Seven's Customs Revamped [Checked]

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The Seven-Scaled boy

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Ninjutsu

1.(Ninpou: Eda KageBunshin )-Ninja art: Limb Shadow Clones
Type:Supplementary
Rank:C
Range: Oneself
Chakra Cost: 15
Damage Points:N/A
Description: The user uses shards of their chakra to create limb duplicates which acts the same way than a normal kagebunshin yet it is linked to the user's body. Technically speaking the user grows more limbs to be used, but they are destroyed on impact.
Notes: Can be done up to 5 times per battle, each time growing up to 3 pairs of the desired limbs. Only on type of limb (examples: a whole arm; wrist and fist; extra legs).

2.(Akimichi Keibatsu ninjutsu: kukkingu aida)-Akimichi Clan Ninjutsu: Cooking space
Type:Supplementary/Offensive/Defensive
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:N/A (varies, depending on how may you hit your opponent)
Description: The user, just like while performing the spiked variant of the human bullet tank, will extend and harden every single strand of their hair via chakra. But rather than turning them into stabbing spines of destruction, the user keeps them flexible and not sharp. Each of the strands (0.1 micron) can support a weight of 250 kg and can not get cut (like true metal strings). The user can manipulate those strands into various forms and ways. For example warping them around their opponent locking them in a immobile state; making a net in front of you which can then absorb and return logical momentum (S-rank earthen techniques that are related to solid variants of doton can be returned with the same momentum to the opponent. Gates taijutsu simple goes through this, due to the raw strength and well, fiery punches); transportation (using the strands to "float" mid-air or carrying very heavy objects) ; creating blunt hitting shapes like fists or even cubes although it reduce their range to Mid-range.
Notes: Can only be activated once per battle and it lasts 5 turns unless deactivated.
Notes: No elemental ninjutsu can be used while this technique is active.
Notes: It does not allow the user to perform forbidden ranked techniques of any type while this mode is active, and also in the same turn of it's activation and de-activation.
Notes: The strands are thin, yet visible specially if they are turned into shapes but cause little to no disturbance while moving. Any way to sense chakra will allow to know the location of the hair. Also, when it is used to form shapes the hair is clearly visible.
Notes: Think of the hair as a extremely light metal. Fire will burn it, wind will not cut through it, water can be stopped yet not returned and lightning can cut through it.
 
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The Seven-Scaled boy

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Re: Seven's Customs Revamped

Water

3.(Mizu Kamikiri tsutsu)-Rising water current gun
Rank: B
Range: Short-Mid
Chakra cost: 20
Damage: 40
Description: Instead of focusing the water chakra into the leg, as the common mizu kamikiri, the user concentrates as much water chakra he can onto his middle and index finger. Then, the user mimics a gun with the hand, releasing the compressed water chakra in a cutting stream of water which easily slices through rocks.
Notes: The user may use do as many streams of water as many hands the user has, but it increases the chakra cost, 20 per each stream.
Note: Maximum of three times per battle
Note: Cannot cut through A rank and above Earth
Notes: May only be taught be The Seven-Scaled boy.

4.(Suiton: Kyojin betabeta arikui ) Water style: Great sticky Anteater
Type: Defensive/Offensive
Rank: S
Range: Short-Long (short-mid if sent crashing)
Chakra Cost: 40
Damage: 0 (40 if it stabs you with it's tounge/80 if it crashes on you)
Describtion: The user will concentrate his suiton chakra into his mouth and mold it in a quick row of handseals. Upon doing the row of handseals, the user will spit great quantities of sticky liquid (much like the syrup capturing technique, only that in a much larger volume) and apply shape manipulation in order for it to take the shape of an anteater. By manipulating his own suiton chakra, the user will be able to freely manipulate the animal, extending it's long and sticky toung in seemingly any angle and direction (being it a manifestation of the user's chakra not an actual animal/monster it does not need to follow any rules related to anatomy). In a single, extra handseal, the user may send this huge anteater crashing onto the oppoenent(s).
Note: May only be used twice per battle.
Notes: Any bugs, including kikkiachu will that are caught in it's tounge are unable to escape.
Note: No suiton techs the same turn.
 

The Seven-Scaled boy

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Re: Seven's Customs Revamped

Wind

5.(Futon: Ou-Kama way) - Wind style: Great sickle way
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage: Varying (max 60)
Description: The user will, in a single handseal, release amounts of molded futon chakra into the sourroudings of it's opponent. Applying shape manipulation, he'll create numerours blades/sickles/slashing weapons, all with the sheer sharpness of the wind style, poiting towards the opponent. Unfortunately for him, the blades are constantly rotating around him, invisble to the naked eye or unexpirienced sensing, until they are released at great speeds towards them.
Notes: No other wind jutsus for the same turn.
Notes: May only be used thrice per battle.
Notes: The opponent, when the blades are created, feels a slight wind current.
Note: Doujutsu users can clearly see the technique

6.(Futon: Kaze genkou renga )-Wind Release: Wind current Bricks
Type:Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points:N/A (can do blunt damage, depending on its use. Up to 40)
Description: The user will release his futon chakra, after molding it with a very short row of handseals, into the neighboring air. Applying shape manipulation, the user will create wind currents which then he boxes in a square coat of wind chakra. Resulting in invisible bricks of the size the user decides which can be freely manipulated to create obstacles or even crush opponents. If the opponents is able to see or sense chakra they can see them easily. In case of extreme concentration when looking at the space in which the brick is, the user might see the currents contained in the brick. The user may even use it as stepping for his feet.
 

