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<p>[QUOTE="Geezus, post: 11004274, member: 8611"]</p><p style="text-align: center"><strong>Water Release</strong></p> <p style="text-align: center"></p> <p style="text-align: center"><u>Personal Techniques </u></p><p></p><p>A-Rank</p><p></p><p>[SPOILER]<strong>Suiton| Shinsui - [Water Release| Flood]</strong></p><p>Rank: A</p><p>Type: Attack/Defence</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user focuses water chakra underground and has it burst forth in waves away from his epicenter, blocking techniques with ease and continuing on in a attempt to harm the opponent. </p><p>(Only 3 Waves may form at any given time.)</p><p>Note: Can only be used 3 times.[/SPOILER]</p><p></p><p>S-Rank</p><p></p><p></p><p>[spoiler]<strong>Suiton | Vaineru Arusārosu - ( Water Release| Water God's Shooting Spears)</strong></p><p>Rank: S</p><p>Type: Attack</p><p>Range: Short-Mid</p><p>Chakra: 40</p><p>Damage: 80 </p><p>Description: After performing the Dragon -> Ox -> Horse handseals, the user will manipulate a source of water to create a multitude of dense rotating spears that can pierce solid rock due to their drilling motion. Using this technique, the user can create a maximum of up to 10 spears from a sizable water source. Each spear is 3m long and one meter in width and on the user's command, they can then launch the spears to the target's location showering them with the deadly spears of water covering a wide range and moving rapidly thus making it difficult to avoid.</p><p>(Requires a large water source)</p><p>(Usable three times per battle)</p><p>(Must wait two turns before using again and cannot use water in the next turn)[/spoiler]</p><p></p><p></p><p style="text-align: center"><u>Allowed Techniques </u></p><p>B-Rank</p><p></p><p>[spoiler]</p><p><a href="http://narutobase.net/forums/showthread.php?t=411880">Taught by Gutsy Jiraiya</a></p><p><strong>(Suiton: Kyouheki Suke-ringu Suihou) Water Release: Parapet Scaling Bubbles</strong> </p><p>Type: Supplementary</p><p>Rank: B</p><p>Range: Short </p><p>Chakra: 20</p><p>Damage: N/A</p><p>Description: This technique, after performing the ox hand seal, allows the user to assemble water from the moister in the ground or the humidity in the air, forming of up to 5 dense spheres of water. These spheres are strong enough to support the weight of an average sized shinobi, allowing one to hop from one to the other. Though once the shinobi pushes off of the sphere, the amount of resistance the sphere has to put up with is too big and thus they collapse. The spheres are 1x1 in diameter and only 20 centimeters thick, just strong enough to hold a shinobi on top of it. The spheres stay on the field until a shinobi has been standing on top of them. And due to the shinobi being capable of controlling the spheres at will, it allows one to climb up tall edifices or across gaps with tremendous ease or escaping from the ground.</p><p>Note:</p><p>- Can be used twice per battle</p><p>- Can only be taught by Gutsy Jiraiya[/spoiler]</p><p></p><p>A-Rank </p><p>[SPOILER]<strong>Water Release: Parting of the Seas- (Suiton: Wakare sono Umi)</strong></p><p>Type: Supplementary/Attack/Defense</p><p>Rank: A</p><p>Range: Short (water source must be close, attack range depends on water source)</p><p>Chakra Cost: 30</p><p>Damage: 60</p><p>Description: The user preforms a series of hand seals and slams their palms on the ground in front of an incoming water attack or on top of a water source. The water all around the user instantly parts creating an open path with tall walls of water on both sides. This can be used to part incoming water attacks or to part an existing water source such as a lake. The water will remain parted for two turns, or until the user chooses to collapse them.</p><p>~Requires a water source.</p><p>~User can get caught when the walls collapse.</p><p>~Can only be used twice per match.</p><p>~Can only be taught by Hypnotiq.</p><p></p><p><strong>(Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot</strong> - <a href="http://narutobase.net/forums/showthread.php?t=328029">Taught By Lili-chawn </a></p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.</p><p>In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.