*I stand in the middle of a forest clearing with a small stream wearing a tattered white robe with a Halberd and the Enma staff on my back. I wear a rusted helmet on my head. I press an FTG destination seal into the ground beneath my feet.*
[Minato Bio]
All out 2v2 fight. Standard rules, all CJ's and CE's allowed, etc. No substitutions.
Please limit spam to a minimum.
ANYONE CAN CHALLENGE US, SO STEP RIGHT UP!
[Minato Bio]
All out 2v2 fight. Standard rules, all CJ's and CE's allowed, etc. No substitutions.
Please limit spam to a minimum.
ANYONE CAN CHALLENGE US, SO STEP RIGHT UP!
(Fuuinjutsu: Hiraishin Yusou no Jutsu)- Flying Thunder God Conveyance Seal Technique
Rank: S
Range: Short-Long
Type: Supplementary
Chakra: 40-60
Damage: N/A
Description: The user confines the jutsu of Flying Thunder God to the form of an easily transportable paper seal that the user carries on their person. This jutsu allows the user to "prime" the seal, meaning that the seal will teleport whatever it next touches to the location of a Flying Thunder God "destination" seal. The seal that this technique primes can be attached to a special Flying Thunder God kunai and then thrown. Upon contact with an object, the kunai will then teleport that object to a destination seal of the user's choosing. These seals can also be used to teleport previously-used jutsu (ie., a rock formation created by an an earth jutsu). The seal does not - and cannot - activate when coming into contact with intangible elements such as fire or lightning. The seal can only activate when it comes into contact with something tangible that has chakra flowing through it - a person, a previously-used jutsu, etc. The only techniques that the seal can transport are those that create entities separate from already-existing entities. In other words, the seal cannot be used on a technique that rumbles the earth, although it could be used on an earth dragon. It cannot be used on a whirlpool jutsu created within a body of water, although it could be used on a sphere of water. Since this technique is simply a modification of a seal version of the Flying Thunder God technique, the number of its uses depends solely on the number of paper seals that the user has pre-prepared and on the user's chakra - there is no limit to the uses of the Flying Thunder God Technique. However, the larger the intended teleported object, the more chakra the user must put into "priming" the seal. The "primed" seals wear off after one turn; if the seal does not successfully come into an object within one turn of being primed, it must be primed again for further use.
NOTE: This technique appears to not be restricted much. This is true; the usages of this technique are not restricted, partially because of the unrestricted nature of Flying Thunder God and of the relative simplicity of the idea behind this technique. However, the complexity behind successfully using this technique balances out its lack of usage restriction; the user must first mark a destination, then the user must prime the pre-prepared seal, then the user must make sure that the seal somehow comes into contact with something, then the user must teleport that object to the destination, and then the user must take advantage of the object's teleportation in battle. While easier to use jutsus - say, a big dragon-shaped fireball that burns up everything in sight - have restrictions on the number of their uses, this jutsu, due to the complexity of using it correctly and due to the technique on which it's based, does not and should not have a restriction on the number of its uses.
NOTE: Regardless of that previous note, this technique can only be used to successfully transport 4 opponent jutsus, assuming the jutsus abide by the rules given in the description.
(Kuchyose: Bishamon no Tetsubou)- Summoning: Helmet of the War God
Rank: A
Type: Supplementary/Defense
Chakra: 30
Damage: 15 (if headbutted), +5 to taijutsu while on user's head.
Range: Short
Description: The user takes out a scroll, and uses it to summon a shining golden helmet with red horsehair on the top belonging to the God of War. This helmet can block all taijutsu aimed at the head, and grants the user an increase in adrenaline levels, upping their speed, strength, and reaction time.
(Amenonuhoko)- Heveanly Jewelled Spear
Rank: S
Type: Offense/Defense
Range: Short-Mid
Chakra: 40 to summon, 10 to use special abilities
Damage: 80 (+10 to Taijutsu)
Description: The Amenonuhoko is a large naginata (a Japanese spear) created by the primordial Shinto Gods. The Gods gave the naginata to Izanagi and Izanami to create the first land out of nothingness. The naginata itself has a long, razor-sharp blade that never dulls. Its shaft is made of unbreakable holy bamboo. Chakra of any type can be channelled through the blade and shaft of the weapon, and the shaft can be extended and retracted at will in battle, much like the Third Hokage's Enma Staff. The holy power exuded by the naginata gives a mild but noticeable increase to the user's speed strength. Additionally, the naginata is imbued with the Flying Thunder God seal, allowing the user, if he is capable of using Flying Thunder God, to teleport to any location on the naginata.
