Re: ±±Custom Jutsu Submission±±
(Shīhōsu Kuchiyose no Jutsu: Calypso) - Seahorse Summoning: Calypso
Rank: S
Range: Short - Mid
Type: Offensive/Supplementary/Summon
Chakra: 40
Damage: N/A
Description: Calypso is the famed younger brother of the boss summon Kingdra, And has a unique ability of his own, although not to the great extent of his brother but unique none the less, Calypso is one of the largest amongst the seahorses and is about 4 meters in height, Calypso is second in command of the seven seas when big brother is not around, Calypso is a large brown seahorse with a loose dangling tail, his snout is slightly smaller than that of his brother and only slightly differs in terms of power, Calypso is able to release large streams of water jets(Jet Stream technique) with devastating power from his snout that could reach to great distances, Calypso also has unusual large fins on his back besides the regular fins on the sides of his body, which allows him to form wind techniques with them, Calypso has a certain unique wind technique(Colliding wind technique) that he is able to release with his large fins, this technique is said to erupt the calm, flowing rivers into that of violent and crashing tidal waves, and like most seahorses including his brother, Calypso also has the ability to perform illusions through the use of the seahorses unique 'clicking sound', but however Calypso is rather one for combat and reality and always lacked in the usage of illusions, Calypso also has that of a small breeding pouch capable of carrying a single person within it, although not for very long.
Note: Must have signed the Seahorse contract and have its tattoo
Note: The water and wind combination attacks can only be used 3 times per battle and requires at least a 1 turn cool down to ba able to use it again.
Note: The Jet stream and colliding wind techniques which are unique to Calypso are of an A Ranked nature each, and being of an S Ranked nature when used in conjunction with each other.
Note: Calypso is able to use all water and wind techniques up to A Rank, and Genjutsu techniques up to B Rank.
Note: Calypso can stay on the field for 4 turns
Note: Can only be summoned once per battle
(Shīhōsu Sōran Genjutsu: Kurushime tamashī ) - Seahorse Mayhem Illusion: Tormented Souls
Rank: A
Range: Short - Long
Type: Supplementary/Offensive
Chakra: 30
Damage: 60
Description: Once a Seahorse is summoned onto the battlefield, the user has the Seahorse perform a loud and devastating click projected through its snout that would seemingly be able to be heard across vast distances, therefore could be heard across an entire battlefield, once the target hears the clicking sound, he is placed within an illusion where he is made to see and believe that said Seahorse gives birth to thousands of demonic like/looking seahorses of an average size, the seahorses all have different weird looking zombie and demonic like features, and are continuously performing loud clicking noises simultaneously and out of harmony, leaving a chaotic sound echoing throughout the battlefield, while the seahorses advances forward and proceed to stand stationary all around the target and continue to perform the clicking noises, this illusion might have the target feeling sort of in a bit of fear of the seahorses, and feeling overwhelmed by the noise, thus allowing the target not to think rationally and/or concentrate on making his/her next move, a sense of paralyzation might also be placed upon the target, though it all depends of the description of the users technique performance and the seahorses features.
Note: Must have signed the Seahorse contract and have a Seahorse summoned onto the battlefield.
Note: If target is paralyzed, Paralysis lasts for 1 turn.
Note: Can only be used once per battle.
Note: No Seahorse arts in the same turn as well as the next.
(Ryū no kisu)) - Kiss of the dragon
Rank: Forbidden
Range: Short
Type: Offensive
Chakra: 50
Damage: 90 (-15 to the user)
Description: The user gathers and focuses a large amount of chakra to his dominant hand or rather index and thumb fingers, as the chakra is being released the user condenses and compressors the chakra into a single and thin object of chakra which takes on the form of a small acupuncture needle, the user then has to puncture the back of the opponents neck with the needle and release the entirety of the compressed chakra into his neck that would eventually travel throughout the opponent's body, as the chakra flows through the opponents body he would become paralyzed from the neck down for a moment, the paralyzation effects last for 1 turn where the target would be completely paralyzed from the neck down and only able to move his head, the following turn the effects of the acupuncture would were off a bit, however the limbs of the target would still be somewhat lame, and the muscles would still be in a type of spasm, the main point of this attack is the acupuncture needle itself, even with all of these effects the needle could be not that dangerous and also very dangerous at the same time, the trick to this attack is once the needle has punctured the target himself would have to remove it from his/her neck after the paralysis has worn off, for should the needle remain in the body for longer than 3 turns, the target would begin to experience the effects of a brain aneurysm due to the needle and the large amount of chakra forcing and trapping all of the bodies blood in the head and would thus lead to the target bleeding through every opening in his head like, the ears, nose and even eyes, eventually leading to a painful death.
Note - Can only be used once per battle.
- Paralyzation lasts for 1 turn, with muscle spasms through all limbs in the next.
- Should the target fail to remove the acupuncture needle after 3 turns, he would die despite becoming able to move regularly.
- The user suffers a -15 damage due to the chakra strain
- Can only be taught by Yashiro.
