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Naruto Role Playing
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Penguin's Igloo of Customs
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<p>[QUOTE="Penguin, post: 19610918, member: 185858"]</p><p style="text-align: center"><img src="http://i.imgur.com/PlEegBf.png" data-url="http://i.imgur.com/PlEegBf.png" class="bbImage " style="" alt="" title="" /></p><p>[hr][/hr]</p><p>2. Suiton: Pengin no Ima - Water Style: Penguin's Current </p><p>Type: Supplementary</p><p>Rank: C</p><p>Range: Short-Medium</p><p>Chakra: 15</p><p>Damage: N/A</p><p>Description: After forming the bird hand seal, the user sends his chakra onto into the ground. This chakra forms an extremely fast current of water to be formed about a meter deep and a meter wide. Anything that enters the current has its speed tripled due to the current's extreme speed. At the end of the current is a wall of water with high viscosity chakra content, cushioning the impact of anything that hits it. </p><p></p><p>Note: Can only be used twice.</p><p>Note: Can only be taught by Penguin.</p><p>Note: Lasts a single turn.</p><p></p><p>Approved here. [<a href="http://narutobase.net/forums/showthread.php?t=157594&page=158&p=15417045&viewfull=1#post15417045">x</a>]</p><p></p><p>I have taught this to <a href="http://narutobase.net/forums/showthread.php?t=522271">Vegeta</a>, <a href="http://narutobase.net/forums/showthread.php?t=522274">Deviation</a>, <a href="http://narutobase.net/forums/showthread.php?t=524087">L</a>, <a href="http://narutobase.net/forums/showthread.php?t=442138">Edward</a>, <a href="http://narutobase.net/forums/showthread.php?t=524794">Vex</a>, <a href="http://narutobase.net/forums/showthread.php?t=461719">Souji</a>.</p><p>[hr][/hr]</p><p>3. Suiton: Pengin no Kōgeki - Water Style: Penguin's Offensive </p><p>Type: Offensive</p><p>Rank: B</p><p>Range: Short-Long </p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: After performing the Bird hand seal, the user releases chakra one meter away from the opponent, in as many as four different spots. The chakra in the air starts gathering moisture, forming many golf ball sized penguins up to fifty count at once. The penguins themselves may be small, but are as sharp as razors. The penguins then charge/descend at the opponent as soon as they take form.</p><p></p><p>Note: Can only be used four times.</p><p>Note: Can only be taught by Penguin.</p><p></p><p>Approved here. [<a href="http://narutobase.net/forums/showthread.php?t=157594&page=158&p=15417045&viewfull=1#post15417045">x</a>]</p><p></p><p>I have taught this to <a href="http://narutobase.net/forums/showthread.php?t=524087">L</a>, <a href="http://narutobase.net/forums/showthread.php?t=526361">Moxxi</a>, <a href="http://narutobase.net/forums/showthread.php?t=526371">Akasha</a>, <a href="http://narutobase.net/forums/showthread.php?t=527788">Andrej</a>, <a href="http://narutobase.net/forums/showthread.php?t=528241">Tsuki</a>, <a href="http://narutobase.net/forums/showthread.php?t=461719">Souji</a>.</p><p>[hr][/hr]</p><p></p><p>(Suiton: Āmākingu) - Water Release: Armor King</p><p>Type: Defense/Supplementary</p><p>Rank: B</p><p>Range: Short-mid</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: The user makes three hand seals and focuses their suiton chakra into their hips, making a ring of water around the user's waist. From here, the ring can be extended from short range, to mid range and can be exploited to have multiple, very sharp water spikes all around the ring. These spikes can reach up to a foot long and can either face up, down or outward. This is used to stop (or make the tai/ken moves risky for the opponent) incoming taijutsu/kenjutsu attacks from the front, behind, side or above and to stop underground jutsu that involves the opponent coming up beneath the user.</p><p>Note - Only lasts for three turns and then after use, must wait three turns to put into effect again</p><p>Note - Can only be taught by Moxxi </p><p></p><p>Moxxi taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=526361">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Zerasu-jū no hara) - Water Release: Belly of the Zealous Beast</p><p>Type: Offensive/Supplementary</p><p>Rank: S-rank</p><p>Range: Short-Mid</p><p>Chakra: 40 (-80 per turn to the target)</p><p>Damage: N/A (80 if used Offensively)</p><p>Description: Tobirama, with his legendary mastery of water release, will send his water chakra at an area within mid-range. With the use of his water chakra, Tobirama can materialize an orb of water from thin air, which would quickly grow into a large blob of what appears to be a plump goblin made of water. The size of it would be about two times the size of the user, with a fairly large stomach and a body that is about 3 meter wide. The goblin itself is a sentient entity, capable of acting on its own accord. The water that makes up its body has similar properties to (Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique, therefore its ability focuses on absorbing chakra from targets that make contact, including Smaller summonings, Clones, Humans, etc. The main usage for this water blob is to utilize the unique ability of the water to absorb the target's chakra. This is done when the blob would race towards or attempt to approach the target and upon reaching short-range, it would open up its large belly, in which four long whips would emerge to grab a hold of the target's limbs and abruptly pull the target in the stomach. The whips are dense and almost solidified, allowing it to grab a hold of tangible beings despite being made of water. As it is pulled in, the blob's stomach would close, shutting the enemy inside. While the target is inside, he/she will lose chakra from the physical contact with the water, and any raw chakra created inside will be ineffective, like Rasengan, but elemental chakra would still work. The blob itself stays on the battlefield for three turns, however, if it successfully traps a target, the user will be able to manipulate it to stay on the battlefield for longer. Doing this would require a constant stream of chakra, therefore the user will be unable to perform any other techniques while the target is successfully trapped inside the belly. Absorbing chakra if the target is inside the belly has no turn limit, so long as the target is trapped inside. However, if the user deems necessary, with a single handseal, he/she can cause the walls to squeeze in together, trapping the target in an extremely pressurized orb of water that would easily crush anyone inside.</p><p>Notes and Restrictions:</p><p>- Tobirama bios can use this without hand seals or a water source. Alternatively, bios that don't have his water abilities will have to perform a set of five hand seals.</p><p>- The blob itself lasts for three turns, and if the user does not successfully trap the target within the stomach, or if it is destroyed, it will disperse back to water. </p><p>- Can only be used once and no water techniques above S-rank while this technique is active.</p><p></p><p>Edward taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=442138&p=16804660#post16804660">x</a>]</p><p>[hr][/hr]</p><p></p><p>Suiton: Kikkubokushingu Mizu | Water Release: Water Kickboxing</p><p>Rank: A</p><p>Type: Attack | Defence</p><p>Range: Short</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user focuses water chakra in any part of his body which he intends to use to attack or defend from an attack(e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the water to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases water from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them soaked. If it's a kick, then the water released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the water is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded water body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is water. The user can punch/kick out the expanded water body parts multiple times, although not more than 3 times with one .</p><p>-Usable 4 times per battle and only on one particular limb at a time.</p><p>-Can only be taught by Naizen.</p><p></p><p>Littlefinger taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=570509">x</a>]</p><p>[hr][/hr]</p><p></p><p>5. Suiton: Pengins o Bakuhatsu - Water Style: Exploding Penguins</p><p>Type: Offensive</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user would begin to take five explosive tags from their ninja pouch and throw the tags in front of themselves as they flash the bird hand seal. After flashing the bird hand seal, five human sized penguins made of sticky water form around the explosive tags, leaving an air pocket inside themselves so that the explosive tags don't get dampened. Once the water penguins form around the explosive tags, the penguins either jump or dash straight forward at the opponent in hopes of wrapping themselves around the opponent. Once the penguin's wrap themselves around the opponent, the user flashes the seal of confrontation to detonate the explosive tag, causing the opponent massive damage.</p><p></p><p>Note: The user cannot use explosive tags for two turns after this jutsu is used </p><p>Note: Can only be used three times per battle</p><p>Note: Can only be taught by Penguin.</p><p></p><p>Approved here. [<a href="http://narutobase.net/forums/showthread.php?t=157594&page=178&p=16750637&viewfull=1#post16750637">x</a>]</p><p></p><p>I have taught this to <a href="http://narutobase.net/forums/showthread.php?t=442138">Edward</a>, <a href="http://narutobase.net/forums/showthread.php?t=571193">Nathan</a>, <a href="http://narutobase.net/forums/showthread.php?t=461719">Souji</a>, <a href="http://narutobase.net/forums/showthread.php?t=549313">Rikerslade</a>, <a href="http://narutobase.net/forums/showthread.php?t=573209">Loki</a>, <a href="http://narutobase.net/forums/showthread.php?t=574151">LonelyAssasin</a>.</p><p>[hr][/hr]</p><p></p><p>[Suiton: Rippou Fuzen] - Water Style: Cube of Mischief</p><p>Type: Offensive/Attack</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: This technique can only be used when the target is standing on water. The user will first wave 1 hand-seal. Doing so, will focus chakra into the water below the opponent, then the water opens up in a square shaped box below the target, making them fall in. Afterwards the user if wanted may wave 1 more handseal and cause the sides of the cube to close in on each other with tremendous strength, violently crushing the victim to a bone-breaking degree due to the pressure of the water. This technique is very versatile, for it can be as wide and as deep as the user wants, within narutoverse logic and reason; to fit the entire body or just a part, meaning the user can open it only wide enough to make 1 of the opponent's foot fall in and then crush it [ if wanted ]. This can be done wide enough to make 5 bodies lined up fall inside, and as deep as 10 meters, however, the larger the space, the more it takes to close in. Nevertheless the process in which it opens and shuts is rather fast. It can be shut just enough to prevent foot or body movement, not crushing the trapped body [part].</p><p>- May only be used x3 per battle.