Note: Can only be summoned once per battle
Note: User must remain within 5 yards of the naginata at all times. If the naginata falls out of the user's possession, then the user will not be able to use its special abilities for the rest of the match.
Note: User cannot use water, wind, or lightning jutsus above S-rank while holding the naginata.
Rank: S
Range: Short-Long
Type: Supplementary
Chakra: 40-60
Damage: N/A
Description: The user confines the jutsu of Flying Thunder God to the form of an easily transportable paper seal that the user carries on their person. This jutsu allows the user to "prime" the seal, meaning that the seal will teleport whatever it next touches to the location of a Flying Thunder God "destination" seal. The seal that this technique primes can be attached to a special Flying Thunder God kunai and then thrown. Upon contact with an object, the kunai will then teleport that object to a destination seal of the user's choosing. These seals can also be used to teleport previously-used jutsu (ie., a rock formation created by an an earth jutsu). The seal does not - and cannot - activate when coming into contact with intangible elements such as fire or lightning. The seal can only activate when it comes into contact with something tangible that has chakra flowing through it - a person, a previously-used jutsu, etc. The only techniques that the seal can transport are those that create entities separate from already-existing entities. In other words, the seal cannot be used on a technique that rumbles the earth, although it could be used on an earth dragon. It cannot be used on a whirlpool jutsu created within a body of water, although it could be used on a sphere of water. Since this technique is simply a modification of a seal version of the Flying Thunder God technique, the number of its uses depends solely on the number of paper seals that the user has pre-prepared and on the user's chakra - there is no limit to the uses of the Flying Thunder God Technique. However, the larger the intended teleported object, the more chakra the user must put into "priming" the seal. The "primed" seals wear off after one turn; if the seal does not successfully come into an object within one turn of being primed, it must be primed again for further use.
NOTE: This technique appears to not be restricted much. This is true; the usages of this technique are not restricted, partially because of the unrestricted nature of Flying Thunder God and of the relative simplicity of the idea behind this technique. However, the complexity behind successfully using this technique balances out its lack of usage restriction; the user must first mark a destination, then the user must prime the pre-prepared seal, then the user must make sure that the seal somehow comes into contact with something, then the user must teleport that object to the destination, and then the user must take advantage of the object's teleportation in battle. While easier to use jutsus - say, a big dragon-shaped fireball that burns up everything in sight - have restrictions on the number of their uses, this jutsu, due to the complexity of using it correctly and due to the technique on which it's based, does not and should not have a restriction on the number of its uses.
NOTE: Regardless of that previous note, this technique can only be used to successfully transport 4 opponent jutsus, assuming the jutsus abide by the rules given in the description.
(Kuchyose: Bishamon no Tetsubou)- Summoning: Helmet of the War God
Rank: A
Type: Supplementary/Defense
Chakra: 30
Damage: 15 (if headbutted), +5 to taijutsu while on user's head.
Range: Short
Description: The user takes out a scroll, and uses it to summon a shining golden helmet with red horsehair on the top belonging to the God of War. This helmet can block all taijutsu aimed at the head, and grants the user an increase in adrenaline levels, upping their speed, strength, and reaction time.
(Amenonuhoko)- Heveanly Jewelled Spear
Rank: S
Type: Offense/Defense
Range: Short-Mid
Chakra: 40 to summon, 10 to use special abilities
Damage: 80 (+10 to Taijutsu)
Description: The Amenonuhoko is a large naginata (a Japanese spear) created by the primordial Shinto Gods. The Gods gave the naginata to Izanagi and Izanami to create the first land out of nothingness. The naginata itself has a long, razor-sharp blade that never dulls. Its shaft is made of unbreakable holy bamboo. Chakra of any type can be channelled through the blade and shaft of the weapon, and the shaft can be extended and retracted at will in battle, much like the Third Hokage's Enma Staff. The holy power exuded by the naginata gives a mild but noticeable increase to the user's speed strength. Additionally, the naginata is imbued with the Flying Thunder God seal, allowing the user, if he is capable of using Flying Thunder God, to teleport to any location on the naginata.
Note: Can only be summoned once per battle
Note: User must remain within 5 yards of the naginata at all times. If the naginata falls out of the user's possession, then the user will not be able to use its special abilities for the rest of the match.
Note: User cannot use water, wind, or lightning jutsus above S-rank while holding the naginata.
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