[CE] Panthalassic wudder

McRazor

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You-ll have to do more than that
I suppose it's a super heavy water that has radioactive and corruptive abilities. Since it is derived from the primordial ocean, it is expected to be the oldest water in existence so its expected that it would carry such properties that developed through time. Essentially, it is a custom element that is based on water and as such is created by precise chakra control of the regular water chakra, in order to produce the Tiriated water, which is its technical term. Since it's based on water, it is meant to be used in conjunction with water techniques and sources via infusion by adding its properties into it. In essence it is a very aggressive and dangerous element because of its corrosiveness and radiation. Due to its dense structure, it is strong against regular water, wind and as usual fire. It's unfortunately weaker than earth and lightning due to not being able to overpower and corrode biological elements and due to lightning being able to accelerate its decay.
 

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Correct! It still sits at a great level due to its effects and the way it deals with water. Okay, so now, this is Hadean, it describes the effects of being hit by the Radiation of Panthalassa Water, and also serves as the technique that allows you to use any Water Ninjutsu as Panthalassic Water instead. Any questions

( Oujuusuiton: Hottan ) Panthalassic Water Release: Hadean ⤘ Origin


Spoiler
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Origin is a Passive technique that pertains to the consequences of interacting with Panthalassic Water's Radioactivity. As it comes from self-radiolysis, Panthalassic Water exudes a great amount of energy, increasing the core temperature of the element into burning degrees, while acquiring a great corrosion effect onto organic matter. As such, the effects of the element will be split into two different categories, Radiation Poisoning and Corrosion Burning, though they are linked.

Corrosion Burning is induced on contact with the element, and happens due to the high injection of energy into the target and the element itself, breaking up the cells essentially corroding the target's tissues. These range from Mild to Medium to Severe. In Mild, the initial damage from D-C Ranks, the tissues will have a bright red coloring indicative of first degree burning, and will itch and tingle highly and uncomfortably as the corrosion takes effect. In Medium, the initial damage of B-A ranks, the skin will break apart with second degree burning and boiling, and the itchiness will spread to the peripheral areas while the points of contact will hurt beyond that of a normal burning. In Severe, the initial damage of S and higher, the pain will be unbearable and spread quickly to the peripheral areas, while the main targetted areas will melt away even numbing the sensation as it corrodes through flesh and nerves. The effects of Corrosion Burning are stackable, so they increase in severity rank every turn the contact remains. Depending on the area burnt, the effects can be fatal, especially when targeting vital areas of the body. Effects do not revert when contact is lost, unless healed.

Radiation Sickness is induced on contact with the element , it pertains to the inner consequences of being infused with Panthalassic Water radiation on a cellular and systematic level. This also incorporates PW's property of severing water chakra, in the sense that it's parasitic properties will spread through the chakra system as well as the organ system. The effects range for Mild to Medium to severe. In Mild, the initial effect of D-C Ranks, the Radiation Sickness will cause generalized weakness and loss of dexterity preventing the usage of high ranking Taijutsu and techniques or elements that utilize Water Chakra ( S and Above ), and losing the ability to aim properly. In Medium, the initial effect of B-A ranks, the weakness will spread into generalized sweating and organ failure, as well as small but multiple fish egg-like tumors from the chakra unbalance. It prevents the usage of Taijutsu and Water beyond that of C rank or Basic Ninjutsu beyond A rank, the target will be unable to properly chain together more than 2 handseals without fumbling. In Severe, the sickness will cause multiple organ failure and possible hallucination, mostly making the opponent see double or blurry, and hearing loud roaring sounds or scratching like those of dinosaurs or other ancient creatures and insects. The user will be unable to stand and his water chakra usage is severed completely, as are his ability to chain handseals or utilize Basic Ninjutsu beyond D rank. The effects are stackable the more turns the opponent remains in contact with the element, increasing one rank per turn and require one full turn to fully mature. The effects decrease 1 rank each turn if the opponent breaks contact with the element and do not stack unless the target remains in contact. One turn after Severe effect results in loss of consciousness, two turns results in Death, both do not revert when contact is lost unless healed. If the target inhales the element, it will take 3 turns for the effects to reduce by 1 rank.