</p><p>*Can only be used thrice per match*</p><p></p><p><strong>(Suiton: Mizu Suzume) - Water Style: Water Sparrows</strong></p><p>Rank: A</p><p>Type: Attack/Defense</p><p>Range: Short/Mid/Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60 (plus 5 damage with shurikan/kunai)</p><p>Description: The user can make these sparrows for defense or for a projectile attack. Can also add shuriken/kunai for hidden extra damage. The user creates multiple medium sized swallows of condensed water surrounding him or her. Spiraling around him or her the swallows so fast that it can protect him from fire jutsus in a sphere shape of defense. The user can then use them as a projectile by ordering them to attack the opponent. These swallows are very fast and can pierce through rock and trees.</p><p>Note: Only Musasibou can teach this.</p><p>Note: Must specify if extra damage is used, if reaction time is allowed.</p><p>Note: Up to 5 Sparrows can be thrown at the opponent.</p><p>Note: User can't used another water jutsu this turn.</p><p>Note: Can only be used 3 times per battle.[/SPOILER]</p><p></p><p>S-Rank </p><p></p><p>[SPOILER]<strong>Suiton: Nechinechi Senjigusuri | Water Release : Sticky Infusion</strong></p><p>Rank: S</p><p>Type: Supplementary</p><p>Range: Short </p><p>Chakra cost: 40</p><p>Damage points: N/A</p><p>Description: The user infuses all his water techniques (up to S rank) with the glue like substance from "(Suiton: Mizuame Nababara) - Water Style: Syrup Capture Field", this does not increase the damage or rank of the technique but just gives it sticky properties. This only affects water techniques made after this technique is used and not those already made, also because it is the user's chakra it does not effect himself</p><p></p><p>-Lasts up to four turns (within the four turns the users water techniques are infused)</p><p>-Twice per battle</p><p></p><p><strong>(Suiton: Taikaikamigami Doki) Water Style: Poseidon’s Wrath</strong></p><p>Type: Attack</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user gathers a vast amount of water chakra into their hand(s)and punches forward making a Large hand race towards the enemy and then turns into a large volume of water in a crashing wave that then envelops the enemy and drowning them. The aftermath of the jutsu leaves a large amount of water behind which can be used as a water source for jutsu. </p><p>*Water Jutsu cannot be used for 2 turns after this jutsu is performed</p><p>*Can only be used Twice per battle</p><p>*Can only be used by members of Sharinganmasters Hideout</p><p></p><p><strong>(Suiton: Mizu Aburamushi) - Water Release: Water Parasites </strong> - <a href="http://narutobase.net/forums/showthread.php?t=411880">Taught by Gutsy Jiraiya</a></p><p>Type: Offensive</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: The user will perform 3 consecutive hand seals, which is then followed by the user releasing a massive amount of chakra into their feet whereas they will manipulate the chakra within their feet to emerge from their feet and legs making it seem as if water is running down their legs and onto the ground. This water is a massive amount of incredible small parasites created out of water. These parasites will scatter across the field covering a large area and charging the opponent. When the parasites strike the opponent the water parasites will crawl up the opponent’s legs covering their entire body while forcefully trying to enter their body through the skin, mouth, nose, ears, eyes and several other places. This results in severe pain, internal bleeding and the opponent to be suffocated by the large amount of water parasites.</p><p>Note:</p><p>- Can only be used twice per battle</p><p>- Cannot use any water techniques above B-rank the following two turns</p><p>- Can only be taught by Gutsy Jiraiya</p><p></p><p><strong>Suiton: Yakkaina Jōkyō | Water Style: Sticky Situation</strong> <a href="http://narutobase.net/forums/showthread.php?t=443545&p=13459904#post13459904">Taught by Scaze</a></p><p>Type: Offensive</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: The user will slam their hands on the ground and send a absurd amount of suiton chakra into the ground, channeling it beneath a target. They will draw the moisture from underground and create water. Then by performing the ‘Dragon’ hand seal the water will burst from underground from all around the opponent. The water erupting in the form of eight dragon headed shaped water tendrils that are fairly dense and have a sticky quality that enables them to cling to the opponent, as well as a having a high piercing rate. Once the tendrils attach to their target, the user can preform the ‘Dragon’ handseal causing the tendrils to implode, if the tendril was completely wrapped around a limb, severe damage would be caused rendering the limb relatively unusable. The tendrils are able to freely and rapidly attack anything within a short range radius of where they originally erupted from.