[Shop] Selling some Custom Jutsu

Panthalassa

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Hello! I'm selling some of my custom jutsu, here's a list:

Basic Ninjutsu

D Rank

( Ninjutsu: Mufun ) Ninja Arts: Anemophily
Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: The user will unfold a scroll, in a procedure similar to Earth Release: Mud Wolves, and summon a great mist of chakra. This technique can be seen as the precursor to the Hidden Mist, except the user unleashes a great concentration of raw chakra by supressing the nature conversion procedure. Naturally, this raw chakra mist is transparent, as it would require nature conversion to have any physicality, but will still distort some light when it is releasing into the battle, preventing it from being completely invisible, and it's glaringly visible to doujutsu and chakra sensors. This basic mist is dependant on the scroll, so while it will be maintained for as long as the scroll is unfolded, it will vanish as soon as the scroll is damaged. It has only 2 properties, the first is that it behaves similarly to the Water Release: Polination technique in function. The second is that the user can exert his chakra onto the mist to run it through the nature conversion procedure. Except when converted through Water Chakra, or Water-Only advanced Elements, it will lose it's first property and acquire the element's properties, including damage proportional to it's rank.

Note: The range and power of the mist is proportional to the chakra used. D ranks can only grow to a maximum of Short-Range, while it is required to be higher than B rank to be able to grow higher than Mid-Range.
Note: When converting into an Element, the mist will only last the turn it is converted, before dispersing, except when turned into Only-Water based elements, which will last 2 turns before dispersing.
Note: Can only be used twice with an S rank strength, 4 times with an A rank strength and requires 3 turns between usages. Requires 2 turns between B rank usages.


This technique allows you to summon a raw chakra mist from a scroll, and you can input the chakra you wish for any rank from D-S. When your opponent is inside this mist, you can target chakra draining techniques to against the mist that it will act like a vessel.
You can also pour elemental chakra into it, including CE chakra, to turn this into an elemental mist with proportional damage, losing the first property ( Except with Water and Water only elements )


B Rank

( Ninjutsu: Mie ) Ninja Arts: Mimesis
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: This technique is similar to the Bug Clone technique, combining it with the Transformation technique. When the user forms a clone, he sends a chakra signal for the bugs to aggregate and then applies the Transformation technique for the clone to actually appear human, in one fluid action. Mimesis behaves the same way, aggregating bugs, or other lose materials like sand or gravel, for example, and then applying chakra to transform them into any object or being, usually another animal or a bigger version of the insect. Since the user is in control of whatever materials he is using to create the construct, the transformations can have motion and tangibility, and interact with the world around, just like a Bug Clone, and physical harm will disperse through the Mimetic construct and allow it to reform around the intrusion, since it is composed of an aggregation of the material and not a continuous substance, which greatly differs from the traditional Clone and Transformation techniques.

Note: For the mimetic constructs to move, the user must be able to control the materials/bugs, otherwise they're immobile.
Note: Can be used to make bigger versions of the insect, for transportation.
Note: They can serve as movable sources of the material, for further manipulation.


You can form a clone of yourself by aggregating loose materials like earth, sand, gravel, bugs, etc. If you use elements that you can actually manipulate, like Aburame Insects for Aburame, Sand and other materials for Magnetism Users, or if your elements/advanced ninjutsu are composed of ash, gravel, particles, etc, this is a good technique to create quick clones that can lose physicality when hit, and reform afterwards, or can carry you in flight or across the terrain or be a moving source of your element.


