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Baldy

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(Kuchiyose:Batoidea:Krieg)- Summoning: Batoidea : Krieg
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: n/a
Description: Krieg is a mediocre sized Ray who resembles a torpedo Ray in both looks and abilities, Krieg is roughly 18 meters long from tip to tail, with a pectoral wingspan of 24 meters, and his skin pattern resembles that of a cheetah, vibrant yellow with black spots. Krieg is fairly adept in the use of Raiton, and is able to use all Raiton jutsu up to and including S-rank without the use of handseals, albeit slapping his pectoral fins together to replace handseals and using his Pectoral fins to execute the jutsu if need be. Krieg is also immune to all Raiton jutsu B rank and below, absorbing the lightning into his electric glands, and using the lightning to produce a large spherical omnidirectional blast of lightning that is released from all directions of his body, effectively creating a lightning bubble that spans out to mid range, stunning and blasting everything, the blast being equivalent to A rank. Krieg is able to choose to make gaps within the blast. Kreig's tail stinger is very resistant. Additionally, he can speak and thus is able to communicate with its summoner easily.

Restrictions
-Krieg can only be summoned once per battle
-Krieg can only stay on the field for 4 turns.
-Krieg can fly through the air for three turns through the use of chakra, on the fourth he must either be in water or he disappeared in a poof of smoke
-Omnidirectional Blast can only be used 2 times per battle after absorbing a lightning attack.
-All of his moves count towards the users move count

You go gurl.
 

System001

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Uses lightning, can absorb B rank and below lightning techniques, and in turn release an A ranked omnidirectional blast. Not all that unique compared to some of the other Rays, and earlier creation, needs an update.
 

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(Kuchiyose No Jutsu:Batoidea: Ophelia)- Summoning: Batoidea: Ophelia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of a small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful wind elemental chakra enhanced stingers which is equivalent in strength to an S ranked jutsu. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but is still quite deadly. Five pen sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region. Thanks to her size, Ophelia remains to be rather fast, capable of keeping up with a Sage Ranked ninja with minor difficulty. Despite her small stature she also remains to be rather strong, while she doesn't quite rival the strength of summons such as Enma, she does exhibit a physical prowess that overshadows that of the average ninja.

Note:
- Ophelia can only be summoned once per battle and stays on the field for four turns.
- Growing elemental enhanced Stingers counts as a move and can only be done three times.
- Ophelia is capable of both swimming and flying through the air.
- Ophelia's Electroreception spans out to Long range through water or air.

Duduplox.
 

System001

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(Kuchiyose No Jutsu:Batoidea: Ophelia)- Summoning: Batoidea: Ophelia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of a small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful wind elemental chakra enhanced stingers which is equivalent in strength to an S ranked jutsu. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but is still quite deadly. Five pen sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region. Thanks to her size, Ophelia remains to be rather fast, capable of keeping up with a Sage Ranked ninja with minor difficulty. Despite her small stature she also remains to be rather strong, while she doesn't quite rival the strength of summons such as Enma, she does exhibit a physical prowess that overshadows that of the average ninja.

Note:
- Ophelia can only be summoned once per battle and stays on the field for four turns.
- Growing elemental enhanced Stingers counts as a move and can only be done three times.
- Ophelia is capable of both swimming and flying through the air.
- Ophelia's Electroreception spans out to Long range through water or air.

Duduplox.
Omgewsh, Ophelia is sew cewl. Whoever thought of this is awesom- oh wait. :rolleyes:

Ophelia's main offensive ability would be her growth of stingers. Which doesn't count as a move and thus is exceptionally free form friendly. The varying shapes and size of the Stingers allows Ophelia to be used in various ways. Not to mention that the stingers are poisoned, which is an added, potentially deadly punch. Then her capability to grow Wind enhanced stingers effectively creates some sort of summon specific defense against offensive techniques. It prevents her from being targeted by techniques such as Nagashi, which can be exceptionally discouraging in close range fights. It would also allow her to plow through S rank and below Earth Wind and Water. However she would be susceptible to fire, a rather prominent disadvantage as a lot of fire techniques are pretty wide spread, thus making aversion very difficult.
Also her general physical prowess makes her a force to be reckoned with.
 

