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<p>[QUOTE="Zaphkiel, post: 15683016, member: 190764"]</p><p style="text-align: center"><img src="https://i.imgur.com/fuin2sa.png" data-url="https://i.imgur.com/fuin2sa.png" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"><strong><em><span style="font-family: 'Garamond'">Suiton - Water Release</span></em></strong></p> <p style="text-align: center"><span style="font-size: 10px">[hr][/hr]</span></p><p><span style="font-size: 10px">I: </span><a href="http://narutobase.net/forums/showthread.php?t=618495&p=18240936&viewfull=1#post18240936"><strong>(Suiton: Hidora Taihō) - Water Release: True Hydra Cannon</strong></a>[SPOILER]Type: Attack</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage: 80</p><p>Description: The user forms the Ram, Snake, and Boar handseals and calls forth a great amount of water from the ground nearby which takes the form of a large hydra with seven heads that attacks enemies with their sharp teeth and heads while also defending the user. Each hydra head is the same size of the Water Dragon Jutsu and can reach up to mid-range. They can also fire spiraling streams of pressurized water from their mouths at the enemy, crushing them with the immense force of the water. This counts as an additional move of the user and is A-rank in strength. The body of the hydra is 8 meters tall and has reptilian limbs allowing it to travel but it cannot move very fast on land. In water, however, it can move as fast as a running ninja.</p><p>-Usable once per battle</p><p>-Lasts for 3 turns</p><p>-No other S-rank or higher water jutsu this turn or next</p><p>-The hydra can also be created from a large water source.[/SPOILER]</p><p>[HR][/HR]II: <a href="http://narutobase.net/forums/showthread.php?t=665901"><strong>(Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods</strong></a></p><p>[SPOILER]Type: Offensive</p><p>Rank: S</p><p>Range: Short-Mid</p><p>Chakra: 40 (-15 per turn)</p><p>Damage: 80</p><p>Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of fifteen meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of pulling the person that touched it into the currents, which would make them vulnerable to the goldfishes. It is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy. Releasing it in the same turn is generally only used if, A) The technique was successful, or B) The enemy was able to properly defend from it, or completely destroy it. If, for whatever reason, the user chooses to release the technique, the enemy will take in no damage unless they've been pierced by goldfishes, in which case, they will take the S-rank damage</p><p>Notes & Restrictions:</p><p>Note: Usable three times per battle with a four turn cool down before each usage</p><p>Note: Can only be taught by Edward.</p><p>Note: After using, cannot use A rank and higher Water jutsu the next turn.</p><p>Note: Lasts 2 turns per usage.</p><p>[/SPOILER]</p><p><em>[HR][/HR]</em>III: <a href="http://narutobase.net/forums/showthread.php?t=676417"><strong>(Suiton: Mizu no Megami no Gifuto) - Water Release: Water Goddesses Gifts</strong></a> [SPOILER]Rank: A</p><p>Type: Attack/Supplementary</p><p>Range: Short-Mid (made short range of the user)</p><p>Chakra cost: 30</p><p>Damage Points: 60</p><p>Description: The user will perform the Dog sign and user their chakra to have a ring of water to form around them. The user will than swing their hand forwards above the ring releasing ninja tools made out of water (up to 15 tools per use) . The user can shape the water into shuriken, kunai, senbon, swords, etc. and releases them towards the opponent.</p><p>Note: Usable 4 times</p><p>Note: Must be taught by Korra</p><p>Note: Requires a water source</p><p>[/SPOILER]</p><p>[HR][/HR]IV: <strong><a href="http://narutobase.net/forums/showthread.php?t=157594&p=19769783&viewfull=1#post19769783"><span style="color: #B22222">(Suiton: Hakai torentokomando)- Water Style: Destruction Torrent Command</span></a> [4/6]</strong></p><p>[SPOILER]Type: Offensive</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra cost: 40</p><p>Damage: 80</p><p>Description: A unique and tricky technique, requires the finesse of a water affinity to be completed perfectly due to its complexity and range. The technique begins with two hand seals (Ram➡Boar) where the user will begin an uppercut motion with his dominant arm, as he does this a thin film of water flat and round spanning 5m in diameter and mere centimeters in height would condense from the air above him. As he punches, his hand passes through this film sending splashes of water into the air above. As the splashes fly upward they grow exponentially in size gathering moisture from the atmosphere while joining together until 4 dense comets of water each the size of an adult bear come crashing down anywhere the user wills up to long ranged. The user can choose to release all comets at once for maximum splash damage or one at a time for strategic importance, however at one at a time the user has to remain focused on the technique and is unable to perform any other chakra needed techniques until the move is finished.