[CJ] How to be a Pantha.

El Alucard

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Is it ok if we do this move by move?

( Ninjutsu: Mufun ) Ninja Arts: Anemophily
Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: The user will unfold a scroll, in a procedure similar to Earth Release: Mud Wolves, and summon a great mist of chakra. This technique can be seen as the precursor to the Hidden Mist, except the user unleashes a great concentration of raw chakra by suppressing the nature conversion procedure. Naturally, this raw chakra mist is transparent, as it would require nature conversion to have any physicality, but will still distort some light when it is releasing into the battle, preventing it from being completely invisible, and it's glaringly visible to doujutsu and chakra sensors. This basic mist is dependent on the scroll, so while it will be maintained for as long as the scroll is unfolded, it will vanish as soon as the scroll is damaged. It has only 2 properties, the first is that it behaves similarly to the Water Release: Polination technique in function. The second is that the user can exert his chakra onto the mist to run it through the nature conversion procedure. Except when converted through Water Chakra, or Water-Only advanced Elements, it will lose it's first property and acquire the element's properties, including damage proportional to it's rank.

Note: The range and power of the mist is proportional to the chakra used. D ranks can only grow to a maximum of Short-Range, while it is required to be higher than B rank to be able to grow higher than Mid-Range.
Note: When converting into an Element, the mist will only last the turn it is converted, before dispersing, except when turned into Only-Water based elements, which will last 2 turns before dispersing.
Note: Can only be used twice with an S rank strength, 4 times with an A rank strength and requires 3 turns between usages. Requires 2 turns between B rank usages.


Alright so my questions, I'll ask in somewhat scenario form so I can better understand how to use the tech. Okay so first, "so while it will be maintained for as long as the scroll is unfolded, it will vanish as soon as the scroll is damaged." What happens when the someone uses a wind or similar technique to disperse the mist without destroying the scroll? Does it stay intact or does is it dispersed before filling the field again? If it's the latter, how long does it stay dispersed for and how long will it take to cover the battlefield again.

This part "You can also pour elemental chakra into it, including CE chakra, to turn this into an elemental mist with proportional damage, losing the first property ( Except with Water and Water only elements )" I don't really understand what happens. Okay let's say I add fire chakra into it, does this mean the mist stays mist but becomes hot enough to burn the opponent, or does it turn to fire? Also can you chose where to channel the chakra? Or is it a situation where once I input the chakra into the mist all of the mist is affected and in case of the latter am I immune to the effects of the mist.

The last thing is the "water and water only elements" part. Does water only mean all liquid form elements? The last question is similar to the first except I'm confused. So similarly does it mean the inserting water chakra would just leave the mist as it is with no added effects? Would it gain the characteristics of water where the opponent would feel as if they are drowning as long as they are within the mist? Or would it literally turn to water? And does this apply to all other liquids?
 

Panthalassa

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Alright so my questions, I'll ask in somewhat scenario form so I can better understand how to use the tech. Okay so first, "so while it will be maintained for as long as the scroll is unfolded, it will vanish as soon as the scroll is damaged." What happens when the someone uses a wind or similar technique to disperse the mist without destroying the scroll? Does it stay intact or does is it dispersed before filling the field again? If it's the latter, how long does it stay dispersed for and how long will it take to cover the battlefield again.

It is pretty instantaneous, similar to normal mist. As soon as the wind stops blowing, the mist re-appears. Depends on the rank of the wind, though, because the mist itself as a power rank, so I don't expect it to be blown away by anything 1 rank lower than it, and even same rank (or neutral power) would be hard to disperse the mist because it is simply regenerating everytime.

This part "You can also pour elemental chakra into it, including CE chakra, to turn this into an elemental mist with proportional damage, losing the first property ( Except with Water and Water only elements )" I don't really understand what happens. Okay let's say I add fire chakra into it, does this mean the mist stays mist but becomes hot enough to burn the opponent, or does it turn to fire? Also can you chose where to channel the chakra? Or is it a situation where once I input the chakra into the mist all of the mist is affected and in case of the latter am I immune to the effects of the mist.

Anemophily is a general chakra mist, not a water mist. Is a suspension of chakra, transparent. Being the basis of "mist" a dispersion of particles suspended in the air, you can have any type of element behave similarily. So your mist can be fire mist, water mist, acid mist. Could also be something like dust, cloud, smokescreen, etc. It's just a mist-like shape.