Baldy

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Omgewsh, Ophelia is sew cewl. Whoever thought of this is awesom- oh wait. :rolleyes:

Ophelia's main offensive ability would be her growth of stingers. Which doesn't count as a move and thus is exceptionally free form friendly. The varying shapes and size of the Stingers allows Ophelia to be used in various ways. Not to mention that the stingers are poisoned, which is an added, potentially deadly punch. Then her capability to grow Wind enhanced stingers effectively creates some sort of summon specific defense against offensive techniques. It prevents her from being targeted by techniques such as Nagashi, which can be exceptionally discouraging in close range fights. It would also allow her to plow through S rank and below Earth Wind and Water. However she would be susceptible to fire, a rather prominent disadvantage as a lot of fire techniques are pretty wide spread, thus making aversion very difficult.
Also her general physical prowess makes her a force to be reckoned with.
Slip Stream plox genius almighty Scaze.
 

System001

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Slip Stream plox genius almighty Scaze.
That's good. Honor me hae! Jk jk. Okay awesome baldode.

(Kuchiyose No Jutsu:Batoidea: Slip-Stream)- Summoning: Batoidea: Slip-Stream
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: n/a
Description: Slip-Stream, is a rather small Sting-ray in comparison to most of the other Rays and has the body shape and looks of a Spotted Eagle Stingray. Slip-Stream is roughly three meters long (Not including tail) and three and a half wide (Including wingspan), and is capable of carrying a single person on her back, possibly two if the need should arise. Slip-Stream has an extremely bubbly and energetic personality. Slip-Stream is incapable of using jutsu, but makes up for it through her prominent and useful move set. One of her techniques involves releasing her chakra as she flies, the chakra shapes into her form, effectively forming clones that are in-fact projectionary illusions created by the distortions caused by her chakra. Once activated, which counts as a move, the technique continues to remain active, mirages being created passively, leaving a trail of Slip-Streams behind her, which combined with her insane speed is often mistaken for Motion Blur by a opponent, fooling them into thinking that she’s moving faster than she actually is, while masking her exact position. The illusions often mistaken for after-images, begin to fade roughly 3 seconds after their creation and are similar to that of the basic E rank clone technique. Another of Slip-Stream’s abilities, is that she is capable of releasing a burst of wind from her body, utilizing the wind, and the updraft and force created so as to give herself a dramatic burst of speed, allowing her to amplify her speed by up to 50% for a few moments. Slip-Stream usually releases the burst of wind from either beneath her or behind her, but is capable of releasing it from all over her body if need be. Strangely, Slip-Stream prefers Air over water, and is the fastest flyer in kodai, it requires immense focus from a non doujutsu enemy to keep track of her movements while she moves in straight lines or circles, and even more focus to decipher which is a mirage and which isn’t. Slip-Stream is slower when moving in intricate motions but still remains faster than a Sage Rank Ninja with ease. Slip-Stream’s Last ability is a testament to her mastery over air and flight. As she flies, Slip-Stream is capable of utilizing her wind chakra to create a flow of wind around her, the flow of wind acts as a barrier for both defense and offense. The wind coating allows Slip-Stream to slice through opposing objects as she travels with immense ease, and is equivalent to S rank. While it also reduces Air-Resistance against her forcing the air to her sides, allowing her to move even faster than usual.

Note:
- Slip-Stream can stay on the field for 4 turns.
- Slip-Stream can only be summoned Once per Battle.
- Slip-Stream can only use her Wind Burst Technique Twice, and it counts as a move.
- Slip-Stream’s Wind Armour activation counts as a move and can only be used twice per battle

Analayze and explain la abilities. Fawk Le, that's for dicks.
 

Baldy

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Slip-stream is more of a mobile, agile kind of Ray, quite different from the others, such as the offense-oriented Kagutsuchi.
I personally see Slip-stream useful in aerial fights, or in fights where you're simply looking for the opportunity to move around your opponent who's on the ground. Slip-Stream is a hard target to hit, which makes it an ideal Ray to dodge moves. It's small, quick, and it's moveset complements it well.
The 3-second thing is, contrary to popular belief, rather long. Slip Stream can fly as it wants in that 3-seconds to create a trajectory hard to foresee. It's rather useful to get up in close-range, and possibly attack with that wind thingy.
Best thing is, each of her moves can be combined.
The mirages can be used to create a confusing trajectory, and a hard to catch target, whilst the draft of wind, apart from evasive capabilities, can enhance the speed of the Ray, which can be amplified in offensive capabilities by the coating.

