[CJ] Two for two

Tsuki

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Ofc you were :uruhara:


(Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres
Type: Supplememtary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals as they send their suiton based chakra to a water source, spreading their chakra in it. They then control their chakra to blend with the water forming countless spheres of water which then turns into a sticky, adhesive liquid in a similar manner as Water Style: Starch Syrup Capture Field. Those spheres of adhesive water begin to rise from below the water source's surface each sphere large enough to imprison an average sized shinobi's arm or leg inside of it by overwhelming it. They rise up towards the sky up to mid range from the water source's surface. That is only the case for those spheres which did not get attached to something larger than themselves. As they rise up, more and more spheres begin to stick with eachother as they turn into larger spheres which then becomes heavier. Once the maximum height is reached, all the adhesive liquid spheres which have overwhelmed something will compress themselves slightly crushing whatever's inside of them as they then fall back to the water source. This technique, from its beginnig, will partially incapacitate targets who gets in contact with the adhesive liquid spheres because of the spheres overwhelming different parts (normally limbs) of their body. When multiple sphere overwhelms parts of the same target's body they then fuse with eachother to finally engulf the target entirely.

Note: Usable twice per battle
Note: Requires a large water source (lake, river, ocean, etc)
Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns
Note: For the technique to carry on and happen, the user needs to keep focusing on it otherwise it will end mid way
I have explained several things about this jutsu .

--------------------------------​

(Katon: Saryū no taitō) - Fire Style: Rise of the Sand Grains
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60 (+10 if explosion occurs from another fire or wind technique)
Description: The user performs two handseals as they infuse katon chakra on whichever part of the ground surrounding them they wish (similar to Swamp of the Underworld). This katon chakra will burn the targeted earth below surface by consuming the tiniest bit of air underneath, using it as fuel. Because katon chakra has burnt the ground, it turns into ash which is then manipulated with the help of katon chakra blended onto it to rise upwards in a burst, causing anything on the affected ground surface up to 5 meters to received damage as they're being sent flying upward by the rising ash. Which part of the ground should be affected is up to the user. It could be all the ground around an opponent's location, in a circlular formation around themselves (the user), or any other manner. Anyone who gets sent flying by the burst of ashes receives 2nd-degree burning damage. As for opponents who were beneath ground surface whilst this jutsu was performed, they will receive similar damage but will also be unable to breathe as the air beneath ground has been consumed by the user's technique. If someone uses a fire or wind technique that gets in contact with the ash during its process of rising up, the ash would explode in a similar fashion as Fire Release: Ash Pile Burning, affecting whoever was inside the targeted area and giving them 3rd-degree burns.

Note: Usable thrice per battle
Note: One turn cooldown between usage
This jutsu begins by you burning the targeted ground with katon chakra turning it to ash, while also giving 2nd degree burns to whoever is below ground surface, leaving them with no air to breathe. You then manipulate the ash to rise up in a burst, sending anyone above the targeted ground surface to fly upwards while receiving 2nd degree burns. Anyone up to 5 meters above ground surface will be affected by the rising ash.

If you or your opponent(s) happened to used a fire or wind technique that gets in contact with the rising ash, then it'll cause additional damage. In any case, make sure not to get yourself caught in the ash.

The main idea behind the creation of this CJ was to be capable of simultaneously attack targets above and below ground surface. Sending your opponent flying would prevent them from easily moving around, it also leaves them more open to various other attacks. A good use of this technique could be when confronting an enemy with enhanced speed; if they're moving around you, simply send your katon chakra to the ground in a circular formation around yourself. Everything around you will be sent flying upward, leaving them hardly being able to move unless properly countered/evaded with a jutsu. It's also a nice technique to use if your opponent has summons that spend most of their time underground. If they're positioned to your advantage, you could even harm the opponent and their underground summon(s) simultaneously.


Any questions regarding those 2 techniques?
 

