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<p>[QUOTE="Six Paths, post: 18301237, member: 163208"]</p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">05. Water Release</span></strong></span></p><p></p><p style="text-align: center"><span style="font-family: 'Calibri'"><img src="https://i.imgur.com/yc1aGpH.png" data-url="https://i.imgur.com/yc1aGpH.png" class="bbImage " style="" alt="" title="" /></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Customs Created: </span>0</span></strong></span></p><p><span style="font-family: 'Calibri'">[border=]<span style="color: #FFFFFF">-To be Added-</span>[/border]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Customs Learned:</span> 4</span></strong></span></p><p>[border=]</p><p><span style="font-family: 'Calibri'"><strong>(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus</strong></span></p><p>[SPOILER]</p><p><span style="font-family: 'Calibri'"><strong>Type: </strong>Offense/Supplementary/Defense</span></p><p><span style="font-family: 'Calibri'"><strong>Rank:</strong> S</span></p><p><span style="font-family: 'Calibri'"><strong>Range:</strong> Short-Long</span></p><p><span style="font-family: 'Calibri'"><strong>Chakra Cost:</strong> 40 (-15 for every turn kept active)</span></p><p><span style="font-family: 'Calibri'"><strong>Damage Points:</strong> N/A (20 for body movement attacks)</span></p><p><span style="font-family: 'Calibri'"><strong>Description:</strong> The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth).</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Note: Can only be Taught by Noni</span></p><p><span style="font-family: 'Calibri'">Note: Can only be used twice per battle stays on field for four turns</span></p><p><span style="font-family: 'Calibri'">Note: Can not use water above S-rank the turn the jutsu is created</span></p><p><span style="font-family: 'Calibri'">Note: Can not used water S-Rank and above the turn the jutsu is dispelled</span></p><p><span style="font-family: 'Calibri'">[spoiler]<img src="http://orig06.deviantart.net/c61b/f/2012/159/a/1/anti_vonom_by_siakim-d52sy34.jpg" data-url="http://orig06.deviantart.net/c61b/f/2012/159/a/1/anti_vonom_by_siakim-d52sy34.jpg" class="bbImage " style="" alt="" title="" />[/spoiler]</span></p><p>[/SPOILER]</p><p><span style="font-family: 'Calibri'">[hr][/hr]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin</strong></span></p><p>[SPOILER]</p><p><span style="font-family: 'Calibri'"><strong>Type:</strong> Supplementary</span></p><p><span style="font-family: 'Calibri'"><strong>Rank:</strong> B</span></p><p><span style="font-family: 'Calibri'"><strong>Range:</strong> Short-Long</span></p><p><span style="font-family: 'Calibri'"><strong>Chakra: </strong>20</span></p><p><span style="font-family: 'Calibri'"><strong>Damage:</strong> N/A (+20)</span></p><p><span style="font-family: 'Calibri'"><strong>Description:</strong> Unlike many forms of water which include sticky syrup water, chakra absorbing mists, crystalline waters, etc., Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin focuses on water's natural ability to become sharp and pressurized, having unmatched cutting ability compared to other suiton ninjutsu. The user would chain an additional hand seal onto a suiton ninjutsu they perform, having it be activated within the same time frame as the original technique yet still cost a move. After this is done, the suiton technique would change from a regular, flowing water that has blunt force damage into a water that has become pressurized and sharp with amazing cutting ability, like Suiton: Suidanha - Water Release: Severing Wave. Due to the pressurization of the water technique, it would gain considerable killing potential compared to regular suiton ninjutsu, however, due to the pressurization of the technique, it becomes significantly smaller with a much smaller area of affect. The larger the jutsu the longer it takes to compress down as it still forms as though unchanged at the start.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Note: Can only be used three times per battle</span></p><p><span style="font-family: 'Calibri'">Note: Can only be taught by Penguin</span></p><p><span style="font-family: 'Calibri'">Note: This technique can only be applied to A-rank water and below</span></p><p>[/SPOILER]</p><p><span style="font-family: 'Calibri'">[HR][/HR]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>(Suiton: Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth</strong></span></p><p>[SPOILER]</p><p><span style="font-family: 'Calibri'"><strong>Type:</strong> Supplementary/Defensive</span></p><p><span style="font-family: 'Calibri'"><strong>Rank:</strong> S</span></p><p><span style="font-family: 'Calibri'"><strong>Range:</strong> Short - Long</span></p><p><span style="font-family: 'Calibri'"><strong>Chakra Cost:</strong> 40 (-10 for every turn active)</span></p><p><span style="font-family: 'Calibri'"><strong>Damage Points:</strong> N/A</span></p><p><span style="font-family: 'Calibri'"><strong>Description:</strong> The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Note: Can only be taught by Yusei</span></p><p><span style="font-family: 'Calibri'">Note: Can only be used twice</span></p><p><span style="font-family: 'Calibri'">Note: Can not be used in consecutive turns</span></p><p><span style="font-family: 'Calibri'">Note: Creating the chakra cloak costs an additional move</span></p><p><span style="font-family: 'Calibri'">Note: Lasts a max of five turns, and can be stopped by the user whenever</span></p><p><span style="font-family: 'Calibri'">Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one</span></p><p>[/SPOILER]</p><p><span