Note: Panthalassic Release users have a high degree of immunity when it comes to their own element, allowing them to touch or be in their element relatively safe and harmlessly. When they compare to other users, though, their immunity is not so strong. They delay the effects by one rank and require double the amount of time to increase in severity, while require half the time to recover when not exposed. Likewise, they can completely counter each other's radioactivity effect by utilizing their own techniques against them.

Note: This technique also allows for the possibility of converting Water Chakra into Panthalassic Chakra, so that the user can perform Water Release techniques as Panthalassic Water. This can be done in the same timeframe as a water technique, used 4 times per battle. This will cost one of the users 3 moves per turn.
 

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Correct! It still sits at a great level due to its effects and the way it deals with water. Okay, so now, this is Hadean, it describes the effects of being hit by the Radiation of Panthalassa Water, and also serves as the technique that allows you to use any Water Ninjutsu as Panthalassic Water instead. Any questions

( Oujuusuiton: Hottan ) Panthalassic Water Release: Hadean ⤘ Origin


Spoiler
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Origin is a Passive technique that pertains to the consequences of interacting with Panthalassic Water's Radioactivity. As it comes from self-radiolysis, Panthalassic Water exudes a great amount of energy, increasing the core temperature of the element into burning degrees, while acquiring a great corrosion effect onto organic matter. As such, the effects of the element will be split into two different categories, Radiation Poisoning and Corrosion Burning, though they are linked.

Corrosion Burning is induced on contact with the element, and happens due to the high injection of energy into the target and the element itself, breaking up the cells essentially corroding the target's tissues. These range from Mild to Medium to Severe. In Mild, the initial damage from D-C Ranks, the tissues will have a bright red coloring indicative of first degree burning, and will itch and tingle highly and uncomfortably as the corrosion takes effect. In Medium, the initial damage of B-A ranks, the skin will break apart with second degree burning and boiling, and the itchiness will spread to the peripheral areas while the points of contact will hurt beyond that of a normal burning. In Severe, the initial damage of S and higher, the pain will be unbearable and spread quickly to the peripheral areas, while the main targetted areas will melt away even numbing the sensation as it corrodes through flesh and nerves. The effects of Corrosion Burning are stackable, so they increase in severity rank every turn the contact remains. Depending on the area burnt, the effects can be fatal, especially when targeting vital areas of the body. Effects do not revert when contact is lost, unless healed.

Radiation Sickness is induced on contact with the element , it pertains to the inner consequences of being infused with Panthalassic Water radiation on a cellular and systematic level. This also incorporates PW's property of severing water chakra, in the sense that it's parasitic properties will spread through the chakra system as well as the organ system. The effects range for Mild to Medium to severe. In Mild, the initial effect of D-C Ranks, the Radiation Sickness will cause generalized weakness and loss of dexterity preventing the usage of high ranking Taijutsu and techniques or elements that utilize Water Chakra ( S and Above ), and losing the ability to aim properly. In Medium, the initial effect of B-A ranks, the weakness will spread into generalized sweating and organ failure, as well as small but multiple fish egg-like tumors from the chakra unbalance. It prevents the usage of Taijutsu and Water beyond that of C rank or Basic Ninjutsu beyond A rank, the target will be unable to properly chain together more than 2 handseals without fumbling. In Severe, the sickness will cause multiple organ failure and possible hallucination, mostly making the opponent see double or blurry, and hearing loud roaring sounds or scratching like those of dinosaurs or other ancient creatures and insects. The user will be unable to stand and his water chakra usage is severed completely, as are his ability to chain handseals or utilize Basic Ninjutsu beyond D rank. The effects are stackable the more turns the opponent remains in contact with the element, increasing one rank per turn and require one full turn to fully mature. The effects decrease 1 rank each turn if the opponent breaks contact with the element and do not stack unless the target remains in contact. One turn after Severe effect results in loss of consciousness, two turns results in Death, both do not revert when contact is lost unless healed. If the target inhales the element, it will take 3 turns for the effects to reduce by 1 rank.