( Ninjutsu: Henshoku ) Ninja Arts: Plasticity
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will, after forming 3 handseals, manipulate natural mist or mist created by the user or his summons to give it nature conversion properties. In essence, the user will impose his chakra onto the mechanics of ninjutsu, to reverse and re-convert a technique onto a different nature. For example, when used against a fireball that penetrates through the mist, it will reverse into raw chakra and then, if the user wishes, it will turn into a different element that the user knows. In essence, the user will strike his chakra onto the incoming ninjutsu converting the technique into a same rank basic ninjutsu and then into a same rank elemental ninjutsu of a different nature. This technique works against A rank elemental ninjutsu. It can be used against up to 4 A ranks, and can convert any number of lower ranked techniques. The user will imprint one mechanic into the mist, and for the whole turn it will convert any technique to that element. Each turn the mist is in play will cost 10 chakra, and the user can change the element ( This is stated at the end of the turn, so that it's effect will last the next turn ), though it will need to take the place of a jutsu per turn to change it.

The user can convert his own techniques, samewise, he can use the same restrictions to perform just the reversal part, turning every elemental ninjutsu into Basic Ninjutsu, instead of reconverting, or just the conversion part instead of reversing ( for Basic Ninjutsu techniques ). The user can also use the restriction of the previous rank depending on the nature of the vessel mist. A Water mist allows a primary specialist to obtain more conversions ( 2 additional A rank conversions ) , while a primary Ninjutsu specialist, or a user of just one Basic Elemental Nature can obtain the same benefits from a Raw Chakra Mist.
Remote techniques, where the conversion happens not within the body but outside the body, are particularily susceptible to this technique. If the targets are within the mist, their techniques will be converted near immediately because this technique will counter them in their genesis, where raw chakra is in the process of being converted and the user merely guides this to what he wishes instead. So a projectile that forms in the gut will be an Internal Conversion, while applying your chakra to create a pillar will be an External Conversion, and thus count, for the purpose of this technique, as one rank lower.

Note: Regardless of how many times this technique can function,which is up to 4 turns for an A rank and B rank and below unlimited, it is attached to a vessel mist. This will turn natural mist into Basic Ninjutsu Mist, S rank. Mist sources that come from techniques will have their proper ranks, regardless of being lower than S. This means that, even if Plasticity can affect 2 A ranks, without strenghtning the vessel, it will merely break after one conversion.
Note: This technique will function for a maximum of 4 turns within a mist. It will break once it spends all it's conversion power or the mist is dispersed, or at the user's will and can only be used 2 times.

When you're inside a mist, you can use this technique to make the mist convert any techniques you use or your opponent uses into an element of your choice. Allows you to use any of your jutsu as an element of your choice, including CE, that your opponent might have a harder time defending, or can turn opposing jutsu formed within the mist into elements that are more easily defendable (or raw chakra).

Water Ninjutsu

( Suiton: Fuka Irassharu ) Water Release: Hydrophobia
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Hydrophobia is a water technique that manipulates and takes advantage of the water molecule's inherent polarity and adhesion properties. The user will focus water chakra through the air of the battlefield creating a thin mist, visible only to doujutsu, where the water particles have a repelling polarity to current water. What this means is that, any water technique that the user creates within the mist will repel the thin particles of the mist. What was otherwise invisible mist now appears visible, bending the light in such a way that it augments the water technique that the user performed. In essence, as the mist is repelled, the water around the technique increases, and the volume appears to increase as well, though it is merely an optical illusion. Practical speaking, water techniques that the user performs within the mist will appear to have been boosted +20, or increased 1 rank, while it is not so. The mist will stay in place for 3 turns, before the user is required to recast the technique. Throughout that time any water jutsu by the user is affected.

Note: The mist only reacts to the user's chakra, or the user's summon's. The effects are merely illusionary, and this technique in no way increases the actual damage of the water jutsu. Only chakra or water sensors 1 rank above the user are capable of seeing through the minute differences between the mist and an actual boosting technique.
Note: Primary Water specialists can use this at 1/3 of the cost, spending just 5 chakra. If the user has no second Elemental Specialty, other than Water, then the apparent boost doubles, +40 or the same as 2 ranks.
Note: Useable twice
Note: Only one mist can be active at a time

Creates a mist where every water technique you use appears to be 1 rank higher than it actually is, making your opponent spend more chakra to counter it, though it is only illusionary.

