[customs] Wesobi and Scorps

Scorps

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Ok, ones i want

Katon: Ningyo no nenshō| Fire Release: Burning of the Mermaid

Type: Offensive/Defensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Chakra Damage: 80
Description: A jutsu that lives up to its rank and is quite complex. The user starts out by creating a dense sphere of fire in his hand, a bit bigger than his own fist. It is basically a sphere of fire, that has a highly compressed amound of fire chakra inside. The user then hurls the orb out at an incoming water attack, or directly at the opponent. When thrown at a water based attack, the user does the Tiger hand seal when the fire is about the hit the water, and the orb releases all of its power. Due to the sheer force, and sudden outburst, the water is blown back at the opponent, but instead of normal water, is boiling due to the fire that has heated it. The sent back water loses one rank in power and is thrown back in the form of an unfocused burst of steam, half the size of the initial water technique, although gaining the ability to scald and burn whatever it touches. If sent at the opponent directly, the user can create a massive wall of fire that goes towards the opponent once releasing the chakra and fire in the orb.
Note: Can only be taught by Wesobi
Note: Can only be used twice
Note: Can only send back up to A-rank water
Note: Can only use up to S-rank techniques in the same and next turn
Note: Must wait at least 3 turns before using this jutsu again

Doton: Haretsu no Cho'gath | Cho'gath's Rupture

Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Chakra Damage: 40
Description: The user does the snake hand seal and at the same time focuses his doton chakra under the opponent. This causes the ground to silently burst the opponent into the air (not very high, maximum 2 meter). This will happen quite rapidly, and due to the silence of the technique is extremely hard to detect. The user will then go into the second phase by using his chakra to manipulate the ground beneath the opponent (were he will land), which will cause small spikes (they would fit in a normal sized palm) to shoot out of the ground (they will leave the ground as projectiles with great force), and hit the opponent from underneath. These spikes shoot out as silently as the earth rises.

Note: Can only be taught by Wesobi
Note: This is an very silent jutsu, despite being an earth jutsu, and is very sudden.

^^
 

Wesobi

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Well, the first one is rather nice if you ask me. In a strategical battle, when I for example use a fire technique as openingsmove, and you counter it with a water technique, I can use this technique. It basically takes care of elemental advantages, and redirects the attack, causing a water attack that is sent at you to fly back at your enemy, but as super hot water. Secondly, you can use it to create a wall of fire by releasing the power inside.

What you need to know is:
- It can only send back and boil up to A-rank water. When you use this, it also loses 1 rank in power, meaning the A-rank becomes B-rank burning water.
- Only half the amount of water remains when using this technique. Meaning, don't use it on small water techniques, use it on big scaled ones like Waterfall technique, the A-rank wave and what not.
- Rest is pretty clear i think, if not ask away. If it is, try it out.

Second one is rather simple. Focus your doton chakra under the opponent, and let it silently shoot the opponent upward. As the opponent is shot upward, spikes shoot out of the ground and hit the opponent from below. Can't really say much about this one, only that it's enormously fast, due to the rank; and silent. Next to that, it still causes a lot of problems for opponents if you catch the off guard. Especially when you for example have a clone up, or have countered the opponent, and he's in the middle of doing hand seals, it can be a real annoying technique.
 

Scorps

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Cool! ^^

ok, these:

Fuuton: Kishi no Jōdan | Jest of the Knight


Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Chakra Damage: 40
Description: The uses focuses his wind chakra to the left, behind and to the right of the opponent, and also infront of himself creating 4 small spheres of hissing wind at each location, about mid range from the target. He then sends the one infront of him at the opponent. While the opponent is busy defending from it, he can manipulate the other ones to strike the opponent from all sides.
Note: Can only be taught by Wesobi

Fuuton: Ketsugō-tai Sōseiji No Setsuna | Wind Style: Juncture of the Siamese Twin

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user punch forward and release a blast of Wind. While the blast of wind travels towards the opponent, the user performs the Horse hand seal, and the wind splits up in two, and then comes back together, letting it avoid any incoming jutsu that would block it. This, however is a double edged blade as it requires impeccable timing so that the user does not get hit by the attack that was sent out to block it in the first place.
Note: Can only be taught by Wesobi
Note: The user can either split the wind in the turn used or in his next turn, if the wind has not hit the opponent yet or if he has enough time to split it
Note: Can only be used twice
Note: Each individual blade of wind is A-rank, and the moment at which they once again combine forms the technique's S-rank power.
Note: Can not use above S-rank in the same turn, nor can the user use wind in the same turn or the next.
 