style="font-family: 'Calibri'">[HR][/HR]</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>(Suiton: Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control</strong></span></p><p>[SPOILER]</p><p><span style="font-family: 'Calibri'"><strong>Type:</strong> Supplementary/Defensive</span></p><p><span style="font-family: 'Calibri'"><strong>Rank:</strong> S</span></p><p><span style="font-family: 'Calibri'"><strong>Range:</strong> Short - Long (Depending on the Technique used upon)</span></p><p><span style="font-family: 'Calibri'"><strong>Chakra Cost:</strong> 40 (-10 for every turn active)</span></p><p><span style="font-family: 'Calibri'"><strong>Damage Points:</strong> N/A</span></p><p><span style="font-family: 'Calibri'"><strong>Description:</strong> The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Note: Can only be taught by Yusei</span></p><p><span style="font-family: 'Calibri'">Note: Can only be used twice</span></p><p><span style="font-family: 'Calibri'">Note: Can not be used in consecutive turns</span></p><p><span style="font-family: 'Calibri'">Note: Lasts a max of four turns, and can be stopped by the user whenever</span></p><p><span style="font-family: 'Calibri'">Note: Can not use another S-rank water technique in the same turn.</span></p><p><span style="font-family: 'Calibri'">Note: Tainting techniques takes one of the three jutsu slots </span></p><p>[/SPOILER]</p><p>[/border]</p><p>[/QUOTE]</p>
[QUOTE="Six Paths, post: 18301237, member: 163208"] [FONT=Calibri][B][SIZE=18px]05. Water Release[/SIZE][/B][/FONT] [CENTER][FONT=Calibri][IMG]https://i.imgur.com/yc1aGpH.png[/IMG][/FONT][/CENTER] [FONT=Calibri][B][SIZE=18px][COLOR=rgb(41, 105, 176)]Customs Created: [/COLOR]0[/SIZE][/B] [border=][COLOR=#FFFFFF]-To be Added-[/COLOR][/border] [B][SIZE=18px][COLOR=rgb(41, 105, 176)]Customs Learned:[/COLOR] 4[/SIZE][/B][/FONT] [border=] [FONT=Calibri][B](Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus[/B][/FONT] [SPOILER] [FONT=Calibri][B]Type: [/B]Offense/Supplementary/Defense [B]Rank:[/B] S [B]Range:[/B] Short-Long [B]Chakra Cost:[/B] 40 (-15 for every turn kept active) [B]Damage Points:[/B] N/A (20 for body movement attacks) [B]Description:[/B] The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth). Note: Can only be Taught by Noni Note: Can only be used twice per battle stays on field for four turns Note: Can not use water above S-rank the turn the jutsu is created Note: Can not used water S-Rank and above the turn the jutsu is dispelled [spoiler][IMG]http://orig06.deviantart.net/c61b/f/2012/159/a/1/anti_vonom_by_siakim-d52sy34.jpg[/IMG][/spoiler][/FONT] [/SPOILER] [FONT=Calibri][hr][/hr] [B]Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin[/B][/FONT] [SPOILER] [FONT=Calibri][B]Type:[/B] Supplementary [B]Rank:[/B] B [B]Range:[/B] Short-Long [B]Chakra: [/B]20 [B]Damage:[/B] N/A (+20) [B]Description:[/B] Unlike many forms of water which include sticky syrup water, chakra absorbing mists, crystalline waters, etc., Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin focuses on water's natural ability to become sharp and pressurized, having unmatched cutting ability compared to other suiton ninjutsu. The user would chain an additional hand seal onto a suiton ninjutsu they perform, having it be activated within the same time frame as the original technique yet still cost a move. After this is done, the suiton technique would change from a regular, flowing water that has blunt force damage into a water that has become pressurized and sharp with amazing cutting ability, like Suiton: Suidanha - Water Release: Severing Wave. Due to the pressurization of the water technique, it would gain considerable killing potential compared to regular suiton ninjutsu, however, due to the pressurization of the technique, it becomes significantly smaller with a much smaller area of affect. The larger the jutsu the longer it takes to compress down as it still forms as though unchanged at the start. Note: Can only be used three times per battle Note: Can only be taught by Penguin Note: This technique can only be applied to A-rank water and below[/FONT] [/SPOILER] [FONT=Calibri][HR][/HR] [B](Suiton: Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth[/B][/FONT] [SPOILER] [FONT=Calibri][B]Type:[/B] Supplementary/Defensive [B]Rank:[/B] S [B]Range:[/B] Short - Long [B]Chakra Cost:[/B] 40 (-10 for every turn active) [B]Damage Points:[/B] N/A [B]Description:[/B] The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected. Note: Can only be taught by Yusei Note: Can only be used twice Note: Can not be used in consecutive turns Note: Creating the chakra cloak costs an additional move Note: Lasts a max of five turns, and can be stopped by the user whenever Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one[/FONT] [/SPOILER] [FONT=Calibri][HR][/HR] [B](Suiton: Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control[/B][/FONT] [SPOILER] [FONT=Calibri][B]Type:[/B] Supplementary/Defensive [B]Rank:[/B] S [B]Range:[/B] Short - Long (Depending on the Technique used upon) [B]Chakra Cost:[/B] 40 (-10 for every turn active) [B]Damage Points:[/B] N/A [B]Description:[/B] The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W. Note: Can only be taught by Yusei Note: Can only be used twice Note: Can not be used in consecutive turns Note: Lasts a max of four turns, and can be stopped by the user whenever Note: Can not use another S-rank water technique in the same turn. Note: Tainting techniques takes one of the three jutsu slots [/FONT] [/SPOILER] [/border] [/QUOTE]
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