So you can create a basic chakra mist, or you can create an elemental mist. As in, an elemental object/shape that spreads all around you in a mist-appearance.

So it would turn to fire-mist, or a fire cloud. Not really a flame ball but sure. You could also turn it into alternate forms of the element, like an ash cloud for fire, or a syrup mist for water. If you are immune to the element, you are immune to the damage. For example, I am immune to Panthalassic Water radioactivity, so I can stand in the mist, but I wouldn't be able to stand within a fire mist without protection. Seeing as it's an instantaneous conversion, you can simply summon a mist already elemental or you can turn it elemental afterwards, like a trap.


The last thing is the "water and water only elements" part. Does water only mean all liquid form elements? The last question is similar to the first except I'm confused. So similarly does it mean the inserting water chakra would just leave the mist as it is with no added effects? Would it gain the characteristics of water where the opponent would feel as if they are drowning as long as they are within the mist? Or would it literally turn to water? And does this apply to all other liquids?

The Polination effect, which is the first property of Anemophily, means that any chakra entity standing within or in contact with the mist can be considered linked when hit with chakra-draining techniques. Essencially, in order to use a chakra-draining technique, you can target the opponent's body or the much wider mist. If you have a sword that drains chakra when it cuts an opponent, you can use this sword on the mist and any being inside it will suffer the same effects.

You lose this property when you turn the mist into any element other than Water and Water-Only Elements. The mist becomes more like a damaging trap of the element you choose. Like Earth mineral/shards particles, Lightning mist, etc.
As for the elements, it means Water Basic Element and any Advanced Element composed of solely Water Chakra.

For example, Wood is composed of Water+Earth, and thus the presence of Earth in the composition of Wood chakra means the Wood-Converted Mist does not retain the Polination Property. Panthalassic Water is an advanced element that is composed of Water and no other basic Element, so it retains the Polination Effect.

So you can create a mist of Raw Chakra, Water ( Liquid Mist, Syrup, Oil, all cannon Water properties shown in the cannon jutsu list ) and, so far, Panthalassic Water, and it retains the Polination Effect. Any other element, nope.
 

El Alucard

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Alright nice I understand.

( Ninjutsu: Henshoku ) Ninja Arts: Plasticity
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will, after forming 3 handseals, manipulate natural mist or mist created by the user or his summons to give it nature conversion properties. In essence, the user will impose his chakra onto the mechanics of ninjutsu, to reverse and re-convert a technique onto a different nature. For example, when used against a fireball that penetrates through the mist, it will reverse into raw chakra and then, if the user wishes, it will turn into a different element that the user knows. In essence, the user will strike his chakra onto the incoming ninjutsu converting the technique into a same rank basic ninjutsu and then into a same rank elemental ninjutsu of a different nature. This technique works against A rank elemental ninjutsu. It can be used against up to 4 A ranks, and can convert any number of lower ranked techniques. The user will imprint one mechanic into the mist, and for the whole turn it will convert any technique to that element. Each turn the mist is in play will cost 10 chakra, and the user can change the element ( This is stated at the end of the turn, so that it's effect will last the next turn ), though it will need to take the place of a jutsu per turn to change it.

The user can convert his own techniques, samewise, he can use the same restrictions to perform just the reversal part, turning every elemental ninjutsu into Basic Ninjutsu, instead of reconverting, or just the conversion part instead of reversing ( for Basic Ninjutsu techniques ). The user can also use the restriction of the previous rank depending on the nature of the vessel mist. A Water mist allows a primary specialist to obtain more conversions ( 2 additional A rank conversions ) , while a primary Ninjutsu specialist, or a user of just one Basic Elemental Nature can obtain the same benefits from a Raw Chakra Mist.
Remote techniques, where the conversion happens not within the body but outside the body, are particularly susceptible to this technique. If the targets are within the mist, their techniques will be converted near immediately because this technique will counter them in their genesis, where raw chakra is in the process of being converted and the user merely guides this to what he wishes instead. So a projectile that forms in the gut will be an Internal Conversion, while applying your chakra to create a pillar will be an External Conversion, and thus count, for the purpose of this technique, as one rank lower.

