[CJ] Belly of the Serpents

ZandaT

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Damn oldies >_>

(Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip
Type: Attack/Supplementary
Rank: A
Range: Mid - Long
Chakra: 30 (-10 per turn afterwards)
Damage: (-15 dmg per turn)
Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents.
NOTES
►Can be used three per battle
►Has a 4 turn cooldown between each use
►Can only be taught by ZandaT
Analyze it and ask any questions.
 

ZandaT

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No questions, I understand it to it. Any tips on its use? like combinations etc.
Well I personally would take advantage of its range. Its's a water tech that creates its own watersource within short range of the target which is a plus in an Rp where people like to stand in one spot and fling moves. My strategy with this move would be genjutsu before, water tech, then high ranking genjutsu after.

Remember, once in the serpent's mouth the target is technically no longer on the ground itself. Now your turn ☺
 

Serpent

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Alright, let me know any questions you have.

(Suiton: Uzumaki Dri-Engai) Water Release: Dome of the Slashing Whirlpool
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage points: 80
Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
Notes:
-Can only be used once per battle.
-Requires a Water Source.
-No S-ranks or above next turn.
-This Jutsu can only be taught by Serpent
 

ZandaT

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(Doton/Katon: Mitsubachi no su) Earth/Fire Style: Bees Nest
Type: Offensive
Rank: Forbidden
Range: Short/Mid-Long
Chakra: 50
Damage: 90(-15 to user)
Description: The user will channel their doton chakra into the ground as they perform 2 hand seals creating three earth made ancient chinese bees nest, filled with numerous highly condensed earth arrows, to rise from the earth at any three locations within short range of the user pointing in any direction they desire. The user will then perform 1 hand seal as they infuse their fire chakra in every arrow creating numerous molten earth like arrows before clapping their hands as they create a fire explosion at the bottom of each bees nest that causes them to launch all the arrows at once as the fire explosion propels them like swift moving missiles. There are enough arrows in just one bees nest that it can rain down in one area and hit everything within short range, covering a 5m diameter if launched in linear fashions, and if all 3 were aimed in one direction then the sky would be filled with a blanket of arrows that hit multiple ranges in the vicinity they are facing. As the numerous molten earth arrows rain down on an area they explode on contact releasing multiple shrapnel of highly heated dense earth while setting the ground ablaze. The elemental combination, the amount of chakra used for only one person, and the widespread destruction caused by this technique is the reason why its forbidden.
NOTES
►User cannot use Fire or Earth jutsu above A rank next turn
►This jutsu takes two of the users three jutsu spots per turn
►User feels fatigued by the chakra drain this jutsu brings and their body also receives some damage due to the strain put on it
►Can only be used once per battle
►Can only be taught by Zanda
People sleep on Bees Nest but the outcome is the possibility of engulfing three different ranges in a spread of dangerous flames as the projectiles explode on contact. the set up isn't that tidus, 3 hand seals and the clapping of ones hands so like 4 hand seals in all, and once done you have the option of firing off a very large wave of highly dense earth arrows engulfed in flames. You have a total of three Bees Nest, and each can release an amount of arrows that can fill a 5m diameter, but if all were aimed at the same place you can virtually cover 15m. The cannons can be adjusted to have the arrows traverse in many ways,

(Ryōshi doraibu) Quantum Drive
Type: Offense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: Quantum Drive is a nintaijutsu attack that uses the water molecules in the air to attack in unison with the user. Once the target is within range the user will begin to repeatedly punch them as they release their water chakra into the air manipulating the area 4m above, behind, and to the sides of the opponent. With every punch the user throws they will also manipulate a wave of miniature needles that impact the target's body penetrating it dealing damage internally. The back to back punches and waves of needles will continually impact and penetrate the opponent leaving their mangled at the hands of their user as they suffer from blunt and penetrating damage. The opponent would be caught in the onslaught with no place to run as the user holds them in place with their rapid back to back punches. If the opponent managed to survive this technique due to some sort of defense or physical healing, they would still suffer from the symptoms of "Overhydration" which would leave the target with a massive headache as they stand disoriented and confused. The ailment would last for two turns afterwards.
NOTES
►Can be used 2x per battle
►Has a two turn cooldown
►No water S rank and above afterwards
►The move can be affected by water and tai boosts
►Can only be taught by Zanda
One of my favorite new babies <3

A tai attack that virtually eliminates any means of escape due to the use of water while delivering those strikes. Opponents who manage to defend can still be affected by the move if their defense truly isn't a complete one.
 

Serpent

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I understand them. I only have one question about "Quantum Drive". I has a restriction that says "No water S rank and above afterwards". Does that mean for the rest of the battle or turn?


Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The user will make a single handseal forming a basic Dome of water around them that is able to block incoming techniques of the appropriate rank. The dome is able to be maintained so after blocking the attack, the user will form another handseal causing the water to explode outward forming small hair like needle of dense water in all directions. These Needles cannot penetrate targets of greater density.
Notes:
-Can only be used twice per battle
-Requires a 2 turn cool down
-Requires a water source
-If maintained, the user spends another move.
-Can only be taught by Serpent

A rather unique technique that focuses on defense and attack. Its capable of blocking techniques of the appropriate rank however, at the cost of another move. It can be maintained if its hit with a technique equal in power. For Example, If an S-ranked Fire technique hit the dome, normally the water and fire would clash and both deplete. But, by using one of your 3 Jutsu slots you can maintain the dome after and continue with its attack. This cannot be done if the dome is overpowered however.
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is withing the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle
-This Jutsu can only be taught by Serpent

A powerful technique, once an opponent is caught in "Water Style: Water Prison" You will sacrifice the function of your hand at the cost of the opponents life. The pressure builds rapidly with the opponents ear drums bursting after just a few seconds and them being completely crushed within half a minute.
Type: Supplementary/Attack/Defence
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 90
Description: Before or After making contact with an opponent the user will drawl water from there own body and form small thin yet dense spikes as thin as needles stick out throughout there body or designated area of the user. This will form a defensive lair of countless needles that can easily pierce into an opponent. When these needles stab into an opponent they take old keeping the opponent stuck in the connected area almost like glue, although this is causes by small barbs located at the ends of each spike. Upon the users will they can release the water outwards in a large blast that will blast back the opponent causing extreme crushing power and force sending them flying backwards. Because of the use of the users own water within his body this Jutsu causes extreme dehydration. This makes the user feel drained and dizzy as well as blurs his vision stunting his ability to see well. This will also cause the user to look slightly "aged" after use of this Jutsu.
Note:
-Can only be used one time per battle
-Dehydration last for two turns
-This Jutsu can only be taught by Serpent

A technique designed to fight against Taijutsu masters, self explanatory. When using this attack, you can release the water at will without the need of handseals or further chakra cost. You can even release it as the water begins forming the spikes if need be.

Now, for the most Badass, Epic and most renowned Water Technique that has ever seen the light of day. The ONE, THE ONLY!!
Type: Supplementary
Rank: E
Range: Short
Chakra Cost: 5
Damage points: N/A
Description: The user will lay down in an water source and flop around like a fish. this causes small amounts of water to splash up on any nearby opponent(s). This is often used as a taunt to anger an opponent before battle.
Note:
-Requires a Water Source
-This Jutsu can only be taught by Serpent

heehee..
 
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