved through the user hardening their hand during a punch or their foot during a kick to slightly overcome the technique's weakness.
However, this only makes the user more resistant to physical/force intensive attacks e.g. crushing slabs of rock, blades of cutting wind, waves of water and etc. This doesn't make the user resistant to burning, electrocution or similar attacks. This jutsu doesn't protect the skin itself (meaning it can still be pierced or damaged), but doesn't let weapons/attacks pierce any further than that.
Note: Can only be used
four times per battle
Note: Can only be Taught by Negative Knight
Note: Can only be used by Kakuzu
Note: Cannot be used on consecutive turns due to the stress on the body created by the technique
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-Declined- Reduce the usage time, for an A-rank technique like this i won't allow more than 3 usages.
(Katon/Fuuton: Inferuno Houchou) – Fire/Wind Release: Inferno Step
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra cost: 30
Damage points: N/A (-60 if opponent comes into contact with fire)
Description: Whilst moving or airborne, Kakuzu will focus his chakra into his Katon and Fuuton masks to cause them to protrude ever so slightly from his back. As they do this, the masks will exhale a narrow jet of high-speed wind-infused flames as an intense cannon towards the ground (or air), at a certain angle to serve a specific purpose. The wind serves the purpose of both augmenting the speed and force of the fire, making it more suited to serving its intended purpose. If aimed directly downwards, the user will be projected high up into the air, allowing them to avoid techniques which don't cover an expansive vertical reach. If aimed directly backwards (towards the air), the user will move horizontally towards the opponent in a sudden burst of speed, the stream of fire providing a powerful but linear propulsion effect similar to that of a rocket. Similarly, the masks can exhale the narrow jet of flames at any angle, allowing the user to find the perfect balance between horizontal and vertical motion, specific to the task at hand. The speed of the user whilst using this technique will give the appearance that they have teleported to their new location, when in reality they're simply moving too fast to be tracked by the eyes of non-Doijutsu users. However, this jutsu can only be used to move in one direction e.g. a linear horizontal, vertical or diagonal path and sensory/Doijutsu users will be capable of detecting the build-up of chakra as well as tracking the user's movements. Ninja who do not possess such capabilities can instead rely on seeing the intense reddish glow emanating from behind the user's position, signifying a technique of some sort about to be used. Alternatively, whilst the user is stationary they can utilize this technique as an evasionary measure by using it to move side to side or vertically upwards, by instructing the masks to angle the stream of flames accordingly. Anyone directly behind the user's position whilst they use this technique (within five meters) will be caught within the jet of flames, leaving them with severe fourth degree burns due to the intensity, close proximity and force of the flames. The limit on the distance the user can cover with this technique is a maximum of one range e.g. moving from Short to Mid, Mid to Long, Mid to Short or Long to Mid.
Note: Can only be used three times per battle
Note: Can only be used by Kakuzu
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Katon and Fuuton masks must be inside the user's body
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-Declined- Similar techniques exist.