Note: Regardless of how many times this technique can function, which is up to 4 turns for an A rank and B rank and below unlimited, it is attached to a vessel mist. This will turn natural mist into Basic Ninjutsu Mist, S rank. Mist sources that come from techniques will have their proper ranks, regardless of being lower than S. This means that, even if Plasticity can affect 2 A ranks, without strengthening the vessel, it will merely break after one conversion.
Note: This technique will function for a maximum of 4 turns within a mist. It will break once it spends all it's conversion power or the mist is dispersed, or at the user's will and can only be used 2 times.

Alright so for this one.
Say you shoot a fireball at me and I use this to convert it to water. Does that mean there is now a ball of water coming to me or does it just turn into water and uhm, sploosh to the ground? (sorry couldn't find a better word than sploosh to get my point across)
Also can I change an element twice? (granted I have enough time) Like say I shoot you with a fireball can I change it to wind and then into say lightning again before it hits you without spending another move?
And finally does this work with streams? Like if you were blowing a stream of wind towards me could I turn it to lightning causing you to be shocked?
 

Panthalassa

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Alright nice I understand.

( Ninjutsu: Henshoku ) Ninja Arts: Plasticity
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will, after forming 3 handseals, manipulate natural mist or mist created by the user or his summons to give it nature conversion properties. In essence, the user will impose his chakra onto the mechanics of ninjutsu, to reverse and re-convert a technique onto a different nature. For example, when used against a fireball that penetrates through the mist, it will reverse into raw chakra and then, if the user wishes, it will turn into a different element that the user knows. In essence, the user will strike his chakra onto the incoming ninjutsu converting the technique into a same rank basic ninjutsu and then into a same rank elemental ninjutsu of a different nature. This technique works against A rank elemental ninjutsu. It can be used against up to 4 A ranks, and can convert any number of lower ranked techniques. The user will imprint one mechanic into the mist, and for the whole turn it will convert any technique to that element. Each turn the mist is in play will cost 10 chakra, and the user can change the element ( This is stated at the end of the turn, so that it's effect will last the next turn ), though it will need to take the place of a jutsu per turn to change it.

The user can convert his own techniques, samewise, he can use the same restrictions to perform just the reversal part, turning every elemental ninjutsu into Basic Ninjutsu, instead of reconverting, or just the conversion part instead of reversing ( for Basic Ninjutsu techniques ). The user can also use the restriction of the previous rank depending on the nature of the vessel mist. A Water mist allows a primary specialist to obtain more conversions ( 2 additional A rank conversions ) , while a primary Ninjutsu specialist, or a user of just one Basic Elemental Nature can obtain the same benefits from a Raw Chakra Mist.
Remote techniques, where the conversion happens not within the body but outside the body, are particularly susceptible to this technique. If the targets are within the mist, their techniques will be converted near immediately because this technique will counter them in their genesis, where raw chakra is in the process of being converted and the user merely guides this to what he wishes instead. So a projectile that forms in the gut will be an Internal Conversion, while applying your chakra to create a pillar will be an External Conversion, and thus count, for the purpose of this technique, as one rank lower.

Note: Regardless of how many times this technique can function, which is up to 4 turns for an A rank and B rank and below unlimited, it is attached to a vessel mist. This will turn natural mist into Basic Ninjutsu Mist, S rank. Mist sources that come from techniques will have their proper ranks, regardless of being lower than S. This means that, even if Plasticity can affect 2 A ranks, without strengthening the vessel, it will merely break after one conversion.
Note: This technique will function for a maximum of 4 turns within a mist. It will break once it spends all it's conversion power or the mist is dispersed, or at the user's will and can only be used 2 times.

Alright so for this one.
Say you shoot a fireball at me and I use this to convert it to water. Does that mean there is now a ball of water coming to me or does it just turn into water and uhm, sploosh to the ground? (sorry couldn't find a better word than sploosh to get my point across)
Also can I change an element twice? (granted I have enough time) Like say I shoot you with a fireball can I change it to wind and then into say lightning again before it hits you without spending another move?
And finally does this work with streams? Like if you were blowing a stream of wind towards me could I turn it to lightning causing you to be shocked?
Okay so this creates an S rank vessel of mist, that is capable of affecting 4 ( or 6 ) A rank techniques. The Neutrality interaction is described in the technique as a successful convertion + disruption of the mist, so a splat of the opposing jutsu would most likely not happen, unless the properties of the element would be like that.