</p><p>Note(s):</p><p>- Can only be done 2×</p><p>- Bios with Suiton primary affinity can perform this without the need for hand seals</p><p>- Requires a turn cool down[/SPOILER]</p><p>Korra | <a href="http://narutobase.net/forums/showthread.php?t=687433">Mako</a> | <a href="http://narutobase.net/forums/showthread.php?t=557335">Loki</a> | BlackCrow | <a href="https://narutobase.net/forums/showthread.php?t=750962&p=21830758&viewfull=1#post21830758">Sasori</a></p><p>[HR][/HR]V: <a href="http://narutobase.net/forums/showthread.php?t=706294&p=20459384&viewfull=1#post20459384"><strong>Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control </strong></a></p><p>[SPOILER]Type: Supplementary/Defensive</p><p>Rank: S</p><p>Range: Short - Long (Depending on the Technique used upon)</p><p>Chakra Cost: 40 (-10 for every turn active)</p><p>Damage Points:</p><p>Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W.</p><p></p><p>Note: Can only be taught by Yusei</p><p>Note: Can only be used twice</p><p>Note: Can not be used in consecutive turns</p><p>Note: Lasts a max of four turns, and can be stopped by the user whenever</p><p>Note: Can not use another S-rank water technique in the same turn.</p><p>Note: Tainting techniques takes one of the three jutsu slots</p><p>[/SPOILER][HR][/HR]VI: <strong><a href="http://narutobase.net/forums/showthread.php?t=711890&p=20636426&viewfull=1#post20636426">(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians</a></strong></p><p>[SPOILER]Type: Offensive, Supplementary</p><p>Rank: S</p><p>Range: Short – Long</p><p>Chakra: 40 (-15 per turn)</p><p>Damage: N/A</p><p>Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.</p><p></p><p>Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.</p><p></p><p>Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.</p><p></p><p>Note: Can only be used twice per battle.</p><p>Note: Familiars will remain on the battlefield for a maximum of four turns.</p><p>Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.</p><p>Note: Can only be taught by Drackos. [/SPOILER]</p><p>[HR][/HR]VII: <strong>Mirāju ame : Rain Mirage [<a href="http://narutobase.net/forums/showthread.php?t=714910"><span style="color: #b22222">VCJ</span></a>]</strong></p><p>[SPOILER]Type: Attack</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: -</p><p>Description: The user manipulates their chakra in the rain, allowing it to infiltrate their opponents body on contact, disturbing their chakra flow and implanting a false series of events, this is essentially an extremely advanced version of the false surrounding technique, allowing the user to control what the opponents senses experience.</p><p>Note: Usable once per battle</p><p>Note: Lasts 2 turns</p><p>Note: Cannot be used to remove the opponents senses, only manipulate them to experience an alternate series of events</p><p>[/SPOILER]</p><p>[HR][/HR]IIX:<strong> Ame Kussetsu no Jutsu (Rain Refraction Technique) [<span style="color: #b22222">VCJ</span>]</strong></p><p>[SPOILER]Type: Supplementary</p><p>Rank: B</p><p>Range: Long range.</p><p>Chakra: 20 (+10 per turn)</p><p>Damage: N/A</p><p>Description: The user will send there chakra into the falling rain via use of the Tiger→Ram→Snake hand seals, redirecting the light in such a way that the opponent's will see the user standing in a different location, by altering the way light is reflected and refracted through the rain drops. As such, the opponent will see the opponent standing elsewhere from their actual location, causing them to aim at the wrong location. This could possible cause the opponent to think they are in a genjutsu or are facing Haze clones as the their jutsu will simply phase through it. The user of this jutsu would also be able to manipulate the direction jutsu may be coming from, by altering the way the light is reflecting through the rain. As such, a jutsu could be sent from the opponent's left but they will see it being sent from a point directly in front of them.</p><p>Notes:</p><p>- this ninjutsu only effects what the opponents sees, their other senses are left alone,</p><p>- lasts four turns or until the user cancels the jutsu,</p><p>- can be used three times per match.</p><p>[/SPOILER]</p><p>[HR][/HR]IX:<strong> (Suiton: Mizu Meiden) Water release: Water Maiden [<a href="http://narutobase.net/forums/showthread.php?t=714910"><span style="color: #b22222">VCJ</span></a>]</strong></p><p>[SPOILER]Type: Offensive</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: After performing Water release: Rain Tiger at Will and having it still active, the user will perform the Ram -> Tiger seals and quickly open their arms and clap their hands together causing the rain within short range of the targets left and right, to move quickly towards each other, the speed at which they converge elongating the rain droplets into thousands of tiny sharp blades that pierce the enemy as they move towards each other similar to an Iron maiden.