The Seven-Scaled boy

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Re: Seven's Customs Revamped

Elemental Combos

7.(Suiton/Futon:Heizen Doragon Tama no Jutsu) - Water/Wind Style: Cool Dragon Bullet Jutsu
Rank: A
Type: Offense/Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: The user fires several large dragon-shaped water bullets at their opponent. By infusing them with wind chakra while firing them, the user manages to cool the water to near freezing tempreatures. It is able to alter localized weather conditions to the point of dissipating clouds when shot into the air. If the foe touches the water, he/she'll suffer near freezing.
Notes:May only clear the skies four times per battle.
Notes:The opponent will not get freezed but they'll become very slow.
Notes:It's mostly a suiton jutsu, it doesn't require wind training above C ranks.
Notes:No wind A-rank or higher next turn.


8.(Katon/Doton: Shinshokurinne) - Fire/Earth style: Cycle of eriosion
Type: Supplementary/Defensive
Rank: B or A
Range: Short-long
Chakra Cost: 20 or 30
Damage: N/A
Description: The user will use his katon chakra to stripe off the humidity of any object in contact with him while also fusing it partially with his doton chakra in order to give it a medium and break down any earthen based-tehcnique or mud-related back to earth granules and ultimately sand. The result of the B-ranked technique is to make anything in contact with the user dry and crumble from him and water sources of any kind will be absorbed. While the usage of the A-ranked version is more large scaled being able to use it to dry the whole battlefiel killing all kind of flora (trees, mushrooms, grass, plants) leaving behind a dry (meaning it can dry large water sources) wasteland. It will not work on humans yet on animals and bugs it can be lethal.
Notes: May only be used four times per battle if all B-rank usages. The A-rank usage counts as two of B-rank.
Notes: Must wait at least a turn to use it again.
 

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Re: Seven's Customs Revamped

Summoning contract ~Caterpillars~


Summoning Animal: Caterpillars
Scroll Owner: The Seven-Scaled boy
Other Users who have signed contract: Konoha's Yellow Flash ; Perry
Summoning Boss if existing: Monarch
Other Summoning Animals tied to contract: Tararuna, Caterco, Caterlo, Cracktoka, Back of the great caterpillar, Myriad, Absolem, Ultimate defence of the tropics, Giant caterpillars, Great cacoon of infinity, Caterra

Species Information:

Origin: Caterpillars live in tribe located in the dense, vivid jungle called in the "matomato archipielago".

General Description: Caterpillars usually bulky, strong and, yet to the opponent's surprise fast and nimble. This is due to the almost endless foliage of the matomato archipielago, that vast amount of food keep the Caterpillars healthy and in enormous sizes not to mention with overflowing energy.

Summon General Abilities: All of the caterpillars are able to spit silk, although some of them, in order to fully master their elemental affinity left it aside. Their general bulkiness and attitude allow some of them to take hits that a normal summoning would not be able to take (this is specified in specific summonings) and they have the ability to munch wood-style jutsus and use them as a source of further energy. They display quite some mastery of silk spitting, being able to spit bullets, nets, strings and even further shapes. Silk, in terms of the elemental pentagon, is capable of insulating lightning (even cutting lightning attacks prove useless since the only thing that augments their sharpness is left out) and absorb water and in turn get heavier, denser and more resistant. But cutting wind attacks and fire attacks easily overpower it (wind shreds it to nothingness, fire uses it as a fuel); the latter is subject to whether the silk has abosrbed water or not.

Summoning: The person who signs this contract is able to summon caterpillars from MatoMato, and can also be summoned by them. Inerrupted, or summoning with disrupted chakra will bring forth Normal (real life sized) caterpillars, the canon summoning jutsu (or applying blood to a summoning tatoo and using the same quanitity of chakra) will bring forth caterpillars the size of shippuden gamakichi/gamatatsu and the summoning with specific and varying amounts of chakra will bring forth specific memebers of the tribe.

Link:

[Included in the contract when given to me by Bahamut before my update] (Kuchiyose: Monarch) Summoning Jutsu: Monarch
Type: Summoning
Rank: S
Range: N/A
Chakra Cost: 45
Damage Points: N/A
Description: Monarch is the Caterpillar Boss and is the size of Katsuyu. He resembles the typical Monarch Caterpillar which has alternating black, yellow and white stripes along its body. Due to its size and endless hunger it is able to eat through wood techniques up to rank A. It is also able to shoot silk from its mouth which can be used for both offensive and defensive purposes. The silk is strong against water and lightning techniques but is weak against fire and wind techniques.
~ Must have a signed contract with Caterpillars
~ Can only be summoned once per battle.
~ Lasts for four turns once summoned, or after taking damage from 2 S-ranked attack.

9.(Kuchiyose: Taturana Kemushi) - Summoning technique: Taturana Caterpillar
Rank: A
Type: Supplementary
Range: Short
Chakra:30
Damage:0(60 for poison barb storm)
Description: The user will smear blood in his summoning tatoo and summon a Taturana caterpillar the size of gamakichi. This caterpillar has dozens of poisonus spikes all around her, which, by just brushing them, release the poison. This poison is dangerous causing:

-Severe pain(slowing opponent down)
-Bruising(the turn after being stung)
Plus, as most creatures bound to the contract, it has an endless hunger and will eat through B-rank mokuton and shoots silk which can be used for defense and offense.