</p><p></p><p>Restrictions</p><p>- Can only be used 2x</p><p>- No suiton jutsu S rank or above for the rest of the turn and the next turn.</p><p>- Can only be Taught by -Scaze-</p><p></p><p></p><p><strong>(Futon/Suiton: Houfuku) - Wind/Water Style: Retribution</strong></p><p>Type: Offensive/Defensive</p><p>Rank: S rank</p><p>Range: Short - Long Range</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: The user will first release a small amount of wind chakra in front of him in the form of a small circular wall, with diameter twice the size of him, and the same height as him. The wind will spin around in front of him for a couple of seconds. The user will then quickly gather his suiton chakra within his stomach and quickly spit it all out through the wind wall in front of him. The sudden burst of water will go through the wind with relatively ease, due to both being created of the same chakra source and it won’t have any resistance. The bullet of water will then continue to spin as it approaches its enemy. The main purpose of the wind previously made was to remain there so that the user can release his water chakra in a quick burst (the water bullet, not stream) and the wind would act as a second layer for the water bullet, giving it more strength. The water/wind combination will then spin much faster, resembling a miniature twister heading towards it destination with brute force and accuracy.</p><p></p><p>Notes:</p><p>-Can only be use thrice</p><p>-Counts as 2/3 of the user's move per turn.</p><p>-Cannot use A rank and above wind or water the next turn</p><p>-No other Wind/Water Combination jutsu the same turn this has successfully been used</p><p>-No other elemental combination the same turn this has been used</p><p>-Must have Water and Wind mastered to use</p><p>-Can only be taught by -Venom-</p><p></p><p><strong>(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians </strong></p><p>Type: Offensive, Supplementary </p><p>Rank: S</p><p>Range: Short – Long </p><p>Chakra: 40 (-15 per turn)</p><p>Damage: N/A</p><p>Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja. </p><p></p><p>Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar. </p><p></p><p>Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength. </p><p></p><p>Note: Can only be used twice per battle.</p><p>Note: Familiars will remain on the battlefield for a maximum of four turns. </p><p>Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn. </p><p>Note: Can only be taught by Drackos.</p><p></p><p><strong>(Suiton: Muku Kaishin) - Water Style: Fangs of Poseidon </strong></p><p>Type: Offensive</p><p>Rank: S-rank</p><p>Range: Short - Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: This technique is known as one of the highest examples of Water Release. This jutsu was created by John 'Gyojin' Reese to demonstrate the full destructive power of pressurized water. After weaving the necessary hand signals, the user manipulates their chakra to gather as much water as they can within the space around then. While doing as such, they channel the water into the space around their hands, increasing its mass without disrupting its volume until it turns a near-black-blue colour. The user then places their hands in front of their face and releases the sphere. The sphere is about the size of a small water balloon and travels extremely fast. Upon impact with the target, the sphere only deals a force of about 200 pounds per square inch. However, the sphere then explodes into the shape of the head of a sea monster with many rows of massive fangs, and the mouth snaps shut upon the target. The second impact explodes with the force of upwards to two-thousand tons per square inch, enough force to crush the target and anything around them, and create a violent flood that can demolish buildings, uproot trees, and tear into the earth. The bite of the monster head also creates an intense flash of light from the friction.</p><p></p><p></p><p>To even utilize this jutsu, one must have a great reserve of chakra and excellent chakra control. Without these properties, the jutsu will be stabilized properly and will become less potent than it should be. In worst cases, the jutsu can backfire, instantly killing the user from the water pressure or at least severely wounding them. A great amount of water is needed as well, unless the user can use Water Release ninjutsu without pre-existing water sources.