( Suiton: Ka Irassharu ) Water Release: Hydrophilia
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Hydrophilia is a water technique that manipulates and takes advantage of the water molecule's inherent polarity and adhesion properties. The user will focus water chakra through the air of the battlefield creating a thin mist, visible only to doujutsu, where the water particles have an attracting polarity to current water. What this means is that, any water technique that the user creates within the mist will attract the thin particles of the mist. The motion of the mist will be bending the light in such a way that it decreases water technique that the user performed. In essence, as the mist is attracted, the water around the technique will be sort of camouflaged, through bending light, and the volume appears to decrease, though it is merely an optical illusion. Practical speaking, water techniques that the user performs within the mist will appear to have been deboosted -20, or decreased 1 rank, while it is not so. The mist will stay in place for 3 turns, before the user is required to recast the technique. Throughout that time any water jutsu by the user is affected.

Note: The mist only reacts to the user's chakra, or the user's summon's. The effects are merely illusionary, and this technique in no way decreases the actual damage of the water jutsu. Only chakra or water sensors 1 rank above the user are capable of seeing through the minute differences between the mist and an actual deboosting technique.
Note: Primary Water specialists can use this at 1/3 of the cost, spending just 5 chakra. If the user has no second Elemental Specialty, other than Water, then the apparent deboost doubles, -40 or the same as 2 ranks.
Note: Useable twice
Note: Only one mist can be active at a time
Same concept as above, but decreases the rank of your water techniques, making your opponent use lower ranked jutsu which will strike yours and be overpowered.

B Rank

( Suiton: Suikaatsu ) Water Release: Piezophile
Type: Offensive/Supplementary
Rank: B rank
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: A variant from the secret technique of Takigakure, with one handseal the user is able to spit out a burst of water that the user compresses incredible amounts, making it seems solid and sharp, almost crystalline in nature, splitting it apart into a torrent of water projectiles ranging from needles to throwing daggers. Alternatively, the user is able to utilize the existing water within range, slapping their hands together, making it burst outwards to propel someone in the air, before turning into a torrent of near-crystalline projectiles. While they're compressed, they can be wielded by everyone as normal ninja tools, though they can only be directly manipulated with chakra by the user.

Note: They will decompress and turn into puddles after 2 turns.
Note: The user can only re-utilize this technique in the turn after the previous projectiles decompress.

A very versatile water jutsu that creates crystalized water constructs.

( Suiton: Seichi ) Water Release: Bioturbation
Type: Defense/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user infuses his water chakra into any sediments available in the field, normally loose sand, gravel or dirt. The water will acquire syrupy like properties that will enable the user to pick the sediments up and thicken the water chakra, that will then form an enclosure around a target, or any other structure. Once the desired form is reached, the water will evaporate, as mist, dehydrating the structure to a point where the sediments will hold together into a solid, cement-like material. While it is empowered by water, the structure that is left behind will have the elemental properties of basic Ninjutsu. Panthalassa, dealing with insects, will normally perform this using leftover chitin as sediments, acquire a base through which to use his Pharaoh Scythes CFS if desired, otherwise remaining the exact same technique.

Note: This technique can be used through 1 handseal or by stomping or slapping the ground/sediments.
Note: Can only be used once every 3 turns.

Allows you to spread syrupy water across the ground and other materials, picking up sediments and creating constructs that can serve as prisons or walls or sources of those sediments. Cool if you have toxins, ash/gravel/sand elements or other loose materials that you want to move.

