Re: ±±Custom Jutsu Submission±±
Information, link of signing, and link of me taking over the contract, and link of the contracts approval can all be found by following said link and a few other links afterwards >_>
(Fuuton : Kitakaze) Wind Release : North Wind
Description: The user will gather a large amount of chakra, focusing it in either one of their palms, and releasing the chakra outwards towards the opponent in the form of a light greenish coloured wave of wind. The wave of wind both blasts and cuts through the air in the direction in which it was fired from the users palm. When the wave of wind impacts another object however, it forcefully separates into multiple swirling blades (Maximum of 30) of wind which travel at multiple different angles and directions; capable of striking multiple targets. The properties of this jutsu allow it to be used in several tactical ways, such as directing the blast towards the ground infront of the opponent, the blast exploding on contact with enough force so as to causing the dirt to be stirred up, creating a dust cloud which masks the wave of winds separation into wind blades; the wind blades flying upwards and forwards; taking the target by surprise so as to successfully strike the enemy through rather sneaky and underhanded methods. Due to the large amount of chakra forcefully exerted from the users hand all at once, the hand used to release the blast will be useless in hand to hand combat for the next two turns; handseal speed will be halved for the same and next turn, and excruciating pain will surge upwards from the users hand to his shoulder for the same and next turn preventing extreme concentration in most circumstances.
- Can only be used 1x
- No wind jutsu for the rest of the turn, and no Jutsu above S rank for the next two turns.
±± Declined ±± OPed and similar to existing techniques.
Originally Posted by Scaze
(Kuchiyose:Batoidea: Atlantia) -Summoning: Batoidea : Atlantia
Description: Atlantia is a small eagle sting ray, between the size of a Frisbee and a basketball. Atlantia is one of the three bosses of the Ray summons, and is usually looked upon as the weakest due to her size. Atlantia is a vibrant deep sea purple with turquoise/blue spots. Like all eagle rays, Atlantia has small electroceptors in her snout that allow her to detect the exceedingly weak electric signals generated by prey, or in most cases enemies, within a mid range radius of her. Atlantia is extremely smart, and what she fails to make up in bulk, she makes up for in intelligence, skill and tactics. Atlantia must be summoned in water. Atlantia is incapable of using suiton jutsu, however she is capable of freely manipulating water to create B, A or S ranked constructs such as pillars, walls, vortexes and other useful apparatus, this of course counts as a jutsu. Atlantia is also capable of creating a forbidden ranked exoskeleton of water to surround her, the water being a exact replica of her, except enlarged. The exoskeleton of water can be as large as, if not larger, than gamabunta, and responds solely to Atlantia's will, for all of which Atlantia requires a equally large water source. Atlantia is incapable of flying through the air, however she can gain small periods of hang time by launching in and out of the water. Atlantia is capable of speaking fluent english, japanese, and greek.
- Atlantia can only be summoned 1x
- Atlantia is capable of staying on the field for four turns.
- Atlantia is capable of creating the water aura only 1x per match, and it lasts for only three turns.
- Atlantia is capable of sensing living animals within a mid range of her, using her passive electroception.
- Atlantia is capable of creating a maximum of 2 S rank structures, 3 A rank structures, and 4 B rank structures.
±± Approved ±±
Fuuton : Tandokuno Tatsumaki | Wind Release : The Lone Current
Range: Short - Mid
Chakra: 20 (+5 per turn)
Description: A simple yet effective jutsu made so that Kunai's and other projectiles such as senbon and shurikens would force opponents to take more drastic measures to counter, rather than simply throwing a projectile of their own. The user manipulates the wind currents slightly causing the wind to swirl and bend directly towards the enemy, the enemy will feel it become windy, or if it was already windy may detect a change in the wind currents if he is particularly observant, other than that no change will be visible. The user then continues to throw a projectile of choice. Due to the wind currents being altered when the projectile is thrown rather than simply taking a straight course, a number of unprecedented swerves and turns will be taken, as well as the Kunai increasing in speed. As such the Kunai rather than approaching from the front, they may approach from behind, the sides, or even above. This proves exceptionally useful when used with multiple projectiles, as the end result will be all of the projectiles approaching from different angles, at different speeds, and also constantly swerving in different directions. Not only that, but the projectiles actually gain a rank due to the speed boost, forcing the opponent to either avoid or counter through use of a jutsu, as the kunais would easily slice through any other conventional weapons. For instance, if a single Kunai is thrown, the kunai will become equivalent to D rank, however if a hoard of kunai's are thrown, the hoard of kunai's will become equivalent to D rank as a whole. Alternatively, the user can use this in conjunction with other jutsu that produce projectiles, for instance the C rank jutsu Flying Nail Mist Pierce, which would become B rank when used in conjunction with this jutsu, allowing it to pierce through stronger defenses than it could before. This could even be used with earthen bullets, however cannot be used with, wind, water, fire or lightning as they aren't "Solid". This jutsu lasts for two turns. However the boost only applies once per turn to either a single, or batch of projectiles.
- Can only be used 2x
- No wind jutsu S rank or above for the rest of the turn.
- With both the speed boost, and the random movements of the projectiles, it becomes very hard for the opponent to track the projectiles movements with the naked eye only.
- The currents shift according to the position in which the enemy is in, as such they only work one way. While this is active, the enemy will have to exert more force to actually throw a projectile so that it reaches the opponent due to the currents pushing against them. In most cases for Sannin and lower ninja the Kunai's fall to the ground before they exit short range.
±± Declined ±± Simplify this please. As it stands, it simply does too much for one "simple" technique