</p><p>- Must be taught by Loki</p><p></p><p>Loki taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=573209">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Kougake Kyojin Enkai) Water Style: Gauntlets Of The Giant Ocean </p><p>Type: Attack</p><p>Rank: Forbidden</p><p>Range: Mid-Long</p><p>Chakra: 50</p><p>Damage: 90 (-30 to user)</p><p>Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue.</p><p></p><p>Note: Can only be used once</p><p>Note: This jutsu takes up two jutsu slots</p><p>Note: No other Water-jutsu in the same turn</p><p>Note: No Water-jutsu above S rank in the next two turns</p><p></p><p>Teno taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=592341">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods</p><p>Type: Offensive</p><p>Rank: S </p><p>Range: Short-Mid</p><p>Chakra: 40 (-15 per turn)</p><p>Damage: 80</p><p>Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of fifteen meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of pulling the person that touched it into the currents, which would make them vulnerable to the goldfishes. It is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy. Releasing it in the same turn is generally only used if, A) The technique was successful, or B) The enemy was able to properly defend from it, or completely destroy it. If, for whatever reason, the user chooses to release the technique, the enemy will take in no damage unless they've been pierced by goldfishes, in which case, they will take the S-rank damage</p><p>Notes & Restrictions:</p><p>Note: Useable three times per battle with a four turn cooldown before each usage</p><p>Note: Can only be taught by Edward.</p><p>Note: After using, cannot use A rank and higher Water jutsu the next turn.</p><p>Note: Lasts 2 turns per usage.</p><p></p><p>Edward taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=442138">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Hydragyrum boryūmu) - Water Release: Volumen Hydragyrum</p><p>Type: Offensive/Supplementary/Defensive</p><p>Rank: A</p><p>Range: Short (Created in short, Mid range reach)</p><p>Chakra: 30 (-10 Chakra per turn)</p><p>Damage: N/A (60 if used Offensively) </p><p>Description: The user will perform a series of three hand seals ( Ram - Horse - Tiger ) and send water-based chakra in an area around them within short-range. He will materialize sticky water, similar to the water found in (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field, and shape into the shape of a sphere. The water created in this technique differs from most water, where it has a shiny luster and acts as a mirror rather than being completely blue or translucent. The blob of water is quite useful and has two main abilities. Firstly, the blob, if within three meters of the user, acts as a near-instantaneous defense against a wide array of attacks. It is a sentient being that can grow in size, up to twice the size of the user and immediately cover the user (transparent from the inside) in a sphere of its own body (Shape is changeable to an extent; it could be a wall, block, cube, vortex-like shape, etc). The water body would be able to defend against a multitude of attacks by using its body, and more specifically, the sticky aspects of its composition. If a physical and tangible based attack, such as earth or earth based elements, is sent out by the target, that attack would stick into the blob's body and cling to it. If an energy based is released, like Fire, or Lightning, it would simply act as a normal Water Defense. A secondary ability sacrifices the blob itself. Through a single hand seal, a multitude of tentacles can burst forth from the main body of the blob up to mid-range. It is capable of grabbing a hold of enemies around the battlefield, and either pierce them, or grasp them and pull them into the main body. If the enemy is successfully trapped within the main body, the sticky-like composition of water would make it difficult to even move. The user can choose to keep the enemy within the body as a form of torture, or use chakra to increase the density of the water, which would easily crush a normal human. </p><p>Notes&Restricitons:</p><p>Note #1 The blob can only be created three times and lasts in the battlefield for up to three turns.</p><p>Note #2 The blob itself is a sentient being that can act on its own accord. It simply feeds from the users' chakra per turn to allow it to maintain the blob. Because of the constant donation of chakra, if it is not completely destroyed within one turn, then the blob would regenerate off of the users' chakra. </p><p>Note #3 The blob itself is relatively slow and moves at the user's walking speed.</p><p>Note #4 Can only be taught by EdwardSama</p><p>Note #5 The second ability is the only offensive component of this technique. The initial activation despite being near-instant is purely defensive in usage.</p><p></p><p>Edward taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=442138&page=2&p=18655505#post18655505">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse</p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: N/A</p><p>Chakra Cost: N/A (+10 for every technique this ability is applied to)</p><p>Damage Points: N/A (-20 to opponent's technique)</p><p>Description: One of the spellbinding water-based techniques. The user will activate this ability (instant activation due to it being stand alone, and does not grant ability until another compatible technique is used), to apply to all types of water release techniques that logically work with this. After the technique is set, the main ability granted will be is all techniques are infused with a special kind of mist, specifically similar to the jutsu Water Release: Grudge Rain and Hiding in Mist. This creates a sort of thin veil over the body of the water composed of mist, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. It will not exactly make the user's own technique stronger, instead, it will weaken the opponent's jutsu. It will specifically absorb the chakra of the technique, decreasing its damage and weakening the technique overall. This will make it seem as if the user's technique has become stronger - on the contrary - it will just be the opponents technique that is weakened. Further more, if this special water does not touch a technique, but instead the opponent, the technique will begin to absorb the chakra of the opponent, -50 chakra will be drained. For every turn that this technique is in contact with an opponent, it will continue to drain the chakra out of the opponent by -50. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Also, when this infused water clashes with another technique or comes into contact with a sentient being, if the user so chooses, he can absorb the chakra as long as he's still in contact with his technique and as such this will not work with projectiles or similar techniques. The user can dispel this technique at any time and while active, this ability doesn't have to be applied to every compatible technique used. This misty coating will disperse after clashing with another technique, meaning the damage reduction provided by this jutsu will only apply once to each individual technique utilized by the user.</p><p></p><p>Note: Can only be taught by Noni</p><p>Note: Can only be used twice per battle</p><p>Note: Remains active for four turns</p><p>Note: Requires two turn cool down before re-use</p><p>Note: Does not work on Forbidden Ranks</p><p>Note: Doesn't work with KG/CE variants</p><p></p><p>Noni taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=460150&p=19123231">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Davi Akuma Kuiiruyōni)- Water Release: Davy's Devilish Devouring</p><p>Type: Supplementary/Defense</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra Cost: 30</p><p>Damage Points: N/A</p><p>Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This mist has absorption abilities (similar to grudge rain), but not of chakra, it absorbs the specific traits of elements within the mist, and from their since the mist is closely in contact with the water technique, it will in a way 'transfer' these traits onto the water technique. When the users water technique clashes with fire, the mist will absorb the heat, transfer it to the water technique, from there the water becomes scolding hot to touch. Lightning has more potential to conduct through water without it overpowering it. Wind element can sharpen the water, making it similar to Water Release: Severing Wave. This transfer will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This way the original water technique will not be weakened, and retain the fullest of capabilities. Due to the mist veil being A-Rank, and have specific chakra harboring. This technique works under logical elements, not all elements will be able to cope with this, such as, solid earth, most water, wood, steel, etc. Solid elements that might have a chance to be absorbed (lava, mud, etc), after absorption 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 without resistance. This also means the abilities absorbed, and transfer will grant the water logical traits in correspond with the element it touches. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Use of this technique does not manipulate elemental strength and weakness, but simply gives it special traits. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with an element.</p><p></p><p>Note: Can only absorb and transfer elements that work logically (KG and CE alike)</p><p>Note: Can not be used on KG/CE water based elements</p><p>Note: Can only be used three times per battle</p><p>Note: Cannot be used on Forbidden Rank Techniques </p><p></p><p>Noni taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=460150&p=19212739#post19212739">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Ryuutai Suteppu) - Water Style: Fluid Step</p><p>Rank: A</p><p>Type: Defensive</p><p>Range: Short</p><p>Chakra Cost: 30</p><p>Damage Points: N/A</p><p>Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However un-like ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in only using regular ninjutsu, water, taijutsu, genjutsu, and kenjutsu, no other elemental affinities.</p><p></p><p>Note: Can be used twice</p><p>Note: Must have mastered Taijutsu</p><p>Note: Must wait two turns to use again. </p><p>Note: Must be taught by Mathias </p><p></p><p>Mathias taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=664881">x</a>]</p><p>[hr][/hr]</p><p></p><p>Suiton: Senchinerupengin - Water Style: Sentinel Penguins</p><p>Type: Offensive/Supplementary/Defensive</p><p>Rank: S-rank</p><p>Range: Short</p><p>Chakra: 40 (-10 per turn to sustain)</p><p>Damage: N/A</p><p>Description: One of Tobirama's most diverse and unique techniques, Suiton: Senchinerupengin is a new take on suiton ninjutsu. With the rapid release and manipulation of suiton chakra, a suiton specialist will be able to form one hand seal and use the air's moisture to create two penguins of water, the same size of Shima and Fukasaku respectively, that fly around the user or stay on the user's shoulders. These penguins are special due to their signature techniques and composition, their names being Staryu and Starmie respectively. </p><p></p><p style="margin-left: 20px"><em>Staryu</em> - Staryu is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a chakra draining mist. Due to Staryu's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of chakra draining mist up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is b-ranked in power, but once the opponent is hit with this mist, they become significantly more sluggish due to chakra being drained from the opponent (speed drops by two ranks for two turns).