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    Deviation's Customs



    The place where all my customs are organized...well they would be more organized if I owned more but it's alright.
     
         
    Last edited by Doofy; 07-22-2015 at 03:41 AM.

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    Re: Deviation's Customs




    1. (Kyōgiri) - Cross Slash
    Rank: B
    Type: Attack
    Range: Short
    Chakra Cost: 20
    Damage Points: 40
    Description: The user unsheathes his sword from his scabbard, channels a strong yet precise amount of crimson-like chakra throughout his blade, and performs a series of slashes in the form of a cross. He first begins upwards vertically, downwards vertically, to the left horizontally, to the right horizontally, and then proceeds to re-sheath his sword back to his scabbard in a quick, clean motion cancelling the chakra and ending the technique.
    Note: Can only be taught by Deviation

    Link to Approval
    Taught to Ian
    Taught to Zaphkiel
    Taught to Jakai
    Taught to Yusei
    Taught to Anbu Junior
    Taught to Kooljay


    2. (Futsunushi no giman) - Sword God's Deception
    Type: Offensive
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: The user channels a strong, yet precise amount of chakra to their blade while gripping the handle and while still in the scabbard. The user then quickly unsheathes his sword which is imbued with a red-like glow. He then points forward with it and dashes towards his opponent's stomach area. The user intentionally misses his mark and instead, as his sword passes behind his opponent, he slashes back and releases the chakra from the sword, causing a powerful slash to the back. While the sword is still embedded into the enemies back, the user lifts the opponent up and off the floor, then slams them back on the floor again, face down. This is all done in a quick, clean motion and with his sword. The user then steps on the opponent's back and swings his sword rapidly and returns his sword back to his scabbard, ending the technique.
    Note: Can only be used 3 times per battle
    Note: Can only be taught by Deviation

    Link to Approval
    Taught to Ian
    Taught to Zaphkiel
    Taught to Jakai
    Taught to Yusei
    Taught to Anbu Junior
    Taught to Kooljay


    3. (Kaminokaze no danmaku) - Divine Wind Barrage
    Type: Offensive
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: The user channels a strong, yet precise amount of chakra to the blades of two swords while gripping the handles and while still in their respective scabbards. The user then quickly unsheathes the swords which are imbued with a red-like glow. The user then bends his dominant right leg slightly and towards the back, allowing the left leg to move forward slightly. The user then points the swords in an eastward position, his right arm holding the sword parallel to his stomach and the left hand holding the sword above and parallel to his head. The user then motions his right hand back, using it as a momentum builder so that once it comes back to its eastward position it propels the user into a spinning motion, slashing the opponent about four times. While spinning, the user places the weight of the body onto the left leg, spinning on it as he continues slashing and tilting slightly as well at a sort of sideways angle. After the fourth slash, instead of another slash, the user kicks the opponent in the face in a sideways motion similar to one of the sword slashes just performed, dropping the opponent into the floor and ending the technique.
    Note: Can only be used 3 times per battle
    Note: Can only be taught by Deviation

    Link to Approval
    Taught to Ian


    4. (Suwarō Bonnaban) - Swallow Leap Forward
    Type: Offensive
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: The user performs a frontal flip and while in midair above the opponent, skewers him with his sword. Using the momentum from his leap and sword skewering, the user continues his flip, in turn flipping the target, causing him to be thrown onto his back. As the user completes his flip, he lands on the target's chest forcibly, causing a near fatal kick.
    Note: Can only be used 3x per battle
    Note: Can only be taught by Deviation

    Link to Approval
    Taught to Kooljay


    5. (Kenjutsu: Haridō) - Sword Technique: Art of the Needle
    Type: Offensive
    Rank: S
    Range: Short
    Chakra: 40
    Damage: 80
    Description: This technique employs the use of the Samurai Saber Technique in a more deadly manner. Instead of focusing chakra throughout the whole blade or changing it's shape, the user instead channels a precise amount of strong chakra and releases it all at once from the tip of the sword. The release of chakra is done right before skewering the target area and resembles a needle. Techniques of this type are found to be more effective and accurate with rapier-type swords, which specialize in thrusting rather than striking or slicing. One could compare this technique to jousting.
    Note: Must have learnt Samurai Saber Technique
    Note: Can only be used 2x per battle
    Note: Can only be used by Samurai biographies
    Note: Can only be taught by Deviation

