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<p>[QUOTE="Akasha, post: 20888895, member: 198725"]</p><div style="text-align: justify; max-width: "><p style="text-align: center"><span style="font-family: 'Courier New'"><span style="color: #b5392a">W A T E R</span> </span></p></div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "><strong>(Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere</strong></div> <div style="text-align: justify; max-width: "><strong></strong>Type: Supplementary/Defensive</div> <div style="text-align: justify; max-width: ">Rank: A</div> <div style="text-align: justify; max-width: ">Range: Short - Mid</div> <div style="text-align: justify; max-width: ">Chakra: 30 (-10 per turn)</div> <div style="text-align: justify; max-width: ">Damage: N/A</div> <div style="text-align: justify; max-width: ">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.</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: ">Note: Lasts for four turns</div> <div style="text-align: justify; max-width: ">Note: Can only be used twice per battle</div> <div style="text-align: justify; max-width: ">Note: Can only be Taught by Akasha</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "><strong>(Suiton: Kanui Batsu) - Water Style: Water Blitz</strong></div> <div style="text-align: justify; max-width: "><strong></strong>Type: Offensive</div> <div style="text-align: justify; max-width: ">Rank: A</div> <div style="text-align: justify; max-width: ">Range Short - Long</div> <div style="text-align: justify; max-width: ">Chakra: 30</div> <div style="text-align: justify; max-width: ">Damage: 60</div> <div style="text-align: justify; max-width: ">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.</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: ">*Only usable with 1 kunai per usage.</div> <div style="text-align: justify; max-width: ">*Only usable x3 per battle.</div> <div style="text-align: justify; max-width: ">*Must be taught by Loki</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "><strong>(Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres</strong></div> <div style="text-align: justify; max-width: "><strong></strong>Type: Supplememtary/Offensive</div> <div style="text-align: justify; max-width: ">Rank: S-Rank</div> <div style="text-align: justify; max-width: ">Range: Short-Long</div> <div style="text-align: justify; max-width: ">Chakra: 40</div> <div style="text-align: justify; max-width: ">Damage: 80</div> <div style="text-align: justify; max-width: ">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.</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: ">Note: Usable twice per battle</div> <div style="text-align: justify; max-width: ">Note: One turn cooldown between usage</div> <div style="text-align: justify; max-width: ">Note: Localized short range radius variant requires no water source</div> <div style="text-align: justify; max-width: ">Note: Localized mid range radius variant requires a normal water source</div> <div style="text-align: justify; max-width: ">Note: Localized long range radius variant requires a large water source (lake, river, ocean, etc)</div> <div style="text-align: justify; max-width: ">Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns</div> <div style="text-align: justify; max-width: ">Note: Once the user stops focusing on this technique, it will end</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "><strong>(Suiton:Uzu) - Water Release:Whirlpool </strong></div> <div style="text-align: justify; max-width: "><strong></strong>Type: Offensive</div> <div style="text-align: justify; max-width: ">Rank: C</div> <div style="text-align: justify; max-width: ">Range: Short</div> <div style="text-align: justify; max-width: ">Chakra: 15</div> <div style="text-align: justify; max-width: ">Damage: 30</div> <div style="text-align: justify; max-width: ">Description: The user swipes their hand forward, creating a spear of water that, when directed at the target, generally through a punching motion, turns into a whirlpool. The whirlpool surrounds the target, blowing them away.</div> <div style="text-align: justify; max-width: ">Note:</div> <div style="text-align: justify; max-width: ">-can only be taught by Kage Phoenix</div> <div style="text-align: justify; max-width: ">-requires water source</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "><strong>Suiton: Pengin no Kōgeki - Water Style: Penguin's Offensive </strong></div> <div style="text-align: justify; max-width: "><strong></strong>Type: Offensive</div> <div style="text-align: justify; max-width: ">Rank: B</div> <div style="text-align: justify; max-width: ">Range: Short-Long </div> <div style="text-align: justify; max-width: ">Chakra: 20</div> <div style="text-align: justify; max-width: ">Damage: 40</div> <div style="text-align: justify; max-width: ">Description: After performing the Bird hand seal, the user releases chakra one meter away from the opponent, in as many as four different spots. The chakra in the air starts gathering moisture, forming many golf ball sized penguins up to fifty count at once. The penguins themselves may be small, but are as sharp as razors. The penguins then charge/descend at the opponent as soon as they take form.</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: ">Note: Can only be used four times.