Re: Custom Jutsu Submission
(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if reciprocated trait is harmful)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality or they will focus their chakra into an already existing mist to imbue it with this trait. The mist itself will first absorb and then embody the properties of whatever technique used by the opponent it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually by the user through the use of the Serpent handseal, so not all absorbed techniques have to have their effects reciprocated. Leeched traits which may have originally been harmful to the user's body (e.g. toxins, venom, radiation, etc) no longer pose a threat to him/her, as they're now imbued with the user's chakra. However, stolen abilities need to be activated during the same turn they were absorbed or they will become unusable. Not only that, but not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits (that are compatible with water) can be embodied by mist (e.g. the stickiness of adhesive water, the numbing nature of lightning, the volatility of flammable mud and et cetera). This absorption will only work on techniques A-Rank and below for elements water is neutral to (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.
Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Water Release above A-Rank in the user's same and next turn.
Note: This technique works on KG/CE elements
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-Declined- A mist absorbing techniques is not possible, absorption is a feat of fuuinjutsu, mainly through the usage of seals and kanjis, this is not possible, not to mention it's a bit too much to be able to absorb virtually anything. Also redirection of the absorbed technique, seems like a rip off of Dark Release absorption and release abilities if you ask me.
Rank: A
Type: Supplementary/Offensive
Range: Short (Earthquakes can have up to a mid-range area of effect)
Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
Damage Points: N/A (10-90)
Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques which emerge from the ground (KG/CE variants included e.g. Steel, Crystal, etc) to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a Forbidden Rank would inflict 90 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. The power of earthquakes produced by A-Rank and below techniques will only result in the shaking of the ground while quakes produced by S-Ranks and above will be potent enough to fracture and split apart the ground. However these fractures and splits will be mostly superficial and not be deep enough to trap the average shinobi. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an earth-based jutsu. This jutsu lasts for three turns and this means its effects can be applied to all earth-based techniques used (which emerge from the earth) within this interval of time.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: This technique will only affect earth-based techniques which emerge from the earth and those solid-like in composition.
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-Declined- No to the "lasting three turns" part, it's a technique that's used once not a mode, and while it's a nice idea, i wouldn't allow it being used on opponents' techniques, only your own techniques, that means no to the CE parts, remove the activation is instant part, you took a nice idea and pushed it over the edge, keep things reasonable >_> Also, if you are within the radius of the technique (mid range) would it affect you as well? I'm a bit iffy by the mutiple damage part of the technique but i'll let it slide, just restrict it to be used on S-rank and below Earth techniques only.
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril has the same dimensions as the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. In terms of attacking the opponent, the tendrils can be used offensively but cannot be used to inflict damage e.g. they can ensnare an opponent and bind them in place but they cannot deal any physical harm onto them. The real special ability of these tendrils is their capability to act as a medium for the use of certain techniques. Attaching at least one tentacle to the user and one onto the opponent can replace the conventional need for the requirement of direct contact, meaning the user can utilize techniques such as the Added/Light Weight techniques on the opponent from a distance. The effects of the technique are carried along by the tendrils and "deposited" on whoever/whatever happens to be in contact with any of the tendrils. This transmission happens at such a speed that its as if the user is in direct contact with the opponent. This technique's use isn't restricted to Earth Release but can be used upon compatible jutsus of other elements or even on non-elemental abilities like the chakra absorption technique (in this case the stolen chakra is then transmitted along the tendrils and returned to the user). If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. The tendrils like other sentient constructions have a mind of their own and can act independently.
Note: Lasts three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
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-Pending- Leaving for Scorps.
(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if reciprocated trait is harmful)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality or they will focus their chakra into an already existing mist to imbue it with this trait. The mist itself will first absorb and then embody the properties of whatever technique used by the opponent it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually by the user through the use of the Serpent handseal, so not all absorbed techniques have to have their effects reciprocated. Leeched traits which may have originally been harmful to the user's body (e.g. toxins, venom, radiation, etc) no longer pose a threat to him/her, as they're now imbued with the user's chakra. However, stolen abilities need to be activated during the same turn they were absorbed or they will become unusable. Not only that, but not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits (that are compatible with water) can be embodied by mist (e.g. the stickiness of adhesive water, the numbing nature of lightning, the volatility of flammable mud and et cetera). This absorption will only work on techniques A-Rank and below for elements water is neutral to (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.
Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Water Release above A-Rank in the user's same and next turn.