Note: Panthalassic Release users have a high degree of immunity when it comes to their own element, allowing them to touch or be in their element relatively safe and harmlessly. When they compare to other users, though, their immunity is not so strong. They delay the effects by one rank and require double the amount of time to increase in severity, while require half the time to recover when not exposed. Likewise, they can completely counter each other's radioactivity effect by utilizing their own techniques against them.

Note: This technique also allows for the possibility of converting Water Chakra into Panthalassic Chakra, so that the user can perform Water Release techniques as Panthalassic Water. This can be done in the same timeframe as a water technique, used 4 times per battle. This will cost one of the users 3 moves per turn.
Ah, marvelous. Yes, questions. First snd foremost, when does this technique have to be posted? At the beginning of the battle or once pw is used? Also, this allows regular water to be used as pw. What about other water CE? Are there ways to seamlessly hop from one CE to other and if not, do you have plans for it?
 

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Ah, marvelous. Yes, questions. First snd foremost, when does this technique have to be posted? At the beginning of the battle or once pw is used? Also, this allows regular water to be used as pw. What about other water CE? Are there ways to seamlessly hop from one CE to other and if not, do you have plans for it?
Not really but it might not be a bad idea. besides, the wording on this technique is a bit outdated, so an update might be cool to considered.
You dont necessarily have to post this technique in the begining of the battle, nor when you use PW. Last battle I posted this when I wanted to mention the effects of PW, and that was after the PW tech I used was blocked by my opponent.

Any other question
 

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Not really but it might not be a bad idea. besides, the wording on this technique is a bit outdated, so an update might be cool to considered.
You dont necessarily have to post this technique in the begining of the battle, nor when you use PW. Last battle I posted this when I wanted to mention the effects of PW, and that was after the PW tech I used was blocked by my opponent.

Any other question
Yes, about this note. "When they compare to other users, though, their immunity is not so strong."

I'm not sure I understand what it exactly means.
 

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Yes, about this note. "When they compare to other users, though, their immunity is not so strong."

I'm not sure I understand what it exactly means.
Just means that you are immune to your own Panthalassic Water but not to the one used by other ninja. So you aren't immune to Panthalassa or Moofy and they're not immune to you.

Analyze this:

( Oujuusuiton: Shi-rakansu ) Panthalassic Water Release: Devonian ⤘ Coelacanth


Spoiler
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Coelacanth is basic application of the Panthalassic Water Release with a great versatility of usage. It consist on producing or manipulating panthalassic water into the shape of a massive ancestral tetrapod, with a glowing core of acqua marine fanged skeleton that showcases the four-limbed skeleton of the fish, while warning to the corroding radioactivity and burning temperature of the water, which leaks out in a trail of panthalassic water as it moves through the air or water. The projectile can be produced from existing water sources, mist or spat out, or it can be a simple manipulation of existing panthalassic water sources. The coelacanth-like projectile produces great damage from the highly dense water, like a ton of bricks, and from the burning corrosion of the element. The projectile has enough fluidity and versatility to be able separate and join together effortlessly, as it byparts into multiples of 2, where the projectiles halve in power and size, at a minimum division of D rank in power, or 16 individual projectiles, the size of 2 average male adults, giving the original one about the size of half a Boss Summoning.

Note: The coelacanth can be produced, and manipulated through body motions, in separated or original form anywhere within Mid-range, freely within Short-Range, and can be shot in a linear manner outside of Mid-range.