Noni

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Lemme leave this here for you guys.
#Callusfatwedontcare
#Ourfoodisbetter
#Anditsinthedollarmenu
 

Erzo

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Lemme leave this here for you guys.
#Callusfatwedontcare
#Ourfoodisbetter
#Anditsinthedollarmenu
I was going to post BK chips cos they're better but you made this something to do with countries.
At least I'm going to live to see 50.* <.>


*God willing. ;_;
 

Negative Knight

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Ofc you were :uruhara:

(Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres
Type: Supplememtary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals as they send their suiton based chakra to a water source, spreading their chakra in it. They then control their chakra to blend with the water forming countless spheres of water which then turns into a sticky, adhesive liquid in a similar manner as Water Style: Starch Syrup Capture Field. Those spheres of adhesive water begin to rise from below the water source's surface each sphere large enough to imprison an average sized shinobi's arm or leg inside of it by overwhelming it. They rise up towards the sky up to mid range from the water source's surface. That is only the case for those spheres which did not get attached to something larger than themselves. As they rise up, more and more spheres begin to stick with eachother as they turn into larger spheres which then becomes heavier. Once the maximum height is reached, all the adhesive liquid spheres which have overwhelmed something will compress themselves slightly crushing whatever's inside of them as they then fall back to the water source. This technique, from its beginnig, will partially incapacitate targets who gets in contact with the adhesive liquid spheres because of the spheres overwhelming different parts (normally limbs) of their body. When multiple sphere overwhelms parts of the same target's body they then fuse with eachother to finally engulf the target entirely.

Note: Usable twice per battle
Note: Requires a large water source (lake, river, ocean, etc)
Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns
Note: For the technique to carry on and happen, the user needs to keep focusing on it otherwise it will end mid way
I have explained several things about this jutsu .

--------------------------------​

(Katon: Saryū no taitō) - Fire Style: Rise of the Sand Grains
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60 (+10 if explosion occurs from another fire or wind technique)
Description: The user performs two handseals as they infuse katon chakra on whichever part of the ground surrounding them they wish (similar to Swamp of the Underworld). This katon chakra will burn the targeted earth below surface by consuming the tiniest bit of air underneath, using it as fuel. Because katon chakra has burnt the ground, it turns into ash which is then manipulated with the help of katon chakra blended onto it to rise upwards in a burst, causing anything on the affected ground surface up to 5 meters to received damage as they're being sent flying upward by the rising ash. Which part of the ground should be affected is up to the user. It could be all the ground around an opponent's location, in a circlular formation around themselves (the user), or any other manner. Anyone who gets sent flying by the burst of ashes receives 2nd-degree burning damage. As for opponents who were beneath ground surface whilst this jutsu was performed, they will receive similar damage but will also be unable to breathe as the air beneath ground has been consumed by the user's technique. If someone uses a fire or wind technique that gets in contact with the ash during its process of rising up, the ash would explode in a similar fashion as Fire Release: Ash Pile Burning, affecting whoever was inside the targeted area and giving them 3rd-degree burns.

Note: Usable thrice per battle
Note: One turn cooldown between usage
This jutsu begins by you burning the targeted ground with katon chakra turning it to ash, while also giving 2nd degree burns to whoever is below ground surface, leaving them with no air to breathe. You then manipulate the ash to rise up in a burst, sending anyone above the targeted ground surface to fly upwards while receiving 2nd degree burns. Anyone up to 5 meters above ground surface will be affected by the rising ash.

If you or your opponent(s) happened to used a fire or wind technique that gets in contact with the rising ash, then it'll cause additional damage. In any case, make sure not to get yourself caught in the ash.

The main idea behind the creation of this CJ was to be capable of simultaneously attack targets above and below ground surface. Sending your opponent flying would prevent them from easily moving around, it also leaves them more open to various other attacks. A good use of this technique could be when confronting an enemy with enhanced speed; if they're moving around you, simply send your katon chakra to the ground in a circular formation around yourself. Everything around you will be sent flying upward, leaving them hardly being able to move unless properly countered/evaded with a jutsu. It's also a nice technique to use if your opponent has summons that spend most of their time underground. If they're positioned to your advantage, you could even harm the opponent and their underground summon(s) simultaneously.


Any questions regarding those 2 techniques?
No questions, two fairly straightforward techniques.

