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Naruto Role Playing
Jutsu
Custom Jutsu Users
✫ Baldy's Brain™✫
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<p>[QUOTE="Baldy, post: 11371470, member: 87923"]</p><p style="text-align: center"><span style="font-family: 'Century Gothic'">[BORDER="[IMG]http://img819.imageshack.us/img819/7254/watericon.png[/IMG]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">"]<span style="font-size: 12px"><strong>Custom Jutsu Created By Me:</strong></span>[hr][/hr]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'"><span style="color: #0000FF"><strong><u>#12 (Suiton: Carcinus no kōra)- Water Release: Carapace of Carcinus </u></strong></span></p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'"><span style="color: #0000FF"><strong><u></u></strong></span></p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">[SPOILER]Type: Defensive/Supplementary/Offensive </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">Rank: S </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">Range: Short-Long (Created Short) </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">Chakra: 40 (-15 per turn to sustain) </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">Damage: Depends </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">Description: This is a technique that utilizes the versatility of the water element in the form of a sentient armor. To initiate this technique, the user simply surges chakra throughout his entire body in a fashion similar to the Hardening technique, erecting a layer of water over his entire body(certain parts may be excluded but it would not be a full-body surge). This water's form is sticky water that has traits of the Grudge rain's chakra absorption abilities. The syrupy fluid much like the Starch Syrup Capture Field technique. This form is able to immobilize the opponent or anchoring the user. The fluid spreads quickly upon contact with another surface, weighing them down, making it ideal for trapping others. Of course, this doesn’t immobilizing the user. The chakra absorption is unique in that when it comes into contact with a foreign chakra substance, it will absorb chakra from them, reducing its damage by 20. When in contact with a human, it will absorb 50 chakra per turn. This makes it ideal for weakening others. This also applies to the user in some ways, since the user is in contact with the armour. However, the armor doesn't absorb the user's chakra, but foreign chakra (eg. genjutsu). When foreign chakra enters the user, this armor, in this form, would serve to nullify it by absorbing it, thus rendering the effects useless. This means that the user is immune to genjutsu insofar as the armour remains in this form, as foreign chakra will be absorbed. This ability is also not limited to genjutsu, but also applies to other supplementary techniques that directly affect the user (eg. added/light weight, etc) that involves foreign chakra. The effects of these techniques will also be nullified as the foreign chakra would be absorbed, making the user impervious to such techniques for the duration of this technique. Of course, this armour does not only serve defensive purposes. It can be used offensively as well. The armour is capable of launching attacks using itself as the source; this includes various shapes, such as projectiles, spears, needles, and waves. Additionally, the armour can be reshaped to form extensions for varying purposes, such as swords, sticks, or even take on the shape of various exoskeletons/animal parts for close-combat. Each of these usages count as one move, and are A-rank in strength - while multiple constructs may be formed with a single usage, the cumulative strength and size should be that of an A-rank. Without a usage of these offensive applications, the armour itself is incapable of dealing any substantial, non-freeform damage, as it adds little offensive power to the user’s close-combat moves. So long as the armour is not fully destroyed, the user’s constant supply of chakra will replenish its strength. </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'"></p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">Notes: </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'"></p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">-Can only be used 2x per battle </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">-Lasts for 4 turns, though it may be terminated early </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">-Offensive applications can only be used 4x per usage of this armour, after which the armour will deactivate by itself </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">-No Water techniques above A-rank for the rest of the turn </p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">-One turn cooldown before re-use[/SPOILER]</p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'"></p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=283&p=19776012&highlight=Tumult#post19776012">Approved here</a></p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'"></p></span></p><p style="text-align: left"><span style="font-family: 'Century Gothic'">[CODE][/CODE]</p></p> <p style="text-align: center"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[hr][/hr]<span style="font-size: 12px"><p style="text-align: center"><strong>Custom Jutsu Learned After The New Rules:</strong></p></p> <p style="text-align: center"></span>[hr][/hr]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>(Suiton: Shelob No Yūwaku) Water Release: Shelob's Temptation</strong></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[SPOILER]<strong>Rank:</strong> S</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>Type:</strong> Attack/Supplementary/Defence</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>Range:</strong> Short - Long</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>Chakra