Note: The user can produce lower versions of the coelacanth projectile following the previous descriptions, but allowing less and less divisions as the original coelacanth gets smaller, for example, a B rank can only split into 4 D Ranks, and the D rank variant is a single projectile.

Note: S rank can only be used 3 times per battle with no PW techniques above A rank in the following turn, 4 times per event. The A rank can only be used every 3 turns. B rank can only be used every 2 turns, but allows for up to 2 multiple usages of the technique.

Note: Separating or changing the direction through control will count as one of the three moves per turn.
 

McRazor

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Just means that you are immune to your own Panthalassic Water but not to the one used by other ninja. So you aren't immune to Panthalassa or Moofy and they're not immune to you.

Analyze this:

( Oujuusuiton: Shi-rakansu ) Panthalassic Water Release: Devonian ⤘ Coelacanth


Spoiler
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Coelacanth is basic application of the Panthalassic Water Release with a great versatility of usage. It consist on producing or manipulating panthalassic water into the shape of a massive ancestral tetrapod, with a glowing core of acqua marine fanged skeleton that showcases the four-limbed skeleton of the fish, while warning to the corroding radioactivity and burning temperature of the water, which leaks out in a trail of panthalassic water as it moves through the air or water. The projectile can be produced from existing water sources, mist or spat out, or it can be a simple manipulation of existing panthalassic water sources. The coelacanth-like projectile produces great damage from the highly dense water, like a ton of bricks, and from the burning corrosion of the element. The projectile has enough fluidity and versatility to be able separate and join together effortlessly, as it byparts into multiples of 2, where the projectiles halve in power and size, at a minimum division of D rank in power, or 16 individual projectiles, the size of 2 average male adults, giving the original one about the size of half a Boss Summoning.

Note: The coelacanth can be produced, and manipulated through body motions, in separated or original form anywhere within Mid-range, freely within Short-Range, and can be shot in a linear manner outside of Mid-range.

Note: The user can produce lower versions of the coelacanth projectile following the previous descriptions, but allowing less and less divisions as the original coelacanth gets smaller, for example, a B rank can only split into 4 D Ranks, and the D rank variant is a single projectile.

Note: S rank can only be used 3 times per battle with no PW techniques above A rank in the following turn, 4 times per event. The A rank can only be used every 3 turns. B rank can only be used every 2 turns, but allows for up to 2 multiple usages of the technique.

Note: Separating or changing the direction through control will count as one of the three moves per turn.
Oh, I see. Thanks.

This seems like the basic technique of the CE, where you create PW in the form of a fish that can split into more fish. They're essentially PW projectiles and depending on their splitting, their power splits as well. Similarly, depending on the rank of the tech, the amount of the projectiles can vary. Lastly, splitting the projectiles after its creation counts as a move, which also allows to change their direction.

First question. Since splitting and changing direction counts as a turn, does that mean that they can't be controlled and instead only travel in a straight trajectory?

Can we immediately create multiple projectiles without their splitting costing an additional move per turn?
 

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Oh, I see. Thanks.

This seems like the basic technique of the CE, where you create PW in the form of a fish that can split into more fish. They're essentially PW projectiles and depending on their splitting, their power splits as well. Similarly, depending on the rank of the tech, the amount of the projectiles can vary. Lastly, splitting the projectiles after its creation counts as a move, which also allows to change their direction.

First question. Since splitting and changing direction counts as a turn, does that mean that they can't be controlled and instead only travel in a straight trajectory?

Can we immediately create multiple projectiles without their splitting costing an additional move per turn?
You can change and freely manipulate them within Short-Range. Once they go outside of Short-Range you can re-manipulate them at the cost of a move. So, for example, you could produce a single S rank Coelacanth and keep it around yourself, swiming around or wrapped around you like a shield, and you can freely split it and join it together. You can send it in a spiral or a curve outside short-range, or produce a vortex of multiple coelacanths that spread outwards up to mid range.

