Re: ±±Custom Jutsu Submission±±
(Ninjutsu: Kifu Heri Osu) | Ninja Style: Helios' Endowment
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: (80)
Description: An advanced Ninjutsu technique that utilizes the concept of 'Hiding In Camoflauge Technique'. By releasing chakra into the sky while performing a single handseal, the user is capable of shrouding an area in the sky with up to a short range radius in darkness. This is done by creating a cloud like coating of chakra within the specified area, this chakra bends the natural light and prevents it from passing through, thus creating a 'black spot' in the sky. However the darkness created by this technique is simply a byproduct, as the chakra's true purpose is to focus, magnify, compress and store the suns rays within the swathe of darkness. By performing a basic hand gesture, such as a wave of the hand or a flick of the fingers, the user can release the gathered suns rays downwards in the form of a blindingly bright beam, that burns and incinerates through all within its path with explosive power. The strength of the beam is determined by how long the user waits before calling it down. If called down in the same turn the technique will be S ranked in power, and for each turn after that the technique gains an additional + 10 in power. If not called down by the end of the third turn, the technique disperses in a vigorously blinding flash that illuminates and heats the battlefield. The size of the beam is proportionate to the users wishes, and can either be thin and extremely concentrated, or thick and less concentrated. Although the maximum size of the beam would be limited to the size of the 'black spot' created. Multiple beams can also be created, although they naturally all travel in straight lines in the users desired direction, making them extremely predictable yet notably fast. Due to the properties of this technique, it follows the weaknesses and strengths of fire, although due to being more heat focused rather than flame orientated, its entire contents can't necessarily be doused, meaning that waters strength against it is only half effective. However on the flip side its strength against wind is also halved, due to not being centered around flames but rather heat and light.
Note:
- Can only be used 2x
- During the time that the darkness harnesses the suns rays, the user is incapable of using basic Ninjutsu above A rank, and incapable of using elemental jutsu above S rank.
- Can only be taught by Scaze
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Declined This isn't making much sense for me tbh...
(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.
Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to long range through medium of water or air.
- Expansion size is slightly faster than Akimichi's, while regrowth is slightly faster than that.
- Only three sets of regrowth can be done, a set being defined by when all tails are fully restored. Sets occur irrespective of Hydra's wishes, being passive and automatic in nature, therefore they're liable to run out quickly.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.
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Approved hum...use it responsibly
Genkotsu Kamakiri: Ofīria o Namiutsu | Mantis Fist: Rippling Ophelia
Rank: B
Type: Offensive/Supplementary
Range: Short
Chakra cost: (20)
Damage points: N/A
Description: A technique which accentuates on Mantis Fist's element of unpredictability so as to effectively create a form that would make visual prediction and forecasting obsolete. Made possible by making full use of a Mantis Fist users muscle control, their capability to swiftly transition from flexibility to rigidity with ease, and their rather inhumane sense of movement. Unlike most Mantis Fist techniques, this would require a weapon; any weapon, although the longer and more balanced the better. In short, through use of flexibility and movement, the user is capable of rapidly undulating their held weapon, swinging it to and fro in such a manner that it would resemble a rippling snake. Although not required, Chakra can be utilized so as to give a non-forceful augment to the users body while also reverberating throughout the used weapon so as to help control the balance of the held weapon. The movement essentially creates an optical illusion which bears resemblance to a rippling snake, the illusion makes blocking, dodging and prediction extremely difficult. Prediction of the blades true trajectory would be a practically impossible feat for a Ninja without a doujutsu, as each undulation would be different in both magnitude and speed. Thus dodging with finesse would be virtually impossible, therefore opponents would likely be forced into making large, exceptionally wide dodges that would likely leave them off balance. Lastly, blocking with a similar weapon would also be extensively difficult, as the users weapon would have a habit of 'weaving' through defenses as is befitting of its looks and epithet; rippling snake. This technique can be sped up and slowed down according to the users wishes, thus making this technique exceptionally versatile in terms of pace and weapon choice. Lastly, the properties of this technique allows for faster acceleration of a weapon, thus allowing this technique to boast slightly enhanced 'speed' and force. Thus the user is capable of unleashing multiple, elusive and fast paced strikes, slashes and thrusts towards the opponent, relying on the 'trickery' of the technique to break through, and shatter the enemies defense.