</div> <div style="text-align: justify; max-width: ">Note: Can only be taught by Penguin.</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "><strong>( Suiton: Dāku• u~ōtāzu ) | Water Release: The Dark Waters</strong></div> <div style="text-align: justify; max-width: "><strong></strong>Type: Supplementary</div> <div style="text-align: justify; max-width: ">Rank: A rank</div> <div style="text-align: justify; max-width: ">Range: Short – Mid range</div> <div style="text-align: justify; max-width: ">Chakra: 30</div> <div style="text-align: justify; max-width: ">Damage: N/A</div> <div style="text-align: justify; max-width: ">Description: The user starts by forming three hand seals, and then manipulating Water within reach (short to mid range). The user will then insert his chakra into the water source, and cause this Water to turn into a dark, black flammable oil. This happens quite fast, and can easily be set ablaze with any fire based jutsu. This technique can be used to change the properties of Water, within reason, basically only allowing the user to change a water source of small size into the dark flammable oil. When used in a large water source, only a small patch will be changed.</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: ">-Can only be taught by -L-</div> <div style="text-align: justify; max-width: ">-Can only be used twice a fight</div> <div style="text-align: justify; max-width: ">-Requires mastery of Water to be used</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "><strong>[ Suiton : Kawariyaku Name] - Water Release : Double Wave</strong></div> <div style="text-align: justify; max-width: "><strong></strong>Type: Attack</div> <div style="text-align: justify; max-width: ">Rank: S</div> <div style="text-align: justify; max-width: ">Range: Short- Mid</div> <div style="text-align: justify; max-width: ">Chakra Cost: 40</div> <div style="text-align: justify; max-width: ">Damage Points: 80</div> <div style="text-align: justify; max-width: ">Description : User does 4 hand seals andwipes both of his hands toward each other, his right hand over his left hand, creating two waves that come at the target from both sides, engulfing it in water and restraining it's movements.</div> <div style="text-align: justify; max-width: ">Note: Can only be used 2 times per battle</div> <div style="text-align: justify; max-width: ">Note: Can't use any water technique at the same turn</div> <div style="text-align: justify; max-width: ">Note: Can only use up to b rank water techniques at the next turn.</div> <div style="text-align: justify; max-width: ">Note: Requires large water source.</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "><strong>(Fuuton:Shibu Kaze)-Wind Release:Branching wind </strong></div> <div style="text-align: justify; max-width: "><strong></strong>Type:Attack </div> <div style="text-align: justify; max-width: ">Rank:A</div> <div style="text-align: justify; max-width: ">Range:Mid(only)</div> <div style="text-align: justify; max-width: ">Chakra:30</div> <div style="text-align: justify; max-width: ">Damage:60 </div> <div style="text-align: justify; max-width: ">Description:The user will perform two hand seal and exhale a thick and powerful stream of wind.When the wind gets to around the end of short range the stream will branch into 7 smaller,streams of wind that are very sharp at the top.3 will go to the left of the opponent,3 to the right and one above.Once they get to the line of the opponent they will turn towards him,punching and cutting him where they hit.</div> <div style="text-align: justify; max-width: ">Note:Can be used only once per battle.</div> <div style="text-align: justify; max-width: ">Note:No above A rank wind the same and next turn.</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "><strong>Water Release: Sea Wave (Suiton: Umi Nami)</strong></div> <div style="text-align: justify; max-width: "><strong></strong>Rank: A</div> <div style="text-align: justify; max-width: ">Type: Offense/Deffense</div> <div style="text-align: justify; max-width: ">Range: short-middle</div> <div style="text-align: justify; max-width: ">Chakra cost: 40</div> <div style="text-align: justify; max-width: ">Damage points: 40 (If used in conjuction with lighting - 60)</div> <div style="text-align: justify; max-width: ">Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for deffense or send it against the enemy. When send against the enemy the wave travels realy fast so it could be used almost imediatly after the previous jutsu. The damage increases if it's used in conjuction with lighting.</div> <div style="text-align: justify; max-width: ">Note: Can only be taught by PowerOfDarkness.</div> <div style="text-align: justify; max-width: ">Note Can only be used 2 times per battle.</div> <div style="text-align: justify; max-width: ">Note: No water jutsu for the next turn.