Notes: Will last for up to 3 turns after summoning it.
Notes: The poison can still affec signers of the contract
Notes: Can endure 1 A-rank attack.
Notes: May only be summonned 2 times per battle.
Notes: Twice per battle it may shoot those spikes like barbs onto the opponent in short range, but there must be a 1(one) turn space between each storm.
Notes: Must have signed Summoning contract owned by: The Seven-Scaled boy

10.(Kuchiyose: sansaku toride no Caterco)-Summoning: Caterco, The walking fortress
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage: 0
Description: The user will smear blood in his summoning tatoo in order to summon Caterco a caterpillar the size of katusyu. His body is covered in a thick, heavy, dark metal spherical plated armour which will seemingly protect him from any harm. Added this, it has a pair of atennae on his head in order to sense incoming attacks so that he can curl up or prepare to endure.
Notes: Lasts up to 3 turns and can only be summonned once per battle
Notes: It may endure up to 2 S Ranked attacks
Notes: it's thick metal armour proved such an excellent defense againt water and physical attacks, that only A-rank and above affect him.
Notes: He may use up to B-rank doton techniques which count as one move in the three moves of the user per turn.
Notes: When the creature is on the battlefield, the user may not use Forbidden-rank techniques


11.(Kuchiyose: Caterlo mizu no Kemushi) - Summoning technique: Caterlo, the water Caterpillar
Rank: S
Type: Supplementary
Range: Short
Chakra:40
Damage:0
Description: The user will smear blood on his summoinng tatoo and bring Caterlo, a bright blue caterpillar with yellow stripes going along his body, about 6 feet in length. His expirience in hot, wet climates made him adapt in order to utilize water chakra in order to survive. In order to survive, it managed to sense his predators with antena in his head instead of eyes, however this does not mean he can sense them like a chakra sensor etc., his vision is also obstructed due to rain, mist, hiding etc.
Notes: Lasts for 2 turns after summonned, may only be summonned once per battle.
Notes: May use water attacks up to A-rank, counting towards the move count.
Notes: It may shoot water bullets, with the strength of B-rank, doesnt' count towards move count, but it may only be done thrice per battle.
Notes: Unlike all caterpillars, he lost the ability of shooting silk by adapting to utilize water. He has the characteristic hunger for wood jutsus up to A-rank.
Notes: Caterlo cannot be summoned when another caterpillar is on the field, and neither can another be summoned while he is on the field.

12.(Kuchiyose: Cracktoka, hi no Kemushi) Summoning: Cractoka, the fire caterpillar
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description : Pimento is a bright red caterpillar with yellow dots all around it's body, which is the size of gamakichi. Growing in a polar area, it had to learn the fire arts in order to keep it's body temperature in living standards.
Notes: May only be summonned once per battle lasting 3 turns.
Notes: May, thrice per battle only, throw multiple fireballs(no more than 5, small fireballs) at the opponnent not counting towards movecount.
Notes: May use fire up to A-rank, counting towards the move-count.
Notes: Cannot be summoned in any other caterpillar is on the field, and neither can any other caterpillar be summoned if this is on the field
Notes: must have signed the summoning contract owned by The Seven-Scaled boy.

13.(Kuchiyose: Kemushi senman )-Summoning: Caterpillar Myriad
Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: The user will make this time all the handseals for summoning jutsu, smear blod on his summoning tatoo and draw his hands together. As both palms touch each other the summoning formula will appear on the ground around the user, and a wave made out of caterpillars will poof into battle crash onto the floor setting free thousands of caterpillars. The caterpillars can't poison nor eat mokuton jutsus or shoot affecting quantities of silk; the simply appear in a wave in fornt of the user.
Notes: They may occupy a large area around the opponent for 3 turns.
Notes: May only be used by Signers of the contract owned by The Seven-Scaled boy.
Notes: May only be done twice per battle.
Notes: No summoning jutsus for 2 turns.
Notes: The wave of caterpillars my block and incoming attack of it's same rank and below.

14.(Kuchiyose:Kyousei kemushi seijin, Absolem )-Summoning: Great caterpillar sage, Absolem
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: The user will smear blood on it's summonning tatoo and summon one of the oldest and wisest caterpillars, Absolem who is deep blue and the size of gamakichi. Too bad his addiction to hooka affected his capacity to move and to munch mokuton jutsus away. It has the capacity to exhale a huge amount of blue smoke(ideal for escaping or hiding situations) which causes numbness(inablity to feel pain, as soon as the smokescreen is formed) and ,if inhaled enough(breathes it for a turn), a genjutsu of A-rank qualities in which the opponent loses all intresest in fight and just wants to chill out.
Notes: May only be summoenned once per battle lasting 3 turns.
Notes: It may still shoot silk as most of the creatures bounded to the contract.
Notes:Only people who signed the contract of caterpillars owned by The Seven-Scaled boy, may use it.
Notes: The blue mist which Absolem exhales may only be shot 2 times per battle, covering up to long range if desired.
Notes: Signers of the contract are unaffected by the blue smoke barrage.
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15.(Kuchyose: Chuuko Kemushi Baa, Caterra )- Summoning: Old caterpillar grandma, Caterra
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/A
Description: The user will smear blood on his summoning tatoo and bring forth Caterra one fo the oldest and wisest caterpillar of the tribe, who is the size of gamakichi. Second only to absolem, Caterpa has a wide knwoledge of the caterpillar arts and is very jolly and active, in contrast to absolem's sedentary attitude. She has 2 pairs of antenna, one on her head and the other on her back. A special trait of these is that, at the very tip, they are polarized. So, electrical energy travels through through them most of the time in the shape of a line that link all of them. They serve as a source of defense and offense for Caterra. She's veyr skilled with raiton being able to use techniques up to the user's rank.
Notes: May only be summonned once per battle.
Notes: May last up to 4 turns or recieving 70 damage points.
Notes: When she uses raiton jutsus, the user may supply the handseals. But they ALWAYS count towards the movecount.
Notes: She may not be summonned if there any other element using caterpillar on the field.
Notes: She has they typical hunger of the caterpilars, munching up to A-rank mokuton. Also, she may shoot silk offensively and defensively.
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[/spoiler]