</p><p>Notes:</p><p>- Can only be used thrice per battle</p><p>- Cannot be used in succession</p><p>- Can only be used by a member of Amegakure no Sato</p><p>[/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Zaphkiel, post: 15683016, member: 190764"] [CENTER][IMG]https://i.imgur.com/fuin2sa.png[/IMG] [B][I][FONT=Garamond]Suiton - Water Release[/FONT][/I][/B] [FONT=Arial Narrow][SIZE=10px][hr][/hr][/SIZE][/FONT][/CENTER] [SIZE=10px]I: [/SIZE][URL='http://narutobase.net/forums/showthread.php?t=618495&p=18240936&viewfull=1#post18240936'][B](Suiton: Hidora Taihō) - Water Release: True Hydra Cannon[/B][/URL][SPOILER]Type: Attack Rank: S Range: Short-Long Chakra Cost: 40 Damage: 80 Description: The user forms the Ram, Snake, and Boar handseals and calls forth a great amount of water from the ground nearby which takes the form of a large hydra with seven heads that attacks enemies with their sharp teeth and heads while also defending the user. Each hydra head is the same size of the Water Dragon Jutsu and can reach up to mid-range. They can also fire spiraling streams of pressurized water from their mouths at the enemy, crushing them with the immense force of the water. This counts as an additional move of the user and is A-rank in strength. The body of the hydra is 8 meters tall and has reptilian limbs allowing it to travel but it cannot move very fast on land. In water, however, it can move as fast as a running ninja. -Usable once per battle -Lasts for 3 turns -No other S-rank or higher water jutsu this turn or next -The hydra can also be created from a large water source.[/SPOILER] [HR][/HR]II: [URL='http://narutobase.net/forums/showthread.php?t=665901'][B](Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods[/B][/URL] [SPOILER]Type: Offensive Rank: S Range: Short-Mid Chakra: 40 (-15 per turn) Damage: 80 Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of fifteen meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of pulling the person that touched it into the currents, which would make them vulnerable to the goldfishes. It is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy. Releasing it in the same turn is generally only used if, A) The technique was successful, or B) The enemy was able to properly defend from it, or completely destroy it. If, for whatever reason, the user chooses to release the technique, the enemy will take in no damage unless they've been pierced by goldfishes, in which case, they will take the S-rank damage Notes & Restrictions: Note: Usable three times per battle with a four turn cool down before each usage Note: Can only be taught by Edward. Note: After using, cannot use A rank and higher Water jutsu the next turn. Note: Lasts 2 turns per usage. [/SPOILER] [I][HR][/HR][/I]III: [URL='http://narutobase.net/forums/showthread.php?t=676417'][B](Suiton: Mizu no Megami no Gifuto) - Water Release: Water Goddesses Gifts[/B][/URL] [SPOILER]Rank: A Type: Attack/Supplementary Range: Short-Mid (made short range of the user) Chakra cost: 30 Damage Points: 60 Description: The user will perform the Dog sign and user their chakra to have a ring of water to form around them. The user will than swing their hand forwards above the ring releasing ninja tools made out of water (up to 15 tools per use) . The user can shape the water into shuriken, kunai, senbon, swords, etc. and releases them towards the opponent. Note: Usable 4 times Note: Must be taught by Korra Note: Requires a water source [/SPOILER] [HR][/HR]IV: [B][URL='http://narutobase.net/forums/showthread.php?t=157594&p=19769783&viewfull=1#post19769783'][COLOR=#B22222](Suiton: Hakai torentokomando)- Water Style: Destruction Torrent Command[/COLOR][/URL] [4/6][/B] [SPOILER]Type: Offensive Rank: S Range: Short - Long Chakra cost: 40 Damage: 80 Description: A unique and tricky technique, requires the finesse of a water affinity to be completed perfectly due to its complexity and range. The technique begins with two hand seals (Ram➡Boar) where the user will begin an uppercut motion with his dominant arm, as he does this a thin film of water flat and round spanning 5m in diameter and mere centimeters in height would condense from the air above him. As he punches, his hand passes through this film sending splashes of water into the air above. As the splashes fly upward they grow exponentially in size gathering moisture from the atmosphere while joining together until 4 dense comets of water each the size of an adult bear come crashing down anywhere the user wills up to long ranged. The user can choose to release all comets at once for maximum splash damage or one at a time for