What are you on? It's 2 chicken burgers and 2 portions of fries. If you want a drink it's an extra 50p. U_U

Or do you mean now? Cos now it's like £2.30 or some shit. D:
Its £2.50 where I live ;_;
 

Negative Knight

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He should forget the tentacle Dark Threads moves. You know... they can be misused if one has a dirty mind ._.
Charm
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Edit: Super sorry for the spam :p
Negative Knight has forgotten Dark Threads and Charm. Negative Knight has learned Sand Grains and Rising Spheres!

(Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves
Rank: A
Type: Supplementary/Offensive
Range: Short (Earthquakes can have up to a mid-range area of effect)
Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
Damage Points: N/A (10-80)
Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques (used by him) which emerge from the ground (KG/CE variants included e.g. Steel, Crystal, etc) to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a S-Rank would inflict 80 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. The power of earthquakes produced by A-Rank and below techniques will only result in the shaking of the ground while quakes produced by S-Ranks and above will be potent enough to fracture and split apart the ground. However these fractures and splits will be mostly superficial and not be deep enough to trap the average shinobi. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an earth-based jutsu. This jutsu lasts for three turns and this means its effects can be applied to all earth-based techniques used (which emerge from the earth) within this interval of time. If the user is within the radius of the technique, he will also be affected by the earthquake.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: This technique will only affect earth-based techniques which emerge from the earth and those solid-like in composition.
Note: Can only be used on S-Rank and below Earth techniques

(Doton: Tsuba no Fumou Gama) – Earth Release: Saliva of the Acrid Toad
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the brother technique to 'Water Release: Sweat of the Bloated Pig'. The user will focus their doton chakra into a nearby construct of solid earth before converting either its rocky exterior or interior into a thick, dense swamp (similar in composition to Earth Release: Swamp of the Underworld). The newly formed fluid will exhibit one of the following properties: adhesiveness, slipperiness or volatility (flammable). Against certain techniques (E.g. Fist Rock Technique or Earth Armour), the user can convert the exterior either into a glue-like substance to bind the opponent to their own technique even when they wish to shed it or convert the interior into a bulky mass of swamp, so the technique becomes drastically heavier and acts as an effective anchor mechanism. Alternatively, the user can use this to cause the hilt of earthen weapons to secrete a very slippery substance which makes it impossible to hold onto the said weapon(s). Unlike Swamp of the Underworld, the released swamp can be quite flammable in composition, meaning it will readily ignite and burst into a maelstrom of flame if struck by fire or unfocused lightning (after its fully formed). To use this on one's own techniques (or substances devoid of chakra) requires no contact with the target substance, simply the use of the Dog Handseal. To use this on the opponent's techniques requires direct contact with the target substance (in similar manner to the Added/Light Weight Earth techniques). Similar to other doton techniques, the formation of the swamp can be offset by channeling an unfocused current of lightning into the affected earthen construction.

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Can only be used on Earth Release Techniques
Note: Follows Elemental Strengths and Weaknesses

Alright, explain both jutsus to me or perform them. Ask any questions you may have.
 
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Tsuki

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Earth Release: Roar of the Dwarves

This one is a supplementary technique which upon activation lasts for 3 turns. It basically serves as purpose to add an additional earth shaking effect whenever the user causes an earth based technique to protrude from beneath ground. Its power varies according to the earth protruding technique's rank. If stronger than A-Rank, the shaking would be so intense, so much so that it'll fracture and split apart the ground.

Question: "Activating this ability is instant and does not consume any time whatsoever." So basically this jutsu + the following one would kinda count on the same timeframe?


(Doton: Tsuba no Fumou Gama) – Earth Release: Saliva of the Acrid Toad

So from what I understood, you can turn the exterior or interior of a rocky technique (or other constructs of solid earth) into mud. Depending on what we want, we can either make it have adhesiveness, slipperiness or volatility. Only the usage of one hand seal is required if using this on one of our own techniques or another construct devoid of chakra. However, if used on somebody else's earth technique, it require us to be in contact with it.

Questions:
- Just to make sure... so the mud we create would burst into a maelstrom of flame if struck by a non focused lightning technique such as Chidori nagashi? Was kinda confused since you said it could also be countered by using non focused lightning.

