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[QUOTE="Troi, post: 22166516, member: 204285"] Resubmitting: ♆ (Barakūdaātsu: Muchiuchishō) Barracuda Arts: Whiplash ♆ Type: Offensive Rank: [B]B[/B] Range: Short-Med Chakra: [B]20[/B] Damage: N/A Description: Whiplash is a jutsu usable by signers of the Barracuda contract. In unison with a water technique of any size or sort, the user will rapidly grow a barracuda tail [B]coming from their tailbone[/B] [B]in proportion to their body [/B]and whip it in the same time frame as their water jutsu. [B]The user is not hitting the entire jutsu but a portion of it as the technique is very focused. Akin to someone slapping their hand down into a pool. You don't move the entire pool of water away, but a small portion of water where your hand landed gets sent into a frenzy. [/B] What this does is disoriented and sprinkle water from the technique in an organized and deliberate pattern in the form of separate, [B]pea-sized pellets, accurately compared to BB pellets.[/B] What this aims to do is blind the opponent through the microscopic pellets thrashed through the tail. This not only works in a physical way due to temporarily damaging the eyes [B]as if you got shot with a shotgun blast made of water[/B] but also, as it is filled with the users chakra, disables doujutsu users from being accurate in their chakra-based vision as it will cause major spotting. Almost like temporary astigmatism. This blindness lasts for two turns and the technique is usable once per turn, every other turn. It reaches up to med range and can only be used from techniques coming from the direction of the user themselves but in any given direction as long as the tail is close enough to the technique to thrash it and create the pattern of droplets/pellets. • Must have signed the Barracuda contract Changes in bold. More clarification on the vision of how the tech works as there was a clear disconnect due to how I worded things. Nothing is coming out of my arms and I am not volleyballing giant techniques. It is a very precise technique so I added some descriptions to help understand and push past any questions on size and usage. ♆ (Kuchiyose no Jutsu: Kingu Kāneiji) - Summoning Technique: King Carnage ♆ Type: Summon Rank: S Range: N/A Chakra: 40 Damage: N/A Description: King Carnage is a boss summon from the Barracuda contract. When summoned, [B]he floods the field with deep mist[/B] that disorients the vision of those around, allies and enemies alike save for the summoner who can clearly see through this thick mist due to their mastery over the arts. His speed is that [B]of 10[/B] and his bite (close range) is strong enough to match the damage of an S rank taijutsu technique, [B]however, using a technique slot per turn[/B]. His scales are the sturdiest of all Barracudas, able to tank A rank damage and below wth ease and able to tank two S rank techniques before being de-summoned. His primary usage is he is able to perform up to A rank water jutsu. He is in tune with those who have practiced and honed the Barracuda arts, taking on all boosts the user may gain when it comes to water jutsu exclusively. • Summonable once per match and available for four turns before he de-summons • Must have signed the Barracuda contract Changes in bold. Bite is now active, water release is now active, kept the bit about retaining the user's water boosts as that is the point of the summon as well as being a boss of the contract and only being able to be summoned once per battle. [/QUOTE]
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