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Starmie</em> - Starmie is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a crystalline water. Due to Starmie's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of crystalline water up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is a-ranked in power, but has no other effects except for causing excess lacerations and having more power compared to regular suiton due to the crystalline like composition of said water, but still not enough to overcome it's elemental weaknesses.</p><p></p><p>Note: No S-rank or higher suiton for two turns after this jutsu is over</p><p>Note: Can only use suiton and non-elemental abilities whilst sustaining the penguins</p><p>Note: Can only be used by people who specialize in suiton</p><p>Note: Starmie and Staryu last a maximum four turns on the battlefield</p><p>Note: Only useable twice</p><p>Note: Can only be taught by Penguin.</p><p></p><p>Approved here. [<a href="http://narutobase.net/forums/showthread.php?t=157594&page=182&p=19207461&viewfull=1#post19207461">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Gōjasuna gurando shūryō)- Water Release: Gorgeous Grand Exit </p><p>Type: Offense/Supplementary/Defense</p><p>Rank: B</p><p>Range: Short - Long</p><p>Chakra Cost: 20</p><p>Damage Points: N/A </p><p>Description: This is a two part technique that acts specifically depending upon the type of technique used: streaming (controlled humanoids, continuous attack, etc) and projectiles (sentient humanoids, launched attacks). For streaming, whenever the opponents technique is either negated/destroyed, or unable to get it off in time specific to time frame in the RP) their will be a trace of mist left behind after the negation of the technique. The mist will act for two things, it will be used to harm the opponents vision (dojutsu included). It will also have a chakra absorbing aspect, for it will passively move forward due to momentum and cover the area from where the streaming technique was negated and onward, it will be a sort of wall of protect against an opponents next technique, for it to be weakened by 20 chakra points, or if the opponent is in close proximity or covered by the mist, he will have his chakra absorbed as well by 50. For projectile based attacks, the mist will appear as a trail right behind the users technique. Once again, the trail will move forward due to momentum and cover the area in between the user and opponent (and if the opponent if close enough). The effects remain the same as it was for the streaming aspect. However, just like how the opponent might have visual difficulties, so might the user. The mist glossed over the terrain will be logical in size of the initial technique. Lastly, if the user is to somehow make contact with the mist, it will not absorb their chakra. After the mist clashes with a technique, it will disperse, but contact on the opponent it will remain for a duration of three turns, or until the opponent disperses the mist. Terrain changing water techniques can also be applied here as well, just about anything can logically. As well as the forms of water (e.g. syrup). The creation of the technique can be done within the same time-frame the attack is sent by simply performing an extra hand seal during performance.</p><p></p><p>Note: Can only be taught by Noni</p><p>Note: Can only be used four times </p><p>Note: Does not work on Forbidden rank water or KG/CE variants of water</p><p></p><p>Noni taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=460150">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: atomikku shin'en) Water Style: Atomic Abyss</p><p>Type: Offensive</p><p>Rank: A</p><p>Range: Close –Mid (most effective up close)</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.</p><p>*entitled to any elemental variations of this jutsu*</p><p></p><p>Lord of Kaos taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=672498"">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Water Style: Atomic Abyss: Poseidon's Aquatic Destruction) ♆ Suiton: Atomikku Shin'en: Poseidon's Suijou Metsubou</p><p>Type: Offensive</p><p>Rank: Forbidden</p><p>Range: Close-Long</p><p>Chakra: 50</p><p>Damage: 90 (+40 to user if hit)</p><p>Description: The user starts by making several (up to 5 in short range, 10 mid range and 15 in long range, basically five in each range) condensed large balls of water with great pressure compressing them to the size of basketballs but the solidarity of ice (still water, just tightly compacted). The user then causes the orbs to sink into the water source he and his opponent are standing on, creating an mine-field in the ocean of sorts. If the user choices to, he can also create said orbs in the water itself, preventing the opponent a chance to detect them (doujutsu and chakra sensing abilities aside, of course). The orbs are then spread in a pentagonal shape, surrounding the user and opponent, with 3 pentagons in total: one surrounding the enemy in short range, one in mid range and the last in long range. The five orbs in each range are in relation to the target, i.e. one pentagon that reaches out to the borders of short range around the enemy, another reaching the boundaries of mid range from the enemy's start point, and the same with long range. If the opponent moves around underwater, he will cause a chain reaction, causing all of the water orbs to forcibly explode, causing great damage to anything caught underwater, with enough force to break bones on contact and cause severe internal damage to and rupture organs and even remove limbs. If both the user and enemy are standing on the water surface, and they move, it will cause the orbs near the surface to explode firstly, still causing a chain-reaction. The explosions, if above water, have the force and power to blow holes in metal. </p><p>*Can only be used once*</p><p>*after using, neither the user nor the opponent can move for 3 turns. After the three turns, the orbs loose the pressure within said orbs and the user and opponent will have no threats presented when moving*</p><p>*If the user is on the water when detonated, he will take the same damage the enemy would take*</p><p>*After using, the user cannot use water jutsus for three turns*</p><p>*The user is able to control the orbs released nearby him when he moves but doing so takes a great deal of chakra from him and thus, he can only use 1 jutsu per turn if he does this (must be stated). The user is only able to take control of up to 3 orbs with each one coming from a different range, i.e. one from short, one from mid and one from long range. Once the explosions start, however, he will no longer be able to control them*</p><p>*If hit by orbs, the user's bones will be broken and damaged and he will be unable to move*</p><p>*Can only be used by Lord of Kaos*</p><p></p><p>Lord of Kaos taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=672498">x</a>]</p><p>[hr][/hr]</p><p></p><p>Suiton: Hogo Pengin no Tangan - Water Style: Plea of the Protective Penguin</p><p>Type: Offensive/Defensive</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: A fairly simple but effective suiton ninjutsu, Hogo Pengin no Tangan is a suiton ninjutsu that uses the properties crystalized water to coat the blade of a sword. The user would put as much or as little chakra into the blade to crystalize as they want, and then they would simply cut through an opposing jutsu, releasing a crescent of crystalized water towards the opponent. With paramount chakra control, the user would then control the crescent of crystalized suiton much like the jutsu Suiton: Nagareru no Yari, only except instead of hand movements, the user would control the crescent via waving their sword up, down, left, or right. The user could control the crescent up to mid range with ease, and due to the crescent's properties of crystalline water, it's cutting power would be unmatched, even compared to the famous Suiton: Suidanha.</p><p></p><p>Note: Can only be used three times per conflict</p><p>Note: Cannot use this jutsu consecutively </p><p>Note: Can only be taught by Penguin</p><p></p><p>Approved here. [<a href="http://narutobase.net/forums/showthread.php?t=157594&page=186&p=19421892&viewfull=1#post19421892">x</a>]</p><p>[hr][/hr]</p><p></p><p>( Suiton: Issui Shui ) Water Release: Rheotaxis</p><p>Type: Supplementary/Offensive</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p>Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.</p><p></p><p>Pantha taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=678772">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Mizu Bakudan) Water style: Water Bomb</p><p>Rank: B</p><p>Range: Short-long</p><p>Damage: 10 (per orb) or 30 ( collectively)</p><p>Chakra: 30</p><p>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.) </p><p></p><p>Keotsu Eclipse taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=679576">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Kyousei Mizu Bakudan) Water style: Great Water Bomb</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra: 80</p><p>Damage: 80 collectively, or 40 individually.</p><p>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. </p><p></p><p>Keotsu Eclipse taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=679576">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator</p><p>Type: Supplementary/Offense</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra Cost: 30</p><p>Damage Points: 20 (+20 each turn active)</p><p>Description: The user will perform two hand seals before focusing their chakra into a technique produced mist. The mist is able to absorb the traits of elemental techniques from the opponent in such a way it harms/disarms the opponent as they perform them. This is done by the mist conducting/absorbing the traits. Electricity, will cause numbness, shock attacks. Fire attacks will heat the area, burning them, and making it tough to breathe. Wind will cause shallow cuts on the opponent with their movements. This technique will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This technique works under logical elements, not all elements will be able to cope with this (earth, metal, etc). Solid elements that might have a chance to be absorbed, will simply take the traits applicable, so lava would make the area around them hotter, mud would make the area around them stickier. Elements that do not reciprocate with the technique, will not effect the opponent. This does not absorb or hinder techniques at all, just take after some of its traits and residue to harm the opponent. The pain will be continuous until the opponent stops using/focusing on them. This causes the damage to vary depending on the opponent's usage, obviously projectiles will cause less pain duration, but streaming techniques might expose the opponent longer, probably initiating (though not forced) them in wanting to stop the use of a technique to prevent further harm, It completely differs to different techniques, its usage, and the opponents resistance to damage. To prevent the user from being harmed they can control the mist's molecules so any residue is specifically aimed and covering the opponent's short range radius and beyond.