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Mirai's Palace of Artistry
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<p>[QUOTE="Alyx, post: 10944490, member: 86283"]</p><p><strong><span style="font-family: 'Book Antiqua'">Water Release</span></strong></p><p></p><p style="text-align: center"><span style="font-family: 'Book Antiqua'"><img src="https://i.imgur.com/dZsDHYg.gif" data-url="https://i.imgur.com/dZsDHYg.gif" class="bbImage " style="" alt="" title="" /></span></p> <p style="text-align: center"><span style="font-family: 'Book Antiqua'">"<span style="font-size: 12px"><span style="color: blue">The undying seas await us all.</span></span>"</span></p> <p style="text-align: center"></p><p></p><p></p><p><span style="font-family: 'Book Antiqua'"><u><strong>D - Rank</strong></u></span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]N/A[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><u><strong>C - Rank</strong></u></span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]N/A[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><u><strong>B - Rank</strong></u></span></p><p>[spoiler] <span style="font-family: 'Book Antiqua'">(Suiton: Poseidon no Karamitikurappu) - Water Release: Calamity Clap of Poseidon</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Attack</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 40</span></p><p><span style="font-family: 'Book Antiqua'">Description: After weaving ten handseals, the user will channel their chakra into the air around their target, gathering existing moisture in the air and creating moisture out of their released chakra. Once the very visible but small water bubbles of moisture imprison their target, being exactly ten feet away from each side and angle of the opponent, the small bubbles of water turn into spikes, all facing towards the opponent. Once the user claps, controlling and commanding the spikes, they dart towards the opponent at an alarming rate, aiming to pierce all angles around the target, encasing them in a spiked water coffin. If the user has a water affinity, the technique is exceptionally fast.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">- Can only be used once per battle</span></p><p><span style="font-family: 'Book Antiqua'">- Cannot use any water techniques in the next turn</span></p><p><span style="font-family: 'Book Antiqua'">- Can only be taught by Moxxi</span></p><p></p><p>(Suiton: Poseidon no Paradokkusu) | Water Release: Poseidon's Paradox</p><p>Type: Offensive/Supplementary</p><p>Rank: B</p><p>Range: Short - Long</p><p>Chakra: 20</p><p>Damage: +20</p><p>Description: A water technique which is ironically made so as to empower fire techniques. This technique essentially allows the user to preserve, enhance and materialize the moisture surrounding a fire technique, rapidly converting it into highly volatile sticky water that surges into the fire technique in question. The sudden materialization of such volatile water, and its sudden ignition by fire results in the water/flames exploding. The combination of flaming sticky water and erupting flames showering the surrounding area so as to incinerate and blast away anything caught within the explosion radius, with the sticky aspect of the water making sure that any victim unlucky enough to come into the briefest of contact with the exploding flames will be plagued by the napalm like super hot flaming water that will cling to their bodies and ignite anything else that may be flammable. This jutsu is performed through use of an additional hand-seal directly after a fire technique so that this jutsu may be used in such quick succession that it, and its predecessor fire technique occur in more or less the same time frame. Because of this techniques successive speed, it's best utilised in conjunction with ground originating fire techniques such as erupting fire pillars so as to produce the full effect of a violent and erratic explosion of fire, and to surprise and overwhelm an unsuspecting opponent. However the eruption can also be made to be more tamed and directional should the user manipulate the manner in which the water surges in, I.e making it surge in from behind the flames would result in a more forwardly based explosion, which would allow for its effective use alongside projectile based fire techniques. For instance empowering a released fireball from behind would create a unidirectional eruption, which would send a violent and shapeless maelstrom of spurting flames that would lather anything in, or near its path in an inflamed napalm like liquid, blasting forwards towards an enemy.</p><p></p><p>Note:</p><p>- Can only be used 3x</p><p>- Cannot be used on consecutive turns</p><p>- No water techniques above A rank for the rest of the turn.</p><p>- Can only be taught by Scaze</p><p>- Cannot be used on sustained fire techniques (flamethrowers)</p><p>- Is also useable on fire CE and ignited flammable substances (such as ignited toad oil) (within reason). But cannot be used with Mystic Fire</p><p>- This technique can only be used on an alternate source of fire twice, and if used twice on an alternate source of fire then the user cannot use this technique again</p><p>- Can only be used on the turn as the targeted fire technique</p><p></p><p><span style="font-family: 'Book Antiqua'">(Suiton: kensei no doragon ) ɸ Water Release: Power of the Dragon</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offense</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 20 (-5 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 40</span></p><p><span style="font-family: 'Book Antiqua'">Description: This technique is specialized for those who have great control over their water chakra. This is usually used in close combat where the user will release their water chakra around a part of their body covering them in water. This water is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this water created be the user, it will great a burst of water on impact from the user, creating seveal torrents that flies forwards which can send the opponent back into mid-range with damage and in pain.</span></p><p><span style="font-family: 'Book Antiqua'">ɸ Can stay active for 2 turns at a time</span></p><p><span style="font-family: 'Book Antiqua'">ɸ Can't use earth jutsu while it lasts.