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Axle Customs V 4.0
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<p>[QUOTE="Axle, post: 13741229, member: 2089"]</p><p style="text-align: center"><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><span style="color: #A52A2A">Doton</span></span></span></p><p></p><p>[SPOILER]</p><p></p><p><span style="font-size: 18px"><p style="text-align: center"><strong>C-rank</strong></p><p></span></p><p>(Doton: Daichi Bokudan) - Earth Style: Earth Bomb </p><p>Rank: C</p><p>Type: Supplementary</p><p>Range: Short/Mid</p><p>Chakra Cost: 15</p><p>Damage Points: 30</p><p>Description: When this bomb hits anything, it will create a giant wall that will fall into the opponent.</p><p></p><p><span style="font-size: 18px"><p style="text-align: center"><strong>B-rank</strong></p><p></span></p><p>(Doton: Kenban)- Earth Release: Rotator Plate</p><p>Type: Supplmentary</p><p>Rank: B</p><p>Range: Short-Mid</p><p>Chakra: 20</p><p>Damage: N/A</p><p>Description: The user will first perform a series of two hand seals, while having constant contact with an earth source. After sending their chakra racing through the earth, the ground under the opponent in a circular shape will rapidly spin at high speeds, like a top. This high speed of rotation has enough power behind it to throw the opponent severely off balance, and fling them hard onto the ground up to several meters away. The diameter of the affected circle is approximately two meters. The spinning motion will last as long as the user concentrates on the spinning the earth. However, this technique can be cancelled in an instant.</p><p>*Note: Can only be taught by Selendrile</p><p>*Note: Usable four times per battle</p><p>*Note: The user cannot use any other techniques while concentrating on the spinning earth.</p><p></p><p>(Doton: Mokuzou Yaiba ) - Earth Style: Wooden Blade </p><p>Type: Attack</p><p>Rank: B</p><p>Range: Short</p><p>Chakra Cost: 20</p><p>Damage Points: 40</p><p>Description: The user creates a wooden blade. When the blade contacts something, it slices through just like any other blade. This blade evaporates when touched by fire.</p><p></p><p>(Doton: Earth Arms)</p><p>Rank: B</p><p>Type: Supplementary/Attack</p><p>Range: Short-long</p><p>Chakra cost: 40</p><p>Damage Points: N/A</p><p>Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.</p><p>-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.</p><p>-Must be taught by ~Yard~</p><p>-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.</p><p>Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent. </p><p></p><p><span style="font-size: 18px"><p style="text-align: center"><strong>A-rank</strong></p><p></span></p><p>(Doton: Suraidingu Kabe) - Earth Style: Sliding Walls </p><p>Rank: A</p><p>Type: Defence</p><p>Range: Short-Long</p><p>Chakra cost: 30</p><p>Damage Points: N/A </p><p>Descripton: This jutsu requires the dragon hand seal. It is only 2 moving walls that protect you from different jutsu</p><p></p><p>(Doton: Rando Funnu ) - Earth Style: Raging Land </p><p>Type: Supplementary-Attack</p><p>Rank: A</p><p>Range: Mid-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user focuses chakra into the ground, causing pieces of land to rise up. Beside the rose up lands are sharp spikes that will also be created </p><p>with chakra.</p><p></p><p>Earth Style: Levitating Plateau</p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: N/A</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too.</p><p>*only stays in effect for four turns at the most*</p><p>*usable only three times a battle*</p><p></p><p><span style="font-size: 18px"><p style="text-align: center"><strong>S-rank</strong></p><p></span></p><p>(Doton: Daichi Kunai) - Earth Style: Earth Kunai </p><p>Rank: S</p><p>Type: Attack</p><p>Range: Mid-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user shapes their chakra to make a kunai from the earth. When this kunai is hit on the opponent, the nearest organ turns into stone.</p><p></p><p>(Doton: Yuuen Rokuhenkei Daichi Bakuha) Earth Style: Grand Hexagon Earth Explosion</p><p>Rank: S</p><p>Type: Attack</p><p>Range: Short – Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user makes few hand seals and then slams his hands on the ground and creates a hexagonal pattern of chakra around the opponent and then it lights up and explodes causing the earth inside the hexagonal pattern to begin breaking up and shooting out of the ground colliding with the enemy and then they fall back down on top of the enemy and burry them underneath the rubble.</p><p>*Earth Jutsu cannot be used for 2 turns after this jutsu is performed</p><p>*Does 15 damage to the User</p><p>*Can only be used Twice per battle</p><p>*Can only be used by members of Sharinganmasters Hideout</p><p></p><p>(Doton: Saigo Anko-Ru) Earth Release: Last Encore</p><p>Rank: S</p><p>Type: Attack</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: Four walls on each side of the opponent raise swiftly and collide into the foe in order to crush them and then following up with another four walls in a diamond shape slamming into the wreckage of the previous walls.