Once it goes into mid-range, you can have them change their intended motion by spending a jutsu slot, like have them avoid an enemy technique, or re-hone on a target, or even have a projectile split in multiples. You can do all of these simultaneously within the same jutsu slot. Like:

Turn one: I spit out a great coelacanth, A rank, and I have him shield me against a fire jutsu which it overpowers without losing any strength. Then I make it dance the tango towards my opponent that is mid range from me. Before leaving short-range, it splits in two, both B rank in strength, and do the Tango together. ( All within the same jutsu cost as posting the technique, thus 1 jutsu slot. You can perform 2 other techniques )

Turn two: my enemy attacked the tango pair with a sword strike. In response, I make the pair of coelacanth split in 4, all C ranks, as they evade the sword and then start twerking with their tails, striking my opponent repeatedly. ( Costs 1 jutsu slot )

turn tree: my initial enemy died to the twerking, and a new target appeared long range. I make the 4 coelacanth join together into a single fish, A rank, and shoot it in a linear path towards the new target. I cannot re-manipulate it outside of Mid-Range. (Costs 1 jutsu slot)

If you don't have any more questions, post and analyze ( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ⤘ Trilobite
 

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You can change and freely manipulate them within Short-Range. Once they go outside of Short-Range you can re-manipulate them at the cost of a move. So, for example, you could produce a single S rank Coelacanth and keep it around yourself, swiming around or wrapped around you like a shield, and you can freely split it and join it together. You can send it in a spiral or a curve outside short-range, or produce a vortex of multiple coelacanths that spread outwards up to mid range.

Once it goes into mid-range, you can have them change their intended motion by spending a jutsu slot, like have them avoid an enemy technique, or re-hone on a target, or even have a projectile split in multiples. You can do all of these simultaneously within the same jutsu slot. Like:

Turn one: I spit out a great coelacanth, A rank, and I have him shield me against a fire jutsu which it overpowers without losing any strength. Then I make it dance the tango towards my opponent that is mid range from me. Before leaving short-range, it splits in two, both B rank in strength, and do the Tango together. ( All within the same jutsu cost as posting the technique, thus 1 jutsu slot. You can perform 2 other techniques )

Turn two: my enemy attacked the tango pair with a sword strike. In response, I make the pair of coelacanth split in 4, all C ranks, as they evade the sword and then start twerking with their tails, striking my opponent repeatedly. ( Costs 1 jutsu slot )

turn tree: my initial enemy died to the twerking, and a new target appeared long range. I make the 4 coelacanth join together into a single fish, A rank, and shoot it in a linear path towards the new target. I cannot re-manipulate it outside of Mid-Range. (Costs 1 jutsu slot)

If you don't have any more questions, post and analyze ( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ⤘ Trilobite
You're right, understood.

( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ⤘ Trilobite
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 60-80
Description: Trilobite pertains to the rapid creation of several bubbles of panthalassic water, like multiple tiny fish eggs, that spread tall and wide across a surface or inside a water source, while oozing a trail of panthalassic water. This will be glowing hot with a navy blue glow at their core, resembling a larvae within. While the bubbles are corrosive on their own and can be used as a rapidly growing column or wall, they're meant to explode into a powerfully thick and dense corrosive mist, that spreads across an area mid range radius around the point of growth. Within, the mist will be thickest, hottest and most radioactive in several cow sized ancient armored arthropods that will flow freely or at command of the user, to pin, shred or strike any target within the mist. Similar Earth Release: Mud Wolves, these bubbles can remain in the condensed egg form until someone with foreign chakra enters their proximity, or explode at the user's will.

Note: The difference in rank pertains to the difference in size. S rank will create a volume of bubbles 10 meters diameter, with a 30 meters radius mist and several cow-sized trilobites. A rank will create a volume of bubbles 5 meters in diameter, with a 15 meters radius mist and several human sized trilobites. B rank will create a volume of bubbles 1 meter in diameter, with a 5 meters radius mist and several dog sized trilobites.