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Suiton: Mizu Bakudan) Water style: Water Bomb</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-long</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 10 (per orb) or 30 ( collectively)</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user pulls water from plants, or near-by water sources to form orbs of water (up to 5 +10 chakra for each orb after that) that can either be detonated by enemy touch or by the user themselves. The justu can remain dormant until set off. When detonated, the orbs send water Senbon out in every direction. If activated by user, all orbs are detonated, if detonated by enemy, only the touched orb is detonated. (- 5 chakra per orb per turn.)</span></p><p>[/spoiler]</p><p></p><p><span style="font-family: 'Book Antiqua'"><u><strong>A - Rank</strong></u></span></p><p>[spoiler]<span style="font-family: 'Book Antiqua'"> Suiton: Taki Chō Shi no Wana) - Water Release: Waterfall Butterfly Death Trap</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Attack</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 60</span></p><p><span style="font-family: 'Book Antiqua'">Description: By weaving six handseals, the user puts both hands forward and creates a construct composed of butterfly wings, a butterfly body and with the head of a Venus Flytrap plant a few feet away from the user's torso. This water beast is summoned with a slow chomping motion already developing as its head is formed, giving off a very intimidating appearance. As the user shoots it forward, the further it goes, the faster it chomps and the more pressure will be placed into its bite although the bite can be fatal at any range depending on how it is used. It is a streamed technique, so once the user sets this in motion, no technique can be used until after this technique is over with. This technique is very fast and very versatile, able to cut corners and take sharp turns very quickly and still meet its mark. Once it comes into contact with the target, the teeth of the Venus Flytrap bites down onto its prey, able to pierce flesh and bone and able to anchor an opponent in their current position by wrapping it's wings and body around the bitten target, making them vulnerable to another attack.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">- Can only be used twice per battle</span></p><p><span style="font-family: 'Book Antiqua'">- Can only be taught by Moxxi</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Suiton: Kura Ken Sōryo No Kibishi Jugyō) — Water Style: The Kraken Priestess Harsh Lesson</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 60</span></p><p><span style="font-family: 'Book Antiqua'">Description: The Kraken Priestess harsh lesson is a technique that relies heavily on preexisting water sources, where it may be applied to any water source that is not inhibited by foreign chakra, an exception being if it is of a weaker amount. The technique may also be used on water style techniques that the user has previously performed. The technique is activated when the user performs the ram hand seal. After doing so, the water technique or water source that it is intended for, will sprout several if not many massive tentacles that will come forth from the water with intense speed to wrap around their target(s), squeezing the life out of them while dragging them down into the depth of the water or into the previously used water jutsu. In addition to the way this technique functions, it can be utilized in a second way, it can be placed upon a technique as a sort of dormant part of it, which will be activated when there is a foreign chakra source that is within short-range of the said water source or if they are touching it. If done so, it can be placed upon the technique as it is being made, and in the same time-frame, requiring the extra hand seal to be chained into the previous technique. The technique is highly volatile and dangerous, as it takes on the properties of the water source or technique that it is used upon, such as if the technique or water source is boiling hot, or freezing cold, or if the water or technique as any unique properties it will be applied to this technique as well.</span></p><p><span style="font-family: 'Book Antiqua'">Notes:</span></p><p><span style="font-family: 'Book Antiqua'">- This technique can be used three times per battle.</span></p><p><span style="font-family: 'Book Antiqua'">- If applied to a technique in the same timeframe it still counts towards the move count</span></p><p><span style="font-family: 'Book Antiqua'">- Can only be used once on the same water source</span> </p><p></p><p><span style="font-family: 'Book Antiqua'">(Suiton: Mizu Kokyuu)-Water Release: Water Breath </span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra cost: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage points: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: When the user is underwater, he will manipulate the the water around his head. He makes an air bubble around his head. The user can breath underwater as long as the air bubble is around his head. The bubble can be pop if the user head is attacked or loses focus.</span></p><p><span style="font-family: 'Book Antiqua'">-Only used by Dei Dei</span></p><p><span style="font-family: 'Book Antiqua'">-Only used twice per battle</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Suiton: Primal umi juugan)- Water style: Primal sea bullets</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank:A/S</span></p><p><span style="font-family: 'Book Antiqua'">Range:Short-long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra:30/40</span></p><p><span style="font-family: 'Book Antiqua'">Damage:60/80</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will make a single handsign while focusing their water chakra into several spheres made of water each the size of a bullet,The user can choose to create the bullets around the enemy using the moisture in the air, or create them in short range of himself if he so wishes, he can form them anywhere as long as there is moisture in the air,or a water source if no moisture is present. With a snap of the users fingers each one will release a stream of highly pressurized water at the enemy from all sides. This jutsu can also be used directly from infront of the user as a frontal attack rather then a surrounding one. When the User creates a single one it is A rank in power, if more are made it is S rank. When the user makes a single one he can manipulate it more freely to go wherever he wants and then make it release its stream. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: In total there's 10 water spheres/bullets, that will surround the enemy, two on the left, two on the right, two above two infront of and two behind.</span></p><p><span style="font-family: 'Book Antiqua'">Note:S rank version Can only be used twice per battle A rank version can only be used thrice per battle</span></p><p><span style="font-family: 'Book Antiqua'">Note: No Water jutsu Above A rank in the same turn, or the following turn</span></p><p><span style="font-family: 'Book Antiqua'">Note:Each Water Sphere is A rank by itself, this does not stack when making more then one, the user can only make 1 (A rank) or 10 (S rank) the 10 water spheres does not equal 10 A ranks but one S rank</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Suiton: Watatsumi Hanamoyou Joukuu | Water Release: Sea of the Floral Skies</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description:</span></p><p><span style="font-family: 'Book Antiqua'">The user will preform one handseal and release water chakra up to mid-range from the user. The chakra will take a thin layer of water on the ground. By using chakra manipulation the user is able to control viscosity of the water. When the target is on this thin layer, watery flowers appear around the target (360degrees) these flowers are manageable in terms of sending at the target thin slice layers of water and/or compressed water bullets. These attacks are medium sized but very thin and very sharp to be able to cut with ease. The water is like a layer of sticky syrup that even when disturbed it goes back to its original state on the ground. If the target runs on this layer, the flowers appear anywhere they go as long as they're on it. The main purpose of these water slices is to hit the targets hands to stop them from preforming handseals. Due to the reflective ability of the water when the target begins handseals the slices are triggered to hit the hands and stop them from preforming the move.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Restrictions:</span></p><p><span style="font-family: 'Book Antiqua'">- Lasts on field for 2 turns</span></p><p><span style="font-family: 'Book Antiqua'">- Only usable by Coyote</span></p><p></p><p>( Suiton: Hiryō ) Water Release: Carabao Fertilizer</p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra: N/A ( +10 to infused Technique )</p><p>Damage: N/A ( +20 to Infused Technique )</p><p>Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ).</p><p></p><p>Note: Requires a 1 turn cooldown. Can only be used 5 times. Can't boost techniques higher than S rank.</p><p></p><p><span style="font-family: 'Book Antiqua'">( Suiton: Issui Shui ) Water Release: Rheotaxis</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 60</span></p><p><span style="font-family: 'Book Antiqua'">Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique.</span></p><p><span style="font-family: 'Book Antiqua'">Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.</span></p><p>[/spoiler]</p><p></p><p><span style="font-family: 'Book Antiqua'"><u><strong>S - Rank</strong></u></span></p><p>[spoiler] <span style="font-family: 'Book Antiqua'">[Suiton: Kawariyaku Name] - Water Release: Double Wave</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user swipes both of his hands over each other, so that the right hand is swipt over left hand, creating two waves that come at the target from both sides, engulfing him in water and crushing his bones from the two sides. In case the user's escape, the user would manipulate the two waves so that once they slam on each other, they would dissemble into hundreds of small mythical creatures i.e (dragons, griffins etc..) which are then redirected towards the opponent. They can only take the shape of a summon the user can control like how kisames water jutsu take the form of sharks. Each being the size of a bird. This would take up another of the users three jutsu per turn and have a total power of S rank.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 2 times per battle</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can't use water techniques higher than A-rank the same turn</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offense/Supplementary/Defense</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 40 (-15 for every turn kept active)</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A (20 for body movement attacks)</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth).</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be Taught by Noni</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used twice per battle stays on field for four turns</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can not use water above S-rank the turn the jutsu is created</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can not used water S-Rank and above the turn the jutsu is dispelled </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection</span></p><p><span style="font-family: 'Book Antiqua'">Type: Defense </span></p><p><span style="font-family: 'Book Antiqua'">Rank: S </span></p><p><span style="font-family: 'Book Antiqua'">Range: Short </span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 40 </span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A </span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc). </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used three times </span></p><p><span style="font-family: 'Book Antiqua'">Note: Can not be used in consecutive turns </span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be taught by Joker </span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only absorb and transfer elements that work logically (KG and CE alike) </span></p><p><span style="font-family: 'Book Antiqua'">Note: Elemental strength and weakness stays the same</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Suiton: Kyousei Mizu Bakudan) Water style: Great Water Bomb</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 80</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 80 collectively, or 40 individually.