Cost:</strong> 40 (-10 per turn)</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>Damage Points:</strong> N/A</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>Description:</strong> The user performs two handseals, manipulating the moisture in the air and ground so as to create a gigantic web made of wire thin threads comprised of water. The web envelops the area mid range around the user, being exceptionally inconspicuous due to the thin size of the threads and the translucency of the water. The threads have an exceptionally sticky like quality, as well as being rather elastic and having a solid like property. Should the opponent move, they would find themselves running into one of the threads, when they do so the vibrations of the threads movement would be sent directly back to the user, who is connected to the web via use of a single thread that attaches to the users chest. This effectively allows the user to detect the movement of any objects within the webs range of influence lest they find a way to avoid the webs entirely. This single web attached to the users chest is optional, and is not a requirement, leaving it up to the user whether he/she'd want it, as it'd be more or less useless if the user and his opponent have a clear view of each other. Also, when an object comes in contact with a thread, the web clings to them as it begins to expand and propagate, fully consuming the opponent in a sticky mass of water in an attempt to drown them or fully cease the objects movements. The user is capable of traversing through the web with ease, without being hindered. The user is also capable of removing the webs attachment from their chest, so as to prevent attacks conducting through the web and directly into them. Alternatively the user can perform an extra handseal upon the opponent being ensnared, this causes the web to abruptly snap in on the targeted object, trapping them within its wired embrace as it consumes them in an exceptionally large and exceptionally strong sticky bubble of imprisonment.</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>Note:</strong> Can only be used 2x</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>Note:</strong> Can only be taught by Erzo</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>Note:</strong> Web lasts until either destroyed, or four turns pass.</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>Note:</strong> No Water jutsus higher than S-rank, in the same turn.[/SPOILER]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><a href="http://narutobase.net/forums/showthread.php?t=391575&p=12134407#post12134407">Trained here</a></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>(Suiton: Omoi tatchi ) Water Release: Heavy Touch</strong></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[SPOILER]Rank: S</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Type: Supplementary/Defence</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Range: Short - Mid (Mid when released from palms as a burst)</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Chakra Cost: 40</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Damage Points: N/A</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Description: A simple Water jutsu which can be used in two different ways. The first way would be where the user makes contact with another being and uses his abilities his suiton chakra to manipulate the water which is released from his palms to have the same effects as the C-ranked Starch Syrup Capture Field (The sticky aspect to the jutsu). The user would simply release the water from his Palms onto whatever part of the opponents body he touches, spreading it all over the opponents body, allowing the sticky water to engulf the opponents body in the slime like substance at blazing speeds. Another way the user could 'catch' the opponent in the sticky water is by concentrating their suiton chakra at a point where the opponent may be touching them, allowing the sticky water to come out from that point rather than from just the users palms. The sticky water would have no dangerous aspects to it, however it'd have the ability to weigh the opponent down, as if a huge boulder was placed on their body, preventing them from moving properly, if at all, depending on where the slime is. The effects of this would begin from the point of the touch but proceed to spread to wherever the sticky water is spreading. Once even a tiny bit of the sticky water ('slime') is on the opponents body, the user can simply release more of his chakra into it and spread it, meaning prolonged contact is not required. Moreover, this jutsu can also in a second, different way. The second way is more defensive and allows the user to release the a burst of sticky water from his Palms, as it bursts out, the slime would take the shape of a net which would have holes just smaller than a Kunai, allowing it to trap the majority of things aimed at the opponent. The burst of Slimy water can be released from either one palm or both, however, when released from both, each burst of water would be equivalent to an A-rank jutsu. The size of the net released from both arms would be able to completely cover something twice as big as Gamakichi after time skip, whilst when released from each palm (separately), it'd cover something half that size. As a normal water jutsu, despite the sticky aspect to it, the water would still be able to be electrified by both user and/or opponent and would still be affected by the normal elemental strengths and weaknesses.</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Notes:</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">~ Can only be taught by Erzo</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">~ Can only be used three times</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">~No Suiton jutsu higher than A-rank in the next turn</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">~Must wait one turn after use, before using it again.