Wesobi

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First one is once again simple. I like to use it with Cho'gaths Rupture as a combo. That's why they were designed.
First of all, channel your chakra (fuuton) in the 4 places you wish the orbs to be. 1 should be infront of you, while the other 3 should be around the opponent. You can then see for yourself if you fire them all at once at the opponent, or 1 at a time. Remember though, 1 at a time means channeling the chakra, and means you can't use other techniques at the same time!

Second one: Same principle as the lightning one, which you already learning. Only use this when you have a clone on the field, or something that can defend you, else it's useless and will kill you faster than it kills the opponent.
 

Scorps

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Final one:

Fuuin Genkotsu: Yasei no Janguru no Shīru | Sealing Fist: Seal of the Wild Jungle

Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: /
Description:The Sealing Fist: Seal of the Wild Jungle is a dormant technique that consists of a giant seal that encompasses 3 main areas, all connected and intertwined into a massive high rank seal. The core of the seal is in the chest of the user which then branches out into both hands and connects to a secondary seal located in the forehead. Each part is connected and share the same core which is connected to the users chakra circulatory system directly. This connection is how the seal is fueled for the most part. The seal is consisted of 3 unlocks:

Unlock the Courage of a Bull: The first and most basic ability, though one of the most beneficial. When the user unlocks this part of the seal, the outside core of the seal fuels chakra through the branches to power the user's speed and physical power. The user gains a boost in speed and strength, becoming physically able to do incredible physical feets, like creating small craters upon the impact of falling kicks or punches, and gaining the speed similar to that of Sage Taijutsu Specialist. His reflexes are enough to keep up with his speed and adapt his movement to it. This unlock can dispel genjutsu up to B-Rank upon activation. Not only that, but when used by Jyuuken users, they will have a much more chakra at their disposal, making it far easier and faster to perform the signature Hyuuga moves, as well as exerting more chakra due to the rush of chakra.

Restrictions and Abilities:
Note: Can be used 1 time per battle and lasts 3 turns
Note: Activation costs as 1 jutsu
Note: When this is active and the user uses Jyuuken techniques, the techniques will cost 20 more chakra, but will do +10 damage
Note: Strong Fist gets +10 damage due to the drastic increase in strength.
Note: While the seal is active the user is left unable to use Wind and Lightning techniques and KG based on them.

Unlock the Pride of the Puma: The second one of the three unlocks, created in such a fashion that it can be used offensively as well as defensively. The user activates the branches of the seal alone, and when he does so, the chakra releases over his body, sending it to his hands and feet. These will start to burn dark purple, much like Orochimaru’s fingertips when he restricted the chakra flow of Naruto. Next to that, the Kanji for “repel” will appear on every foot and palm of the user. The user can then use taijutsu moves and stances (both from strong fist style as well as other styles) to fend of Ninjutsu techniques (elemental or not) up to A-Rank (within reason, as one needs to take consideration of the size of the technique). The chakra unlocked on the branch seals will repel incoming techniques and projectiles, regardless of nature or characteristics. This enables the user to defend himself from almost anything but, if used to attack an enemy with Taijutsu, it will cause the punches and kicks of the user to deal +20 damage as they will repel the enemy with tremendous might.

Restrictions and Abilities:
Note: Can be used 2 times per battle and lasts 2 turns each time
Note: Activation costs as 1 jutsu
Note: Taijutsu techniques will get the repel function which boosts damage to +20

Unlock the Determination of the Hippopotamus: The third of the three unlocks, consists of the core of the seal itself and takes use of all the branches of the seal. This is the most defensive unlock of the three. Upon unlocking this, the core of the seal opens completely and the Kanji for "Gateway" is formed in the Left Palm and the kanji for "Blessing" is formed on the Right Palm. This unlock makes the seal work as a pathway for foreign chakra, capable of absorbing chakra through the Gateway and returning it through the Blessing. It can, in alternative, reroute that chakra into itself, sealing it in the core. In reality, this unlock enables the user to absorb up to F-Rank techniques while converting the chakra into a raw version of what was absorbed (absorbing a fire jutsu produces a raw fire stream, absorbing water produces a raw water jet, etc etc) with little shape manipulation but the same strength. If the user decides to seal that chakra in the core, he can double the duration of one of the other two unlocks.