</p><p>Note: Can only absorb and transfer elements that work logically (KG and CE alike)</p><p>Note: Can only be taught by Joker</p><p>Note: Can only be used three times per battle</p><p>Note: Lasts three turns</p><p>Note: One turn cool down before re-use</p><p></p><p>Joker taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=641073">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor</p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra Cost: 30</p><p>Damage Points: N/A (Depends on technique)</p><p>Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This technique acts as a second life to many water techniques: streams, projectiles, humanoids, armors, etc. Essentially the mist around the water will be intangible and initially play no role in the clash of the two original techniques, however, when the users original technique is weakened, the mist ability be put into fruition. The mist will turn into a body of water, and flush itself back into original body of the technique, regenerating it if it was weakened or reforming if it was negated/overpowered. This mist can regenerate specific parts of the water structures or its whole body, and can only be used once for the whole body or body parts (mainly applies to humanoids). The regeneration of the technique happens instantly when attacked and passively. Full regeneration can only occur to water techniques A-Rank and below restoring their initial rank, while S-Ranks can be regenerated, but weakened to an A-Rank. This technique can be used with only water techniques, and extends to many different variants of water- syrup, crystalline, rain, etc. The technique after reformation will have the same bodily movement and abilities it had beforehand. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with a jutsu. When the opponent and users techniques initially clash the forward momentum will slow down, and as it regenerates, allowing the opponent time to react, maneuver, and counter.</p><p></p><p>Note: Can only be taught by Noni</p><p>Note: Can only be used three times</p><p>Note: Can not be used on above S-Rank techniques</p><p>Note: Does not work on KG/CE variants</p><p>Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them</p><p></p><p>Noni taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=460150">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus</p><p>Type: Offense/Supplementary/Defense</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40 (-15 for every turn kept active)</p><p>Damage Points: N/A (20 for body movement attacks)</p><p>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).</p><p></p><p>Note: Can only be Taught by Noni</p><p>Note: Can only be used twice per battle stays on field for four turns</p><p>Note: Can not use water above S-rank the turn the jutsu is created</p><p>Note: Can not used water S-Rank and above the turn the jutsu is dispelled </p><p></p><p>Noni taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=460150&p=19123231">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton: Mizu Kakujuu) - Water Style: Water Expansion</p><p>Show</p><p>Type: Attack/Defence</p><p>Rank: A</p><p>Range: Short - long</p><p>Chakra Cost:30</p><p>Damage Points: +25</p><p>Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.</p><p>Note: Can only use used on water the user or the users summon has created</p><p>Note: Can only be used once one each water jutsu creates</p><p>Note: can only be used 3 times</p><p></p><p>The Pervy Sage taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=691992&p=20033966#post20033966">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suiton Bunshi): Water Molecules </p><p>Rank: Forbidden </p><p>Type: Supplementary </p><p>Range: Short-Mid </p><p>Chakra Cost: 80 </p><p>Damage : (15 damage per turn )</p><p>Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15 </p><p>Note: can only be taught by Axle</p><p>Note: lasts 5 turns</p><p>Note: can only be used once per battle </p><p>Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns</p><p>Note: can be used as a water source</p><p></p><p>Axle taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=692593&p=20047559&viewfull=1#post20047559">x</a>]</p><p>[hr][/hr]</p><p></p><p>Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin</p><p>Type: Supplementary</p><p>Rank: A-rank</p><p>Range: Short-Mid</p><p>Chakra: 30 (-10 per turn)</p><p>Damage: N/A</p><p>Description: Suiton: Satori o Aita Pengin no Chisei is a special suiton ninjutsu due to the fact that it is actually a combination of the summoning jutsu as well as regular suiton ninjutsu. To start with this technique, the user would perform five hand seals and slam their hand onto the ground, causing a cloud of smoke to appear, then the user would channel their suiton chakra into the cloud of smoke. After the cloud of smoke dissipates, a penguin made of water that is the size of the stone golem technique would appear, with hundreds of explosive tags embedded in it's body due to the fact that inside the penguin are air bubbles keeping the explosive tags from getting wet. The penguin itself cannot leave short range of the user, however the user can manipulate the penguin to reach up to mid range. The only special property to this penguin is the fact that explosive tags are embedded in it, as the penguin itself is just regular water and follows the strengths and weaknesses of regular water. Due to only water specialists being able to learn this jutsu, they could use the penguin as a water source three separate times throughout a fight, or even manipulate the penguin itself with a single handseal. However, the user can flash the seal of confrontation when needed to cause the explosive tags to explode on the current water construct the user is manipulating from the penguin. This would not increase the water's power, only it's killing potential when close to enemies. </p><p></p><p>Note: Can only be taught by Penguin</p><p>Note: Can only use this jutsu three times per match</p><p>Note: No S-rank suiton after for one turn after this jutsu is used</p><p>Note: Manipulation of the penguin is A-rank</p><p>Note: Can only use the penguin as a water source three times</p><p></p><p>Approved here. [<a href="http://narutobase.net/forums/showthread.php?t=157594&page=193&p=20052746&viewfull=1#post20052746">x</a>]</p><p>[hr][/hr]</p><p></p><p>Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin</p><p>Type: Supplementary</p><p>Rank: B</p><p>Range: Short-Long</p><p>Chakra: 20</p><p>Damage: N/A (+20)</p><p>Description: Unlike many forms of water which include sticky syrup water, chakra absorbing mists, crystalline waters, etc., Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin focuses on water's natural ability to become sharp and pressurized, having unmatched cutting ability compared to other suiton ninjutsu. The user would chain an additional hand seal onto a suiton ninjutsu they perform, having it be activated within the same time frame as the original technique yet still cost a move. After this is done, the suiton technique would change from a regular, flowing water that has blunt force damage into a water that has become pressurized and sharp with amazing cutting ability, like Suiton: Suidanha - Water Release: Severing Wave. Due to the pressurization of the water technique, it would gain considerable killing potential compared to regular suiton ninjutsu, however, due to the pressurization of the technique, it becomes significantly smaller with a much smaller area of affect. The larger the jutsu the longer it takes to compress down as it still forms as though unchanged at the start.</p><p></p><p>Note: Can only be used three times per battle</p><p>Note: Can only be taught by Penguin</p><p>Note: This technique can only be applied to A-rank water and below</p><p></p><p>Approved here. [<a href="http://narutobase.net/forums/showthread.php?t=157594&page=195&p=20177087&viewfull=1#post20177087">x</a>]</p><p>[hr][/hr]</p><p></p><p>Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin</p><p>Type: Defensive/Supplementary</p><p>Rank: S-rank</p><p>Range: Short-Long</p><p>Chakra: 40 (-10 per turn)</p><p>Damage: N/A</p><p>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.</p><p></p><p>Note: Only lasts five turns </p><p>Note: Can only be used twice per battle</p><p>Note: No water techniques over A-rank on the turn this technique ends</p><p>Note: Water must be a primary specialty to use this jutsu</p><p>Note: Can only be taught by Penguin</p><p></p><p>Approved here. [<a href="http://narutobase.net/forums/showthread.php?t=157594&page=195&p=20177087&posted=1#post20177087">x</a>]</p><p>[hr][/hr]</p><p></p><p>Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring</p><p>Type: Supplementary/Defensive </p><p>Rank: A </p><p>Range: Short - Long </p><p>Chakra Cost: 30 (-10 for every turn active) </p><p>Damage Points: 20 (per attack) </p><p>Description: The user will focus his suiton chakra to create a sentient creature composed of water, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a light misty blue coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature upon being created can passively release a mist from its body covering that of long range and continues to do so whenever there is a lack of mist. The mist itself is equivalent to the cannon D-rank version ( Meaning Byakugan can see through it). It is used well in conjunction with the creatures special ability. The creature has the ability to disperse itself into mist and merge with any existing mist in the area and travel through it at the speed of a kunai. Able to reform part of its body or its entire being at anytime to attack a target. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. While it is traveling through the mist it is extremely hard to locate due to it being made of mist itself, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the mist it released or any mist it merges with due to them both being composed of suiton chakra.</p><p></p><p>Note: Lasts three turns </p><p>Note: Can only be used twice</p><p>Note: Can not be used in consecutive turns </p><p>Note: Having the creature release mist from its body upon creation costs an additional move </p><p>Note: Can only be taught by Yusei</p><p></p><p>Yusei taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=700664&p=20335759#post20335759">x</a>]</p><p>[hr][/hr]</p><p></p><p>Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth</p><p>Type: Supplementary/Defensive</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra Cost: 40 (-10 for every turn active)</p><p>Damage Points: N/A</p><p>Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected.</p><p></p><p>Note: Can only be taught by Yusei</p><p>Note: Can only be used twice</p><p>Note: Can not be used in consecutive turns</p><p>Note: Creating the chakra cloak costs an additional move</p><p>Note: Lasts a max of five turns, and can be stopped by the user whenever</p><p>Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one</p><p></p><p>Yusei taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=700664">x</a>]</p><p>[hr][/hr]</p><p></p><p>(Suition: Yami ni Orimasu) - Water Release: Descend to Darkness</p><p>Type: Offense/Supplementary/Defense</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra Cost: 40 (+10 each turn)</p><p>Damage Points: 80</p><p>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. </p><p></p><p>Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.