</p><p>Note: usable two times per battle</p><p></p><p>(Doton: Wakusei Haken) Earth Release: Planet Dispatch</p><p>Rank: S</p><p>Type: Attack</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.</p><p></p><p>(Doton: Koumaru No Ishi) Earth Release: Balls Of Stones</p><p>Type: Offensive</p><p>Rank: S</p><p>Range: All</p><p>Chakra Cost: 40 (+20 more for each 2 additional balls)</p><p>Damage: 80</p><p>Describtion: The user makes 4 hand signs and than he focuses his chakra into his hands and he launches 1 ball of stones from each hand at his opponent whose speed can be increased by Wind Techniques of B-rank and lower. This technique can be used with Hurricane Fist which destroys balls and makes small stones which will fly at high speed at opponent with same strength.</p><p>Note: Can only be used 3 times in battle.</p><p>Note: User can´t use any Water Technique in next 4 turns.</p><p>Note: Can only be taught by Migualon J.J. </p><p></p><p>(Doton: Enchou kangoku) – Earth Style: Dome Prison</p><p>Rank: S</p><p>Type: Supplementary/Defense</p><p>Range: Short-Mid</p><p>Chakra cost: 40</p><p>Damage Points: 80</p><p>Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.</p><p>*Note: Can only be used 3 times per battle.</p><p>*Note: No S rank earth techniques the following turn.</p><p>*Can only be taught by McKnockout</p><p></p><p>(Doton: Going Merry Kibarashi) - Earth Style: Going Merry Recreation </p><p>Type: Attack/Defense</p><p>Rank: S</p><p>Range: Short </p><p>Chakra Cost: 40 (-10 every time a cannon ball is shot)</p><p>Damage Points: N/A </p><p>Description: After performing Monkey → Horse → Dog → Ox → Boar the user will concentrate all of his/her doton chakra and clap their hands together. By doing so the Straw Hat Pirates’ full size ship the “Going Merry” will be created made completely of earth from the ground itself. As long as the user is aboard the ship his/her earth style techniques will require three less hand seals to perform. The ship itself is able to float in water sources(The ship will not turn into mud unless it is on that water source for longer than two turns) and mud itself (for ex. Swamp of the underworld). Depending on the elemental advantages the ship can block B-Rank and below techniques but the part that was hit will crumble afterward. If any attacks are coming from above, the user can walk inside the “meeting room” of the ship for cover. The unique ability of the ship is that it can shoot A-Ranked cannon balls made of earth from the ships main cannon in the front. The ship has a stock of five cannon balls. Every cannon ball has multiple explosive tags attached to them that can be detonated with the use of a single hand seal. The users chakra is infused with the ship itself, so only S ranked or above enemy earth techniques will be able to overpower the ships earth chakra and use it as an earth source.</p><p></p><p>Note: Can only be used once per battle.</p><p>Note: No earth style techniques in the previous turn.</p><p>Note: No earth style techniques in the same turn the ship is being created. (Shooting the cannon ball does not count)</p><p>Note: If the ship is not destroyed it will stay in play for 3 turns.</p><p>Note: Because of the massive use of doton chakra, the user will not be able to form A-Rank or above earth techniques for the next turn or S-Rank for two.</p><p>Note: The first cannon ball that the user shoots immediately after the creation of the ship (and shot in the same turn he is created) will not count towards the three jutsu per turn. </p><p>Note: Any other cannon ball shot afterwards counts as one of the three jutsu’s per turn.</p><p>Note: The shot cannon balls reach up to long range.</p><p>Note: Can only be used by Mathias</p><p></p><p><strong>(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora</strong></p><p>Type: Supplementary/Defensive/Offensive</p><p>Rank: S</p><p>Range: Short - <strong>Mid</strong></p><p>Chakra cost: 40 (-<strong>15</strong> chakra per turn)</p><p>Damage points: N/A (<strong>30-80 </strong>damage if used to attack the opponent)</p><p>Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will <strong>perform the Snake handseal</strong> and focus their doton chakra into the earth below to create a subterranean field of semi-sentient (similar in nature to the Earth Golem technique for example) tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, <strong>each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position)</strong> but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. <strong>The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. </strong>The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three). <strong>Using these tendrils in order to attack and inflict harm on to the opponent count towards one of the user's three moves per turn and it's rank will vary depending on what percentage of the tendrils are devoted to this attack e.g. using all of the tendrils will make this an S-Rank, using half of the tendrils will make this an A-Rank, et cetera. The minimum proportion of tendrils that can be invested in any given attack is 1/8th of the total meaning such an attack would possess the power of an C-Rank. Simple tasks (which more often than not include one or a few tendrils at most) such as merely making contact with entities to use their special ability, lifting up/moving around objects/people and anything else which isn't directly offensive or defensive in nature will not count towards the user's jutsu per turn limit.