16.(Kuchiyose waza: Ushiro no Ko Kemushi) Summoning art: Back of the great caterpillar
Type: Supplementary/Defensive/Offensive
Rank: Forbidden
Range: Short-long
Chakra Cost: 50 (90 for up to mid range, 120 for long range)
Damage: N/A (+15 every turn to the opponent while they are inside the "forest")
Description:The user will smear blood on his summoning tatoo and slam both of his hands onto the ground. By doing that, he'll summon the back of a great caterpillar with poisonus spikes all around it, forming what it would be similar like a red forest, full of red poisonus barbs in shape of "bushes"(small groups of barbs) and "trees"(it's to say bigger barbs) scattered around; the ground, however, is free of poisonus barbs.
The poison effects are not lethal, but very painful causing a tingling(better said burning) sensation once the opponent is stung. This burning sensation means the opponent needs to focus harder on the target in order to do jutsu(meaning like stop running in order to do jutsu) and will slow them down. Also their reflexes and shurikenjutsu abilities are hindered by the poison. Cutting the bars will produce an odorless version of the poison be sent into the air.
Notes: May only be done once per battle.
Notes: It may last up to 4 turns.
Notes: No Forbidden-rank for the entire battle.
Notes: No summoning for the same and next 3 turns(no matter if you do it at the begining or at the end of your turn).
Notes: The user may use 30 chakra to help the back of the caterpillar regrow it's barbs( adding one more turn to the previous restriction) but not to make it last longer. Only two jutsu that turn.
Notes: Only people who signed the contract and were taught this jutsu, by The Seven-Scaled boy are able to use it.
Notes: Signer's of the caterpillar contract are somewhat immune to this poison. If they touch it, they can run and do jutsu, but not speeds of 1st Gate and above.
Notes: Once this jutsu has ended, the user may not poison the opponent for the next 2 turns.
Notes: The barbs easily slice through skin, but not too deep as the inject the poison.They would be comparable to iron claws.
Notes: May poison up to 5 people if they are caught within it.


17.(Kemushi waza: Hari no Senseitivo) Caterpillar arts: Sensitive Hairs
Type: Supplementary
Rank: C
Range: Short-long
Chakra Cost: 15
Damage: 0
Description: By infusing chakra into their nerves beneath the skin and nearby the hair all around the body, the user will gain an extra sensible sense of touch. Being able to sense changes in air currents, vibrations on the earth and differences in temperature.
Notes: last up to 5 turns, can be used 2 times per battleand must wait 3 turns before hairs can be infused again..
Notes: must have signed Caterpillar contract.



18.(Kemushi waza: Mayu no yoroi)-Caterpillar arts: Cocoon armour
Type: Supplementary
Rank: S
Range: Oneself
Chakra Cost: 40
Damage: 0 (+15 to user's taijutsu)
Description: The user will release silk threads through every pore of his body thus weaving a white armour of hardened caterpillar silk all around his body. Being the silk light yet hard, this technique is ideally used in conjuction with taijutsu. The silk has the ability to protect the user from Raiton and suiton attacks. Also, the user will be more resistant to taijutsuup to A rank but will not stop taijutsu used in the eight gates, unless infused with katon or doton chakra. But will leave the user extremely susceptible to fire.
Notes: May only be used 2 times per battle lasting up to 3 turns each.
Note: Armour is not capable of resisting eight gate taijutsu
Notes: Attacks that are based on the release of a substance from the skin, much like aggravated rock technique, will not be usable during the duration of this jutsu.
 

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Re: Seven's Customs Revamped

Taijutsu

19.(Taijutsu no Akimichi keibatsu: pairu-doraiba ) - Akimichi clan taijutsu: Pile-driver
Rank: S
Type: offensive
Range: Short-Mid
Chakra: N/A
Damage: 80 (-5 to user)
Description: The user, with his arms expanded, will use them to propel above very high and in the direction of the opponent. Once high enough, taking not too much due to akimichi strength, the user will open his legs wide and point his clenched fists onto the opponent. While concentrating doton chakra onto his arms, the user will begin to spin and, due to his increased weight, drop at greats speed against the foe. The attacks ends on the earth beneath the user being crushed into a wide and deep crater (as big as short range).
Notes: May only be used twice per battle.
Notes: Must have both arms expanded by the partial expansion jutsu.

