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Pharaoh's Pyramid
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<p>[QUOTE="Yuse, post: 19447558, member: 211176"]</p><p><strong>Water</strong></p><p></p><p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center">[border=Water][border="Original Techniques"][SPOILER]<strong>Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring</strong></p> <p style="text-align: center">[Spoiler]Type: Supplementary/Defensive </p> <p style="text-align: center">Rank: A </p> <p style="text-align: center">Range: Short - Long </p> <p style="text-align: center">Chakra Cost: 30 (-10 for every turn active) </p> <p style="text-align: center">Damage Points: 20 (per attack) </p> <p style="text-align: center">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 style="text-align: center"></p> <p style="text-align: center">Note: Lasts three turns </p> <p style="text-align: center">Note: Can only be used twice</p> <p style="text-align: center">Note: Can not be used in consecutive turns </p> <p style="text-align: center">Note: Having the creature release mist from its body upon creation costs an additional move </p> <p style="text-align: center">Note: Can only be taught by Yusei</p> <p style="text-align: center"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=304&p=20322208&viewfull=1#post20322208">http://narutobase.net/forums/showthread.php?t=157594&page=304&p=20322208&viewfull=1#post20322208</a></p> <p style="text-align: center">[6/6] Noni, Penguin, Joker, Sharingdork, xHoudinii, Riker Slade[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth</strong></p> <p style="text-align: center">[SPOILER]Type: Supplementary/Defensive </p> <p style="text-align: center">Rank: S </p> <p style="text-align: center">Range: Short - Long </p> <p style="text-align: center">Chakra Cost: 40 (-10 for every turn active) </p> <p style="text-align: center">Damage Points: N/A </p> <p style="text-align: center">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 style="text-align: center"></p> <p style="text-align: center">Note: Can only be taught by Yusei </p> <p style="text-align: center">Note: Can only be used twice </p> <p style="text-align: center">Note: Can not be used in consecutive turns </p> <p style="text-align: center">Note: Creating the chakra cloak costs an additional move</p> <p style="text-align: center">Note: Lasts a max of five turns, and can be stopped by the user whenever </p> <p style="text-align: center">Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one </p> <p style="text-align: center"></p> <p style="text-align: center"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=310&p=20395757&viewfull=1#post20395757">http://narutobase.net/forums/showthread.php?t=157594&page=310&p=20395757&viewfull=1#post20395757</a></p> <p style="text-align: center">[6/6] Joker, Six Paths, Noni, Penguin, Scaze, Jamie[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control</strong></p> <p style="text-align: center">[SPOILER]Type: Supplementary/Defensive </p> <p style="text-align: center">Rank: S </p> <p style="text-align: center">Range: Short - Long (Depending on the Technique used upon) </p> <p style="text-align: center">Chakra Cost: 40 (-10 for every turn active) </p> <p style="text-align: center">Damage Points: </p> <p style="text-align: center">Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W. </p> <p style="text-align: center"></p> <p style="text-align: center">Note: Can only be taught by Yusei </p> <p style="text-align: center">Note: Can only be used twice </p> <p style="text-align: center">Note: Can not be used in consecutive turns </p> <p style="text-align: center">Note: Lasts a max of four turns, and can be stopped by the user whenever </p> <p style="text-align: center">Note: Can not use another S-rank water technique in the same turn. </p> <p style="text-align: center">Note: Tainting techniques takes one of the three jutsu slots</p> <p style="text-align: center"></p> <p style="text-align: center"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=310&p=20395757&viewfull=1#post20395757">http://narutobase.net/forums/showthread.php?t=157594&page=310&p=20395757&viewfull=1#post20395757</a></p> <p style="text-align: center">[6/6] Zaphkiel, Six Paths, Noni, xHoudinii, Shady, Joker[/spoiler]</p> <p style="text-align: center">[/SPOILER][/border]</p> <p style="text-align: center"></p> <p style="text-align: center">[border=Learned Techniques][SPOILER]<strong>(Suiton: Kiri Kawarimi) - Mist replacement</strong>[SPOILER]Type:Supplementary </p> <p style="text-align: center">Rank: S rank</p> <p style="text-align: center">Range: Short</p> <p style="text-align: center">Chakra cost: 20</p> <p style="text-align: center">Damage Points: N/A</p> <p style="text-align: center">Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.</p> <p style="text-align: center"></p> <p style="text-align: center">Note: Lasts for up to 2 turns</p> <p style="text-align: center">Note: Must know hidden mist jutsu</p> <p style="text-align: center">Note: Cant attack in the form</p> <p style="text-align: center">Note: useable Once.