</strong></p><p></p><p><strong>Earthly Tether</strong></p><p>The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle. </p><p></p><p><strong>Enter the Void</strong></p><p>The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle. </p><p></p><p><strong>Become Earth</strong></p><p>The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle. </p><p></p><p>Note: Lasts four turns (unless cancelled)</p><p>Note: Can only be used once per battle</p><p>Note: Can only be Taught by Negative Knight</p><p><strong>Note: No S-Rank or above Earth on the turn this technique is deactivated </strong></p><p><strong>Note: User is restricted to Earth and non-elemental abilities while this is active</strong></p><p></p><p><span style="font-size: 18px"><p style="text-align: center"><strong>Forbidden</strong></p><p></span></p><p>Doton: Kyojin no Aizengaadu - Earth Release: Troll of Eisengard </p><p>Rank: Forbidden</p><p>Type: Offensive/Suplementary</p><p>Range: Short - Long</p><p>Chakra cost: 50(+20 per turn active)</p><p>Damage points: 90(-30 to user due to chakra strain) </p><p>Description: An advance earth chakra</p><p>manipulation where the user creates (short</p><p>range of him) a giant mud troll the same size as the "great stone golem". This mud troll is able to move about up to long range and acts via the user's will. Due to semi- intangibility of mud, the troll is immune to</p><p>weapons and most physical attacks as they would just pass through it, however is weak to wood, lightning, etc following its elemental weakness towards other elements. The troll regenerates when</p><p>hit by attacks that aren't enough to destroy</p><p>it at once as it churns for more mud as it moves on the ground. The troll however can sweep a large area with mud flood and can extend his body. Due to its semi-intangibility, It can't break through most solid matter , however it can be fatal when a human recieves a direct hit. The user however, would be exhausted after the troll is out of play and find it hard to mold earth chakra thus can't use doton for next 2 turns and at the same time he is only able to use 2 moves per turn for next 2 turns</p><p>+++Mud flood count as a move out of the 3 moves and is equivalent to A-rank mid</p><p>range earth</p><p>+++useable only once</p><p>+++User recieves +30 damage due to</p><p>chakra strain </p><p>+++No doton for the next 2 turns after troll</p><p>is out of play.</p><p>+++The user can only use two moves for the next two turns after troll is out of play</p><p>+++Stays on the field for 3 turns after which</p><p>it crumbles forming a huge pile of mud. However it can be destroyed before then</p><p>where, depending on the technique used to</p><p>destroy it may or may not leave the mud pile behind.</p><p>+++No A-rank and above Earth when troll</p><p>is on the field</p><p></p><p>[/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Axle, post: 13741229, member: 2089"] [CENTER][FONT=Book Antiqua][SIZE=5][COLOR="#A52A2A"]Doton[/COLOR][/SIZE][/FONT][/CENTER] [SPOILER] [SIZE=5][CENTER][B]C-rank[/B][/CENTER][/SIZE] (Doton: Daichi Bokudan) - Earth Style: Earth Bomb Rank: C Type: Supplementary Range: Short/Mid Chakra Cost: 15 Damage Points: 30 Description: When this bomb hits anything, it will create a giant wall that will fall into the opponent. [SIZE=5][CENTER][B]B-rank[/B][/CENTER][/SIZE] (Doton: Kenban)- Earth Release: Rotator Plate Type: Supplmentary Rank: B Range: Short-Mid Chakra: 20 Damage: N/A Description: The user will first perform a series of two hand seals, while having constant contact with an earth source. After sending their chakra racing through the earth, the ground under the opponent in a circular shape will rapidly spin at high speeds, like a top. This high speed of rotation has enough power behind it to throw the opponent severely off balance, and fling them hard onto the ground up to several meters away. The diameter of the affected circle is approximately two meters. The spinning motion will last as long as the user concentrates on the spinning the earth. However, this technique can be cancelled in an instant. *Note: Can only be taught by Selendrile *Note: Usable four times per battle *Note: The user cannot use any other techniques while concentrating on the spinning earth. (Doton: Mokuzou Yaiba ) - Earth Style: Wooden Blade Type: Attack Rank: B Range: Short Chakra Cost: 20 Damage Points: 40 Description: The user creates a wooden blade. When the blade contacts something, it slices through just like any other blade. This blade evaporates when touched by fire. (Doton: Earth Arms) Rank: B Type: Supplementary/Attack Range: Short-long Chakra cost: 40 Damage Points: N/A Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place. -The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air. -Must be taught by ~Yard~ -Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu. Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent. [SIZE=5][CENTER][B]A-rank[/B][/CENTER][/SIZE] (Doton: Suraidingu Kabe) - Earth Style: Sliding Walls Rank: A Type: Defence Range: Short-Long Chakra cost: 30 Damage Points: N/A Descripton: This jutsu requires the dragon hand seal. It is only 2 moving walls that protect you from different jutsu (Doton: Rando Funnu ) - Earth Style: Raging Land Type: Supplementary-Attack Rank: A Range: Mid-Long Chakra Cost: 40 Damage Points: 80 Description: The user focuses chakra into the ground, causing pieces of land to rise up. Beside the rose up lands are sharp spikes that will also be created with chakra. Earth Style: Levitating Plateau Type: Supplementary Rank: A Range: N/A Chakra Cost: 30 Damage Points: 60 Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too. *only stays in effect for four turns at the most* *usable only three times a battle* [SIZE=5][CENTER][B]S-rank[/B][/CENTER][/SIZE] (Doton: Daichi Kunai) - Earth Style: Earth Kunai Rank: S Type: Attack Range: Mid-Long Chakra Cost: 40 Damage Points: 80 Description: The user shapes their chakra to make a kunai from the earth. When this kunai is hit on the opponent, the nearest organ turns into stone. (Doton: Yuuen Rokuhenkei Daichi Bakuha) Earth Style: Grand Hexagon Earth Explosion Rank: S Type: Attack Range: Short – Long Chakra Cost: 40 Damage Points: 80 Description: The user makes few hand seals and then slams his hands on the ground and creates a hexagonal pattern of chakra around the opponent and then it lights up and explodes causing the earth inside the hexagonal pattern to begin breaking up and shooting out of the ground colliding with the enemy and then they fall back down on top of the enemy and burry them underneath the rubble. *Earth Jutsu cannot be used for 2 turns after this jutsu is performed *Does 15 damage to the User *Can only be used Twice per battle *Can only be used by members of Sharinganmasters Hideout (Doton: Saigo Anko-Ru) Earth Release: Last Encore Rank: S Type: Attack Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: Four walls on each side of the opponent raise swiftly and collide into the foe in order to crush them and then following up with another four walls in a diamond shape slamming into the wreckage of the previous walls. Note: usable two times per battle (Doton: Wakusei Haken) Earth Release: Planet Dispatch Rank: S Type: Attack Range: Short-Long Chakra Cost: 40 Damage Points: 80 Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack. (Doton: Koumaru No Ishi) Earth Release: Balls Of Stones Type: Offensive Rank: S Range: All Chakra Cost: 40 (+20 more for each 2 additional balls) Damage: 80 Describtion: The user makes 4 hand signs and than he focuses his chakra into his hands and he launches 1 ball of stones from each hand at his opponent whose speed can be increased by Wind Techniques of B-rank and lower. This technique can be used with Hurricane Fist which destroys balls and makes small stones which will fly at high speed at opponent with same strength. Note: Can only be used 3 times in battle. Note: User can´t use any Water Technique in next 4 turns. Note: Can only be taught by Migualon J.J. (Doton: Enchou kangoku) – Earth Style: Dome Prison Rank: S Type: Supplementary/Defense Range: Short-Mid Chakra cost: 40 Damage Points: 80 Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density. *Note: Can only be used 3 times per battle. *Note: No S rank earth techniques the following turn. *Can only be taught by McKnockout (Doton: Going Merry Kibarashi) - Earth Style: Going Merry Recreation Type: Attack/Defense Rank: S Range: Short Chakra Cost: 40 (-10 every time a cannon ball is shot) Damage Points: N/A Description: After performing Monkey → Horse → Dog → Ox → Boar the user will concentrate all of his/her doton chakra and clap their hands together. By doing so the Straw Hat Pirates’ full size ship the “Going Merry” will be created made completely of earth from the ground itself. As long as the user is aboard the ship his/her earth style techniques will require three less hand seals to perform. The ship itself is able to float in water sources(The ship will not turn into mud unless it is on that water source for longer than two turns) and mud itself (for ex. Swamp of the underworld). Depending on the elemental advantages the ship can block B-Rank and below techniques but the part that was hit will crumble afterward. If any attacks are coming from above, the user can walk inside the “meeting room” of the ship for cover. The unique ability of the ship is that it can shoot A-Ranked cannon balls made of earth from the ships main cannon in the front. The ship has a stock of five cannon balls. Every cannon ball has multiple explosive tags attached to them that can be detonated with the use of a single hand seal. The users chakra is infused with