    Link to Approval


    6. (Suiton: Mizunami Kiri) - Water Release: Water Wave Strike
    Type: Attack/Defense
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: Using a water source as a basis, the user slashes his sword at it, releasing several large, crescent chakra waves. The chakra waves then break through the water source, and take on the properties of water waves, growing in size the farther the opponent is from the user. The waves however travel in a linear motion, aren't able to break through very dense water, and can't be controlled once breaking through the water source.
    Note: Requires a water source
    Note: Must be taught by Deviation
    Note: Can only be used on existing water source.
    Note: The water that is sent at the opponent itself has no rank, as there is no chakra infused directly into the water.

    Link to Approval


    7. (Ahiru Kuchiyose no Jutsu: Ekkusu kiri) Duck Summoning Technique: X-Strike
    Type: Attack
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: Having Naffy the Duck summoned to the field, both the user and Naffy draw their swords and channel chakra to them at the same time. Both the user and Naffy dash forward quickly towards their target, making sure to cross paths with each other, leaving behind a red trail of red colored chakra. The target is the switchpoint where they make their attack as one ends up on the right and the other on the left and both behind the target. As they land their strike on their target, they release the chakra from their swords resulting in a small explosion. They sheath their swords shortly after ending the technique.
    Note: Must have Naffy summoned on the field
    Note: Must have signed the Duck Contract
    Note: Can only be used 3 times per battle

    Link to Approval
    Taught to Nathan


    Example:


    8. (Raiton: Raijū no Fukku)- Lightning Release: Lightning Beast Hook
    Type: Offensive
    Rank: B
    Range: Short
    Chakra: 20
    Damage: 40
    Description: After channeling chakra to one's dominant hand, the user extends it and releases the chakra in the form of a lightning rod protruding from the palm of his hand which the user then grips. By applying shape manipulation and bending the tip into a pseudo hook, the user then spins himself and hooks onto the opponent. As he spins, the opponent is caught on the hook and is hurled by the user in whatever direction he chooses. This jutsu is best used in conjunction with taijutsu or freeform taijutsu.
    Note: Can only be used 3x per battle
    Note Can only be taught by Izzeh/Deviation

    Link to Approval

     
         
    Last edited by Doofy; 07-22-2015 at 03:08 AM.

  3. #3
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    Re: Deviation's Customs



    (Hoshizora no Namida) - Starry Tear
    Type: Offensive
    Rank: B-Rank
    Range: Short
    Chakra: 20
    Damage: 40
    Description: Starry Tear is a quick eight combo kenjutsu attack. It begins with 3 short thrusts at the targets chest, provoking the target to raise its guard up. Although the first 3 thrusts do not deal much damage, the number of hits and their speed is overwhelming. Afterwards, the 3 thrusts are followed by 2 slashes at the target’s now undefended legs. The user then performs 2 strong jabs high and low, followed by a final strong stab at the target’s chest.

    -Can be used 4 times per battle
    -Normally requires a rapier but can also be used a katana

    Taught to me by Ian


    Katon/Fuuton: Moeru Yōna Pengin no Bāningu ha Ω Fire/Wind Style: Burning Leaves of the Flaming Penguin
    Type: Offensive
    Rank: C
    Range: Medium-Long
    Chakra: 15
    Damage: 30
    Description: If the user is in a forest, they can begin to start gathering katon chakra. Once that is done, they insert that chakra into leaves around the opponent. With those leaves now beginning to burn and smoke, the user flashes the bird hand seal and begins to cause a gust to occur by the opponent. This gust would not only blow the leaves off the trees towards and around the opponent, but the wind would also increase the fire's heat and move the smoke from the leaves around. This would cause the opponent major annoyances and small burns if the leaves around him touch their skin.

    Ω Can be used four times per battle
    Ω Can only be taught by Penguin.

