[CJ] Edward and Drackos trade...I'm really bad at titles ._.

Drackos

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So basically a dome of fire that converges upon the user without harming it and expands outward in an omnidirectional burst of flames.
And you can also create the dome with an extra hand seals after so that spikes are shaped to burst from its exterior or interior.
I like both usage, i'd probably use the omnidirectional one a lot LOL.

no questions drackos ;3
You got it mixed up lol.

You create the dome at mid-range. Initially it can simply act as a dome for defense. But should you desire you can create the spikes and what not with the single hand seal on the interior or exterior making approaching it very dangerous.

Should you want then you can have it converge on you (without harming you) and then erupt violently outward. This makes those who are caught on the inside have a bad day defending against it.

So there are actually three uses for this technique :).


:) :) :) :)

Anyways have fun o_o
 

Drackos

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(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.
 

Edward

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Ohh, so you basically create a ton of water that can absorb chakra, and you can store the absorbed chakra (up to 200 chakra pts) and use that to increase the damage of your own technique by using the water from this technique into a water technique?

It's simple enough. U_U

(Fuinjutsu: Kamei no Gokuin) - Sealing Technique: Command Seal
Show
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal that look like one of the symbols below (see spoiler) on either of their hands that will lie dormant until passively activated. The seal only works on jutsu that transform or are donned on the user's body and can only be activated whenever one of these techniques are in use. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal passively leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc. Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand. In escence this seal allows the user to keep the armor and focus on other chakras for the duration.

Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
Note: Can only be used once per battle
Note: Can not work on modes
 

Drackos

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Ohh, so you basically create a ton of water that can absorb chakra, and you can store the absorbed chakra (up to 200 chakra pts) and use that to increase the damage of your own technique by using the water from this technique into a water technique?

It's simple enough. U_U

(Fuinjutsu: Kamei no Gokuin) - Sealing Technique: Command Seal
Show
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal that look like one of the symbols below (see spoiler) on either of their hands that will lie dormant until passively activated. The seal only works on jutsu that transform or are donned on the user's body and can only be activated whenever one of these techniques are in use. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal passively leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc. Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand. In escence this seal allows the user to keep the armor and focus on other chakras for the duration.

Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
Note: Can only be used once per battle
Note: Can not work on modes
Good. Be sure to pay attention to the restrictions.

The Command Seal is a passively activated. It links itself to a jutsu present on the user's body (transformation or otherwise) and will act to sustain it instead of the user. Insanely useful and frees the user's elemental restrictions.

Thanks.
 

Edward

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gj u learned it im impressed !!

i have a question for ur technique
say u use it ok and its the 4th turn
and in the 4th turn u use a water technique that lasts for 3 turns
does this prolong the water for 3 turns?? or does it only last 1 turn
 

Drackos

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gj u learned it im impressed !!

i have a question for ur technique
say u use it ok and its the 4th turn
and in the 4th turn u use a water technique that lasts for 3 turns
does this prolong the water for 3 turns?? or does it only last 1 turn
It doesn't extend the duration. It would sipmly use part of the water as a source for another technique while you continue to sustain the F-Ranked source, for the same duration. Make sense?
 
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