- So I can also make a swamp similar to Swamp of the Underworld by using Saliva of the Acrid Toad on the ground underneath my opponent?
 

Negative Knight

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Yes, it will be in the same time frame.

If its fully formed yes, Nagashi would set it alight. If it hasn't fully formed, nagashi can be used to stop it from forming.

No, its designed to be used on techniques, constructs, etc
 

Tsuki

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Updated.


(Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres
Type: Supplememtary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals as they send their suiton based chakra to a water source, spreading their chakra in accordance to the area size the user chooses to affect. They then control their chakra to blend with the water to form spheres of water that possess sticky, adhesive properties in a similar manner as Water Style: Starch Syrup Capture Field. Depending on the affected area's size, the spheres themselves will vary in quantity and size. If the affected area is a localized short range radius, then no water source is required and only a single sphere will erupt and it would be large enough to engulf 5 shinobis inside of it. If the affected area is a localized mid range radius, then each sphere would be as large as that of "Water Release: Gushing Water Imprisonment", enough to engulf a single shinobi (one person per sphere). Finally, if the affected area is a localized long range radius, then each sphere would only be large enough to engulf a shinobi's limb (so 6 of them fused together would be enough to entirely engulf a single shinobi). These spheres of adhesive water begin to rise from below the water source's surface. They rise up towards the sky up to mid range from the water source's surface. That is only the case for those spheres which did not get attached to nor engulfed something larger than themselves. As they rise up, the spheres gradually stick with eachother, turning into larger spheres which then becomes heavier. Once the maximum height is reached, all the adhesive liquid spheres that have overwhelmed something will compress themselves slightly, crushing whatever's inside of them as they then fall back. The localized long range affected area variant, from its beginning, will partially incapacitate targets who gets in contact with the adhesive liquid spheres because of the spheres overwhelming different parts (normally limbs) of their body. When multiple spheres overwhelm parts of the same target's body they then fuse with eachother to finally engulf the target entirely. This entire process can be hastened if the user has already engulfed their desired target or target's body part into a sphere. If that's the case, then they can immediately, by mental command, trigger the compression of said sphere(s) to damage the target(s) and end the entire jutsu instead of waiting for all the spheres to rise up to mid-range in height. The mid-range and long-range radius variants can be made in such manner that no spheres would rise beneath the user or certain allies if these are inside the affected area.

Note: Usable twice per battle
Note: One turn cooldown between usage
Note: Localized short range radius variant requires no water source
Note: Localized mid range radius variant requires a normal water source
Note: Localized long range radius variant requires a large water source (lake, river, ocean, etc)
Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns
Note: Once the user stops focusing on this technique, it will end
 

Tsuki

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The concept overall remains the same, but the technique now has 3 variants:
- (1) localized short range radius variant
- (2) localized mid range radius variant
- (3) localized long range radius variant (this variant is basically the same technique before update)

(1) This is the only variant in which you cannot create more than 1 sphere. Basically an adhesive and larger version of "Water Release: Gushing Water Imprisonment" that is large enough to trap 5 shinobis. It can be made at short-long range but only affects an area of short range radius due to its size. No water source required.
(2) This variant is quite similar to the original version of the technique. You can make this anywhere between short-long range, but the area of effect doesn't exceed mid range radius. The area of effect is reduced in exchange for each individual sphere becoming larger in size (compared to the jutsu version before update). In this variant, each sphere has the size of "Water Release: Gushing Water Imprisonment". An improvement to this technique allows us to use this variant on normal-sized water sources instead of large one.
(3) This is essentially the original version of the technique. Requires a large water source (lake, river, ocean, etc... just like the jutsu version before update).

Another update that applies to all 3 variants is that you can now hasten the process in which the sphere(s) compress themselves and whatever's inside them. For example if you're using variant number 3 (long-range area of effect) then if you find your opponent's arm trapped in on of the small spheres, you can, by mental command, cause all current spheres to compress immediately. However, this would end the technique, which means you would kinda be cancelling the technique mid-way since no more spheres would be rising up from the water source anymore.

That's pretty much it, not sure if I've missed something so read the technique just in case. x__x
 
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