    Taught by Penguin


    Suiton: Pengin no Ima - Water Style: Penguin's Current
    Type: Supplementary
    Rank: C
    Range: Short-Medium
    Chakra: 15
    Damage: N/A
    Description: After forming the bird hand seal, the user sends his chakra onto into the ground. This chakra forms an extremely fast current of water to be formed about a meter deep and a meter wide. Anything that enters the current has its speed tripled due to the current's extreme speed. At the end of the current is a wall of water with high viscosity chakra content, cushioning the impact of anything that hits it.

    Note: Can only be used twice.
    Note: Can only be taught by Penguin.
    Note: Lasts a single turn.

    Taught by Penguin


    (Kenjutsu: Sōdo Yajirushi) Sword Art: Sword Arrow
    Type: Attack
    Rank: A
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description: The user will channel raw chakra into their sword and perform a simple thrust to trick an enemy into thinking that the thrust was the extent of the attack. However, as the user fully extends his arm he will use shape manipulation to release the stored chakra in the form of a green arrow that measures about three feet in length, that travels at a considerable speed. The arrow would be incredibly sharp, so much so that it's able to split apart techniques of the same rank and below. Once the chakra is released the user can will it to split into four parts in order to attack multiple opponents, or a single opponent from different sides.
    -Can only be used twice per battle

    Taught by Anbu Junior
     
         
    Last edited by Doofy; 07-22-2015 at 12:34 PM.

  4. #4
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    Re: Deviation's Customs



    As a villager, I am allowed to use these jutsus


    (Konoha Isan: Hi no Ishi & In'utsu no Ishi) — The Leaf Heritage: The Will of Fire & The Will of Darkness
    Type: Supplementary
    Rank: N/A
    Range: N/A
    Chakra Cost: N/A
    Damage Points: +10 or +15
    Description: More than a technique, ability or skill, the Will of Fire and the Will of Darkness are, instead, teachings and philosophical beliefs that induce specific ways of teaching and acting towards the protection of the Village.

    • The Will of Fire is an idea taught to and carried by all members of Konoha. It is the belief that only through love, understanding and decisive action can true peace be acquired, though never by attacking others and rather by protecting something the individual holds dear. The belief is a spiritual heritage that was created by Hashirama Senju and passed down to all the villagers and shinobi of Konoha. Shinobi who carry this belief love the village with all their heart and will fight to protect it even against the most significant odds. It gives them the strength to keep going even when the situation looks grim. When defending the village the Will of Fire gives the shinobi of Konoha the extra strength needed to defeat the invading forces and the will power to continue the battle after receiving damage, ensuring the Will of Fire is never extinguished.
      • Can only be used by members of Konohagakure who embody the Will of Fire.
      • Only usable when defending the village from external threats.
      • Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
      • Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
      • The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
      • The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
      • If the villager is fighting inside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points.
      • A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.
    • The antithesis to the Will of Fire, the Will of Darkness is a school of thought that was developed by Shimura Danzo during the reign of Hiruzen Sarutobi and taught to the members of the Root (Ne). He instilled this will within members of his Root organization so that they would be able to carry out their missions successfully and without failure. The Will of Darkness holds the belief that one must protect what he loves by aggressive action and the destruction of all potential threats, no matter the moral cost or context. Where the Will of Fire is based on the defense of the village, the Will of Darkness is based on the attack of its enemies. After his death and the dissolution of Root, his will spread into other Konoha shinobi as former root members began to integrate themselves back into normal village organizations. People who have committed themselves to this school of thought understand the need to eliminate threats and do things that may be considered amoral for the greater good. As a result they battle without hesitation and with a greater ferocity when committing acts of aggression than those who adhere to the Will of Fire.
      • Can only be used by members of Konohagakure.
      • Only usable when attacking another village or enemy in accordance to an official mission.
      • Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
      • Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
      • The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
      • The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
      • If the villager is fighting outside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points.
      • A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.


    (Kuchiyose: Kin-hi) - Summoning Technique: Kin-hi
    Type: Summoning
    Rank: A
    Range: N/A
    Chakra Cost: 30
    Damage: N/A
    Description: Kin-hi is one of the five Guardians of the Golden Eagles. He is slightly larger than the toad Gama (first on seen in the series) and is able to carry up to two people. Kin-hi specializes in fire techniques and can use up to rank A fire jutsu that the user knows. He is also capable of releasing an A-ranked eagle shaped blast of fire once every two turns. Kin-hi is unique among the Guardians in the he can burn a target he touches and is immune to B-rank and below fire.