(Shīhōsu Kuchiyose no Jutsu: Calypso) - Seahorse Summoning: Calypso
Rank: S
Range: Short - Mid
Type: Offensive/Supplementary/Summon
Chakra: 40
Damage: N/A
Description: Calypso is the famed younger brother of the boss summon Kingdra, And has a unique ability of his own, although not to the great extent of his brother but unique none the less, Calypso is one of the largest amongst the seahorses and is about 4 meters in height, Calypso is second in command of the seven seas when big brother is not around, Calypso is a large brown seahorse with a loose dangling tail, his snout is slightly smaller than that of his brother and only slightly differs in terms of power, Calypso is able to release large streams of water jets(Jet Stream technique) with devastating power from his snout that could reach to great distances, Calypso also has unusual large fins on his back besides the regular fins on the sides of his body, which allows him to form wind techniques with them, Calypso has a certain unique wind technique(Colliding wind technique) that he is able to release with his large fins, this technique is said to erupt the calm, flowing rivers into that of violent and crashing tidal waves, and like most seahorses including his brother, Calypso also has the ability to perform illusions through the use of the seahorses unique 'clicking sound', but however Calypso is rather one for combat and reality and always lacked in the usage of illusions, Calypso also has that of a small breeding pouch capable of carrying a single person within it, although not for very long.
Note: Must have signed the Seahorse contract and have its tattoo
Note: The water and wind combination attacks can only be used 3 times per battle and requires at least a 1 turn cool down to ba able to use it again.
Note: The Jet stream and colliding wind techniques which are unique to Calypso are of an A Ranked nature each, and being of an S Ranked nature when used in conjunction with each other.
Note: Calypso is able to use all water and wind techniques up to A Rank, and Genjutsu techniques up to B Rank.
Note: Calypso can stay on the field for 4 turns
Note: Can only be summoned once per battle
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Declined Summons can only have one elemental afinity
(Shīhōsu Sōran Genjutsu: Kurushime tamashī ) - Seahorse Mayhem Illusion: Tormented Souls
Rank: A
Range: Short - Long
Type: Supplementary/Offensive
Chakra: 30
Damage: 60
Description: Once a Seahorse is summoned onto the battlefield, the user has the Seahorse perform a loud and devastating click projected through its snout that would seemingly be able to be heard across vast distances, therefore could be heard across an entire battlefield, once the target hears the clicking sound, he is placed within an illusion where he is made to see and believe that said Seahorse gives birth to thousands of demonic like/looking seahorses of an average size, the seahorses all have different weird looking zombie and demonic like features, and are continuously performing loud clicking noises simultaneously and out of harmony, leaving a chaotic sound echoing throughout the battlefield, while the seahorses advances forward and proceed to stand stationary all around the target and continue to perform the clicking noises, this illusion might have the target feeling sort of in a bit of fear of the seahorses, and feeling overwhelmed by the noise, thus allowing the target not to think rationally and/or concentrate on making his/her next move, a sense of paralyzation might also be placed upon the target, though it all depends of the description of the users technique performance and the seahorses features.
Note: Must have signed the Seahorse contract and have a Seahorse summoned onto the battlefield.
Note: If target is paralyzed, Paralysis lasts for 1 turn.
Note: Can only be used once per battle.
Note: No Seahorse arts in the same turn as well as the next.
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Declined You don't have sound training to use sound based illusions or sound triggered illusions. DNR
(Ryū no kisu)) - Kiss of the dragon
Rank: Forbidden
Range: Short
Type: Offensive
Chakra: 50
Damage: 90 (-15 to the user)
Description: The user gathers and focuses a large amount of chakra to his dominant hand or rather index and thumb fingers, as the chakra is being released the user condenses and compressors the chakra into a single and thin object of chakra which takes on the form of a small acupuncture needle, the user then has to puncture the back of the opponents neck with the needle and release the entirety of the compressed chakra into his neck that would eventually travel throughout the opponent's body, as the chakra flows through the opponents body he would become paralyzed from the neck down for a moment, the paralyzation effects last for 1 turn where the target would be completely paralyzed from the neck down and only able to move his head, the following turn the effects of the acupuncture would were off a bit, however the limbs of the target would still be somewhat lame, and the muscles would still be in a type of spasm, the main point of this attack is the acupuncture needle itself, even with all of these effects the needle could be not that dangerous and also very dangerous at the same time, the trick to this attack is once the needle has punctured the target himself would have to remove it from his/her neck after the paralysis has worn off, for should the needle remain in the body for longer than 3 turns, the target would begin to experience the effects of a brain aneurysm due to the needle and the large amount of chakra forcing and trapping all of the bodies blood in the head and would thus lead to the target bleeding through every opening in his head like, the ears, nose and even eyes, eventually leading to a painful death.
Note - Can only be used once per battle.
- Paralyzation lasts for 1 turn, with muscle spasms through all limbs in the next.
- Should the target fail to remove the acupuncture needle after 3 turns, he would die despite becoming able to move regularly.
- The user suffers a -15 damage due to the chakra strain
- Can only be taught by Yashiro.
Declined Such a thing would require such a high level of chakra control that its beyond your grasp. Its also useless and has tons of exploitable aspects and, not to mention, knowledge that you don't have.
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