I like it, I guess.
 

System001

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Slip-stream is more of a mobile, agile kind of Ray, quite different from the others, such as the offense-oriented Kagutsuchi.
I personally see Slip-stream useful in aerial fights, or in fights where you're simply looking for the opportunity to move around your opponent who's on the ground. Slip-Stream is a hard target to hit, which makes it an ideal Ray to dodge moves. It's small, quick, and it's moveset complements it well.
The 3-second thing is, contrary to popular belief, rather long. Slip Stream can fly as it wants in that 3-seconds to create a trajectory hard to foresee. It's rather useful to get up in close-range, and possibly attack with that wind thingy.
Best thing is, each of her moves can be combined.
The mirages can be used to create a confusing trajectory, and a hard to catch target, whilst the draft of wind, apart from evasive capabilities, can enhance the speed of the Ray, which can be amplified in offensive capabilities by the coating.

I like it, I guess.
Nice nice. Good job Bob!
 

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#2 (Futon: Itsuwari Uzu)- Wind Release: The Deceitful Vortex
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster.

Notes:
~ Can only be used 3x per battle
~ Works on techniques up to A rank.

There you have it. Just tell me why you want it and how you plan to use it in the most OP way possible C:

EDIT: Well, it's simple really. Just manipulate the air around any Fire, Water, Mud-based stuff, or Wind techniques, but not lightning, and spin it.
 
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*Spews a fireball, and then manipulates the air currents around it so as to cause the fireball to violently and fervently spin.*

Alright I haz tons of questions.
What's the maximum size that I can make this around? Could it be something gigantic, eg Great Fire Destruction, or Great Fire Majestic Anihilation?

Could it have an effect on the structure itself, such as compression? Eg if it could be used on say, a large unfocused torrent of water, would it make it more water spout like? Horizontally of course.

Could I use this on say, Tornadoes? So as to increase the power and speed at which they spin at? Also what would happen if I made the current spin in reverse to the tornadoes spin?

Lastly, can this be used on an object that's attached to a cohesive whole? Eg, could I use this on a Golems arm, so as to create protective wind currents around it? While the Golems arm itself probably wouldn't spin, would this have a protective effect?

Could I use this on myself? Say I wanted to do a Gatsuga, could I use this around my body so as to increase the power and strength of my spin.

So does this technique, directly make the target technique spin, or can it be used to simply create a spinning protective vortex around them? Can it do both?
 
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Baldy

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*Spews a fireball, and then manipulates the air currents around it so as to cause the fireball to violently and fervently spin.*

Alright I haz tons of questions.
What's the maximum size that I can make this around? Could it be something gigantic, eg Great Fire Destruction, or Great Fire Majestic Anihilation?

Could it have an effect on the structure itself, such as compression? Eg if it could be used on say, a large unfocused torrent of water, would it make it more water spout like? Horizontally of course.

Could I use this on say, Tornadoes? So as to increase the power and speed at which they spin at? Also what would happen if I made the current spin in reverse to the tornadoes spin?

Lastly, can this be used on an object that's attached to a cohesive whole? Eg, could I use this on a Golems arm, so as to create protective wind currents around it? While the Golems arm itself probably wouldn't spin, would this have a protective effect?

Could I use this on myself? Say I wanted to do a Gatsuga, could I use this around my body so as to increase the power and strength of my spin.

So does this technique, directly make the target technique spin, or can it be used to simply create a spinning protective vortex around them? Can it do both?
Well, as to your first question, you'd have to sacrifice the sheer size of the technique. I mean, a horizontal wall will be compressed into a more vertical shape so it can spiral towards the opponent, and not in some weird fashion. But I suppose, yes, though it'd be smaller. Personally, I'm more inclined to believe it'd only work on Great Fire Destruction, cause Great Fire Majestic Annihilation is just...horizontal z.z

To your second question, yes, it would compress anything it is used on, into a more, say, linear, vertical structure.

Yes, to your third question. It would work, and as for the reverse thing, I think it'd work the same way, just maybe more grinding than cutting.

Thing is, I think the way it'd work is that the wind would chip off some of the earth and become a vortex of rubble spinning around the golem's hand. It'd probably work as a protective armor I'm sure.

Yes, you can.

And, it does both. Though technically, the technique spinning is done by the air currents spinning, which gradually builds into a vortex.

u-u
 
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