</span></p><p><span style="font-family: 'Book Antiqua'">Description: This jutsu works the same way as: (Suiton: Mizu Bakudan) Water style: Water Bomb. This jutsu creates ten (10) orbs instead of five, and they are twice the size of the orbs of the weaker form of this jutsu. Instead of Water Senbon, when detonated, these orbs fire Water Kunai. (+20 chakra to make additional orbs, - 15 chakra per orb, per turn) No more than twenty (20) orbs may be active at one time, and because of the amount of water needed for this jutsu, a water source must be nearby, or the user must be in a heavy downpour of rain. Because of the amount of water needed for this jutsu, only C rank and below water jutsu can be used by the user after using this jutsu, for two (2) turns. Only usable one time per battle, but the orbs can remain dormant until activate/detonated.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin</span></p><p><span style="font-family: 'Book Antiqua'">Type: Defensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S-rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40 (-10 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user would exert chakra up to short range of themselves and via shape and nature manipulation form a penguin of water whose body is composed of a chakra draining mist. The penguin is rather large, rivaling the size of an average shinobi. The user can passively control the penguin construct via mental commands at the cost of the penguin leeching chakra off of the user. The main attribute of this penguin construct is that wherever it travels, it leaves a considerable amount of hidden mist along the way. This means that over the course of one turn, the penguin would leak so much mist that it would cover everywhere up to short range of the penguin. Another ability of this penguin is that due to it being made of mist and understanding the mist's abilities, with a hand seal, the penguin can use the natural light to blind opponent's in the mist much like the Water Release: Hidden Mist Eye Sight Deprivation technique (costs a moveslot). The last ability of the penguin is due to it's chakra draining mist properties. If an A-ranked attack (according to water's elemental S&W's) is shot towards the user or penguin, the penguin can intercept the attack and absorb it due to the chakra draining properties of the mist. The penguin's body would then either be composed of a hot, paralyzing, or sharp (fire/lightning/wind) mist which could be used as a water source for one attack, gaining one rank in damage due to the absorbed properties being incredibly more lethal than regular water (up to S-rank). The only downfall to this technique is that the penguin cannot be used for offensive means, only defensive and supplementary unless the penguin is used for a water source, in which case it can only be used as a source once then it dissipates until used again.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Only lasts five turns </span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used twice per battle</span></p><p><span style="font-family: 'Book Antiqua'">Note: No water techniques over A-rank on the turn this technique ends</span></p><p><span style="font-family: 'Book Antiqua'">Note: Water must be a primary specialty to use this jutsu</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Suition: Yami ni Orimasu) - Water Release: Descend to Darkness </span></p><p><span style="font-family: 'Book Antiqua'">Type: Offense/Supplementary/Defense</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 40 (+10 each turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Water Style; Blessed Drop (Suiton; keitaku tekika)</span></p><p><span style="font-family: 'Book Antiqua'">Rank; S</span></p><p><span style="font-family: 'Book Antiqua'">Type; Attack/Defense (can be both at the same time)</span></p><p><span style="font-family: 'Book Antiqua'">Chakra cost; 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage points; 80</span></p><p><span style="font-family: 'Book Antiqua'">Description; The user collects moisture from the air into an orb shape, the user keeps on collecting water and condenses it into the orb, the friction upon condensing produces electricity, thus an orb of condensed electrified cold water, upon impact the orb releases large ammount of water capable enough of blocking strong wind/fire(combo) and lightning techniques.</span></p><p><span style="font-family: 'Book Antiqua'">Note; No water source needed to perform this technique, though a water source can increase the speed of forming the orb</span></p><p></p><p>(Ousuiton: Suisennin ) Hidden Water Release: Apex Predator</p><p>Type: Supplementary</p><p>Rank: S Rank</p><p>Range: N/A</p><p>Chakra Cost: N/A</p><p>Damage Points: N/A</p><p>Description: Apex is the epithome of a Water specialist, and the signature technique of Leviathan, the Apex Predator. Leviathan joins both hands together in an oval shape, focusing his chakra to convert into Water chakra. This overbearing infusion of water completely erases away his ability to convert all his other elements, preventing the usage of every single elemental technique that does not use Water chakra for the remainder of the battle ( or Ninja World Event ). This leaves the user with only access to Non-Elemental techniques, Water Release and Elements composed of Water ( In Leviathan's case Panthalassic Water, Wood, Storm, Ice and Boil ) while losing access to all Earth, Lightning, Wind, Fire and any non-Water combination of the 4. This allows the user to gain some unique properties to the remaining elements and techniques.</p><p></p><p>Non-Elemental Techniques: Allows the user to perform non-Elemental techniques as normal, such as Basic Ninjutsu, or have them Acquire Water's elemental S&W and water bio specialities. So, for example Basic Ninjutsu techniques can appear as normal or as Water techniques.</p><p></p><p>Water Elemental Techniques: The actual Water Ninjutsu techniques appear denser and darker in tone, and can even appear black entirely. The pure Water techniques performed as Apex Predator will acquire a neutrality interaction against all opposing techniques, changing Water's S&W.