20.(Taijutsu no Akimichi keibatsu: Tru Jinrai ) - Akimichi clan taijutsu: True thunderclap
Rank: S
Type: offensive
Range: Short-Mid
Chakra: 40
Damage: 80 (-15 to user)
Description: The user, with both of his hands expanded, will quickly gather raiton chakra into them creating a small cloak of lightning energy within them. With the akimichi strength, the user claps strongly disrupting the raiton chakra flow of his palms, making an electrical wave of electricity race through to the opponent while covering a wide range.
Notes: Although it is akimichi taijutsu, this jutsu is labeled as ninjutsu.
Notes: Must have both hands expanded by the partial expansion jutsu or have the whole body expanded with chou baika no jutsu.
Notes: Must be from the akimichi clan.
Notes: Can only be done twice per battle.

21.(Taijutsu no Akimichi keibatsu: Kiyo Ēsu ) - Akimichi clan taijutsu: Service Ace!
Rank: S
Type: offensive
Range: Short-mid (due to the size of the user)
Chakra: N/A
Damage: 80(-20 if the opponent does not hit the ground)
Description: The user, while under the influence of the super expansion jutsu, will quickly kick the opponent upwards and smash his palm onto him in a tennis racket style. This resulting that the opponent is sent crashing diagonally down towards the ground.
Notes: Must be from the akimichi clan to use.
Notes: the interval between the kick and the palm strike is very short, due to the user's increased strength.

Kenjutsu

22.Sword technique: great splitting of the flounder - (Kenjutsu: Hirame no gure-to heki)
Rank: A
Type:Supplementary
Range:Short
Chakra: 30
Damage: 0
Description: Chojuro will infuse his chakra into his released hiramekarei, and will grab it one hand in each handle. Then, he'll pul his hands away while keeping his grip tight on the handles. The result of this it to split hiramekarei's blunt and sharp side. Ending this up in chojuro having his blunt hiramekarei in on of his hands and his sharp hiramekarei in the other.
Notes: The splitting may only be done once per battle.
Notes: This separation will last up to 4 turns.
Notes: The user may reunite the hiramekareis at any desired time.
Notes: The released form of hiramekarei may not be used for the next 2 turns.
 
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Re: Seven's Customs Revamped

Customs Traded/Given

iemo:

(Suiton: Mizu Kabe ) - Water Style: Water Wall
Type: Defence
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.
(Only iEmo can use/teach this jutsu)

(Suiton: Mizu Souzoubutsu ) - Water Creatures
Type: Attack/Defence
Rank: B
Range: Mid-Long
Chakra Cost: 20 (Per 1 creature)
Damage Points: 40
Description: This jutsu requires no hand seals. The user focuses chakra into the water then raises their hands to create water creatures.
(Only iEmo can use/teach this jutsu)

(Fuuton: Kaze tengai ) - Wind Style: Wind Dome
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a dome filled with wind with their chakra.
When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.
(Only iEmo can use/teach this jutsu)

(Raiton: Shingai Nami ) - Lightning Release: Shock wave
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses chakra in a piece of string. When the chakra reaches the string, it should create a shock wave. When the user hits the opponent with it, their skin will set on fire and peel of slowly.

(Raiton: Sen Tomoshibi ) - Lightning Release: Beam of Light
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into his/her lungs or mouth.
Then they release their chakra from their mouth to create a large beam of lightning. When the chakra is released, everything in its way will be destroyed, but not humans.
(Only iEmo can use this jutsu, if not taught)

Kaziname:

(Suiton:Mizu Sheru)-Water Style: Water Shell
Rank: D
Type: Supplementary
Range: Short
Chakra cost: 10
Damage Points: 5
Description: Water that covers and encases the enemy in from head to toe.
*note- can be only thaught by Kaziname

(Suiton: Mizu Funshutsu )-Water Style: Water Eruption
Type: Supplementary
Rank: B
Range: short/mid/long
Chakra Cost:25
Damage Points: N/A
Description: After performing needed handseals, user molds his water chakra in his hands and after that he puts his hands on earth, causing huge water eruption from underground waters. After eruption, deep water covers whole area.
*note- can be only used once in a battle
*note- can be only taught by Kaziname

(Suiton: Misuto Fushoku)-Water Release: Mist Corrosion
Rank: A
Type: Defense
Range: Short/Mid/Long
Chakra Cost: 30 [+10 for Mid range (+20 for Long range)]
Damage Points: N/A
Description: User does the correct handseals and then puts his palms on his lungs. After that user opens his mouth and blows out a stream of fine mist. The mist is extremely salty. Metal objects hit by the vapor will corrode and become enveloped by a thick coating of rust. Most metal weapons will get pits in their cutting edge and will cut poorly until resharpened. Thin items, such as senbon or ninja wire will disintegrate completely. Due to the extreme saltiness of the mist anyone blasted directly in the face will have a stinging sensation in their eyes, but no permanent damage. The mist is translucent and obscures vision slightly.
*note- can be only taught by Kaziname
*note- can be only used 3 times in battle

Permission given to me by TCS via vm

(doton : rokku doragon) : earth style : rocks dragon
Rank: b
Type: Attack/Defence
Range: short-long
Chakra Cost: 20
Damage Points: 40
Description: after preforming the needed hand seals , an dragon made from rocks is created form the ground ( it can be summoned form anywhere you want and from there its range will be in count ) and used to attack others with eating them and clashs the ground again , or ( and ) ; if it was created near you , it will protact you .