Note:
- Can only be used 2x
- Link to visual representation;
- Sharingan of three tomoe and above is capable of reducing the visual ripple, almost nullifying it, thus making dodging and blocking easier.
- A user below Southern or Northern Praying Mantis rank would have lowered accuracy, while they could aim to strike the enemies torso, where exactly it will strike would be harder to control. Users above the S/N Praying Mantis rank would suffer likewise, albeit for a smaller area such as the upper chest, while Legends or above would have much greater accuracy. The inability to completely control the attacks accuracy further personifies and animalises this technique in conjunction with it's name and epithet. (Based upon opponents of the size of Naruto in p1.)
________________________________________________
Declined I still maintain this isn't a "move". The description is too "generic" and seems to describe a "mode" of movement and not a move itself.
(Ninjutsu: Kifu Heri Osu) | Ninja Style: Helios' Endowment
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: (80)
Description: An advanced Ninjutsu technique that utilizes the concept of 'Hiding In Camoflauge Technique'. By releasing chakra into the sky while performing a single handseal, the user is capable of shrouding an area in the sky with up to a short range radius in darkness. This is done by creating a cloud like coating of chakra within the specified area, this chakra bends the natural light and prevents it from passing through, thus creating a 'black spot' in the sky. However the darkness created by this technique is simply a byproduct, as the chakra's true purpose is to focus, magnify, compress and store the suns rays within the swathe of darkness. By performing a basic hand gesture, such as a wave of the hand or a flick of the fingers, the user can release the gathered suns rays downwards in the form of a blindingly bright beam, that burns and incinerates through all within its path with explosive power. The strength of the beam is determined by how long the user waits before calling it down. If called down in the same turn the technique will be S ranked in power, and for each turn after that the technique gains an additional + 10 in power. If not called down by the end of the third turn, the technique disperses in a vigorously blinding flash that illuminates and heats the battlefield. The size of the beam is proportionate to the users wishes, and can either be thin and extremely concentrated, or thick and less concentrated. Although the maximum size of the beam would be limited to the size of the 'black spot' created. Multiple beams can also be created, although they naturally all travel in straight lines in the users desired direction, making them extremely predictable yet notably fast. Due to the properties of this technique, it follows the weaknesses and strengths of fire, although due to being more heat focused rather than flame orientated, its entire contents can't necessarily be doused, meaning that waters strength against it is only half effective. However on the flip side its strength against wind is also halved, due to not being centered around flames but rather heat and light.
Note:
- Can only be used 2x
- During the time that the darkness harnesses the suns rays, the user is incapable of using basic Ninjutsu above A rank, and incapable of using elemental jutsu above S rank.
- Can only be taught by Scaze
________________________________________________
Declined This isn't making much sense for me tbh...
You must be registered for see links
(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.
Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to mid range through medium of water or air.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.
‡ Declined ‡ there needs to be a limit to the size and speed of the tail growth, as well as the regenerative properties of your summon
You must be registered for see links
(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.
Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to long range through medium of water or air.
- Expansion size is slightly faster than Akimichi's, while regrowth is slightly faster than that.
- Only three sets of regrowth can be done, a set being defined by when all tails are fully restored. Sets occur irrespective of Hydra's wishes, being passive and automatic in nature, therefore they're liable to run out quickly.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.
________________________________________________
Approved hum...use it responsibly
You must be registered for see links
Genkotsu Kamakiri: Ofīria o Namiutsu | Mantis Fist: Rippling Ophelia
Rank: B
Type: Supplementary
Range: Self
Chakra cost: 20
Damage points: N/A
Description: A technique which accentuates on Mantis Fist's element of unpredictability so as to effectively create a form that would make visual prediction and forecasting obsolete. Made possible by making full use of a Mantis Fist users muscle control, their capability to swiftly transition from flexibility to rigidity with ease, and their rather inhumane sense of movement. Unlike most Mantis Fist techniques, this would require a weapon; any weapon, although the longer and more balanced the better. In short, through use of flexibility and movement, the user is capable of rapidly vibrating and undulating their held weapon, making it move in such a manner that it would resemble a rippling snake. Chakra being utilized so as to give a non-forceful augment to the users body while also reverberating throughout the used weapon so as to increase the vibration and undulation speed. The movement essentially creates an optical illusion which bears resemblance to a rippling snake, the illusion makes blocking, dodging and prediction extremely difficult. Prediction of the blades true trajectory would be a practically impossible feat for a Ninja without a doujutsu, as each undulation would be different in both magnitude and speed. Thus dodging with finesse would be virtually impossible, therefore opponents would likely be forced into making large, exceptionally wide dodges that would likely leave them off balance. Lastly, blocking with a similar weapon would also be extensively difficult, as the users weapon would have a habit of 'weaving' through defenses as is befitting of its looks and epithet; rippling snake. This technique can be sped up, slowed down, or even paused according to the users wishes, thus making this technique exceptionally versatile in terms of pace and weapon choice. Lastly, the properties of this technique allows for faster acceleration of a weapon, thus allowing this technique to boast enhanced 'speed' and force.