[/SPOILER]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><a href="http://narutobase.net/forums/showthread.php?t=457799&p=13814754#post13814754">Trained here</a></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>(Suiton: Suijou Souhou) – Water Release: Aquatic Touch</strong></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[SPOILER]Rank: A</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Type: Supplementary/Defensive</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Range: Short</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Chakra Cost: 30</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Damage Points: N/A</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Description: The user will make direct contact with an object before focusing their suiton chakra directly into their intended target. Through the use of this chakra, the user will apply a process of conversion similar to the ones employed in replacement techniques using various mediums e.g. water, sand, etc. Instead of converting one's own body into water, the user will cause the target substance to undergo the state transition in their stead. Unlike the original technique this jutsu is based on (Water Replacement), the converted object will retain both its shape and form, granting it a certain degree of solidity (Similar to Water Style: Sword of Draining) thus allowing the user to keep a hold of the newly liquefied object if they wish to. If the user wishes instead of the whole object being turned into water, only select components (e.g. hilt or blade of a weapon) can be targeted. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Lasts two turns</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Can only be used thrice per battle</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Can only be Taught by Negative Knight</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Follows elemental strengths and weaknesses</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[/SPOILER]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><a href="http://narutobase.net/forums/showthread.php?t=505637">Taught here</a></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>(Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods</strong></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[spoiler]Type: Offensive</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Rank: S </span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Range: Short-Mid</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Chakra: 40 (-15 per turn)</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Damage: 80</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">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</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Notes & Restrictions:</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Useable three times per battle with a four turn cooldown before each usage</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Can only be taught by Edward.</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: After using, cannot use A rank and higher Water jutsu the next turn.</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Lasts 2 turns per usage.[/spoiler]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><a href="http://narutobase.net/forums/showthread.php?t=634666">Taught here</a></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>(Suiton: Kanui Batsu) - Water Style: Water Blitz</strong></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[spoiler]Type: Offensive</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Rank: A</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Range Short - Long</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Chakra: 30</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Damage: 60</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Description: A water variation of Wind Blitz. After infusing water chakra into a kunai, and coating it in malleable water [which takes the shape of the Kunai it's surrouding]. The user will then hurl it at the intended target, and when deemed necessary, the user may wave 1 handseal, controlling the water coating the kunai to expand and spin rapidly around the kunai. Taking the shape of a spinning spear; with the kunai as it's epicenter while spinning. Said spear is 6 feet long and 3 feet wide, capable of piercing and shreadring human flesh with ease. This technique follows a sraight path, thus, only moves foward and in a single direction.</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">*Only usable with 1 kunai per usage.</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">*Only usable x3 per battle.</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">*Must be taught by Loki[/spoiler]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><a href="http://narutobase.net/forums/showthread.php?t=638778">Taught here</a></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians</strong></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[spoiler]Type: Offensive, Supplementary </span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Rank: S</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Range: Short – Long </span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Chakra: 40 (-15 per turn)</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Damage: N/A</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">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. </span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">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. </span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">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. </span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Can only be used twice per battle.