</p><p></p><p>The user is able to change the appearance of his water techniques into any alternative release of Water Ninjutsu, such as changing liquid water techniques into Mist (Hiding in Mist Technique) which allows the water to acquire a semi-intagibility; Syrup ( Water Style: Starch Syrup Capture Field ) which can stick and slow opponents; Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released; Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact; Chakra Draining Water (Water Release: Grudge Rain Technique) which can drain half as much chakra as damage dealt; Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state.</p><p></p><p>Advanced Water Elemental Techniques: The user will be able to perform Water Ninjutsu using advanced elements known, which will acquire the elemental S&W of that advanced element and a more liquid-like consistency. For Leviathan, who has acquired all cannon Water Advanced Elements, the changes are as follow: Wood acquires a sap appearance, and is capable of battling Bijuu chakra and drain chakra at the rate of half the damage dealt. Storm acquires a liquid and bright plasma appearance, and is capable of paralyzing the opponent and battling Shadows. Ice takes the appearance of extremely cold water and can freeze on contact. Boil takes the appearance of boiling water and is acidic and corrosive on contact.</p><p>Panthalassic Water takes the appearance of glowing radioactive water and is water chakra parasitic on contact, eating away at opponent's water chakra, lowering the rank of the opposing technique by one, and giving it the proportional damage or strength, as applicable.</p><p></p><p>Note: While this technique can be taught, most likely only Leviathan is capable of using Apex Predator to it's fullest, given his mastery of all cannon Water Advanced Elements.</p><p>Note: The user loses access to all non-Water elements for the rest of the match, unless healed through Yang techniques or similar, by himself or through others, which in turn ends the effect</p><p></p><p>(Suiton: Fuka-sa no Himitsu) - Water Release: Secrets of the Depths</p><p>Rank: S</p><p>Type: Offensive, Supplmentary, Defensive</p><p>Range: Long</p><p>Chakra Cost: 40</p><p>Damage Cost: 80</p><p>Description: The user will put his hands together in a medium-sized hemi-sphere and stretch them backwards on either of his sides. As he stretch his arms backwards he will releases a giant amount of water chakra and materialize a heavy volume of water behind the user. He will then punch foward and the heavy volume of water rushes up in a tidel wave and pass by the user and continues with tremedous speed and strength at the target, crushing it.</p><p>~ Can only be used thrice</p><p>~ No A rank or above water techniques the following turn.</p><p></p><p>[/spoiler]</p><p>[/QUOTE]</p>
[QUOTE="Alyx, post: 10944490, member: 86283"] [B][FONT=Book Antiqua]Water Release[/FONT][/B] [CENTER][FONT=Book Antiqua][IMG]https://i.imgur.com/dZsDHYg.gif[/IMG] "[SIZE=12px][COLOR=blue]The undying seas await us all.[/COLOR][/SIZE]"[/FONT] [/CENTER] [FONT=Book Antiqua][U][B]D - Rank[/B][/U] [spoiler]N/A[/spoiler] [U][B]C - Rank[/B][/U] [spoiler]N/A[/spoiler] [U][B]B - Rank[/B][/U][/FONT] [spoiler] [FONT=Book Antiqua](Suiton: Poseidon no Karamitikurappu) - Water Release: Calamity Clap of Poseidon Type: Offensive/Attack Rank: B Range: Short-Mid Chakra: 20 Damage: 40 Description: After weaving ten handseals, the user will channel their chakra into the air around their target, gathering existing moisture in the air and creating moisture out of their released chakra. Once the very visible but small water bubbles of moisture imprison their target, being exactly ten feet away from each side and angle of the opponent, the small bubbles of water turn into spikes, all facing towards the opponent. Once the user claps, controlling and commanding the spikes, they dart towards the opponent at an alarming rate, aiming to pierce all angles around the target, encasing them in a spiked water coffin. If the user has a water affinity, the technique is exceptionally fast. - Can only be used once per battle - Cannot use any water techniques in the next turn - Can only be taught by Moxxi[/FONT] (Suiton: Poseidon no Paradokkusu) | Water Release: Poseidon's Paradox Type: Offensive/Supplementary Rank: B Range: Short - Long Chakra: 20 Damage: +20 Description: A water technique which is ironically made so as to empower fire techniques. This technique essentially allows the user to preserve, enhance and materialize the moisture surrounding a fire technique, rapidly converting it into highly volatile sticky water that surges into the fire technique in question. The sudden materialization of such volatile water, and its sudden ignition by fire results in the water/flames exploding. The combination of flaming sticky water and erupting flames showering the surrounding area so as to incinerate and blast away anything caught within the explosion radius, with the sticky aspect of the water making sure that any victim unlucky enough to come into the briefest of contact with the exploding flames will be plagued by the napalm like super hot flaming water that will cling to their bodies and ignite anything else that may be flammable. This jutsu is performed through use of an additional hand-seal directly after a fire technique so that this jutsu may be used in such quick succession that it, and its predecessor fire technique occur in more or less the same time frame. Because of this techniques successive speed, it's best utilised in conjunction with ground originating fire techniques such as erupting fire pillars so as to produce the full effect of a violent and erratic explosion of fire, and to surprise and overwhelm an unsuspecting opponent. However the eruption can also be made to be more tamed and directional should the user manipulate the manner in which the water surges in, I.e making it surge in from behind the flames would result in a more forwardly based explosion, which would allow for its effective use alongside projectile based fire techniques. For instance empowering a released fireball from behind would create a unidirectional eruption, which would send a violent and shapeless maelstrom of spurting flames that would lather anything in, or near its path in an inflamed napalm like liquid, blasting forwards towards an enemy. Note: - Can only be used 3x - Cannot be used on consecutive turns - No water techniques above A rank for the rest of the turn. - Can only be taught by Scaze - Cannot be used on sustained fire techniques (flamethrowers) - Is also useable on fire CE and ignited flammable substances (such as ignited toad oil) (within