Note:
- Can only be used 2x
- Once used, this technique lasts for up to three turns.
- Link to visual representation;You must be registered for see links
- Using this technique for the entirety of the three turns would mean that there would be a two turn cool-down between uses of the same arm, and the speed of the users movements with said arm would be reduced to 75%.
- Sharingan of three tomoe and above is capable of reducing the visual ripple, almost nullifying it, thus making dodging and blocking easier.
- A user below Southern or Northern Praying Mantis rank would have lowered accuracy, while they could aim to strike the enemies torso, where exactly it will strike would be harder to control. Users above the S/N Praying Mantis rank would suffer likewise, albeit for a smaller area such as the upper chest, while Legends or above would have much greater accuracy. The inability to completely control the attacks accuracy further personifies and animalises this technique in conjunction with it's name and epithet. (Based upon opponents of the size of Naruto in p1.)
________________________________________________
Declined Why is this a mode? And why the vibration part? Ondulating is not vibrating... Its not a move for you CFS but a mode...
You must be registered for see links
Genkotsu Kamakiri: Ofīria o Namiutsu | Mantis Fist: Rippling Ophelia
Rank: B
Type: Offensive/Supplementary
Range: Short
Chakra cost: (20)
Damage points: N/A
Description: A technique which accentuates on Mantis Fist's element of unpredictability so as to effectively create a form that would make visual prediction and forecasting obsolete. Made possible by making full use of a Mantis Fist users muscle control, their capability to swiftly transition from flexibility to rigidity with ease, and their rather inhumane sense of movement. Unlike most Mantis Fist techniques, this would require a weapon; any weapon, although the longer and more balanced the better. In short, through use of flexibility and movement, the user is capable of rapidly undulating their held weapon, swinging it to and fro in such a manner that it would resemble a rippling snake. Although not required, Chakra can be utilized so as to give a non-forceful augment to the users body while also reverberating throughout the used weapon so as to help control the balance of the held weapon. The movement essentially creates an optical illusion which bears resemblance to a rippling snake, the illusion makes blocking, dodging and prediction extremely difficult. Prediction of the blades true trajectory would be a practically impossible feat for a Ninja without a doujutsu, as each undulation would be different in both magnitude and speed. Thus dodging with finesse would be virtually impossible, therefore opponents would likely be forced into making large, exceptionally wide dodges that would likely leave them off balance. Lastly, blocking with a similar weapon would also be extensively difficult, as the users weapon would have a habit of 'weaving' through defenses as is befitting of its looks and epithet; rippling snake. This technique can be sped up and slowed down according to the users wishes, thus making this technique exceptionally versatile in terms of pace and weapon choice. Lastly, the properties of this technique allows for faster acceleration of a weapon, thus allowing this technique to boast slightly enhanced 'speed' and force. Thus the user is capable of unleashing multiple, elusive and fast paced strikes, slashes and thrusts towards the opponent, relying on the 'trickery' of the technique to break through, and shatter the enemies defense.
Note:
- Can only be used 2x
- Link to visual representation;
You must be registered for see links
- Sharingan of three tomoe and above is capable of reducing the visual ripple, almost nullifying it, thus making dodging and blocking easier.
- A user below Southern or Northern Praying Mantis rank would have lowered accuracy, while they could aim to strike the enemies torso, where exactly it will strike would be harder to control. Users above the S/N Praying Mantis rank would suffer likewise, albeit for a smaller area such as the upper chest, while Legends or above would have much greater accuracy. The inability to completely control the attacks accuracy further personifies and animalises this technique in conjunction with it's name and epithet. (Based upon opponents of the size of Naruto in p1.)
________________________________________________
Declined I still maintain this isn't a "move". The description is too "generic" and seems to describe a "mode" of movement and not a move itself.
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