</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Familiars will remain on the battlefield for a maximum of four turns. </span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn. </span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Can only be taught by Drackos. [/spoiler]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><a href="http://narutobase.net/forums/showthread.php?t=663744&p=19198251#post19198251">Taught here</a></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><strong>(Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere</strong></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[SPOILER]Type: Supplementary/Defensive</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Rank: A</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Range: Short - Mid</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Chakra: 30 (-10 per turn)</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Damage: N/A</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it deal any damage. The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules would immediately converge onto entities which are in motion and which speed is above the one of the user's when this technique was activated. Additionally, the molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs and never to be used offensively. When they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it, however following elemental weaknesses and strengths. Additionally this could only be used once during duration of the technique and such would have effects on the technique itself, making it wear off quicker (duration decreases by one turn).. Within the Chronosphere, the speed of an entity moving would be decreased up to four times compared to their original speed. This would apply only to solid entities. The closer they are to the one who performed this technique the greater is reduction of speed due to the more and more molecules attaching themselves onto an entity. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would (This would also apply to allies of the one who performed the technique due to the difference in chakra signature). Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would gradually decrease. However this happens over time, as more and more molecules attach to ones body. Furthermore, user would be able as to use the molecules as to completely stop specific part of the body (joints, hand, leg etc.) they are enveloping by mentally moving molecules once during duration of this technique. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movements. Keeping in mind that it would only work on people who are in motion and who's speed is greater than that of the user when this technique was first activated.</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Lasts for four turns</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Can only be used twice per battle</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">Note: Can only be Taught by Akasha[/SPOILER]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><a href="http://narutobase.net/forums/showthread.php?t=680684">Taught here</a></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[hr][/hr]<span style="font-size: 12px"><p style="text-align: center"><strong>Custom Jutsu Recieved Before New Rules:</strong></p></p> <p style="text-align: center"></span>[hr][/hr]</span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"></span></p> <p style="text-align: center"><span style="font-family: 'Century Gothic'">[/BORDER]</span></p><p>[/QUOTE]</p>
[QUOTE="Baldy, post: 11371470, member: 87923"] [CENTER][FONT=Century Gothic][BORDER="[IMG]http://img819.imageshack.us/img819/7254/watericon.png[/IMG] "][SIZE=3][B]Custom Jutsu Created By Me:[/B][/SIZE][hr][/hr] [LEFT][COLOR="#0000FF"][B][U]#12 (Suiton: Carcinus no kōra)- Water Release: Carapace of Carcinus [/U][/B][/COLOR] [SPOILER]Type: Defensive/Supplementary/Offensive Rank: S Range: Short-Long (Created Short) Chakra: 40 (-15 per turn to sustain) Damage: Depends Description: This is a technique that utilizes the versatility of the water element in the form of a sentient armor. To initiate this technique, the user simply surges chakra throughout his entire body in a fashion similar to the Hardening technique, erecting a layer of water over his entire body(certain parts may be excluded but it would not be a full-body surge). This water's form is sticky water that has traits of the Grudge rain's chakra absorption abilities. The syrupy fluid much like the Starch Syrup Capture Field technique. This form is able to immobilize the opponent or anchoring the user. The fluid spreads quickly upon contact with another surface, weighing them down, making it ideal for trapping others. Of course, this doesn’t immobilizing the user. The chakra absorption is unique in that when it comes into contact with a foreign chakra substance, it will absorb chakra from them, reducing its damage by 20. When in contact with a human, it will absorb 50 chakra per turn. This makes it ideal for weakening others. This also applies to the user in some ways, since the user is in contact with the armour. However, the armor doesn't absorb the user's chakra, but foreign chakra (eg. genjutsu). When foreign chakra enters the user, this armor, in this form, would serve to nullify it by absorbing it, thus rendering the effects useless. This means that the user is immune to genjutsu insofar as the armour remains in this form, as foreign chakra will be absorbed. This ability is also not limited to genjutsu, but also applies to other supplementary techniques that directly affect the user (eg. added/light weight, etc) that involves foreign chakra. The effects of these techniques will also be nullified as the foreign chakra would be absorbed, making the user impervious to such techniques for the duration of this technique. Of course, this armour does not only serve defensive purposes. It can