reason). But cannot be used with Mystic Fire - This technique can only be used on an alternate source of fire twice, and if used twice on an alternate source of fire then the user cannot use this technique again - Can only be used on the turn as the targeted fire technique [FONT=Book Antiqua](Suiton: kensei no doragon ) ɸ Water Release: Power of the Dragon Rank: B Type: Offense Range: Short Chakra Cost: 20 (-5 per turn) Damage Points: 40 Description: This technique is specialized for those who have great control over their water chakra. This is usually used in close combat where the user will release their water chakra around a part of their body covering them in water. This water is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this water created be the user, it will great a burst of water on impact from the user, creating seveal torrents that flies forwards which can send the opponent back into mid-range with damage and in pain. ɸ Can stay active for 2 turns at a time ɸ Can't use earth jutsu while it lasts. (Suiton: Mizu Bakudan) Water style: Water Bomb Rank: B Range: Short-long Damage: 10 (per orb) or 30 ( collectively) Chakra: 30 Description: The user pulls water from plants, or near-by water sources to form orbs of water (up to 5 +10 chakra for each orb after that) that can either be detonated by enemy touch or by the user themselves. The justu can remain dormant until set off. When detonated, the orbs send water Senbon out in every direction. If activated by user, all orbs are detonated, if detonated by enemy, only the touched orb is detonated. (- 5 chakra per orb per turn.)[/FONT] [/spoiler] [FONT=Book Antiqua][U][B]A - Rank[/B][/U][/FONT] [spoiler][FONT=Book Antiqua] Suiton: Taki Chō Shi no Wana) - Water Release: Waterfall Butterfly Death Trap Type: Offensive/Attack Rank: A Range: Short-Mid Chakra: 30 Damage: 60 Description: By weaving six handseals, the user puts both hands forward and creates a construct composed of butterfly wings, a butterfly body and with the head of a Venus Flytrap plant a few feet away from the user's torso. This water beast is summoned with a slow chomping motion already developing as its head is formed, giving off a very intimidating appearance. As the user shoots it forward, the further it goes, the faster it chomps and the more pressure will be placed into its bite although the bite can be fatal at any range depending on how it is used. It is a streamed technique, so once the user sets this in motion, no technique can be used until after this technique is over with. This technique is very fast and very versatile, able to cut corners and take sharp turns very quickly and still meet its mark. Once it comes into contact with the target, the teeth of the Venus Flytrap bites down onto its prey, able to pierce flesh and bone and able to anchor an opponent in their current position by wrapping it's wings and body around the bitten target, making them vulnerable to another attack. - Can only be used twice per battle - Can only be taught by Moxxi (Suiton: Kura Ken Sōryo No Kibishi Jugyō) — Water Style: The Kraken Priestess Harsh Lesson Type: Offensive Rank: A Range: Short - Long Chakra Cost: 30 Damage Points: 60 Description: The Kraken Priestess harsh lesson is a technique that relies heavily on preexisting water sources, where it may be applied to any water source that is not inhibited by foreign chakra, an exception being if it is of a weaker amount. The technique may also be used on water style techniques that the user has previously performed. The technique is activated when the user performs the ram hand seal. After doing so, the water technique or water source that it is intended for, will sprout several if not many massive tentacles that will come forth from the water with intense speed to wrap around their target(s), squeezing the life out of them while dragging them down into the depth of the water or into the previously used water jutsu. In addition to the way this technique functions, it can be utilized in a second way, it can be placed upon a technique as a sort of dormant part of it, which will be activated when there is a foreign chakra source that is within short-range of the said water source or if they are touching it. If done so, it can be placed upon the technique as it is being made, and in the same time-frame, requiring the extra hand seal to be chained into the previous technique. The technique is highly volatile and dangerous, as it takes on the properties of the water source or technique that it is used upon, such as if the technique or water source is boiling hot, or freezing cold, or if the water or technique as any unique properties it will be applied to this technique as well. Notes: - This technique can be used three times per battle. - If applied to a technique in the same timeframe it still counts towards the move count - Can only be used once on the same water source[/FONT] [FONT=Book Antiqua](Suiton: Mizu Kokyuu)-Water Release: Water Breath Rank: A Type: Supplementary Range: Short Chakra cost: 30 Damage points: N/A Description: When the user is underwater, he will manipulate the the water around his head. He makes an air bubble around his head. The user can breath underwater as long as the air bubble is around his head. The bubble can be pop if the user head is attacked or loses focus. -Only used by Dei Dei -Only used twice per battle (Suiton: Primal umi juugan)- Water style: Primal sea bullets Type: Offensive Rank:A/S Range:Short-long Chakra:30/40 Damage:60/80 Description: The user will make a single handsign while focusing their water chakra into several spheres made of water each the size of a bullet,The user can choose to create the bullets around the enemy using the moisture in the air, or create them in short range of himself if he so wishes, he can form them anywhere as long as there is moisture in the air,or a water source if no moisture is present. With a snap of the users fingers each one will release a stream of highly pressurized water at the enemy from all sides. This jutsu can also be used directly from infront of the user as a frontal attack rather then a surrounding one. When the User creates a single one it is A rank in power, if more are made it is S rank. When the user makes a single one he can manipulate it more freely to go wherever he wants and then make it release its stream. Note: In total