Given to me by bahamut:

Custom Weapon: Warhammer of Akimichi Pride-(Shuukan Buki: Sensoo-Kanazuchi o Akimichi Jiman)
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 45 (-10 per turn)
Damage: 90
Description: After using the Super Multi-Size technique the user opens a scroll and summons this massive hammer. Due to its size its only usable by Akimichi clan members who are using the super multi-sized technique. The hammer itself is massive and made of a metal that can conduct pure chakra. Because of this property the hammer is best used in conjunction with the three colored pills of the Akimichi clan due to the massive boost in chakra they receive. After using a pill the user then transfers the newly formed chakra to the hammer in order to create a devastating attack. Naturally the strength boost is dependent on the pill used. The strength increases from green to yellow to red in an exponential fashion. Once the user's super multi-sized technique is released the hammer is re-sealed into the scroll.
~ Can only be wielded my Akimichi clan members.
~ Must have used super multi-sized technique in order to use.
~ Lasts the duration of the multi-sized technique.
~ Can only be summoned and used for one strike twice per battle
~ No elemental ninjutsu during the turn this hammer is summoned
~ Due to its size the wielder must use 10 chakra per turn.

Hiddenshadowninja:

Genjutsu: (Hioki)- Hypnotic Illusion
Type- Supplementary
Rank- S
Range- Short-Long
Chakra cost- 40
Damage- N/A (+15 to all taijutsu attacks)
Description- This is a doujutsu genjutsu in which the user places himself under the illusion of being invincible by looking into a reflective surface when casting the genjutsu (can be water, glass, or even a sword). This illusion makes it so the user doesn�t feel any pain when attacked, he may still take the damage, but isn�t stopped or stunned by any attacks. It also increases the users strength drastically.
*Only HiddenShadowNinja�s bios can use/teach this jutsu
*Must have a reflective surface near
*This jutsu only lasts for 3 turns
*This jutsu can only be used 1 time per battle

Zero Kelvin:

Wind release: Force wave = Fuuton: Chikara-ha
Type: Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: This jutsu allows the user to defend against sound and frequencies, by bending the wind itself, the user can create an orb of bended wind, which will reject sound waves and frequencies. When strong and harmful sound or frequencies gets close to it, the wind will bounce outwards, like when you burst a balloon, and the wind will thereby carry the sound/frequencies away from the user, rendering them useless.
Notes:
• Can only be used three times per battle.
• Can only be used once every second turn.
• Only works on A-ranked techniques and below.
• Can only be taught by ZeroG.

Futon: Furaingu Fūjin no Jutsu (Wind Release: Flying Wind God Technique)
Rank: S
Type: Supplementary
Range: Short/Long
Chakra cost: 60 (10 every turn it’s active)
Damage points: N/A
Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.
Notes:
Can only be used twice.
Lasts for 5 turns.
Can only be taught by Leeroy G. Zero

Axle:

Atsui-Appu: Warm-up
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle
 

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Re: Seven's Customs Revamped

Summoning contract ~Swallows~

(Kuchyose:Kojirou gurando hitonomi ) Summoning Jutsu:Kojirou Grand Swallow
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage Points: 30(water bullets or wind from wings)
Description: The user will focus chakra on there blood seal and perform one handseal, summoning Kojirou in the sky. Kojirou his enormous with blue feathers so his wings are able to produce wind(B-rank), but his greatest ability is focused on water and rain jutsu being able to spit giant water bullets.
Note: Kojirou can only be summoned once per battle.
Note: Kojirou lasts 4 turns.
Note: Kojirou can take more then one person on his back.

(Kuchyose:kane airon hitonomi ) Summoning Jutsu:Kane the Iron Swallow
Rank: A
Type: attack/Supplementary
Range: Short-mid
Chakra cost: 30
Damage Points: 60
Description: The user will focus chakra on there blood seal and perform one handseal, summoning Kane in the sky. Kane has the size of a Eagle with grey feathers and so with less elemental power but he is able to shot his feathers like rain that are almost as hard as iron to cut and distract the enemy.
Note: Can only be summoned 2 times per battle.
Note: Kane lasts 4 turns.
Note: iron featherstorm can on be used 2 times.

Kuchiyose: Rai no Hitonomi Kertou(Summoning: Kertou the lightning swallow)
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Kertou is a medium sized, shocking yellow swallow. He has teh abbility to manipulate lightning chakra by combining both of his wings. Each of his wings has opposite polarities thats why he manages to electricaly charge his chakra. He may use up to A-rank lightning techniques.
Note: Must have signed the Swallow contract held by Konoha�s Yellow Flash
Note: Lasts up to 3 turns.
Note: Kertou is very weak to water attacks because when he is drenched in water,the polarity in his wings will shock him.
Note: can only be summoned twice.
Note: can take no one on its back cause it will shock them

Kuchiyose:Nenshou Arashi no Hitonomi Kintaro (Summoning: Kintaro the swallow of the burning storm)
Type: Supplementary
Rank:A
Range: Short
Chakra Cost: 40
Damage Points:40
Description: Kintaro is the brother of Kane, who taught him the feather storm. By combining it with his affinity for fire, he managed to create a storm of feathers wich he ignites by clicking his beak( just like Asuma ignites his ash cloud).He is also able to use fire techniques up to B-rank.
Note: Must have signed the Swallow contract held by Konoha�s Yellow Flash
Note: Lasts up to 2 turns.
Note: the burning featherstorm may only be used twice.
Note: can only be summoned twice.