Restrictions and Abilities:
Note: Can only be used 2 times per battle.
Note: Absorbing, Releasing and Sealing the absorbed chakra all counts a technique, meaning that this unlock always costs 2 moves.
Note: In the turn its active, the user can't mold chakra above A-Rank.
Note: Can be unlocked with either the Courage of the Bull or the Pride of the Puma activated.
Note: When used to seal away chakra with one other unlock, it doubles the duration of that unlock.
Note: Absorbing an F-Rank technique can only be done once and disables the use of any part of the seal (meaning, its unlocks) and leaves the enemy unable to mold anything above S-Rank for 2 turns.

General Restrictions
Note: This seal must be present in the bio to be usable
Note: User needs to have learned Fuuin Genkotsu | Sealing Fist
Note: Can only be taught by Wesobi
 

Wesobi

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*takes out the needle and starts putting the tattoos on you like a madman*

*finishes*


Read through the seals and explain me the use of each seal.
 

Scorps

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Bull unlock is to potentiate your body, your speed and strength. Its a supplementary technique to increase your hand to hand abilities.

Puma unlock not only allows for more taijutsu damage but also allows the user to defend from enemy ninjutsu using taijutsu. Its designed to deflect and repel enemy ninjutsu and damage.

The last release is like an ultimate release. Its use is to use your enemies strength against him or to use his strength to power your own seal by boosting the duration of the other releases.

^^
 

Wesobi

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bull unlock also gives you a free genjutsu-break out up to B-rank! Note that you can't use wind/lightning or any other element based on those two (like sound, swift, etc).
 

Scorps

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Fuuton: Ara Sunappu! | Wind Release: Oh Snap!

Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps

Ok, pretty simple I think. Using it in the precise timing, specially when enemies try to escape with movement from techniques you launched is the best use for it. Against Kunais and other weapons its also quite deadly ^^
 

Wesobi

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* throws a kunai at you and I then focus my fuuton chakra around it before it hits you. I use the chakra to rotate it by causing the stream of wind that comes from my chakra to rotate as well, sending the kunai 90° to the left.

Question though: Can I use this while an opponent is busy creating a technique? Considering they are busy manipulating a higher level of chakra which the B-rank might not be able to over come, and thus voiding it?
 

Scorps

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You can't do half the movement. You need to do the full 180º.

Well depends. For example:

I start stringing 10 handseals and unleash a blast of fire

You snap your fingers and as I am unleashing the fire, i flip 180º to the left, facing backwards, with my fire completely missing you.


Basically you are targeting the enemy and the area around him and not the technique. Only exceptions would be full body techniques that overpower the technique you are using. Although for example Lightning armors or something like that wouldn't work as the wind technique works by moving the air around you all together. Its a concept designed for foiling speed ninjas.

If you need i can add more detail on msn
 

Scorps

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What do you want next?

24.Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication
25.Suiton: Sono Kirai Mizu | Water Release: The Loathsome Water
26.Fuuton: Ara Sunappu! | Wind Release: Oh Snap!
27.Genjutsu: Senkyoushi | Illusionary Arts: Missionary
28.Magarime | Flip
29.Ro-ru | Roll

These are the ones you hadn't learned so far but we took care of those 2.
 

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Ok, the next one is very dangerous to use so be careful. Its power comes at great cost even if it can, potentially, rid you of even Amaterasu Flames.

Focus the biggest amount of chakra you can inside you and mold it to water by performing the Tiger, Ram and Horse handseals. Then, as the chakra is gathered and is molded, release control over it completely. You need to release your whole control over it, letting it take possession of you. As you do this, the water chakra, dense and thick will ooze from your skin and burst outwards and in under 2 seconds will have reached long range. During 3 more seconds give or take, the water will keep building up with you as the "fountain", covering the field in a 30 meter deep small lake. Note that you will be left inside the water and will need to swim to the surface if you aren't careful. Try it.

Suiton: Sono Senryou no Mazu | Water Release: The Possession of The Water Goddess
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description:
The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra.

Note: can only be taught by Scorps
Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn.
Note3: user can't use anything above S-Rank the following turn
Note4: usable only once
Sorry to interrupt. If I were to use this and have the water, after it moves outwards, sort of implode beneath me (like a droplet going inwards and then upwards), could I ride that upwards stream so that I wouldn't be caught under the lake? It would basically have the jutsu itself bring me upwards instead of actually having to swim...

(Yeah, I'm hijacking this thread to start learning your jutsus :))

Fuuton: Ara Sunappu! | Wind Release: Oh Snap!

Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps

Ok, pretty simple I think. Using it in the precise timing, specially when enemies try to escape with movement from techniques you launched is the best use for it. Against Kunais and other weapons its also quite deadly ^^
Oh, didn't see this one.

I read Wesobi's questions and have some of my own (LOL). Lovely. I picture rising a wall behind my opponent and then, as they run from it, I turn them around and have them collide face first xD But even better is to have them throw a kunai and make it turn around xD. How fast would it happen though? Since it only requires a snap, I'd say it could be synchronized so that I snap as I see them picking up a kunai and throwing it and thus have it turn around the minute it leaves the hand. Could that be done?
 
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Scorps

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Sorry to interrupt. If I were to use this and have the water, after it moves outwards, sort of implode beneath me (like a droplet going inwards and then upwards), could I ride that upwards stream so that I wouldn't be caught under the lake? It would basically have the jutsu itself bring me upwards instead of actually having to swim...

(Yeah, I'm hijacking this thread to start learning your jutsus :))



Oh, didn't see this one.

I read Wesobi's questions and have some of my own (LOL). Lovely. I picture rising a wall behind my opponent and then, as they run from it, I turn them around and have them collide face first xD But even better is to have them throw a kunai and make it turn around xD. How fast would it happen though? Since it only requires a snap, I'd say it could be synchronized so that I snap as I see them picking up a kunai and throwing it and thus have it turn around the minute it leaves the hand. Could that be done?
A party crasher!!!!

18.Suiton: Sono Senryou no Mazu | Water Release: The Possession of The Water Goddess
19.Mokuton: Sono Shimideru Shoueki | Wood Release: The Oozing Sap 20.Mokuton: Sono Niwa no Tougenkyou | Wood Release: The Garden of Eden 21.Mokuton/Suiton: Hi Sugi | Wood/Water Release: The Day After 22.Panda Geijutsu: Dasai Houkou | Panda Arts: Primal Roar 23.Kure-n Geijutsu: Kiai | Crane Arts: Screech 24.Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication
25.Suiton: Sono Kirai Mizu | Water Release: The Loathsome Water
26.Fuuton: Ara Sunappu! | Wind Release: Oh Snap!
27.Genjutsu: Senkyoushi | Illusionary Arts: Missionary
28.Magarime | Flip
29.Ro-ru | Roll

Ok, so these are the ones you haven't learned lili and as such, the ones that aren't striken are the ones you can learn.

Possession o the Water Godess. Ok, the speed of it makes it be more of an explosion. A "kept" explosion as the water volume reaches long range in less than 2 seconds and keeps growing faslty until it covers the battlefield in the large quantity of water described. Because of the speed and how it oozes from your body, you can't control it. If you use it on the ground the water will materialize around you and in the end yuo'd be submerged. If you use it in the air, you need to be very very high for it not to dtrag you down.But in the air, the result is immense as the sheer volume of water comes crushing down, leveling the whole field. As a droplet or how you suggest it lili means you'd need more control over it that the one you can have. Its just too fast and too imense to do much more than the description says. Howebver, this can be usefull against Amaterasu. As the flames of amaterasu don't pierce your skin, they burn their way into it from the outside, this technique is a perfect defense. The water oozes from the skin, pushing the flames away from your body and carrying them towards the enemy.

Oh Snap was a technique i made more for "complementary" uses of another set of techniques. Its highly useful against speed boosted bios or S/T bios like Raikage, EIG or Minato. Its also great for fighting weapon based opponents. Now, the speed is basically this: you snap your fingers (that takes more or less 1/3 to 1/2 of a second) and the moment the snap finishes, the rotation is set in motion and takes 1/2 of a second to fully do the 180º. You can't do less than 180º though. Now, its so fast that an EIG user running or a Swift user or anything enemy running (as long as you can't perceive him) will be set running in the opposite direction. Also, this is quite interesting for example for enemies that counter Swamp or Spikes by going up. Inverting their motion mid flight is enough to make them crash into the technique. Also, I figured (but this is debatable so meh...) that i could use this in large summonings by simply targetting a part of the summon. Since the area is small you can't target the whole summon right? But what if you twist 180º around his leg? or his head? or his wing? I'm not saying it would break it as you don't effectively twist the target but rather move the air around it forcefully and in a very fast manner but it doesn't seem plausible that one could be more...offensive with it. Although its still debatable.

questions both of you?
 
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