</div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "><strong>(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians </strong></div> <div style="text-align: justify; max-width: "><strong></strong>Type: Offensive, Supplementary </div> <div style="text-align: justify; max-width: ">Rank: S</div> <div style="text-align: justify; max-width: ">Range: Short – Long </div> <div style="text-align: justify; max-width: ">Chakra: 40 (-15 per turn)</div> <div style="text-align: justify; max-width: ">Damage: N/A</div> <div style="text-align: justify; max-width: ">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. </div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: ">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. </div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: ">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. </div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: ">Note: Can only be used twice per battle.</div> <div style="text-align: justify; max-width: ">Note: Familiars will remain on the battlefield for a maximum of four turns. </div> <div style="text-align: justify; max-width: ">Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn. </div> <div style="text-align: justify; max-width: ">Note: Can only be taught by Drackos. </div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "></div> <div style="text-align: justify; max-width: "></div> [/QUOTE]</p>
[QUOTE="Akasha, post: 20888895, member: 198725"] [font=palatino linotype][justify][center][font=courier new][color="#b5392a"]W A T E R[/color] [/font][/center] [B](Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere [/B]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 [B](Suiton: Kanui Batsu) - Water Style: Water Blitz [/B]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 [B](Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres [/B]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 [B](Suiton:Uzu) - Water Release:Whirlpool [/B]Type: Offensive Rank: C Range: Short Chakra: 15 Damage: 30 Description: The user swipes their hand forward, creating a spear of water that, when directed at the target, generally through a punching motion, turns into a whirlpool. The whirlpool surrounds the target, blowing them away. Note: -can only be taught by Kage Phoenix -requires water source [B]Suiton: Pengin no Kōgeki - Water Style: Penguin's Offensive [/B]Type: Offensive Rank: B Range: Short-Long Chakra: 20 Damage: 40 Description: After performing the Bird hand seal, the user releases chakra one meter away from the opponent, in as many as four different spots. The chakra in the air starts gathering moisture, forming many golf ball sized penguins up to fifty count at once. The penguins themselves may be small, but are as sharp as razors. The penguins then charge/descend at the opponent as soon as they take form. Note: Can only be used four times. Note: Can only be taught by Penguin. [B]( Suiton: Dāku• u~ōtāzu ) | Water Release: The Dark Waters [/B]Type: Supplementary Rank: A rank Range: Short – Mid range Chakra: 30 Damage: N/A Description: The user starts by forming three hand seals, and then manipulating Water within reach (short to mid range). The user will then insert his chakra into the water source, and cause this Water to turn into a dark, black flammable oil. This happens quite fast, and can easily be set ablaze with any fire based jutsu. This technique can be used to change the properties of Water, within reason, basically only allowing the user to change a water source of small size into the dark flammable oil. When used in a large water source, only a small patch will be changed. -Can only be taught by -L- -Can only be used twice a fight -Requires mastery of Water to be used [B][ Suiton : Kawariyaku Name] - Water Release : Double Wave [/B]Type: Attack Rank: S Range: Short- Mid Chakra Cost: 40 Damage Points: 80 Description : User does 4 hand seals andwipes both of his hands toward each other, his right hand over his left hand, creating two waves that come at the target from both sides, engulfing it in water and restraining it's movements. Note: Can only be used 2 times per battle Note: Can't use any water technique at the same turn Note: Can only use up to b rank water techniques at the next turn. Note: Requires large water source. [B](Fuuton:Shibu Kaze)-Wind Release:Branching wind [/B]Type:Attack Rank:A Range:Mid(only) Chakra:30 Damage:60 Description:The user will perform two hand seal and exhale a thick and powerful stream of wind.When the wind gets to around the end of short range the stream will branch into 7 smaller,streams of wind that are very sharp at the top.3 will go to the left of the opponent,3 to the right and one above.Once they get to the line of the opponent they will turn towards him,punching and cutting him where they hit. Note:Can be used only once per battle. Note:No above A rank wind the same and next turn. [B]Water Release: Sea Wave (Suiton: Umi Nami) [/B]Rank: A Type: Offense/Deffense Range: short-middle Chakra cost: 40 Damage points: 40 (If used in conjuction with lighting - 60) Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for deffense or send it against the enemy. When send against the enemy the wave travels realy fast so it could be used almost imediatly after the previous jutsu. The damage increases if it's used in conjuction with lighting. Note: Can only be taught by PowerOfDarkness. Note Can only be used 2 times per battle. Note: No water jutsu for the next turn. [B](Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians [/B]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. [/justify][/font][justify][/justify] [/QUOTE]
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