Kuchiyose: Sakka Hitonomi no Kasumi (Summoning:Kasumi the artist swallow)
Type: Supplementary
Rank:A
Range: Short
Chakra Cost: 40
Damage Points:40
Description: Kasumi is a canvass white swallow who has a great passion for art.So much that he made his ultimate painting all around his back.This shocking drawing causes an A-rank paralizing genjutsu wich will not affect the signers of the contract.It�s to say that he will have to show his back to the opponent in order for him to cast the genjutsu.
Note: Must have signed the Swallow contract held by Konoha�s Yellow Flash
Note: Lasts up to 2 turns.
Note: the genjutsu can only be used once and once it has been cast the Summon will be dismissed.

(Kuchyose:kane airon mamori) Summoning Jutsu: Kane�s iron defense
Type: Defense
Rank: A
Range: Short
Chakra Cost:30
Damage: N/A
Description: The user will quicly perform the handseal required to summon Kane the iron Swallow but instead of summoning kane in his full form, the user will only summon kane�s iron wings from the user�s back as the form of a cape. This wings will serve as a protective barrier for the user which will use to cover his front.This iron wings can only be used as a defensive system since they are too heavy to fly with.
Note: Must have signed contract with the Swallows.
Note: the iron defense is able to resist taijutsu attacks up to b rank ( only those that are directed towards the front of the user) and fire(B-rank or lower) since the iron defense
isn�t strong enough to endure more power and water attacks(B-rank or lower) which will be diverted to the sides.
Note: can only be used twice and it may endure up to two attacks before it dissipates
Note: the user is able to see from openings between the feathers and small enough things can enter through these holes.
Note: User cannot move with even the slightest speed and has to walk.
 

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Re: Seven's Customs Revamped

Petroleum:

Link to approval:

1.(Sekiyu no jutsu) - Petroleum technique
Type: Defense/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will be able to freely manipulate existing petroleum via the use of this jutsu or create blasts/waves/shapes/weapons or a huge reservoir of petreoleum beneath the battlefield, which, via another use of of this same jutsu can be manipulated. Also the user can use this technique to create a mist of petroleum patricles (or it's variants) up to Mid-range.
Notes: It can be used with it's variants.
Notes: Can be used three times per battle.

2.(Sekiyuton: Jigoku no numa) - Petroleum release: The pits of hell
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will perform a row of two handseals and create right beneath their opponent a pit of petroleum of variable depth, range and shape. The swamp's petroleum will climb to any unfamiliar chakra to the user (the opponent, enemies, his summons or companions of any kind. User's allies are familiar to him, therefore it'll not climb them.)
Notes: May be used thrice per battle.
Notes: The user may add the handseals to use the variants of the Petroleum style.

3.(Sekiyuton: Boogera bomu gataring gan ) - Petroleum release: Booger bomb Gatling gun
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will create in the tips of his fingers, a volume of pretoleum which will the shoot with the size and width of baseballs. The user will shoot 5 (one with each fingertip of the selected hand) bullets that will strike the opponent. Also it can used with the variants, and while on movement.
Notes: No petroleum jutsus for the same turn, after it's usage.
Notes: Usable once per possible variant, each variant only once per battle.
Notes: ~Asphalt: hard bullets capable of breaking bones, even the hardest kaguya bones. Same rank will get destroyed, higher will stop at its cost.
~Nitroglycerin: Exploding on contact bullets each with the power of a exploding tag in a smaller explosion.
~ Petroleum jelly: Sticky/slippery bullets, used for either trapping or distraction,
~Ethyne: Boosts fire techniques, creates a big volume of that gas in an area equivalent to short-range, capable of exploding at the prescene of a lightning or fire jutsu.
 

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Re: Seven's Customs Revamped

Adding to petroleum:

4.(Sekiyuton: Chimi Sekiyu no jutsu ) - Petroleum release: Lesser Petroleum technique
Type: Offensive/Supplementary/Defensive
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: The user creates, after performing a single handseal + the ones needed for the variant, medium sized blasts/waves/tools/shields of petroleum and it's variants. The user is able to spit them or shoot them off the ground or from his hands or even crerate them from the ground.
Notes: It may only be used five times per battle.


5.(Sekiyuton: Taitanzu Nova ) - Petroleum release: Titan's nova
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will make a row of ten handseals and will create a huge orb in front of his mouth (half the size of earth mausoleum dumpling) of extremely condensed nitroglycerine while the user overcharges his hands and mouth with ehtyne chakra. However, oblivious to most ninjas unless they have a doujutsu, there is tiny ball of molten asphalt within the center of the orb covered by the user's chakra isolating it. Upon releasing the widespread blast of ethyne onto the ball, the coat dissapears and the orb of nitro explodes. With chakra control, the explosion is directed forwards and not backfired onto the user. By utilizing the ethyne in tremendous pressure and volumes, the user spreads the explosion and shockwave forwards even faster and spreads it in a enormous beam of fire at 3300°C that races at tremendous speeds due the explosion's force towards the opponent. It reaches great heights, scorches and ravages the ground while at the same time is very wide spread making it very tough to dodge by escaping.
Notes: Can only be used once per battle.
Notes: No petroleum jutsus for the rest of the battle. No Earth or water jutsus for the next two turns.
Notes: The user's chakra is left exhausted, not being able to perform any technique the same turn this one was used nor being able to perform more than two techniques per turn for four turns. He will not be able to perform techniques beyond B-rank after this jutsu for two turns. Then A-rank and so successively every two turns.
 