    -Can only be used once.
    -Lasts four turns once summoned.
    -Can release an A-ranked fire blast every other turn which counts towards the user's three moves.
     
         
    Last edited by Doofy; 07-22-2015 at 04:51 AM.

  5. #5
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    Re: Deviation's Customs




    Approval: 1. | 2. | 3.

    Training proof: [x]
    Taking ownership proof: [x]

    Summoning Animal: Ducks.
    Scroll Owner: Nathan.
    Other Users who have signed contract: Faust (the one and only duck lord) Deviation.
    Summoning Boss if existing: Luffy.
    Other Summoning Animals tied to contract: Laffy, Taffy, Faffy, Naffy.
    Description and Background:

    General Description of the Animal in Real Life

    Breeds of duck:
    Muscovy (Cairina moschata)
    Mallard (Anas platyrhynchos)
    Wood (Aix sponsa)
    Ruddy (Oxyura jamaicensis)
    Indian Runner (Anas platyrhynchos domesticus)
    Aylesbury
    Dutch Hook Bill

    Ducks are a group of small, fresh and salt water birds from the Anatidae family. Ducks can vary in size but for the most time they grow to about 26 inches (65 centimeters) in length and can weigh up to 3 pounds (1.4 kilograms). Listed above are several members of the Duck family. They are very similar to other members of the Anatidae family, like the Loon, Grebes, Gallinules or Coots, which sometimes causes confusion to the untrained eye. Most ducks make the classic "quack" sound, but despite widespread misconceptions, most species of duck do not "quack". In general, ducks make a wide range of calls, ranging from whistles, cooing, yodels and grunts. For example, the scaup – which are diving ducks – make a noise like "scaup" (hence their name). Calls may be loud displaying calls or quieter contact calls. Ducks resort to a variety of plant and aquatic life for food.

    Ducks eat things like grasses, aquatic plants, fish, insects, small amphibians, worms, and small molluscs. Some Ducks have evolved to allow them to swallow fish whole, while others have teeth-like "pecten" that allow them to filter the water for small organisms and other sources of food. The overall body plan of ducks is elongated and broad while their necks are sort-long and thin. The body shape of diving ducks varies somewhat from this in being more rounded, making them heavier and able to sink further, but at the cost of a slower flight speed In the case of some fishing species the bill is long and strongly serrated. The scaled legs are strong and well developed, and generally set far back on the body, more so in the highly aquatic species. Ducks wings are very strong and are generally short and pointed, and the flight of ducks requires fast continuous strokes, requiring in turn strong wing muscles. Three species of steamer duck are almost flightless, however, many species of duck are temporarily flightless while moulting and so they seek protected and sheltered area with plenty of food to rely on. Ducks moult their feathers in preparation for migration, growing new feathers for the long distances they will travel.



    Background in the RP.

    The Ducks make their home in a region of the Ninja World called Anaheim. It's a veritable paradise with many large rivers and streams for the ducks to traverse and live on. Not much else is really known about the Duck's home region, only that Faust had discovered it, and then passed it on to Nathan. Nathan then taught the secrets of the Ducks to Deviation.

    The Ducks of Anaheim have a many natural abilities that they can use in battle. They can produce a deafeningly loud "quacking" noise that can damage the hearing of any in the area (technique will be made). Their bills are powerful enough to break through non-Chakra infused Rock and other solid materials. They can fly at extreme speeds, around that of a Sannin Ranked Ninja. Depending on their size, the can carry between 1-3 people, and still be able to fly at their high speeds. They are also very intelligent, able to speak perfect English to other beings.