</p><p></p><p>Joker taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=641073&page=2&p=20488732#post20488732">x</a>]</p><p>[hr][/hr]</p><p></p><p>Suiton: Norowareta Pengin no Unmei - Water Style: Fate of the Accursed Penguin</p><p>Type: Offensive</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: 60 (+20)</p><p>Description: Mand'alor the Indomitable had created a simple yet useful surprise attack, based heavily off the principles of it's parent technique (Suiton: Daikōdan no Jutsu) – Water Release: Great Shark Missile Technique. After channeling chakra into their mouths, the user would exhale as if they just got done talking, releasing a very small beak of water that resembles a penguin's. Unless the opponent had chakra sensing or dojutsu to see or feel that chakra, the size of this small beak would not be able to be seen by regular ninja. The special ability of this beak of water is that, instead of absorbing chakra like it's parent technique, Suiton: Norowareta Pengin no Unmei absorbs the water and moisture that it touches. Due to this, it takes a while before the technique becomes visible (after travelling five meters), however, once it does, it becomes exponentially bigger due to it being able to absorb more moisture the bigger it gets. Once it has traveled over ten meters, this jutsu would gain an additional twenty points of damage due to all the extra water pouring over the opponent when it hits them.</p><p></p><p>Note: Can only be taught by Penguin</p><p>Note: Can only be used three times</p><p>Note: Must have a two turn cooldown between uses</p><p></p><p>Approved here. [<a href="http://narutobase.net/forums/showthread.php?t=157594&page=218&p=20592136&viewfull=1#post20592136">x</a>]</p><p>[hr][/hr]</p><p></p><p>Kamei Gigei: Suiretsusen) Command Art: Water Fury Flash</p><p>Show</p><p>Rank: S</p><p>Type: Supplementary/Attack</p><p>Range: Long(for rain) - Short- Medium (for attack)</p><p>Chakra Cost: 40</p><p>Damage Cost: 80</p><p>Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, as well as dropping all Fire Justu down one rank, and reducing their damage by 10. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her.</p><p>Show</p><p>*As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns.</p><p>*Only once per battle.</p><p></p><p>Keotsu taught me it here. [<a href="http://narutobase.net/forums/showthread.php?t=679576&p=21127221#post21127221">x</a>]</p><p>[/QUOTE]</p>
[QUOTE="Penguin, post: 19610918, member: 185858"] [CENTER][IMG]http://i.imgur.com/PlEegBf.png[/IMG][/CENTER] [hr][/hr] 2. Suiton: Pengin no Ima - Water Style: Penguin's Current Type: Supplementary Rank: C Range: Short-Medium Chakra: 15 Damage: N/A Description: After forming the bird hand seal, the user sends his chakra onto into the ground. This chakra forms an extremely fast current of water to be formed about a meter deep and a meter wide. Anything that enters the current has its speed tripled due to the current's extreme speed. At the end of the current is a wall of water with high viscosity chakra content, cushioning the impact of anything that hits it. Note: Can only be used twice. Note: Can only be taught by Penguin. Note: Lasts a single turn. Approved here. [[url="http://narutobase.net/forums/showthread.php?t=157594&page=158&p=15417045&viewfull=1#post15417045"]x[/url]] I have taught this to [url="http://narutobase.net/forums/showthread.php?t=522271"]Vegeta[/url], [url="http://narutobase.net/forums/showthread.php?t=522274"]Deviation[/url], [url="http://narutobase.net/forums/showthread.php?t=524087"]L[/url], [url="http://narutobase.net/forums/showthread.php?t=442138"]Edward[/url], [url="http://narutobase.net/forums/showthread.php?t=524794"]Vex[/url], [url="http://narutobase.net/forums/showthread.php?t=461719"]Souji[/url]. [hr][/hr] 3. Suiton: Pengin no Kōgeki - Water Style: Penguin's Offensive Type: Offensive Rank: B Range: Short-Long Chakra: 20 Damage: 40 Description: After performing the Bird hand seal, the user releases chakra one meter away from the opponent, in as many as four different spots. The chakra in the air starts gathering moisture, forming many golf ball sized penguins up to fifty count at once. The penguins themselves may be small, but are as sharp as razors. The penguins then charge/descend at the opponent as soon as they take form. Note: Can only be used four times. Note: Can only be taught by Penguin. Approved here. [[url="http://narutobase.net/forums/showthread.php?t=157594&page=158&p=15417045&viewfull=1#post15417045"]x[/url]] I have taught this to [url="http://narutobase.net/forums/showthread.php?t=524087"]L[/url], [url="http://narutobase.net/forums/showthread.php?t=526361"]Moxxi[/url], [url="http://narutobase.net/forums/showthread.php?t=526371"]Akasha[/url], [url="http://narutobase.net/forums/showthread.php?t=527788"]Andrej[/url], [url="http://narutobase.net/forums/showthread.php?t=528241"]Tsuki[/url], [url="http://narutobase.net/forums/showthread.php?t=461719"]Souji[/url]. [hr][/hr] (Suiton: Āmākingu) - Water Release: Armor King Type: Defense/Supplementary Rank: B Range: Short-mid Chakra: 20 Damage: 40 Description: The user makes three hand seals and focuses their suiton chakra into their hips, making a ring of water around the user's waist. From here, the ring can be extended from short range, to mid range and can be exploited to have multiple, very sharp water spikes all around the ring. These spikes can reach up to a foot long and can either face up, down or outward. This is used to stop (or make the tai/ken moves risky for the opponent) incoming taijutsu/kenjutsu attacks from the front, behind, side or above and to stop underground jutsu that involves the opponent coming up beneath the user. Note - Only lasts for three turns and then after use, must wait three turns to put into effect again Note - Can only be taught by Moxxi Moxxi taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=526361"]x[/url]] [hr][/hr] (Suiton: Zerasu-jū no hara) - Water Release: Belly of the Zealous Beast Type: Offensive/Supplementary Rank: S-rank Range: Short-Mid Chakra: 40 (-80 per turn to the target) Damage: N/A (80 if used Offensively) Description: Tobirama, with his legendary mastery of water release, will send his water chakra at an area within mid-range. With the use of his water chakra, Tobirama can materialize an orb of water from thin air, which would quickly grow into a large blob of what appears to be a plump goblin made of water. The size of it would be about two times the size of the user, with a fairly large stomach and a body that is about 3 meter wide. The goblin itself is a sentient entity, capable of acting on its own accord. The water that makes up its body has similar properties to (Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique, therefore its ability focuses on absorbing chakra from targets that make contact, including Smaller summonings, Clones, Humans, etc. The main usage for this water blob is to utilize the unique ability of the water to absorb the target's chakra. This is done when the blob would race towards or attempt to approach the target and upon reaching short-range, it would open up its large belly, in which four long whips would emerge to grab a hold of the target's limbs and abruptly pull the target in the stomach. The whips are dense and almost solidified, allowing it to grab a hold of tangible beings despite being made of water. As it is pulled in, the blob's stomach would close, shutting the enemy inside. While the target is inside, he/she will lose chakra from the physical contact with the water, and any raw chakra created inside will be ineffective, like Rasengan, but elemental chakra would still work. The blob itself stays on the battlefield for three turns, however, if it successfully traps a target, the user will be able to manipulate it to stay on the battlefield for longer. Doing this would require a constant stream of chakra, therefore the user will be unable to perform any other techniques while the target is successfully trapped inside the belly. Absorbing chakra if the target is inside the belly has no turn limit, so long as the target is trapped inside. However, if the user deems necessary, with a single handseal, he/she can cause the walls to squeeze in together, trapping the target in an extremely pressurized orb of water that would easily crush anyone inside. Notes and Restrictions: - Tobirama bios can use this without hand seals or a water source. Alternatively, bios that don't have his water abilities will have to perform a set of five hand seals. - The blob itself lasts for three turns, and if the user does not successfully trap the target within the stomach, or if it is destroyed, it will disperse back to water. - Can only be used once and no water techniques above S-rank while this technique is active. Edward taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=442138&p=16804660#post16804660"]x[/url]] [hr][/hr] Suiton: Kikkubokushingu Mizu | Water Release: Water Kickboxing Rank: A Type: Attack | Defence Range: Short Chakra: 30 Damage: 60 Description: The user focuses water chakra in any part of his body which he intends to use to attack or defend from an attack(e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the water to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases water from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them soaked. If it's a kick, then the water released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the water is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded water body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is water. The user can punch/kick out the expanded water body parts multiple times, although not more than 3 times with one . -Usable 4 times per battle and only on one particular limb at a time. -Can only be taught by Naizen. Littlefinger taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=570509"]x[/url]] [hr][/hr] 5. Suiton: Pengins o Bakuhatsu - Water Style: Exploding Penguins Type: Offensive Rank: A Range: Short-Long Chakra: 30 Damage: 60 Description: The user would begin to take five explosive tags from their ninja pouch and throw the tags in front of themselves as they flash the bird hand seal. After flashing the bird hand seal, five human sized penguins made of sticky water form around the explosive tags, leaving an air pocket inside themselves so that the explosive tags don't get dampened. Once the water penguins form around the explosive tags, the penguins either jump or dash straight forward at the opponent in hopes of wrapping themselves around the opponent. Once the penguin's wrap themselves around the opponent, the user flashes the seal of confrontation to detonate the explosive tag, causing the opponent massive damage. Note: The user cannot use explosive tags for two turns after this jutsu is used Note: Can only be used three times per battle Note: Can only be taught by Penguin. Approved here. [[url="http://narutobase.net/forums/showthread.php?t=157594&page=178&p=16750637&viewfull=1#post16750637"]x[/url]] I have taught this to [url="http://narutobase.net/forums/showthread.php?t=442138"]Edward[/url], [url="http://narutobase.net/forums/showthread.php?t=571193"]Nathan[/url], [url="http://narutobase.net/forums/showthread.php?t=461719"]Souji[/url], [url="http://narutobase.net/forums/showthread.php?t=549313"]Rikerslade[/url], [url="http://narutobase.net/forums/showthread.php?t=573209"]Loki[/url], [url="http://narutobase.net/forums/showthread.php?t=574151"]LonelyAssasin[/url]. [hr][/hr] [Suiton: