[CJ] Houdini and Zanda

Houdinii

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Alright so lets begin with my tech ^^

(Suiton: Mune no sono) - Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

Note:
~The orb can release a maximum of 4 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above A rank while this is active
~Can only be taught by xHoudinii

Any questions?
 

Houdinii

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Naw, pretty costly on chakra but it could be useful for strategies. I forgot which tech I was trading you in return.
This is the one we agreed on ^^ I have no questions about it

(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
 

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.
 

ZandaT

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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.
A pretty useful tech that allows me to summin and control a really unique water source in the air around me, with great range and strength.

Senpo: Ribaiasan no aryūru) Sage Art: Leviathan's Allure
Type: Defense/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per round to sustain)
Damage: N/a
Description: Leviathan's Allure is a sage technique that uses natural energy to breath life into a natural existing source in a gaseous state, for example; mist, smoke, smog, etc., devoid of chakra. This allows the user to gain control over said source to a partial degree, triggered with a single hand seal, the source is then guided by the user's will in terms of control. Once activated, the user is able to shape near solid serpent like leviathans out of the source able to; clench on, restrain, or hinder the target without preventing damage to them. Likewise the user can use these leviathans himself for many supplementary reasons during battle, and once per activation, the user can shape a special red-eyed leviathan with an A ranked defense to be used until destroyed or the technique ends. All creations except for the red-eyed leviathan, whose creation costs an additional move, hold strengths divided amongst each other. The leviathans can only be created if the source allows, or in other words is big enough, and their dimensions must be relative to the size of the source as well; small sources make a single or small plethora of leviathans within 3m dimensions, medium sources within 8m, large supplies have no limit. Being that the source in control is in a gaseous state, wind techniques of equal rank can break constructs while dissipating the source making it ineffective. Once activated this jutsu lasts for three turns, or until the source is dispersed/countered.
NOTES
►Can be used 3x per battle
►Has a 2 turn cool down
►No jutsu above S rank while active
►User must know Sage Mode
►Can only be taught by ZandaT
 

Houdinii

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A pretty useful tech that allows me to summin and control a really unique water source in the air around me, with great range and strength.
A really cool technique that allows me to focus natural energy into a smoke or mist and form leviathans from it. Giving further options for attack and defense
 
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