be used offensively as well. The armour is capable of launching attacks using itself as the source; this includes various shapes, such as projectiles, spears, needles, and waves. Additionally, the armour can be reshaped to form extensions for varying purposes, such as swords, sticks, or even take on the shape of various exoskeletons/animal parts for close-combat. Each of these usages count as one move, and are A-rank in strength - while multiple constructs may be formed with a single usage, the cumulative strength and size should be that of an A-rank. Without a usage of these offensive applications, the armour itself is incapable of dealing any substantial, non-freeform damage, as it adds little offensive power to the user’s close-combat moves. So long as the armour is not fully destroyed, the user’s constant supply of chakra will replenish its strength. Notes: -Can only be used 2x per battle -Lasts for 4 turns, though it may be terminated early -Offensive applications can only be used 4x per usage of this armour, after which the armour will deactivate by itself -No Water techniques above A-rank for the rest of the turn -One turn cooldown before re-use[/SPOILER] [URL="http://narutobase.net/forums/showthread.php?t=157594&page=283&p=19776012&highlight=Tumult#post19776012"]Approved here[/URL] [CODE][/CODE][/LEFT] [hr][/hr][SIZE=3][CENTER][B]Custom Jutsu Learned After The New Rules:[/B][/CENTER][/SIZE][hr][/hr] [B](Suiton: Shelob No Yūwaku) Water Release: Shelob's Temptation[/B] [SPOILER][B]Rank:[/B] S [B]Type:[/B] Attack/Supplementary/Defence [B]Range:[/B] Short - Long [B]Chakra Cost:[/B] 40 (-10 per turn) [B]Damage Points:[/B] N/A [B]Description:[/B] The user performs two handseals, manipulating the moisture in the air and ground so as to create a gigantic web made of wire thin threads comprised of water. The web envelops the area mid range around the user, being exceptionally inconspicuous due to the thin size of the threads and the translucency of the water. The threads have an exceptionally sticky like quality, as well as being rather elastic and having a solid like property. Should the opponent move, they would find themselves running into one of the threads, when they do so the vibrations of the threads movement would be sent directly back to the user, who is connected to the web via use of a single thread that attaches to the users chest. This effectively allows the user to detect the movement of any objects within the webs range of influence lest they find a way to avoid the webs entirely. This single web attached to the users chest is optional, and is not a requirement, leaving it up to the user whether he/she'd want it, as it'd be more or less useless if the user and his opponent have a clear view of each other. Also, when an object comes in contact with a thread, the web clings to them as it begins to expand and propagate, fully consuming the opponent in a sticky mass of water in an attempt to drown them or fully cease the objects movements. The user is capable of traversing through the web with ease, without being hindered. The user is also capable of removing the webs attachment from their chest, so as to prevent attacks conducting through the web and directly into them. Alternatively the user can perform an extra handseal upon the opponent being ensnared, this causes the web to abruptly snap in on the targeted object, trapping them within its wired embrace as it consumes them in an exceptionally large and exceptionally strong sticky bubble of imprisonment. [B]Note:[/B] Can only be used 2x [B]Note:[/B] Can only be taught by Erzo [B]Note:[/B] Web lasts until either destroyed, or four turns pass. [B]Note:[/B] No Water jutsus higher than S-rank, in the same turn.[/SPOILER] [URL="http://narutobase.net/forums/showthread.php?t=391575&p=12134407#post12134407"]Trained here[/URL] [B](Suiton: Omoi tatchi ) Water Release: Heavy Touch[/B] [SPOILER]Rank: S Type: Supplementary/Defence Range: Short - Mid (Mid when released from palms as a burst) Chakra Cost: 40 Damage Points: N/A Description: A simple Water jutsu which can be used in two different ways. The first way would be where the user makes contact with another being and uses his abilities his suiton chakra to manipulate the water which is released from his palms to have the same effects as the C-ranked Starch Syrup Capture Field (The sticky aspect to the jutsu). The user would simply release the water from his Palms onto whatever part of the opponents body he touches, spreading it all over the opponents body, allowing the sticky water to engulf the opponents body in the slime like substance at blazing speeds. Another way the user could 'catch' the opponent in the sticky water is by concentrating their suiton chakra at a point where the opponent may be touching them, allowing the sticky water to come out from that point rather than from just the users palms. The sticky water would have no dangerous aspects to it, however it'd have the ability to weigh the opponent down, as if a huge boulder was placed on their body, preventing them from moving properly, if at all, depending on where the slime is. The effects of this would begin from the point of the touch but proceed to spread to wherever the sticky water is spreading. Once even a tiny bit of the sticky water ('slime') is on the opponents body, the user can simply release more of his chakra into it and spread it, meaning prolonged contact is not required. Moreover, this jutsu can also in a second, different way. The second way is more defensive and allows the user to release the a burst of sticky water from his Palms, as it bursts out, the slime would take the shape of a net which would have holes just smaller than a Kunai, allowing it to trap the majority of things aimed at the opponent. The burst of Slimy water can be released from either one palm or both, however, when released from both, each burst of water would be equivalent to an A-rank jutsu. The size of the net released from both arms would be able to completely cover something twice as big as Gamakichi after time skip, whilst when released from each palm (separately), it'd cover something half that size. As a normal water jutsu, despite the sticky aspect to it, the water would still be able to be electrified by both user and/or opponent and would still be affected by the normal elemental strengths and weaknesses. Notes: ~ Can only be taught by Erzo ~ Can only be used three times ~No Suiton jutsu higher than A-rank in the next turn ~Must wait one turn after use, before using it again.