Rippou Fuzen] - Water Style: Cube of Mischief Type: Offensive/Attack Rank: A Range: Short - Long Chakra: 20 Damage: 40 Description: This technique can only be used when the target is standing on water. The user will first wave 1 hand-seal. Doing so, will focus chakra into the water below the opponent, then the water opens up in a square shaped box below the target, making them fall in. Afterwards the user if wanted may wave 1 more handseal and cause the sides of the cube to close in on each other with tremendous strength, violently crushing the victim to a bone-breaking degree due to the pressure of the water. This technique is very versatile, for it can be as wide and as deep as the user wants, within narutoverse logic and reason; to fit the entire body or just a part, meaning the user can open it only wide enough to make 1 of the opponent's foot fall in and then crush it [ if wanted ]. This can be done wide enough to make 5 bodies lined up fall inside, and as deep as 10 meters, however, the larger the space, the more it takes to close in. Nevertheless the process in which it opens and shuts is rather fast. It can be shut just enough to prevent foot or body movement, not crushing the trapped body [part]. - May only be used x3 per battle. - Must be taught by Loki Loki taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=573209"]x[/url]] [hr][/hr] (Suiton: Kougake Kyojin Enkai) Water Style: Gauntlets Of The Giant Ocean Type: Attack Rank: Forbidden Range: Mid-Long Chakra: 50 Damage: 90 (-30 to user) Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue. Note: Can only be used once Note: This jutsu takes up two jutsu slots Note: No other Water-jutsu in the same turn Note: No Water-jutsu above S rank in the next two turns Teno taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=592341"]x[/url]] [hr][/hr] (Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods Type: Offensive Rank: S Range: Short-Mid Chakra: 40 (-15 per turn) Damage: 80 Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of fifteen meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of pulling the person that touched it into the currents, which would make them vulnerable to the goldfishes. It is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy. Releasing it in the same turn is generally only used if, A) The technique was successful, or B) The enemy was able to properly defend from it, or completely destroy it. If, for whatever reason, the user chooses to release the technique, the enemy will take in no damage unless they've been pierced by goldfishes, in which case, they will take the S-rank damage Notes & Restrictions: Note: Useable three times per battle with a four turn cooldown before each usage Note: Can only be taught by Edward. Note: After using, cannot use A rank and higher Water jutsu the next turn. Note: Lasts 2 turns per usage. Edward taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=442138"]x[/url]] [hr][/hr] (Suiton: Hydragyrum boryūmu) - Water Release: Volumen Hydragyrum Type: Offensive/Supplementary/Defensive Rank: A Range: Short (Created in short, Mid range reach) Chakra: 30 (-10 Chakra per turn) Damage: N/A (60 if used Offensively) Description: The user will perform a series of three hand seals ( Ram - Horse - Tiger ) and send water-based chakra in an area around them within short-range. He will materialize sticky water, similar to the water found in (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field, and shape into the shape of a sphere. The water created in this technique differs from most water, where it has a shiny luster and acts as a mirror rather than being completely blue or translucent. The blob of water is quite useful and has two main abilities. Firstly, the blob, if within three meters of the user, acts as a near-instantaneous defense against a wide array of attacks. It is a sentient being that can grow in size, up to twice the size of the user and immediately cover the user (transparent from the inside) in a sphere of its own body (Shape is changeable to an extent; it could be a wall, block, cube, vortex-like shape, etc). The water body would be able to defend against a multitude of attacks by using its body, and more specifically, the sticky aspects of its composition. If a physical and tangible based attack, such as earth or earth based elements, is sent out by the target, that attack would stick into the blob's body and cling to it. If an energy based is released, like Fire, or Lightning, it would simply act as a normal Water Defense. A secondary ability sacrifices the blob itself. Through a single hand seal, a multitude of tentacles can burst forth from the main body of the blob up to mid-range. It is capable of grabbing a hold of enemies around the battlefield, and either pierce them, or grasp them and pull them into the main body. If the enemy is successfully trapped within the main body, the sticky-like composition of water would make it difficult to even move. The user can choose to keep the enemy within the body as a form of torture, or use chakra to increase the density of the water, which would easily crush a normal human. Notes&Restricitons: Note #1 The blob can only be created three times and lasts in the battlefield for up to three turns. Note #2 The blob itself is a sentient being that can act on its own accord. It simply feeds from the users' chakra per turn to allow it to maintain the blob. Because of the constant donation of chakra, if it is not completely destroyed within one turn, then the blob would regenerate off of the users' chakra. Note #3 The blob itself is relatively slow and moves at the user's walking speed. Note #4 Can only be taught by EdwardSama Note #5 The second ability is the only offensive component of this technique. The initial activation despite being near-instant is purely defensive in usage. Edward taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=442138&page=2&p=18655505#post18655505"]x[/url]] [hr][/hr] (Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse Type: Supplementary Rank: A Range: N/A Chakra Cost: N/A (+10 for every technique this ability is applied to) Damage Points: N/A (-20 to opponent's technique) Description: One of the spellbinding water-based techniques. The user will activate this ability (instant activation due to it being stand alone, and does not grant ability until another compatible technique is used), to apply to all types of water release techniques that logically work with this. After the technique is set, the main ability granted will be is all techniques are infused with a special kind of mist, specifically similar to the jutsu Water Release: Grudge Rain and Hiding in Mist. This creates a sort of thin veil over the body of the water composed of mist, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. It will not exactly make the user's own technique stronger, instead, it will weaken the opponent's jutsu. It will specifically absorb the chakra of the technique, decreasing its damage and weakening the technique overall. This will make it seem as if the user's technique has become stronger - on the contrary - it will just be the opponents technique that is weakened. Further more, if this special water does not touch a technique, but instead the opponent, the technique will begin to absorb the chakra of the opponent, -50 chakra will be drained. For every turn that this technique is in contact with an opponent, it will continue to drain the chakra out of the opponent by -50. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Also, when this infused water clashes with another technique or comes into contact with a sentient being, if the user so chooses, he can absorb the chakra as long as he's still in contact with his technique and as such this will not work with projectiles or similar techniques. The user can dispel this technique at any time and while active, this ability doesn't have to be applied to every compatible technique used. This misty coating will disperse after clashing with another technique, meaning the damage reduction provided by this jutsu will only apply once to each individual technique utilized by the user. Note: Can only be taught by Noni Note: Can only be used twice per battle Note: Remains active for four turns Note: Requires two turn cool down before re-use Note: Does not work on Forbidden Ranks Note: Doesn't work with KG/CE variants Noni taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=460150&p=19123231"]x[/url]] [hr][/hr] (Suiton: Davi Akuma Kuiiruyōni)- Water Release: Davy's Devilish Devouring Type: Supplementary/Defense Rank: A Range: Short - Long Chakra Cost: 30 Damage Points: N/A Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This mist has absorption abilities (similar to grudge rain), but not of chakra, it absorbs the specific traits of elements within the mist, and from their since the mist is closely in contact with the water technique, it will in a way 'transfer' these traits onto the water technique. When the users water technique clashes with fire, the mist will absorb the heat, transfer it to the water technique, from there the water becomes scolding hot to touch. Lightning has more potential to conduct through water without it overpowering it. Wind element can sharpen the water, making it similar to Water Release: Severing Wave. This transfer will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This way the original water technique will not be weakened, and retain the fullest of capabilities. Due to the mist veil being A-Rank, and have specific chakra harboring. This technique works under logical elements, not all elements will be able to cope with this, such as, solid earth, most water, wood, steel, etc. Solid elements that might have a chance to be absorbed (lava, mud, etc), after absorption 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 without resistance. This also means the abilities absorbed, and transfer will grant the water logical traits in correspond with the element it touches. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Use of this technique does not manipulate elemental strength and weakness, but simply gives it special traits. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with an element. Note: Can only absorb and transfer elements that work logically (KG and CE alike) Note: Can not be used on KG/CE water based elements Note: Can only be used three times per battle Note: Cannot be used on Forbidden Rank Techniques Noni taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=460150&p=19212739#post19212739"]x[/url]] [hr][/hr] (Suiton: Ryuutai Suteppu) - Water Style: Fluid Step Rank: A Type: Defensive Range: Short Chakra Cost: 30 Damage Points: N/A Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However un-like ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in only using regular ninjutsu, water, taijutsu, genjutsu, and kenjutsu, no other elemental affinities. Note: Can be used twice Note: Must have mastered Taijutsu Note: Must wait two turns to use again. Note: Must be taught by Mathias Mathias taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=664881"]x[/url]] [hr][/hr] Suiton: Senchinerupengin - Water Style: Sentinel Penguins Type: Offensive/Supplementary/Defensive Rank: S-rank Range: Short Chakra: 40 (-10 per turn to sustain) Damage: N/A Description: One of Tobirama's most diverse and unique techniques, Suiton: Senchinerupengin is a new take on suiton ninjutsu. With the rapid release and manipulation of suiton chakra, a suiton specialist will be able to form one hand seal and use the air's moisture to create two penguins of water, the same size of Shima and Fukasaku respectively, that fly around the user or stay on the user's shoulders. These penguins are special due to their signature techniques and composition, their names being Staryu and Starmie respectively. [indent][I]Staryu[/I] - Staryu is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a chakra draining mist. Due to Staryu's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of chakra draining mist up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is b-ranked in power, but once the opponent is hit with this mist, they become significantly more sluggish due to chakra being drained from the opponent (speed drops by two ranks for two turns). [I]Starmie[/I] - Starmie is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a crystalline water. Due to Starmie's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of crystalline water up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is a-ranked in power, but has no other effects except for causing excess lacerations and having more power compared to regular suiton due to the crystalline like composition of said water, but still not enough to overcome it's elemental weaknesses.[/indent] Note: No S-rank or higher suiton for two turns after this jutsu is over Note: Can only use suiton and non-elemental abilities whilst sustaining the penguins Note: Can only be used by people who specialize in suiton Note: Starmie and Staryu last a maximum four turns on the battlefield Note: Only useable twice Note: Can only be taught by Penguin. Approved here. [[url="http://narutobase.net/forums/showthread.php?t=157594&page=182&p=19207461&viewfull=1#post19207461"]x[/url]] [hr][/hr] (Suiton: Gōjasuna gurando shūryō)- Water Release: Gorgeous Grand Exit Type: Offense/Supplementary/Defense Rank: B Range: Short - Long Chakra Cost: 20 Damage Points: N/A Description: This is a two part technique that acts specifically depending upon the type of technique used: streaming (controlled humanoids, continuous attack, etc) and projectiles (sentient humanoids, launched attacks). For streaming, whenever the opponents technique is either negated/destroyed, or unable to get it off in time specific to time frame in the RP) their will be a trace of mist left behind after the negation of the technique. The mist will act for two things, it will be used to harm the opponents vision (dojutsu included). It will also have a chakra absorbing aspect, for it will passively move forward due to momentum and cover the area from where the streaming technique was negated and onward, it will be a sort of wall of protect against an opponents next technique, for it to be weakened by 20 chakra points, or if the opponent is in close proximity or covered by the mist, he will have his chakra absorbed as well by 50. For projectile based attacks, the mist will appear as a trail right behind the users technique. Once again, the trail will move forward due to momentum and cover the area in between the user and opponent (and if the opponent if close enough). The effects remain the same as it was for the streaming aspect. However, just like how the opponent might have visual difficulties, so might the user. The mist glossed over the terrain will be logical in size of the initial technique. Lastly, if the user is to somehow make contact with the mist, it will not absorb their chakra. After the mist clashes with a technique, it will disperse, but contact on the opponent it will remain for a duration of three turns, or until the opponent disperses the mist. Terrain changing water techniques can also be applied here as well, just about anything can logically. As well as the forms of water (e.g. syrup). The creation of the technique can be done within the same time-frame the attack is sent by simply performing an extra hand seal during performance. Note: Can only be taught by Noni Note: Can only be used four times Note: Does not work on Forbidden rank water or KG/CE variants of water Noni taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=460150"]x[/url]] [hr][/hr] (Suiton: atomikku shin'en) Water Style: Atomic Abyss Type: Offensive Rank: A Range: Close –Mid (most effective up close) Chakra: 30 Damage: 60 Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets. *entitled to any elemental variations of this jutsu* Lord of Kaos taught me it here. [[url='http://narutobase.net/forums/showthread.php?t=672498"']x[/url]] [hr][/hr] (Water Style: Atomic Abyss: Poseidon's Aquatic Destruction) ♆ Suiton: Atomikku Shin'en: Poseidon's Suijou Metsubou Type: Offensive Rank: Forbidden Range: Close-Long Chakra: 50 Damage: 90 (+40 to user if hit) Description: The user starts by making several (up to 5 in short range, 10 mid range and 15 in long range, basically five in each range) condensed large balls of water with great pressure compressing them to the size of basketballs but the solidarity of ice (still water, just tightly compacted). The user then causes the orbs to sink into the water source he and his opponent are standing on, creating an mine-field in the ocean of sorts. If the user choices to, he can also create said orbs in the water itself, preventing the opponent a chance to detect them (doujutsu and chakra sensing abilities aside, of course). The orbs are then spread in a pentagonal shape, surrounding the user and opponent, with 3 pentagons in total: one surrounding the enemy in short range, one in mid range and the last in long range. The five orbs in each range are in relation to the target, i.e. one pentagon that reaches out to the borders of short range around the enemy, another reaching the boundaries of mid range from the enemy's start point, and the same with long range. If the opponent moves around underwater, he will cause a chain reaction, causing all of the water orbs to forcibly explode, causing great damage to anything caught underwater, with enough force to break bones on contact and cause severe internal damage to and rupture organs and even remove limbs. If both the user and enemy are standing on the water surface, and they move, it will cause the orbs near the surface to explode firstly, still causing a chain-reaction. The explosions, if above water, have the force and power to blow holes in metal. *Can only be used once* *after using, neither the user nor the opponent can move for 3 turns. After the three turns, the orbs loose the pressure within said orbs and the user and opponent will have no threats presented when moving* *If the user is on the water when detonated, he will take the same damage the enemy would take* *After using, the user cannot use water jutsus for three turns* *The user is able to control the orbs released nearby him when he moves but doing so takes a great deal of chakra from him and thus, he can only use 1 jutsu per turn if he does this (must be stated). The user is only able to take control of up to 3 orbs with each one coming from a different range, i.e. one from short, one from mid and one from long range. Once the explosions start, however, he will no longer be able to control them* *If hit by orbs, the user's bones will be broken and damaged and he will be unable to move* *Can only be used by Lord of Kaos* Lord of Kaos taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=672498"]x[/url]] [hr][/hr] Suiton: Hogo Pengin no Tangan - Water Style: Plea of the Protective Penguin Type: Offensive/Defensive Rank: A Range: Short-Mid Chakra: 30 Damage: 60 Description: A fairly simple but effective suiton ninjutsu, Hogo Pengin no Tangan is a suiton ninjutsu that uses the properties crystalized water to coat the blade of a sword. The user would put as much or as little chakra into the blade to crystalize as they want, and then they would simply cut through an opposing jutsu, releasing a crescent of crystalized water towards the opponent. With paramount chakra control, the user would then control the crescent of crystalized suiton much like the jutsu Suiton: Nagareru no Yari, only except instead of hand movements, the user would control the crescent via waving their sword up, down, left, or right. The user could control the crescent up to mid range with ease, and due to the crescent's properties of crystalline water, it's cutting power would be unmatched, even compared to the famous Suiton: Suidanha. Note: Can only be used three times per conflict Note: Cannot use this jutsu consecutively Note: Can only be taught by Penguin Approved here. [[url="http://narutobase.net/forums/showthread.php?t=157594&page=186&p=19421892&viewfull=1#post19421892"]x[/url]] [hr][/hr] ( 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. Pantha taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=678772"]x[/url]] [hr][/hr] (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.) Keotsu Eclipse taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=679576"]x[/url]] [hr][/hr] (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. Keotsu Eclipse taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=679576"]x[/url]] [hr][/hr] (Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator Type: Supplementary/Offense Rank: A Range: Short - Long Chakra Cost: 30 Damage Points: 20 (+20 each turn active) Description: The user will perform two hand seals before focusing their chakra into a technique produced mist. The mist is able to absorb the traits of elemental techniques from the opponent in such a way it harms/disarms the opponent as they perform them. This is done by the mist conducting/absorbing the traits. Electricity, will cause numbness, shock attacks. Fire attacks will heat the area, burning them, and making it tough to breathe. Wind will cause shallow cuts on the opponent with their movements. This technique will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This technique works under logical elements, not all elements will be able to cope with this (earth, metal, etc). Solid elements that might have a chance to be absorbed, will simply take the traits applicable, so lava would make the area around them hotter, mud would make the area around them stickier. Elements that do not reciprocate with the technique, will not effect the opponent. This does not absorb or hinder techniques at all, just take after some of its traits and residue to harm the opponent. The pain will be continuous until the opponent stops using/focusing on them. This causes the damage to vary depending on the opponent's usage, obviously projectiles will cause less pain duration, but streaming techniques might expose the opponent longer, probably initiating (though not forced) them in wanting to stop the use of a technique to prevent further harm, It completely differs to different techniques, its usage, and the opponents resistance to damage. To prevent the user from being harmed they can control the mist's molecules so any residue is specifically aimed and covering the opponent's short range radius and beyond. Note: Can only absorb and transfer elements that work logically (KG and CE alike) Note: Can only be taught by Joker Note: Can only be used three times per battle Note: Lasts three turns Note: One turn cool down before re-use Joker taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=641073"]x[/url]] [hr][/hr] (Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor Type: Supplementary Rank: A Range: Short - Long Chakra Cost: 30 Damage Points: N/A (Depends on technique) Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This technique acts as a second life to many water techniques: streams, projectiles, humanoids, armors, etc. Essentially the mist around the water will be intangible and initially play no role in the clash of the two original techniques, however, when the users original technique is weakened, the mist ability be put into fruition. The mist will turn into a body of water, and flush itself back into original body of the technique, regenerating it if it was weakened or reforming if it was negated/overpowered. This mist can regenerate specific parts of the water structures or its whole body, and can only be used once for the whole body or body parts (mainly applies to humanoids). The regeneration of the technique happens instantly when attacked and passively. Full regeneration can only occur to water techniques A-Rank and below restoring their initial rank, while S-Ranks can be regenerated, but weakened to an A-Rank. This technique can be used with only water techniques, and extends to many different variants of water- syrup, crystalline, rain, etc. The technique after reformation will have the same bodily movement and abilities it had beforehand. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with a jutsu. When the opponent and users techniques initially clash the forward momentum will slow down, and as it regenerates, allowing the opponent time to react, maneuver, and counter. Note: Can only be taught by Noni Note: Can only be used three times Note: Can not be used on above S-Rank techniques Note: Does not work on KG/CE variants Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them Noni taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=460150"]x[/url]] [hr][/hr] (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 Noni taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=460150&p=19123231"]x[/url]] [hr][/hr] (Suiton: Mizu Kakujuu) - Water Style: Water Expansion Show Type: Attack/Defence Rank: A Range: Short - long Chakra Cost:30 Damage Points: +25 Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased. Note: Can only use used on water the user or the users summon has created Note: Can only be used once one each water jutsu creates Note: can only be used 3 times The Pervy Sage taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=691992&p=20033966#post20033966"]x[/url]] [hr][/hr] (Suiton Bunshi): Water Molecules Rank: Forbidden Type: Supplementary Range: Short-Mid Chakra Cost: 80 Damage : (15 damage per turn ) Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15 Note: can only be taught by Axle Note: lasts 5 turns Note: can only be used once per battle Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns Note: can be used as a water source Axle taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=692593&p=20047559&viewfull=1#post20047559"]x[/url]] [hr][/hr] Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin Type: Supplementary Rank: A-rank Range: Short-Mid Chakra: 30 (-10 per turn) Damage: N/A Description: Suiton: Satori o Aita Pengin no Chisei is a special suiton ninjutsu due to the fact that it is actually a combination of the summoning jutsu as well as regular suiton ninjutsu. To start with this technique, the user would perform five hand seals and slam their hand onto the ground, causing a cloud of smoke to appear, then the user would channel their suiton chakra into the cloud of smoke. After the cloud of smoke dissipates, a penguin made of water that is the size of the stone golem technique would appear, with hundreds of explosive tags embedded in it's body due to the fact that inside the penguin are air bubbles keeping the explosive tags from getting wet. The penguin itself cannot leave short range of the user, however the user can manipulate the penguin to reach up to mid range. The only special property to this penguin is the fact that explosive tags are embedded in it, as the penguin itself is just regular water and follows the strengths and weaknesses of regular water. Due to only water specialists being able to learn this jutsu, they could use the penguin as a water source three separate times throughout a fight, or even manipulate the penguin itself with a single handseal. However, the user can flash the seal of confrontation when needed to cause the explosive tags to explode on the current water construct the user is manipulating from the penguin. This would not increase the water's power, only it's killing potential when close to enemies. Note: Can only be taught by Penguin Note: Can only use this jutsu three times per match Note: No S-rank suiton after for one turn after this jutsu is used Note: Manipulation of the penguin is A-rank Note: Can only use the penguin as a water source three times Approved here. [[url="http://narutobase.net/forums/showthread.php?t=157594&page=193&p=20052746&viewfull=1#post20052746"]x[/url]] [hr][/hr] Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin Type: Supplementary Rank: B Range: Short-Long Chakra: 20 Damage: N/A (+20) Description: Unlike many forms of water which include sticky syrup water, chakra absorbing mists, crystalline waters, etc., Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin focuses on water's natural ability to become sharp and pressurized, having unmatched cutting ability compared to other suiton ninjutsu. The user would chain an additional hand seal onto a suiton ninjutsu they perform, having it be activated within the same time frame as the original technique yet still cost a move. After this is done, the suiton technique would change from a regular, flowing water that has blunt force damage into a water that has become pressurized and sharp with amazing cutting ability, like Suiton: Suidanha - Water Release: Severing Wave. Due to the pressurization of the water technique, it would gain considerable killing potential compared to regular suiton ninjutsu, however, due to the pressurization of the technique, it becomes significantly smaller with a much smaller area of affect. The larger the jutsu the longer it takes to compress down as it still forms as though unchanged at the start. Note: Can only be used three times per battle Note: Can only be taught by Penguin Note: This technique can only be applied to A-rank water and below Approved here. [[url="http://narutobase.net/forums/showthread.php?t=157594&page=195&p=20177087&viewfull=1#post20177087"]x[/url]] [hr][/hr] 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 Note: Can only be taught by Penguin Approved here. [[url="http://narutobase.net/forums/showthread.php?t=157594&page=195&p=20177087&posted=1#post20177087"]x[/url]] [hr][/hr] Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring Type: Supplementary/Defensive Rank: A Range: Short - Long Chakra Cost: 30 (-10 for every turn active) Damage Points: 20 (per attack) Description: The user will focus his suiton chakra to create a sentient creature composed of water, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a light misty blue coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature upon being created can passively release a mist from its body covering that of long range and continues to do so whenever there is a lack of mist. The mist itself is equivalent to the cannon D-rank version ( Meaning Byakugan can see through it). It is used well in conjunction with the creatures special ability. The creature has the ability to disperse itself into mist and merge with any existing mist in the area and travel through it at the speed of a kunai. Able to reform part of its body or its entire being at anytime to attack a target. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. While it is traveling through the mist it is extremely hard to locate due to it being made of mist itself, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the mist it released or any mist it merges with due to them both being composed of suiton chakra. Note: Lasts three turns Note: Can only be used twice Note: Can not be used in consecutive turns Note: Having the creature release mist from its body upon creation costs an additional move Note: Can only be taught by Yusei Yusei taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=700664&p=20335759#post20335759"]x[/url]] [hr][/hr] Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth Type: Supplementary/Defensive Rank: S Range: Short - Long Chakra Cost: 40 (-10 for every turn active) Damage Points: N/A Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected. Note: Can only be taught by Yusei Note: Can only be used twice Note: Can not be used in consecutive turns Note: Creating the chakra cloak costs an additional move Note: Lasts a max of five turns, and can be stopped by the user whenever Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one Yusei taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=700664"]x[/url]] [hr][/hr] (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. Joker taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=641073&page=2&p=20488732#post20488732"]x[/url]] [hr][/hr] Suiton: Norowareta Pengin no Unmei - Water Style: Fate of the Accursed Penguin Type: Offensive Rank: A Range: Short-Long Chakra: 30 Damage: 60 (+20) Description: Mand'alor the Indomitable had created a simple yet useful surprise attack, based heavily off the principles of it's parent technique (Suiton: Daikōdan no Jutsu) – Water Release: Great Shark Missile Technique. After channeling chakra into their mouths, the user would exhale as if they just got done talking, releasing a very small beak of water that resembles a penguin's. Unless the opponent had chakra sensing or dojutsu to see or feel that chakra, the size of this small beak would not be able to be seen by regular ninja. The special ability of this beak of water is that, instead of absorbing chakra like it's parent technique, Suiton: Norowareta Pengin no Unmei absorbs the water and moisture that it touches. Due to this, it takes a while before the technique becomes visible (after travelling five meters), however, once it does, it becomes exponentially bigger due to it being able to absorb more moisture the bigger it gets. Once it has traveled over ten meters, this jutsu would gain an additional twenty points of damage due to all the extra water pouring over the opponent when it hits them. Note: Can only be taught by Penguin Note: Can only be used three times Note: Must have a two turn cooldown between uses Approved here. [[url="http://narutobase.net/forums/showthread.php?t=157594&page=218&p=20592136&viewfull=1#post20592136"]x[/url]] [hr][/hr] Kamei Gigei: Suiretsusen) Command Art: Water Fury Flash Show Rank: S Type: Supplementary/Attack Range: Long(for rain) - Short- Medium (for attack) Chakra Cost: 40 Damage Cost: 80 Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, as well as dropping all Fire Justu down one rank, and reducing their damage by 10. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her. Show *As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns. *Only once per battle. Keotsu taught me it here. [[url="http://narutobase.net/forums/showthread.php?t=679576&p=21127221#post21127221"]x[/url]] [/QUOTE]
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