</p><p>Notes: </p><p>- Can only be used once per-match.</p><p>- Water source needed to use this technique, unless if user has a Tobirama Senju bio, or Gyojin custom clan bio. </p><p>- No water before, or in the same turn as this technique. </p><p>- No water for two turns after the use of this technique. </p><p>- Can only be taught by Nathan.</p><p>[/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Geezus, post: 11004274, member: 8611"] [CENTER][B]Water Release[/B] [U]Personal Techniques [/U][/CENTER] A-Rank [SPOILER][B]Suiton| Shinsui - [Water Release| Flood][/B] Rank: A Type: Attack/Defence Range: Short-Mid Chakra: 30 Damage: 60 Description: The user focuses water chakra underground and has it burst forth in waves away from his epicenter, blocking techniques with ease and continuing on in a attempt to harm the opponent. (Only 3 Waves may form at any given time.) Note: Can only be used 3 times.[/SPOILER] S-Rank [spoiler][B]Suiton | Vaineru Arusārosu - ( Water Release| Water God's Shooting Spears)[/B] Rank: S Type: Attack Range: Short-Mid Chakra: 40 Damage: 80 Description: After performing the Dragon -> Ox -> Horse handseals, the user will manipulate a source of water to create a multitude of dense rotating spears that can pierce solid rock due to their drilling motion. Using this technique, the user can create a maximum of up to 10 spears from a sizable water source. Each spear is 3m long and one meter in width and on the user's command, they can then launch the spears to the target's location showering them with the deadly spears of water covering a wide range and moving rapidly thus making it difficult to avoid. (Requires a large water source) (Usable three times per battle) (Must wait two turns before using again and cannot use water in the next turn)[/spoiler] [CENTER][U]Allowed Techniques [/U][/CENTER] B-Rank [spoiler] [URL="http://narutobase.net/forums/showthread.php?t=411880"]Taught by Gutsy Jiraiya[/URL] [B](Suiton: Kyouheki Suke-ringu Suihou) Water Release: Parapet Scaling Bubbles[/B] Type: Supplementary Rank: B Range: Short Chakra: 20 Damage: N/A Description: This technique, after performing the ox hand seal, allows the user to assemble water from the moister in the ground or the humidity in the air, forming of up to 5 dense spheres of water. These spheres are strong enough to support the weight of an average sized shinobi, allowing one to hop from one to the other. Though once the shinobi pushes off of the sphere, the amount of resistance the sphere has to put up with is too big and thus they collapse. The spheres are 1x1 in diameter and only 20 centimeters thick, just strong enough to hold a shinobi on top of it. The spheres stay on the field until a shinobi has been standing on top of them. And due to the shinobi being capable of controlling the spheres at will, it allows one to climb up tall edifices or across gaps with tremendous ease or escaping from the ground. Note: - Can be used twice per battle - Can only be taught by Gutsy Jiraiya[/spoiler] A-Rank [SPOILER][B]Water Release: Parting of the Seas- (Suiton: Wakare sono Umi)[/B] Type: Supplementary/Attack/Defense Rank: A Range: Short (water source must be close, attack range depends on water source) Chakra Cost: 30 Damage: 60 Description: The user preforms a series of hand seals and slams their palms on the ground in front of an incoming water attack or on top of a water source. The water all around the user instantly parts creating an open path with tall walls of water on both sides. This can be used to part incoming water attacks or to part an existing water source such as a lake. The water will remain parted for two turns, or until the user chooses to collapse them. ~Requires a water source. ~User can get caught when the walls collapse. ~Can only be used twice per match. ~Can only be taught by Hypnotiq. [B](Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot[/B] - [URL="http://narutobase.net/forums/showthread.php?t=328029"]Taught By Lili-chawn [/URL] Rank: A Range: Short-Long Chakra Cost: 30 Damage Points: 60 Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground. In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead. *Can only be used thrice per match* [B](Suiton: Mizu Suzume) - Water Style: Water Sparrows[/B] Rank: A Type: Attack/Defense Range: Short/Mid/Long