there's 10 water spheres/bullets, that will surround the enemy, two on the left, two on the right, two above two infront of and two behind. Note:S rank version Can only be used twice per battle A rank version can only be used thrice per battle Note: No Water jutsu Above A rank in the same turn, or the following turn Note:Each Water Sphere is A rank by itself, this does not stack when making more then one, the user can only make 1 (A rank) or 10 (S rank) the 10 water spheres does not equal 10 A ranks but one S rank Suiton: Watatsumi Hanamoyou Joukuu | Water Release: Sea of the Floral Skies Type: Supplementary Rank: A Range: Short - Mid Chakra Cost: 30 Damage Points: N/A Description: The user will preform one handseal and release water chakra up to mid-range from the user. The chakra will take a thin layer of water on the ground. By using chakra manipulation the user is able to control viscosity of the water. When the target is on this thin layer, watery flowers appear around the target (360degrees) these flowers are manageable in terms of sending at the target thin slice layers of water and/or compressed water bullets. These attacks are medium sized but very thin and very sharp to be able to cut with ease. The water is like a layer of sticky syrup that even when disturbed it goes back to its original state on the ground. If the target runs on this layer, the flowers appear anywhere they go as long as they're on it. The main purpose of these water slices is to hit the targets hands to stop them from preforming handseals. Due to the reflective ability of the water when the target begins handseals the slices are triggered to hit the hands and stop them from preforming the move. Restrictions: - Lasts on field for 2 turns - Only usable by Coyote[/FONT] ( Suiton: Hiryō ) Water Release: Carabao Fertilizer Type: Supplementary Rank: A Range: Short - Long Chakra: N/A ( +10 to infused Technique ) Damage: N/A ( +20 to Infused Technique ) Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ). Note: Requires a 1 turn cooldown. Can only be used 5 times. Can't boost techniques higher than S rank. [FONT=Book Antiqua]( Suiton: Issui Shui ) Water Release: Rheotaxis Type: Supplementary/Offensive Rank: A Range: Short-Mid Chakra Cost: 30 Damage Points: 60 Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles. Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles. Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique. Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.[/FONT] [/spoiler] [FONT=Book Antiqua][U][B]S - Rank[/B][/U][/FONT] [spoiler] [FONT=Book Antiqua][Suiton: Kawariyaku Name] - Water Release: Double Wave Type: Offensive Rank: S Range: Short - Long Chakra Cost: 40 Damage Points: 80 Description: The user swipes both of his hands over each other, so that the right hand is swipt over left hand, creating two waves that come at the target from both sides, engulfing him in water and crushing his bones from the two sides. In case the user's escape, the user would manipulate the two waves so that once they slam on each other, they would dissemble into hundreds of small mythical creatures i.e (dragons, griffins etc..) which are then redirected towards the opponent. They can only take the shape of a summon the user can control like how kisames water jutsu take the form of sharks. Each being the size of a bird. This would take up another of the users three jutsu per turn and have a total power of S rank. Note: Can only be used 2 times per battle Note: Can't use water techniques higher than A-rank the same turn (Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus Type: Offense/Supplementary/Defense Rank: S Range: Short-Long Chakra Cost: 40 (-15 for every turn kept active) Damage Points: N/A (20 for body movement attacks) Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth). Note: Can only be Taught by Noni Note: Can only be used twice per battle stays on field for four turns Note: Can not use water above S-rank the turn the jutsu is created Note: Can not used water S-Rank and above the turn the jutsu is dispelled (Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection Type: Defense Rank: S Range: Short Chakra Cost: 40 Damage Points: N/A Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc). Note: Can only be used three times Note: Can not be used in consecutive turns Note: Can only be taught by Joker Note: Can only absorb and transfer elements that work logically (KG and CE alike) Note: Elemental strength and weakness stays the same (Suiton: Kyousei Mizu Bakudan) Water style: Great Water Bomb Rank: S Range: Short-Long Chakra: 80 Damage: 80 collectively, or 40 individually. Description: This jutsu works the same way as: (Suiton: Mizu Bakudan) Water style: Water Bomb. This jutsu creates ten (10) orbs instead of five, and they are twice the size of the orbs of the weaker form of this jutsu. Instead of Water Senbon, when detonated, these orbs fire Water Kunai. (+20 chakra to make additional orbs, - 15 chakra per orb, per turn) No more than twenty (20) orbs may be active at one time, and because of the amount of water needed for this jutsu, a water source must be nearby, or the user must be in a heavy downpour of rain. Because of the amount of water needed for this jutsu, only C rank and below water jutsu can be used by the user after using this jutsu, for two (2) turns. Only usable one time per battle, but the orbs can remain dormant until activate/detonated. Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin Type: Defensive/Supplementary Rank: S-rank Range: Short-Long Chakra: 40 (-10 per turn) Damage: N/A Description: The user would exert chakra up to short range of themselves and via shape and nature manipulation form a penguin of water whose body is composed of a chakra draining mist. The penguin is rather large, rivaling the size of an average shinobi. The user can passively control the penguin construct via mental commands at the cost of the penguin leeching chakra off of the user. The main attribute of this penguin construct is that wherever it travels, it leaves a considerable amount of hidden mist along the way. This means that over the course of one turn, the penguin would leak so much mist that it would cover everywhere up to short range of the penguin. Another ability of this penguin is that due to it being made of mist and understanding the mist's abilities, with a hand seal, the penguin can use the natural light to blind opponent's in the mist much like the Water Release: Hidden Mist Eye Sight Deprivation technique (costs a moveslot). The last ability of the penguin is due to it's chakra draining mist properties. If an A-ranked attack (according to water's elemental S&W's) is shot towards the user or penguin, the penguin can intercept the attack and absorb it due to the chakra draining properties of the mist. The penguin's body would then either be composed of a hot, paralyzing, or sharp (fire/lightning/wind) mist which could be used as a water source for one attack, gaining one rank in damage due to the absorbed properties being incredibly more lethal than regular water (up to S-rank). The only downfall to this technique is that the penguin cannot be used for offensive means, only defensive and supplementary unless the penguin is used for a water source, in which case it can only be used as a source once then it dissipates until used again. Note: Only lasts five turns Note: Can only be used twice per battle Note: No water techniques over A-rank on the turn this technique ends Note: Water must be a primary specialty to use this jutsu (Suition: Yami ni Orimasu) - Water Release: Descend to Darkness Type: Offense/Supplementary/Defense Rank: S Range: Short - Long Chakra Cost: 40 (+10 each turn) Damage Points: 80 Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created. Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created. Water Style; Blessed Drop (Suiton; keitaku tekika) Rank; S Type; Attack/Defense (can be both at the same time) Chakra cost; 40 Damage points; 80 Description; The user collects moisture from the air into an orb shape, the user keeps on collecting water and condenses it into the orb, the friction upon condensing produces electricity, thus an orb of condensed electrified cold water, upon impact the orb releases large ammount of water capable enough of blocking strong wind/fire(combo) and lightning techniques. Note; No water source needed to perform this technique, though a water source can increase the speed of forming the orb[/FONT] (Ousuiton: Suisennin ) Hidden Water Release: Apex Predator Type: Supplementary Rank: S Rank Range: N/A Chakra Cost: N/A Damage Points: N/A Description: Apex is the epithome of a Water specialist, and the signature technique of Leviathan, the Apex Predator. Leviathan joins both hands together in an oval shape, focusing his chakra to convert into Water chakra. This overbearing infusion of water completely erases away his ability to convert all his other elements, preventing the usage of every single elemental technique that does not use Water chakra for the remainder of the battle ( or Ninja World Event ). This leaves the user with only access to Non-Elemental techniques, Water Release and Elements composed of Water ( In Leviathan's case Panthalassic Water, Wood, Storm, Ice and Boil ) while losing access to all Earth, Lightning, Wind, Fire and any non-Water combination of the 4. This allows the user to gain some unique properties to the remaining elements and techniques. Non-Elemental Techniques: Allows the user to perform non-Elemental techniques as normal, such as Basic Ninjutsu, or have them Acquire Water's elemental S&W and water bio specialities. So, for example Basic Ninjutsu techniques can appear as normal or as Water techniques. Water Elemental Techniques: The actual Water Ninjutsu techniques appear denser and darker in tone, and can even appear black entirely. The pure Water techniques performed as Apex Predator will acquire a neutrality interaction against all opposing techniques, changing Water's S&W. The user is able to change the appearance of his water techniques into any alternative release of Water Ninjutsu, such as changing liquid water techniques into Mist (Hiding in Mist Technique) which allows the water to acquire a semi-intagibility; Syrup ( Water Style: Starch Syrup Capture Field ) which can stick and slow opponents; Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released; Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact; Chakra Draining Water (Water Release: Grudge Rain Technique) which can drain half as much chakra as damage dealt; Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state. Advanced Water Elemental Techniques: The user will be able to perform Water Ninjutsu using advanced elements known, which will acquire the elemental S&W of that advanced element and a more liquid-like consistency. For Leviathan, who has acquired all cannon Water Advanced Elements, the changes are as follow: Wood acquires a sap appearance, and is capable of battling Bijuu chakra and drain chakra at the rate of half the damage dealt. Storm acquires a liquid and bright plasma appearance, and is capable of paralyzing the opponent and battling Shadows. Ice takes the appearance of extremely cold water and can freeze on contact. Boil takes the appearance of boiling water and is acidic and corrosive on contact. Panthalassic Water takes the appearance of glowing radioactive water and is water chakra parasitic on contact, eating away at opponent's water chakra, lowering the rank of the opposing technique by one, and giving it the proportional damage or strength, as applicable. Note: While this technique can be taught, most likely only Leviathan is capable of using Apex Predator to it's fullest, given his mastery of all cannon Water Advanced Elements. Note: The user loses access to all non-Water elements for the rest of the match, unless healed through Yang techniques or similar, by himself or through others, which in turn ends the effect (Suiton: Fuka-sa no Himitsu) - Water Release: Secrets of the Depths Rank: S Type: Offensive, Supplmentary, Defensive Range: Long Chakra Cost: 40 Damage Cost: 80 Description: The user will put his hands together in a medium-sized hemi-sphere and stretch them backwards on either of his sides. As he stretch his arms backwards he will releases a giant amount of water chakra and materialize a heavy volume of water behind the user. He will then punch foward and the heavy volume of water rushes up in a tidel wave and pass by the user and continues with tremedous speed and strength at the target, crushing it. ~ Can only be used thrice ~ No A rank or above water techniques the following turn. [/spoiler] [/QUOTE]
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