    Signers of the Duck contract receive the below tattoo:


    Summoning Animals:

    [Kamo Kuchiyose: Luffy] Duck Summoning: Luffy
    Type: Attack/Defense/Supplementary
    Rank: Forbidden
    Range: Short/Long
    Chakra cost: 50 [ +10 per turn it stays in play]
    Damage points: N/A [-20 to the user when summoned]
    " The duck once came and left only destruction behind... "
    Description: The user will summon Luffy, the lord of the ducks, by performing the necessary hand seals and smearing his blood on his palm. Luffy has a dual elemental affinity of wind and water allowing him to flap his wings at high speeds in order to summon gusts of wind as well as release razor sharp feathers with the gusts. He can also release water bullets from his mouth that can flood an area with little effort.
    He is about the size of gamabunta and can fly at high speeds because of his wind affinity, also he can easily withstand taijutsu attacks such as kicks and shurikens. Luffy can easily move through water and air able to carry the user at high speeds.
    [Can only be used once per battle.]
    [Can only stay in play for a total of 5 turns.]
    [No other summonings can be used for the rest of the battle.]
    [Wind gusts and Water bullets are equivalent to A-rank and count as a move when used.]

    (Kuchiyose no jutsu- Taffy Ahiru) Summoning- Taffy the Duck
    Type: Attack/Defend
    Rank: A-rank
    Range: Short-Long
    Chakra cost: 30
    Damage points: 60
    Description: the user will summon Taffy, the son of Luffy, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Taffy has an elemental affinity of earth allowing him to flap his wings at high speeds and release rock sharp feathers along w/ dust clouds . He is big enough to carry one person in flight and can fly at high speeds. He is able to use B-rank earth jutsus and gives them (+10 damage points) when performing a user/summon combo.
    *Note: can only be used once per battle.
    *Note: can only stay in play for a total of 5 turns.
    *Note: Dust clouds are B-rank and count as one of the jutsus of a turn.

    (Kuchiyose no jutsu- Laffy Ahiru) Summoning- Laffy the Duck
    Type: Attack/Defend
    Rank: A-rank
    Range: Short-Long
    Chakra cost: 30
    Damage points: 60
    Description: the user will summon Laffy, the son of Luffy, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Laffy has an elemental affinity of fire allowing him to release fire from his mouth. He is big enough to carry one person in flight and can fly at high speeds. He is able to use B-rank fire jutsus and gives them (+10 damage points) when performing a user/summon combo.
    *Note: can only be used once per battle.
    *Note: can only stay in play for a total of 5 turns.
    *Note: Fire bullets are B-rank and count as one of the jutsus of a turn.

    (Kuchiyose no jutsu - Faffy Ahiru) Summoning - Faffy The Duck
    Type: Summoning
    Rank: A-rank
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description:
    The user bites his thumb and wipes blood over his hand and slams his hands on the ground to call forth Faffy the son of Luffy. Faffy is light-blue, it has two feathery tufts on its head that connect at the bottom, forming a V-shape. It has a darker blue, feathery underside which makes it appear as if it were in mid-moult. It has yellow, webbed feet and a small tail. Faffy is able to carry one full grown person on it's back, and fly at Sannin speed. Faffy has an elemental affinity of lighting allowing him to create lighting bursts from his mouth. He is able to use B-rank lighting jutsus and gives them (+10 damage points) when performing a user/summon combo.
    Notes:
    - Faffy can only be summoned once per-match.
    - Faffy can only stayed in played for four turns.
    - Lighting bursts are B-rank and count as one of the techniques in a turn.
    - Must have signed the Duck contract.


    (Kuchiyose no Jutsu - Naffi Ahiru) Summoning - Naffy the Duck
    Type: Summoning
    Rank: A
    Range: N/A
    Chakra cost: 30
    Damage points: N/A
    Description: The user will summon Naffy, the son of Luffy, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Unlike most ducks, Naffy has no elemental affinity but rather excels in Kenjutsu and Taijutsu. Naffy is 5"11 in height, wears a grey kimono and carries an Iai sword with him that clips on to his left side when not in use and dons a samurai hairstyle. Though Naffy is unable to fly, he is agile (Sannin-Rank speed) and very perceptive about his surroundings and opponents, able to differentiate between a skilled opponent or an amateur. He is able to use B-rank Kenjutsu and Taijutsu that the user knows. Naffy's demeanor is stoic and focused, which allows him to maintain his composure during difficult battles. Out of all the summons, Naffy is the only one who requires a little explanation from the user as he can quickly assess a situation and act accordingly.
    ♦ Note: can only be used once per battle.
    ♦ Note: can only stay in play for a total of 4 turns.
    ♦ Note: must have signed the Duck Contract.
     
         
    Last edited by Doofy; 07-22-2015 at 03:21 AM.

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