Chakra Cost: 30 Damage Points: 60 (plus 5 damage with shurikan/kunai) Description: The user can make these sparrows for defense or for a projectile attack. Can also add shuriken/kunai for hidden extra damage. The user creates multiple medium sized swallows of condensed water surrounding him or her. Spiraling around him or her the swallows so fast that it can protect him from fire jutsus in a sphere shape of defense. The user can then use them as a projectile by ordering them to attack the opponent. These swallows are very fast and can pierce through rock and trees. Note: Only Musasibou can teach this. Note: Must specify if extra damage is used, if reaction time is allowed. Note: Up to 5 Sparrows can be thrown at the opponent. Note: User can't used another water jutsu this turn. Note: Can only be used 3 times per battle.[/SPOILER] S-Rank [SPOILER][B]Suiton: Nechinechi Senjigusuri | Water Release : Sticky Infusion[/B] Rank: S Type: Supplementary Range: Short Chakra cost: 40 Damage points: N/A Description: The user infuses all his water techniques (up to S rank) with the glue like substance from "(Suiton: Mizuame Nababara) - Water Style: Syrup Capture Field", this does not increase the damage or rank of the technique but just gives it sticky properties. This only affects water techniques made after this technique is used and not those already made, also because it is the user's chakra it does not effect himself -Lasts up to four turns (within the four turns the users water techniques are infused) -Twice per battle [B](Suiton: Taikaikamigami Doki) Water Style: Poseidon’s Wrath[/B] Type: Attack Rank: S Range: Short - Long Chakra Cost: 40 Damage Points: 80 Description: The user gathers a vast amount of water chakra into their hand(s)and punches forward making a Large hand race towards the enemy and then turns into a large volume of water in a crashing wave that then envelops the enemy and drowning them. The aftermath of the jutsu leaves a large amount of water behind which can be used as a water source for jutsu. *Water Jutsu cannot be used for 2 turns after this jutsu is performed *Can only be used Twice per battle *Can only be used by members of Sharinganmasters Hideout [B](Suiton: Mizu Aburamushi) - Water Release: Water Parasites [/B] - [URL="http://narutobase.net/forums/showthread.php?t=411880"]Taught by Gutsy Jiraiya[/URL] Type: Offensive Rank: S Range: Short - Long Chakra: 40 Damage: 80 Description: The user will perform 3 consecutive hand seals, which is then followed by the user releasing a massive amount of chakra into their feet whereas they will manipulate the chakra within their feet to emerge from their feet and legs making it seem as if water is running down their legs and onto the ground. This water is a massive amount of incredible small parasites created out of water. These parasites will scatter across the field covering a large area and charging the opponent. When the parasites strike the opponent the water parasites will crawl up the opponent’s legs covering their entire body while forcefully trying to enter their body through the skin, mouth, nose, ears, eyes and several other places. This results in severe pain, internal bleeding and the opponent to be suffocated by the large amount of water parasites. Note: - Can only be used twice per battle - Cannot use any water techniques above B-rank the following two turns - Can only be taught by Gutsy Jiraiya [B]Suiton: Yakkaina Jōkyō | Water Style: Sticky Situation[/B] [URL="http://narutobase.net/forums/showthread.php?t=443545&p=13459904#post13459904"]Taught by Scaze[/URL] Type: Offensive Rank: S Range: Short - Long Chakra: 40 Damage: 80 Description: The user will slam their hands on the ground and send a absurd amount of suiton chakra into the ground, channeling it beneath a target. They will draw the moisture from underground and create water. Then by performing the ‘Dragon’ hand seal the water will burst from underground from all around the opponent. The water erupting in the form of eight dragon headed shaped water tendrils that are fairly dense and have a sticky quality that enables them to cling to the opponent, as well as a having a high piercing rate. Once the tendrils attach to their target, the user can preform the ‘Dragon’ handseal causing the tendrils to implode, if the tendril was completely wrapped around a limb, severe damage would be caused rendering the limb relatively unusable. The tendrils are able to freely and rapidly attack anything within