Resubmitting from 4 cycles ago. Was left pending. I was told by NK that it was okay to do so. No changes made from above.(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user, through maintaining the Bird hand seal, can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.
Leaving for NK
‡ Pending ‡ I'll come back to this. Need to deal with your other submission first.
(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.
‡ Approved ‡
(Suiton: Naga no Fuitchi Sanka) – Water Release: Discordant Hymn of the Naga
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (+X)
Damage: N/A
Description: The Discordant Hymn of the Naga is a supplementary technique designed for self-empowerment and restoration. The Discordant Hymn of the Naga acts to apply the absorbed water chakra within any Grudge Rain based water techniques. Typically, a Grudge Rain water technique will absorb chakra through contact with either an opposing target or opposing technique within elemental strengths and weaknesses. This chakra will be integrated into the water itself and stored in order to act as either to empower future water techniques or to regenerate itself. However, Discordant Hymn of the Naga grants the usage of Grudge Rain techniques a third application – the self-empowerment of the user. Through careful manipulation of the chakra absorbed by water techniques the user can, through a simple sacrifice of chakra, to integrate the chakra stored within a Grudge Rain technique within themselves. This in essence allows for a limited form of chakra scavenging. The amount of chakra returned to the user purely depends on the quantity stored within a water technique. For example, should Grudge Rain absorb two B-Rank techniques within its existence the user can integrate the chakra back into their body effectively restoring forty chakra. Or should a grudge rain technique drain seventy chakra from a target through direct contact the grudge rain can be integrated to restore 70 chakra to the user. Of course, each application of this technique requires the sacrifice of twenty chakra and will render the water that this technique integrates from essentially useless and devoid of chakra causing it to fall apart lifelessly. The chakra integrated into the user does not serve to empower future water techniques. It simply acts to replenish the user’s chakra reserves. Discordant Hymn of the Naga can be used five times per battle.
‡ Declined ‡ You never really state what this is. Is it an infusion for existing water techniques? Is it something you use after Grudge Rain has been used? If it's the latter, I'm fairly sure Grudge Rain doesn't absorb chakra from techniques. You also need to put a cap on the damage you can add onto a single technique. If you absorbed 70 chakra from someone and applied that to a technique, you could argue that's an effective +140 damage. Limit the maximum boost to +20 damage. Overall, you just need to find a better way to rework this.
(Suiton: Takaramono no Naga) – Water Release: Treasures of the Naga
Type: Supplementary
Rank: A
Range: N/A
Chakra: (+10 chakra cost to applied techniques)
Damage: N/A
Description: A type of activated infusion technique designed to enhance supplementary and defensive Water Release techniques. The Treasures of the Naga pertain to a technique which is passive in nature once activated. The Treasures of the Naga grant the user’s defensive and supplementary Water-based (including Water-based KG/CEs) an added dimension increasing their effective strength and power. In its most basic nature the Treasures of the Naga allows for the user to add an additional layer of shape manipulation to their techniques through the usage of additional chakra. The technique, at the user’s volition, allows them to churn the water within their own techniques and add additional chakra for the shape manipulation causing the water within the technique in question to gain numerous pockets of what is effectively solid water. The solid water, however, is not crystalline in nature. It is essentially akin to that of clay, solid yet malleable. The malleability of the additional water allows for water techniques to retain their inherently fluid properties. For example, should the user apply the Treasures of the Naga to an armor of water it will cause the interior of the armor to gain this additional dimension of effectively solid malleable water increasing its defensive capabilities by one rank. In addition to the additional layer of solid water this technique also enables a second, more deceptive purpose. Through the additional shape manipulation enabled by this technique the user will cause the malleable water produced to be composed of Grudge Rain water granting it chakra draining capabilities. In essence this allows the technique produced to drain chakra from the opponent at the rate of 50 per turn they come in contact with the infused water. The Grudge Rain also allows for the draining of opposing techniques, within elemental strengths and weaknesses. The Treasures of the Naga has inherent limitations to it as well. This technique cannot be applied to techniques where it is inherently a mist – it must be applied to water techniques which hold their normal fluid qualities. These water techniques must also be defensive or supplementary in nature and cannot be applied to techniques which aim to deliver damage offensively, such as projectiles and such. This technique can only be used twice per battle and lasts for three turns when activated. This technique can be deactivated at any time according to the user’s will.
‡ Declined ‡ I'm not buying this whole "solid water" thing. The inclusion of chakra absorption also feels really tacked on and doesn't fit with the rest of the technique. This is just an infusion for the sake of throwing together a number of abilities that don't really fit together. I also don't believe something like this would increase the defensive abilities of a technique.
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