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Re: Seven's Customs Revamped

Custom genjutsu:

22.(Magen: Cosumos gyoushi) - Demonic Illusion: Stare of the Cosmos
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 (mental strain)
Description: The user ,upon being hit with a genjutsu and him becoming aware of it, will forcible mold his chakra and release it to counter the illusion and make the opponent see various viral-looking flesh orbs with a single eye at their centre. Those eyes stare down on the opponent and bind him in place as they keep staring onto his soul. Knwoing of the opponent's evil intentions, they'll begin to glow and begin to make remorse shoot from them, expressed in violet beams of light which pierce and burn through the opponent.
Notes: Can only be used twice per battle, only when under and illusion of which the user has awareness off.
Notes: Only two jutsu next turn.
Notes: No genjutsu for 3 turns.

 

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Re: Seven's Customs Revamped

Link:

6.(Sekiyuton: Seikyu Rappa) - Petroleum release: Petroleum Horn
Type: Attack/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user will perform the sanke handseal (+ the needed handseals for the variants) and then quickly mold his petroleum chakra and release it in the form a compressed yet wide and big stream; comparable to a kyodaija in width and to 3 men one on top of the other, in height ; capable of reaching mid-range at the speed of a pressurized water jutsu It it not in contact with the user whatsoever and it can be cut at any time.
Notes: It can be used with the variants:
~Ethyne: A transparent, Gas-like attack, it can boost the range and power of fire techniques (it boosts fire techniques' temperature to 3300°C). If enough volume is present it might choke an opponent.
~Petroleum Jelly: Just like syrup capturing field, it has sticky properties with all the defensive functions it can have.
~Asphalt: It creates a wide wave of various sized and formed ravaging rocks of asphalt which are hard to avoid and destroy all together, unless hit by a wide-spread lightning technique. If liquid it'll create a wave of asphalt which will then dry in a turn and can melt through ice, low melting point elements (<525°C). The height and width of the wave is comparable to the water colliding explosion (B-ranked) used by kisame. However the user will have to spit it onto the ground causing the wave to spread from that point.
~Nitroglycerin: Same, wide blast coated with chakra so that, if friction with air would make the nitro blow up, it does not. Upon contact with an opponent or object it violently blows up up to short range. Due to the dangers of this variant, it is usually spewed in single, condensed bullet.
Notes: It can only be used thrice per battle every 2 turns.
Notes: No petroleum jutsus for the same and next turn.

~Approved~
7.(Sekiyuton: naironu jouryuu ) - Petroleum release: Nylon destillation
Type: Supplementary
Rank: B
Range: oneself
Chakra Cost: 20
Damage Points: N/A
Description: After performing a small sequence of handseals (Snake, tiger, rat) , the user unlocks the power within petroleum to use the nylon variant of this CE. It forms coils and coils of thightly packed nylon fibers.
Notes: To use nylon, the user must perform a row of 3 handseals along the ones needed for the jutsu.
~Approved~ Removed the lasting note, if you are not satisfied with the changes, please let me know so that I can change my verdict.
8.(Sekiyuton: yasashii buru-beris ) - Petroleum release: Tender Blueberries
Type: Offensive/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user will make a short row of 5 handseals the user will focuse his molded chakra into his lips and create in front of them thanks to chakra release a basketball sized ball of asphalt. The jutsu radicates on spitting a multitude (enough to make a short range barrier in front of the user, that meaning a group of balls that prevents easy passage through them, let's say 20) of basketball size balls of asphalt covered in spikes which are indeed a thin coating hiding a great volume of nitroglycerin within them. Impact (not with the ground unless dropped from a considerable height, around 4 metres) will make the orb explode to bits in a powerful explosion equivalent to 3 exploding tags. Usually a trapping and guerrilla technique, creating a terrible mined area against the unprepared opponent. Any momvement/impact after they are layed, unless caused by the user who knows how to set/grab/move them, will cause them to explode.
Notes: May only be used four times per battle.
Notes: Countes as two moves.
 

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Re: Seven's Customs Revamped



23. (Raiton/Suiton: Sutādasuto Reboryūshon) Lightning/Water Release: Stardust revolution
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description : The user will, after performing a short row of 5 hadseals, raise his hands upwards. As soon as he did, utilizing the principles of jutsus like Storming Upheavel (Suiton: Haran Bansho), will summon/create a tremendous orb of compressed and pressurized water above his head. By then applying Lightning chakra, orb itself will begin to crackle with a thick coating of electricity. And by then clapping his hands the orb will explode via chakra manipulation into thousands of water bullets (size of a baseball) covered in Lightning chakra augmenting their penetrative ability and speed, being able to pierce through earthen jutsus of it's same rank and earth/metal CEs of a rank below, striking a huge area except where the user is standing and a meter radius from him. The lightning within the water will make it seem as if they were millions of shooting stars glowing as getting shot.
Notes: Twice per battle, four turn cooldown, no suiton and raiton jutsus above A-rank for the next 2 turns.
Notes: No water the same turn.
 
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