strategic importance, however at one at a time the user has to remain focused on the technique and is unable to perform any other chakra needed techniques until the move is finished. Note(s): - Can only be done 2× - Bios with Suiton primary affinity can perform this without the need for hand seals - Requires a turn cool down[/SPOILER] Korra | [URL='http://narutobase.net/forums/showthread.php?t=687433']Mako[/URL] | [URL='http://narutobase.net/forums/showthread.php?t=557335']Loki[/URL] | BlackCrow | [URL='https://narutobase.net/forums/showthread.php?t=750962&p=21830758&viewfull=1#post21830758']Sasori[/URL] [HR][/HR]V: [URL='http://narutobase.net/forums/showthread.php?t=706294&p=20459384&viewfull=1#post20459384'][B]Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control [/B][/URL] [SPOILER]Type: Supplementary/Defensive Rank: S Range: Short - Long (Depending on the Technique used upon) Chakra Cost: 40 (-10 for every turn active) Damage Points: Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W. Note: Can only be taught by Yusei Note: Can only be used twice Note: Can not be used in consecutive turns Note: Lasts a max of four turns, and can be stopped by the user whenever Note: Can not use another S-rank water technique in the same turn. Note: Tainting techniques takes one of the three jutsu slots [/SPOILER][HR][/HR]VI: [B][URL='http://narutobase.net/forums/showthread.php?t=711890&p=20636426&viewfull=1#post20636426'](Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians[/URL][/B] [SPOILER]Type: Offensive, Supplementary Rank: S Range: Short – Long Chakra: 40 (-15 per turn) Damage: N/A Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja. Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar. Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength. Note: Can only be used twice per battle. Note: Familiars will remain on the battlefield for a maximum of four turns. Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn. Note: Can only be taught by Drackos. [/SPOILER] [HR][/HR]VII: [B]Mirāju ame : Rain Mirage [[URL='http://narutobase.net/forums/showthread.php?t=714910'][COLOR=#b22222]VCJ[/COLOR][/URL]][/B] [SPOILER]Type: Attack Rank: S Range: Short-Long Chakra Cost: 40 Damage Points: - Description: The user manipulates their chakra in the rain, allowing it to infiltrate their opponents body on contact, disturbing their chakra flow and implanting a false series of events, this is essentially an extremely advanced version of the false surrounding technique, allowing the user to control what the opponents senses experience. Note: Usable once per battle Note: Lasts 2 turns Note: Cannot be used to remove the opponents senses, only manipulate them to experience an alternate series of events [/SPOILER] [HR][/HR]IIX:[B] Ame Kussetsu no Jutsu (Rain Refraction Technique) [[COLOR=#b22222]VCJ[/COLOR]][/B] [SPOILER]Type: Supplementary Rank: B Range: Long range. Chakra: 20 (+10 per turn) Damage: N/A Description: The user will send there chakra into the falling rain via use of the Tiger→Ram→Snake hand seals, redirecting the light in such a way that the opponent's will see the user standing in a different location, by altering the way light is reflected and refracted through the rain drops. As such, the opponent will see the opponent standing elsewhere from their actual location, causing them to aim at the wrong location. This could possible cause the opponent to think they are in a genjutsu or are facing Haze clones as the their jutsu will simply phase through it. The user of this jutsu would also be able to manipulate the direction jutsu may be coming from, by altering the way the light is reflecting through the rain. As such, a jutsu could be sent from the opponent's left but they will see it being sent from a point directly in front of them. Notes: - this ninjutsu only effects what the opponents sees, their other senses are left alone, - lasts four turns or until the user cancels the jutsu, - can be used three times per match. [/SPOILER] [HR][/HR]IX:[B] (Suiton: Mizu Meiden) Water release: Water Maiden [[URL='http://narutobase.net/forums/showthread.php?t=714910'][COLOR=#b22222]VCJ[/COLOR][/URL]][/B] [SPOILER]Type: Offensive Rank: A Range: Short-Long Chakra: 30 Damage: 60 Description: After performing Water release: Rain Tiger at Will and having it still active, the user will perform the Ram -> Tiger seals and quickly open their arms and clap their hands together causing the rain within short range of the targets left and right, to move quickly towards each other, the speed at which they converge elongating the rain droplets into thousands of tiny sharp blades that pierce the enemy as they move towards each other similar to an Iron maiden. Notes: - Can only be used thrice per battle - Cannot be used in succession - Can only be used by a member of Amegakure no Sato [/SPOILER] [/QUOTE]
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