When a fireball is shot at you, you can turn it into an element that you'll more easily counter, or you can reverse the elemental conversion. So, every turn, you can choose to turn every technique inside the mist into water, or turn every elemental ninjutsu into basic chakra. You have to pick the conversion in the begining of the turn, so if you pick conversion to Wind, you can only change to Lightning in the following turn.

If you use this on Natural Mist or any Basic Ninjutsu or Summoning mist, it becomes an S Rank Basic Chakra Mist capable of converting 4 A ranks of internal Jutsu or 4 S ranks of external jutsu. If you are a Primary Ninjutsu Specialist or use only 1 of the 5 basic elements, you can convert 6 jutsu.

If you use this on a Water Mist, it can acquire the rank of the tech. Thus you can convert 4 jutsu of one rank lower than the mist, unlimited jutsu of 2 lower rank. If the jutsu are external, then you can convert 4 same rank jutsu. If you are a Primary Water Specialist, you can bump that to 6.

If you are outside the mist and spit a stream of wind, when it touches the mist it continues on as lightning, even if it then leaves the mist, it is already converted. If you're using a wind streaming technique inside the mist, it becomes a stream of lightning, but it is still the opponent's own chakra and has the same shape and momentum, so you can't really use it to disrupt their usage. Unless your opponent is using a technique that gives them immunity to fire and has a tech that covers himself with fire. If you then turn the technique to lightning, the immunity becomes invalid and your opponent effectively used a technique against himself. But those are very specific cases.

The idea with this jutsu is to give more versatility to your jutsu, allowing you to convert their nature at will. On the other hand, allows you to turn opposing elements into elements that you can more easily counter. You can thus bypass the S&W because this technique ignores damage, but you can't really use this technique as a 1 jutsu counter to pretty much any jutsu shot against you.
 

El Alucard

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Okay so this creates an S rank vessel of mist, that is capable of affecting 4 ( or 6 ) A rank techniques. The Neutrality interaction is described in the technique as a successful convertion + disruption of the mist, so a splat of the opposing jutsu would most likely not happen, unless the properties of the element would be like that.

When a fireball is shot at you, you can turn it into an element that you'll more easily counter, or you can reverse the elemental conversion. So, every turn, you can choose to turn every technique inside the mist into water, or turn every elemental ninjutsu into basic chakra. You have to pick the conversion in the begining of the turn, so if you pick conversion to Wind, you can only change to Lightning in the following turn.

If you use this on Natural Mist or any Basic Ninjutsu or Summoning mist, it becomes an S Rank Basic Chakra Mist capable of converting 4 A ranks of internal Jutsu or 4 S ranks of external jutsu. If you are a Primary Ninjutsu Specialist or use only 1 of the 5 basic elements, you can convert 6 jutsu.

If you use this on a Water Mist, it can acquire the rank of the tech. Thus you can convert 4 jutsu of one rank lower than the mist, unlimited jutsu of 2 lower rank. If the jutsu are external, then you can convert 4 same rank jutsu. If you are a Primary Water Specialist, you can bump that to 6.

If you are outside the mist and spit a stream of wind, when it touches the mist it continues on as lightning, even if it then leaves the mist, it is already converted. If you're using a wind streaming technique inside the mist, it becomes a stream of lightning, but it is still the opponent's own chakra and has the same shape and momentum, so you can't really use it to disrupt their usage. Unless your opponent is using a technique that gives them immunity to fire and has a tech that covers himself with fire. If you then turn the technique to lightning, the immunity becomes invalid and your opponent effectively used a technique against himself. But those are very specific cases.

The idea with this jutsu is to give more versatility to your jutsu, allowing you to convert their nature at will. On the other hand, allows you to turn opposing elements into elements that you can more easily counter. You can thus bypass the S&W because this technique ignores damage, but you can't really use this technique as a 1 jutsu counter to pretty much any jutsu shot against you.
Alright I understand

( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

I have no questions for the last one. Thank you verrr mush :)
 

Panthalassa

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Alright I understand

( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

I have no questions for the last one. Thank you verrr mush :)
Yeah, this one is pretty simple. Full Body Burst of Water in the shape of a mist that can reflect light and make anything at the center turn invisible and can act as a water source. Can be used as a S rank or a B rank.
 
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