( Suiton: Uo Zorozoro ) Water Release: Shoaling
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20 ( +10 per reformed tuna)
Damage Points: N/A
Description: A trap technique similar to Earth Release: Mud Wolves, which the user will place somewhere and is activated upon contact with the opponent's chakra. The user uses a scroll to lay the trap which releases a sticky syrup that continuously bombards enemy target/s. The globules of syrup will take the form of small bullet tuna, which agglomerate into larger blobs in the shape of tuna. The syrup will act like a glue, preventing motion until the target is completely encased in a giant tuna, where they will drown. This differentiates this technique from his sister technique, as Shoaling won't damage the target directly. Similarly, though, the giant tunas can keep reforming if they take damage, which can keep the enemy occupied to allow the user to make a getaway. ( Only three giant tunas can be created ).

Note: Takes one turn to set the trap up and the tuna only last two turns.
Note: The tuna can't reform if they are hit by an attack that would otherwise overpower them.
Note: Can only be used 4 times per battle.

Allows you to unfurl a scroll that shoots syrup globules that can trap an opponent and prevent them form breathing and moving. They keep reforming.

( Suiton: Kafun ) Water Release: Polination
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.

Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.

Creates a mist that allows you to target chakra draining techniques to have the same effect as if you had touched your opponent with it, as long as your opponent is inside it.

( Suiton: Kuchiutsushi ) Water Release: Trophallaxis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn )
Damage Points: N/A
Description: The user is able to charge water chakra through the air or through an existing water source, turning it into mist. While the user is able to control the aggregation of the water particles, creating such a thin mist than is only visible to doujutsu and chakra or water sensors, or creating a thick and opaque mist similar to Hiding in the Mist technique. This technique possesses the chakra-draining special property of water, though it works differently than other techniques. The mist particles of Trophallaxis will cling to the opponent's body and chakra pathway, opening up the pores, like sauna vapour, which will mess up the opponent's chakra moulding process. When one moulds chakra, one converts spiritual and physical energy to make a chakra reservoir and then uses it, but poor chakra control can produce either too little chakra, making a technique weak, or too much chakra, creating waste. Trophallaxis creates a leak in the opponent's chakra that is unnoticeable to non-Chakra Sensors and Med-Nin ( who have unparalleled chakra control, like Sakura and Tsunade ). Every time someone moulds chakra for a technique within the mist, they will produce the technique as expected, without any sort of hindrance or counter-effect, but will spend 50% more chakra than necessary, which will be stolen by the mist and converted to the user's domain, making the particles lighter with the newly gained energy and thus rising it to the top of the mist. If capable, the user can send his insects to the top of the mist to retrieve the chakra directly onto the user, to absorb it.

Note: Only stays in the field for 4 turns.
Note: Requires the user to be an Aburame in order to use insects.
Note: Can only use Water Techniques and Non-Elemental Techniques while this is active.
Note: The user is unaffected by the mist.
Note: Can only be used 3 times.
Note: Requires 3 turns in between usages.
Note: Forbidden techniques used within the mist will break the Trophallaxis.

Creates a mist that forces your opponent to use 50% more chakra than he would when performing techniques. The excess chakra will be stored in the mist and can be drained with appropriate chakra draining techniques, not necessarily Aburame.
( Suiton: Surunai ) Water Release: Thanatosis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Thanatosis is an entrapment technique that surrounds an opponent in a vessel of condensed water, in a almost crystalline structure, filled with a dense syrup based mist. This mist will create a sort of stasis that will prevent those entrapped from moving, and will slowly drown them over 3 turns, where they will lose consciousness at the second turn. The user is capable of either condensing the water in the air around an opponent, by performing two handseals, or utilizing an existing water source, be it liquid or in mist form, by performing one handseal. The user is capable of creating a crystalline dome/ball to target any target within mid-range, the maximum size being a sphere with a diameter that comprises the distance between arm's reach of the user and the edge of mid-range, though the user is capable of making it smaller.

Note: Can only be used 4 times per battle.
Note: Water Specialist can perform this technique with one less handseal than stated.

Creates a very versatile crystallised dome that traps your opponent, with syrup inside.
( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

Full body burst of water, perfect for fast counters or breaking spiritual techniques. The mist will permit you to become invisible by shifting the light around you. It is also a source of water.
 
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