Note: S ranks can only be used 3 times per battle with 2 turns between uses and no jutsu above S rank, and no PW techniques above A rank in the following turn. A ranks can only be used 4 times per battle. The mist lasts 3 turns.

This techniques allows us to create a wall or essentially infuse a water source with pw bubbles that resemble larvae and release a corrosive mist from them, spreading through the air or if created within the water then infuse the water with pw properties. Depending on their rank, their size changes, for both the bubbles and the size of the mist. The bubbles can also remain intact until activated. No questions on this one.
 

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Sounds good, now Ammonite

( Oujuusuiton: Makigai ) Panthalassic Water Release: Triassic ⤘ Ammonite

Spoiler
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Ammonite is a mechanism of shooting a ball of air and radioactivity through PW's innate characteristics. First the user will create a chamber of panthallassic water that will resemble a coral tube, a cilindrical yet strangely biological structure. Inside the tube, the user will concentrate all the energy from the chamber's own self-radiolysis, increasing the pressure of the air within the tube. Suddenly, the user will open the tube, allowing cool air and moisture to come in, while the pressured air shoots out with a lound bang, effectively creating an air pistol that shoots out a ball of blue glowing displaced air ( similar to the Leaf Dragon God ), and radioactive mist, in the shape of an ammonite's shell. This ball shares the same S/W as the Leaf Dragon God technique, while having the same properties as PW, as described in Hadean, namely Radioactivity Sickness and Corrosive Burning.

This technique shoots a massive ball the size 5 meters in diameter. Alternatively, the user can shoot smaller balls, the size of fists, for more localized damage. This variant is considered a B rank, 20 chakra, 40 damage points, and can be used 6 times per battle, every 3 turns.

Note: The user can create the canon from his body or a source through direct contact, or through 1 handseal from a source up to mid-range.
Note: Can only be used twice per battle, and the user is unable to perform techniques above S rank in the next two turns, and no PW technique above A rank in the next turn.
 

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Sounds good, now Ammonite

( Oujuusuiton: Makigai ) Panthalassic Water Release: Triassic ⤘ Ammonite

Spoiler
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Ammonite is a mechanism of shooting a ball of air and radioactivity through PW's innate characteristics. First the user will create a chamber of panthallassic water that will resemble a coral tube, a cilindrical yet strangely biological structure. Inside the tube, the user will concentrate all the energy from the chamber's own self-radiolysis, increasing the pressure of the air within the tube. Suddenly, the user will open the tube, allowing cool air and moisture to come in, while the pressured air shoots out with a lound bang, effectively creating an air pistol that shoots out a ball of blue glowing displaced air ( similar to the Leaf Dragon God ), and radioactive mist, in the shape of an ammonite's shell. This ball shares the same S/W as the Leaf Dragon God technique, while having the same properties as PW, as described in Hadean, namely Radioactivity Sickness and Corrosive Burning.

This technique shoots a massive ball the size 5 meters in diameter. Alternatively, the user can shoot smaller balls, the size of fists, for more localized damage. This variant is considered a B rank, 20 chakra, 40 damage points, and can be used 6 times per battle, every 3 turns.

Note: The user can create the canon from his body or a source through direct contact, or through 1 handseal from a source up to mid-range.
Note: Can only be used twice per battle, and the user is unable to perform techniques above S rank in the next two turns, and no PW technique above A rank in the next turn.
I find it hard to imagine this techniques with the coral tube and the 5m ball. How fast is it to perform? Also, how come it shares the S&W of Leaf Dragon God? I'm unfamiliar with the tech so I don't know what its S&W are. Does that mean that PW S&W are ignored in this case?

I gotta admit, it's now a recurring theme of nothing above A rank PW in next turn. That's quite a restriction. :/
 

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I find it hard to imagine this techniques with the coral tube and the 5m ball. How fast is it to perform? Also, how come it shares the S&W of Leaf Dragon God? I'm unfamiliar with the tech so I don't know what its S&W are. Does that mean that PW S&W are ignored in this case?