[/SPOILER] [URL="http://narutobase.net/forums/showthread.php?t=457799&p=13814754#post13814754"]Trained here[/URL] [B](Suiton: Suijou Souhou) – Water Release: Aquatic Touch[/B] [SPOILER]Rank: A Type: Supplementary/Defensive Range: Short Chakra Cost: 30 Damage Points: N/A Description: The user will make direct contact with an object before focusing their suiton chakra directly into their intended target. Through the use of this chakra, the user will apply a process of conversion similar to the ones employed in replacement techniques using various mediums e.g. water, sand, etc. Instead of converting one's own body into water, the user will cause the target substance to undergo the state transition in their stead. Unlike the original technique this jutsu is based on (Water Replacement), the converted object will retain both its shape and form, granting it a certain degree of solidity (Similar to Water Style: Sword of Draining) thus allowing the user to keep a hold of the newly liquefied object if they wish to. If the user wishes instead of the whole object being turned into water, only select components (e.g. hilt or blade of a weapon) can be targeted. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada) Note: Lasts two turns Note: Can only be used thrice per battle Note: Can only be Taught by Negative Knight Note: Follows elemental strengths and weaknesses [/SPOILER] [URL="http://narutobase.net/forums/showthread.php?t=505637"]Taught here[/URL] [B](Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods[/B] [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: Useable three times per battle with a four turn cooldown 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] [URL="http://narutobase.net/forums/showthread.php?t=634666"]Taught here[/URL] [B](Suiton: Kanui Batsu) - Water Style: Water Blitz[/B] [spoiler]Type: Offensive Rank: A Range Short - Long Chakra: 30 Damage: 60 Description: A water variation of Wind Blitz. After infusing water chakra into a kunai, and coating it in malleable water [which takes the shape of the Kunai it's surrouding]. The user will then hurl it at the intended target, and when deemed necessary, the user may wave 1 handseal, controlling the water coating the kunai to expand and spin rapidly around the kunai. Taking the shape of a spinning spear; with the kunai as it's epicenter while spinning. Said spear is 6 feet long and 3 feet wide, capable of piercing and shreadring human flesh with ease. This technique follows a sraight path, thus, only moves foward and in a single direction. *Only usable with 1 kunai per usage. *Only usable x3 per battle. *Must be taught by Loki[/spoiler] [URL="http://narutobase.net/forums/showthread.php?t=638778"]Taught here[/URL] [B](Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians[/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] [URL="http://narutobase.net/forums/showthread.php?t=663744&p=19198251#post19198251"]Taught here[/URL] [B](Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere[/B] [SPOILER]Type: Supplementary/Defensive Rank: A Range: Short - Mid Chakra: 30 (-10 per turn) Damage: N/A Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it deal any damage. The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules would immediately converge onto entities which are in motion and which speed is above the one of the user's when this technique was activated. Additionally, the molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs and never to be used offensively. When they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it, however following elemental weaknesses and strengths. Additionally this could only be used once during duration of the technique and such would have effects on the technique itself, making it wear off quicker (duration decreases by one turn).. Within the Chronosphere, the speed of an entity moving would be decreased up to four times compared to their original speed. This would apply only to solid entities. The closer they are to the one who performed this technique the greater is reduction of speed due to the more and more molecules attaching themselves onto an entity. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would (This would also apply to allies of the one who performed the technique due to the difference in chakra signature). Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would gradually decrease. However this happens over time, as more and more molecules attach to ones body. Furthermore, user would be able as to use the molecules as to completely stop specific part of the body (joints, hand, leg etc.) they are enveloping by mentally moving molecules once during duration of this technique. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movements. Keeping in mind that it would only work on people who are in motion and who's speed is greater than that of the user when this technique was first activated. Note: Lasts for four turns Note: Can only be used twice per battle Note: Can only be Taught by Akasha[/SPOILER] [URL="http://narutobase.net/forums/showthread.php?t=680684"]Taught here[/URL] [hr][/hr][SIZE=3][CENTER][B]Custom Jutsu Recieved Before New Rules:[/B][/CENTER][/SIZE][hr][/hr] [/BORDER][/FONT][/CENTER] [/QUOTE]
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