a short range radius of where they originally erupted from. Restrictions - Can only be used 2x - No suiton jutsu S rank or above for the rest of the turn and the next turn. - Can only be Taught by -Scaze- [B](Futon/Suiton: Houfuku) - Wind/Water Style: Retribution[/B] Type: Offensive/Defensive Rank: S rank Range: Short - Long Range Chakra: 40 Damage: 80 Description: The user will first release a small amount of wind chakra in front of him in the form of a small circular wall, with diameter twice the size of him, and the same height as him. The wind will spin around in front of him for a couple of seconds. The user will then quickly gather his suiton chakra within his stomach and quickly spit it all out through the wind wall in front of him. The sudden burst of water will go through the wind with relatively ease, due to both being created of the same chakra source and it won’t have any resistance. The bullet of water will then continue to spin as it approaches its enemy. The main purpose of the wind previously made was to remain there so that the user can release his water chakra in a quick burst (the water bullet, not stream) and the wind would act as a second layer for the water bullet, giving it more strength. The water/wind combination will then spin much faster, resembling a miniature twister heading towards it destination with brute force and accuracy. Notes: -Can only be use thrice -Counts as 2/3 of the user's move per turn. -Cannot use A rank and above wind or water the next turn -No other Wind/Water Combination jutsu the same turn this has successfully been used -No other elemental combination the same turn this has been used -Must have Water and Wind mastered to use -Can only be taught by -Venom- [B](Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians [/B] Type: Offensive, Supplementary Rank: S Range: Short – Long Chakra: 40 (-15 per turn) Damage: N/A Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja. Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar. Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength. Note: Can only be used twice per battle. Note: Familiars will remain on the battlefield for a maximum of four turns. Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn. Note: Can only be taught by Drackos. [B](Suiton: Muku Kaishin) - Water Style: Fangs of Poseidon [/B] Type: Offensive Rank: S-rank Range: Short - Long Chakra: 40 Damage: 80 Description: This technique is known as one of the highest examples of Water Release. This jutsu was created by John 'Gyojin' Reese to demonstrate the full destructive power of pressurized water. After weaving the necessary hand signals, the user manipulates their chakra to gather as much water as they can within the space around then. While doing as such, they channel the water into the space around their hands, increasing its mass without disrupting its volume until it turns a near-black-blue colour. The user then places their hands in front of their face and releases the sphere. The sphere is about the size of a small water balloon and travels extremely fast. Upon impact with the target, the sphere only deals a force of about 200 pounds per square inch. However, the sphere then explodes into the shape of the head of a sea monster with many rows of massive fangs, and the mouth snaps shut upon the target. The second impact explodes with the force of upwards to two-thousand tons per square inch, enough force to crush the target and anything around them, and create a violent flood that can demolish buildings, uproot trees, and tear into the earth. The bite of the monster head also creates an intense flash of light from the friction. To even utilize this jutsu, one must have a great reserve of chakra and excellent chakra control. Without these properties, the jutsu will be stabilized properly and will become less potent than it should be. In worst cases, the jutsu can backfire, instantly killing the user from the water pressure or at least severely wounding them. A great amount of water is needed as well, unless the user can use Water Release ninjutsu without pre-existing water sources. Notes: - Can only be used once per-match. - Water source needed to use this technique, unless if user has a Tobirama Senju bio, or Gyojin custom clan bio. - No water before, or in the same turn as this technique. - No water for two turns after the use of this technique. - Can only be taught by Nathan. [/SPOILER] [/QUOTE]
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