I gotta admit, it's now a recurring theme of nothing above A rank PW in next turn. That's quite a restriction. :/
Okay so, you make a giant coral tube like this:

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Big enough to fit a ball of radioactive mist that's 5 meters diameter. It works like a giant cannonball.

The balls is basically made of radioactive mist and compressed air, and it's similar to Leaf Dragon God in the sense that it's a displaced air attack that does not have any elemental strengths or weakeness, it's Neutral to every Elemental Nature.

And yeah, PW customs are not really meant to be repeatedly used.
 

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Okay so, you make a giant coral tube like this:

You must be registered for see images

Big enough to fit a ball of radioactive mist that's 5 meters diameter. It works like a giant cannonball.

The balls is basically made of radioactive mist and compressed air, and it's similar to Leaf Dragon God in the sense that it's a displaced air attack that does not have any elemental strengths or weakeness, it's Neutral to every Elemental Nature.

And yeah, PW customs are not really meant to be repeatedly used.
Understood. So basically, you make PW and then use other water techs to manipulate the PW.
 

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Not really, just one jutsu does it all

Next jutsu?
I meant to say, you use the PW source then for other techs.

( Oujuusuiton: Mizurensshin ) Panthalassic Water Release: Tonian ⤘ Tectonics
Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Tectonics allows the user to slap or stomp on the ground or a water source, producing great amounts of PW that filter into the depths, dissolving in the water or infused within the veins of the earth. Through self-radiolysis, the PW will create vastly complex nets of unstable and severely pressurized pockets of past-boiling liquid, highly chakra reactive. When the conditions are met, the pockets will react to chakra and crack open the ground or part the water, in a thunderous geyser of hot, radioactive mist, while absorbing to itself the unmolded chakra, essentially burning through it and neutralizing the technique in it's genesis. The geysers will react to chakra infused into the source, such as Earth or Water, or other elemental jutsu that atempt to manipulate the PW festered source, or through a remote triggering through an handseal by the user, creating a pinpoint geyser anywhere within the net's radius ( This counts as a move, except if done in the same turn as the net is created ).

Note: The net itself can be spread over an area mid-range around the user, or spread around a remote point long range from the user, though will only be able to create a net spaning short-range around that point.
Note: Each net can shoot up to 4 geysers, which shoot to a height of 20 meters. Each are just a little bit wider than the average human.
Note: Can only be used 3 times per battle, lasts up to 4 turns or until all 4 geysers have been shot.
Note: While a noticeable rumble can be felt and heard, which allows the opponent to defend from the technique, the technique neutralization effect is immediate and follows the element's S&W, reacting to the Raw unmolded chakra in it's genesis, before the process of converting the nature of the chakra, unless reacting to a technique that molds chakra within the opponent's body or the air. Does not work on Forbidden Ranks or more than 2 S ranks, effectively breaking the net.
Note: The user is also unable to infuse chakra into the source.

This one, I guess?

So once again, its a complex technique. First the user stomps the foot and infuses his chakra into the ground or water source from his point outwards to mid range or from a remote point up to long range, with a short range radius. Afterwards the PW can be shot out like geysers. The geysers can appear by contact with foreign chakra, aimed to absorb and render opposing techniques useless, as well as activated by a handseal.

I mentions raw, unmolded chakra and before natural manipulation. I was under the assumption that we mold and nature manipulate the chakra within our bodies and then usually shape manipulate it outside of it.
 
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Panthalassa

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This follows the line of thought that there are internal and external materialization techniques, in the sense that internal techniques you spread your Chakra, turn it into elemental Chakra and then mold it into the object you wish to create, and all that happens within your body, like your gut, for when you spit a water stream for example.

When you try to manipulate a water source, you need to spread your water through the source and then mold it to form the object you want. That is external manipulation.

This technique prevents external manipulation of the ground and the water
 
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