the ship itself, so only S ranked or above enemy earth techniques will be able to overpower the ships earth chakra and use it as an earth source. Note: Can only be used once per battle. Note: No earth style techniques in the previous turn. Note: No earth style techniques in the same turn the ship is being created. (Shooting the cannon ball does not count) Note: If the ship is not destroyed it will stay in play for 3 turns. Note: Because of the massive use of doton chakra, the user will not be able to form A-Rank or above earth techniques for the next turn or S-Rank for two. Note: The first cannon ball that the user shoots immediately after the creation of the ship (and shot in the same turn he is created) will not count towards the three jutsu per turn. Note: Any other cannon ball shot afterwards counts as one of the three jutsu’s per turn. Note: The shot cannon balls reach up to long range. Note: Can only be used by Mathias [B](Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora[/B] Type: Supplementary/Defensive/Offensive Rank: S Range: Short - [B]Mid[/B] Chakra cost: 40 (-[B]15[/B] chakra per turn) Damage points: N/A ([B]30-80 [/B]damage if used to attack the opponent) Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will [B]perform the Snake handseal[/B] and focus their doton chakra into the earth below to create a subterranean field of semi-sentient (similar in nature to the Earth Golem technique for example) tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, [B]each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position)[/B] but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. [B]The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. [/B]The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three). [B]Using these tendrils in order to attack and inflict harm on to the opponent count towards one of the user's three moves per turn and it's rank will vary depending on what percentage of the tendrils are devoted to this attack e.g. using all of the tendrils will make this an S-Rank, using half of the tendrils will make this an A-Rank, et cetera. The minimum proportion of tendrils that can be invested in any given attack is 1/8th of the total meaning such an attack would possess the power of an C-Rank. Simple tasks (which more often than not include one or a few tendrils at most) such as merely making contact with entities to use their special ability, lifting up/moving around objects/people and anything else which isn't directly offensive or defensive in nature will not count towards the user's jutsu per turn limit.[/B] [B]Earthly Tether[/B] The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle. [B]Enter the Void[/B] The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle. [B]Become Earth[/B] The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle. Note: Lasts four turns (unless cancelled) Note: Can only be used once per battle Note: Can only be Taught by Negative Knight [B]Note: No S-Rank or above Earth on the turn this technique is deactivated [/B] [B]Note: User is restricted to Earth and non-elemental abilities while this is active[/B] [SIZE=5][CENTER][B]Forbidden[/B][/CENTER][/SIZE] Doton: Kyojin no Aizengaadu - Earth Release: Troll of Eisengard Rank: Forbidden Type: Offensive/Suplementary Range: Short - Long Chakra cost: 50(+20 per turn active) Damage points: 90(-30 to user due to chakra strain) Description: An advance earth chakra manipulation where the user creates (short range of him) a giant mud troll the same size as the "great stone golem". This mud troll is able to move about up to long range and acts via the user's will. Due to semi- intangibility of mud, the troll is immune to weapons and most physical attacks as they would just pass through it, however is weak to wood, lightning, etc following its elemental weakness towards other elements. The troll regenerates when hit by attacks that aren't enough to destroy it at once as it churns for more mud as it moves on the ground. The troll however can sweep a large area with mud flood and can extend his body. Due to its semi-intangibility, It can't break through most solid matter , however it can be fatal when a human recieves a direct hit. The user however, would be exhausted after the troll is out of play and find it hard to mold earth chakra thus can't use doton for next 2 turns and at the same time he is only able to use 2 moves per turn for next 2 turns +++Mud flood count as a move out of the 3 moves and is equivalent to A-rank mid range earth +++useable only once +++User recieves +30 damage due to chakra strain +++No doton for the next 2 turns after troll is out of play. +++The user can only use two moves for the next two turns after troll is out of play +++Stays on the field for 3 turns after which it crumbles forming a huge pile of mud. However it can be destroyed before then where, depending on the technique used to destroy it may or may not leave the mud pile behind. +++No A-rank and above Earth when troll is on the field [/SPOILER] [/QUOTE]
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