Re: ♦ Custom Jutsu Submission ♦
(Resubmitting this first jutsu because it was left back on Page 266 to be approved/declined by "Someone who knows more about sealing" O.o)
(Fuuinjutsu: Hiraishin Yusou no Jutsu)- Flying Thunder God Conveyance Seal Technique
Description: The user confines the jutsu of Flying Thunder God to the form of an easily transportable paper seal that the user carries on their person. This jutsu allows the user to "prime" the seal, meaning that the seal will teleport whatever it next touches to the location of a Flying Thunder God "destination" seal. The seal that this technique primes can be attached to a special Flying Thunder God kunai and then thrown. Upon contact with an object, the kunai will then teleport that object to a destination seal of the user's choosing. These seals can also be used to teleport previously-used jutsu (ie., a rock formation created by an an earth jutsu). Since this technique is simply a modification of a seal version of the Flying Thunder God technique, the number of its uses depends solely on the number of paper seals that the user has pre-prepared and on the user's chakra - there is no limit to the uses of the Flying Thunder God Technique. However, the larger the intended teleported object, the more chakra the user must put into "priming" the seal. The "primed" seals wear off after one turn; if the seal does not successfully come into an object within one turn of being primed, it must be primed again for further use.
NOTE: This technique appears to not be restricted much. This is true; the usages of this technique are not restricted, partially because of the unrestricted nature of Flying Thunder God and of the relative simplicity of the idea behind this technique. However, the complexity behind successfully using this technique balances out its lack of usage restriction; the user must first mark a destination, then the user must prime the pre-prepared seal, then the user must make sure that the seal somehow comes into contact with something, then the user must teleport that object to the destination, and then the user must take advantage of the object's teleportation in battle. While easier to use jutsus - say, a big dragon-shaped fireball that burns up everything in sight - have restrictions on the number of their uses, this jutsu, due to the complexity of using it correctly and due to the technique on which it's based, does not and should not have a restriction on the number of its uses.
~Declined~ Now, first of all, I must say this is a very well thought out jutsu and shall not touch it's core. However, this technique leaves me with many question regarding it's applications, hence explaining why it got declined, for the moment.
I want you to clearly explain the followings points and place them somewhere in your jutsu (description added notes):
-Can it activate upon contact of "intangible" source, like fire and lightning? If yes then will it trap the entirety of the jutsu or part of it? (this is tricky considering it'd have to act as a vacuum to transport all of it).
-What is the size limit and how does the seal recognize the boundaries of what you're trying to teleport? To be more precise; if you were to prime it and shoot it toward the ground, would the ground vanish? I certainly hope not, though I want to know what would happen. Also, what defines a "large" target? Be precise.
-I need you to restrict the amount of time this technique can be used to negate the usage of your opponent's jutsu. Even after reading your added explanation on the necessity for this jutsu to stay restriction-less, I feel it could be very easy to turn it into an easy way to counter almost anything (i.e: placing destination seal on a kunai, throwing it away, and throwing a primed kunai at any attack coming).
I think that's about it. It's worth it, great jutsu. Good luck ^^
Submitted updated jutsu:
(Amenonuhoko)- Heveanly Jewelled Spear
Chakra: 40 to summon, 10 to use special abilities
Damage: 80 (+10 to Taijutsu)
Description: The Amenonuhoko is a large naginata (a Japanese spear) created by the primordial Shinto Gods. The Gods gave the naginata to Izanagi and Izanami to create the first land out of nothingness. The naginata itself has a long, razor-sharp blade that never dulls. Its shaft is made of unbreakable holy bamboo. Chakra of any type can be channelled through the blade and shaft of the weapon, and the shaft can be extended and retracted at will in battle, much like the Third Hokage's Enma Staff. The holy power exuded by the naginata gives a mild but noticeable increase to the user's speed strength. Additionally, the naginata is imbued with the Flying Thunder God seal, allowing the user, if he is capable of using Flying Thunder God, to teleport to any location on the naginata.
Note: Can only be summoned once per battle
Note: User must remain within 5 yards of the naginata at all times. If the naginata falls out of the user's possession, then the user will not be able to use its special abilities for the rest of the match.
Note: User cannot use water, wind, or lightning jutsus above S-rank while holding the naginata.
(Saru no Koukou Mo-do)- Monkey King Mode
Chakra: 45 (+10 each turn)
Damage: N/A (+10 to Taijutsu, +5 to Fire, Earth, and Lava)
Description: After summoning Monkey King Enma, the user and Monkey King fuse, in a similar way to how Kisame and Samehada fuse. The user's appearance becomes much more monkey-like - he gains a darker face and facial hair like Enma, with his hands and feet turning into claws. The user gains Enma's jaguar pelt, which is able to reflect Taijutsu of C-rank and below. The user gains the ability to stretch his limbs and body to lengths of up to 10 extra feet, a trait granted by the extension capabilities of Enma's staff form. The user also gains increased speed and strength rivaling that of Sage Mode. Additionally, the user's Fire, Earth, and Lava jutsus gain increased power and speed of use. This mode lasts for only three turns, however, and during those turns the user is completely incapable of using Water and Wind jutsus. In addition, after the three turns are up, Enma disappears, Enma cannot be summoned again during the battle, and the user is rendered incapable of using Taijutsu for one turn due to exhaustion.
NOTE: Only usable once per battle. Enma disappears after use.
NOTE: Wind and water jutsus cannot be used during the three turns that this mode is active.
NOTE: None of the Eight Gates can be opened during the three turns of this mode or one turn after this mode.
~Declined: I don't approve fusion techniques, even if they're overly restricted~