Note: This technique works on KG/CE elements
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-Declined- A mist absorbing techniques is not possible, absorption is a feat of fuuinjutsu, mainly through the usage of seals and kanjis, this is not possible, not to mention it's a bit too much to be able to absorb virtually anything. Also redirection of the absorbed technique, seems like a rip off of Dark Release absorption and release abilities if you ask me.
(Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves(Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves
Rank: A
Type: Supplementary/Offensive
Range: Short (Earthquakes can have up to a mid-range area of effect)
Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
Damage Points: N/A (10-90)
Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) which emerge from the ground to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a Forbidden Rank would inflict 90 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an earth-based jutsu.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: This technique will only affect earth-based techniques which emerge from the earth and those solid-like in composition.
Declined
Wow! Nice idea. Need a bit more clarification before approving. Firstly, is this an on/off jutsu? What do you mean by "last three turns?" Is it like a mode or active?
Secondly, what are the nature of the earthquakes? Does it split apart the ground or just shakes it depending on the rank and strength?
Rank: A
Type: Supplementary/Offensive
Range: Short (Earthquakes can have up to a mid-range area of effect)
Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
Damage Points: N/A (10-90)
Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques which emerge from the ground (KG/CE variants included e.g. Steel, Crystal, etc) to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a Forbidden Rank would inflict 90 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. The power of earthquakes produced by A-Rank and below techniques will only result in the shaking of the ground while quakes produced by S-Ranks and above will be potent enough to fracture and split apart the ground. However these fractures and splits will be mostly superficial and not be deep enough to trap the average shinobi. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an earth-based jutsu. This jutsu lasts for three turns and this means its effects can be applied to all earth-based techniques used (which emerge from the earth) within this interval of time.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: This technique will only affect earth-based techniques which emerge from the earth and those solid-like in composition.
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-Declined- No to the "lasting three turns" part, it's a technique that's used once not a mode, and while it's a nice idea, i wouldn't allow it being used on opponents' techniques, only your own techniques, that means no to the CE parts, remove the activation is instant part, you took a nice idea and pushed it over the edge, keep things reasonable >_> Also, if you are within the radius of the technique (mid range) would it affect you as well? I'm a bit iffy by the mutiple damage part of the technique but i'll let it slide, just restrict it to be used on S-rank and below Earth techniques only.
(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora(Doton: Miraaak's Kataki) – Earth Release: Miraak's Vengeance
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: The user will perform three handseals and focus their doton chakra throughout their body before spewing the built chakra as a flimsy earthen-material into a nearby water source at a considerable speed. After plunging into the water source, it will begin absorbing the surrounding moisture to grow in size and become more flexible. The globule will extend countless tentacles outwards (in every direction) as it does this, their size growing exponentially until they reach the surface. While doton constructions are typically rigid and sturdy, these tentacles are flimsy/flexible since they are made of mud. Since the tentacles grow larger the longer they're completely submerged in water, deeper water sources will produce greater sized tentacles whilst more shallow ones will produce ones of smaller magnitude. The tentacles which emerge closer to the user will lift them into the air and form a protective fortress of writhing tendrils, whilst the tentacles around the opponent(s) will seek to impale, entangle and crush their targets to death. The maximum size the tentacles can reach is equivalent to the size of the spikes produced in Earth Release: Destructive Rising Rock Pillars, at which point they'll reach full saturation and become unable to absorb any more water to gorge their size.
Note: Lasts three turns
Note: Can only be used twice per battle
Note: Requires a Water source
Note: Can only be Taught by Negative Knight
Note: While active the user can only use Doton and non elemental abilities and never above S-Rank.
Approved Edited.
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril has the same dimensions as the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. In terms of attacking the opponent, the tendrils can be used offensively but cannot be used to inflict damage e.g. they can ensnare an opponent and bind them in place but they cannot deal any physical harm onto them. The real special ability of these tendrils is their capability to act as a medium for the use of certain techniques. Attaching at least one tentacle to the user and one onto the opponent can replace the conventional need for the requirement of direct contact, meaning the user can utilize techniques such as the Added/Light Weight techniques on the opponent from a distance. The effects of the technique are carried along by the tendrils and "deposited" on whoever/whatever happens to be in contact with any of the tendrils. This transmission happens at such a speed that its as if the user is in direct contact with the opponent. This technique's use isn't restricted to Earth Release but can be used upon compatible jutsus of other elements or even on non-elemental abilities like the chakra absorption technique (in this case the stolen chakra is then transmitted along the tendrils and returned to the user). If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. The tendrils like other sentient constructions have a mind of their own and can act independently.
Note: Lasts three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
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-Pending- Leaving for Scorps.
Declined Sentient tendrils? Scale is too big and its too exploitable.
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