</p> <p style="text-align: center"><a href="http://narutobase.net/forums/showthread.php?t=652943">http://narutobase.net/forums/showthread.php?t=652943</a>[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin</strong></p> <p style="text-align: center">[SPOILER]Type: Supplementary</p> <p style="text-align: center">Rank: B</p> <p style="text-align: center">Range: Short-Long</p> <p style="text-align: center">Chakra: 20</p> <p style="text-align: center">Damage: N/A (+20)</p> <p style="text-align: center">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 style="text-align: center"></p> <p style="text-align: center">Note: Can only be used three times per battle</p> <p style="text-align: center">Note: Can only be taught by Penguin</p> <p style="text-align: center">Note: This technique can only be applied to A-rank water and below</p> <p style="text-align: center"><a href="http://Add later">Add later</a>[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>(Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection</strong></p> <p style="text-align: center">[SPOILER]Type: Defense </p> <p style="text-align: center">Rank: S </p> <p style="text-align: center">Range: Short </p> <p style="text-align: center">Chakra Cost: 40 </p> <p style="text-align: center">Damage Points: N/A </p> <p style="text-align: center">Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc). </p> <p style="text-align: center"></p> <p style="text-align: center">Note: Can only be used three times </p> <p style="text-align: center">Note: Can not be used in consecutive turns </p> <p style="text-align: center">Note: Can only be taught by Joker </p> <p style="text-align: center">Note: Can only absorb and transfer elements that work logically (KG and CE alike) </p> <p style="text-align: center">Note: Elemental strength and weakness stays the same</p> <p style="text-align: center"><a href="http://narutobase.net/forums/showthread.php?t=695313">http://narutobase.net/forums/showthread.php?t=695313</a>[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>(Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator</strong></p> <p style="text-align: center">[SPOILER]Type: Supplementary/Offense</p> <p style="text-align: center">Rank: A</p> <p style="text-align: center">Range: Short - Long</p> <p style="text-align: center">Chakra Cost: 30</p> <p style="text-align: center">Damage Points: 20 (+20 each turn active)</p> <p style="text-align: center">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 style="text-align: center"></p> <p style="text-align: center">Note: Can only absorb and transfer elements that work logically (KG and CE alike)</p> <p style="text-align: center">Note: Can only be taught by Joker</p> <p style="text-align: center">Note: Can only be used three times per battle</p> <p style="text-align: center">Note: Lasts three turns</p> <p style="text-align: center">Note: One turn cool down before re-use</p> <p style="text-align: center"><a href="http://narutobase.net/forums/showthread.php?t=695313">http://narutobase.net/forums/showthread.php?t=695313</a>[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>(Suiton: Mune no sono) - Water Release: Will of the Deep</strong></p> <p style="text-align: center">[SPOILER]Type: Offensive/Supplementary</p> <p style="text-align: center">Rank: S</p> <p style="text-align: center">Range: Short</p> <p style="text-align: center">Chakra: 40 (+15 per turn)</p> <p style="text-align: center">Damage: 80</p> <p style="text-align: center">Description: The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.</p> <p style="text-align: center"></p> <p style="text-align: center">Note:</p> <p style="text-align: center">~The orb can release a maximum of 4 separate blasts</p> <p style="text-align: center">~The orb is created short range but the blasts can reach up to long range</p> <p style="text-align: center">~Lasts 3 turns before dispersing</p> <p style="text-align: center">~Can only be used 2 times</p> <p style="text-align: center">~Cannot use water techniques above A rank while this is active</p> <p style="text-align: center">~Can only be taught by xHoudinii</p> <p style="text-align: center"><a href="http://narutobase.net/forums/showthread.php?t=698023&highlight=Magician+Pharaoh">http://narutobase.net/forums/showthread.php?t=698023&highlight=Magician+Pharaoh</a>[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>(Suition: Yami ni Orimasu) - Water Release: Descend to Darkness</strong></p> <p style="text-align: center">[SPOILER]Type: Offense/Supplementary/Defense</p> <p style="text-align: center">Rank: S</p> <p style="text-align: center">Range: Short - Long</p> <p style="text-align: center">Chakra Cost: 40 (+10 each turn)</p> <p style="text-align: center">Damage Points: 80</p> <p style="text-align: center">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 style="text-align: center"></p> <p style="text-align: center">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 style="text-align: center"><a href="http://narutobase.net/forums/showthread.php?t=695313&p=20706915#post20706915">http://narutobase.net/forums/showthread.php?t=695313&p=20706915#post20706915</a>[/spoiler]</p> <p style="text-align: center">[/spoiler][/border][/border]</p> <p style="text-align: center"></p> <p style="text-align: center"></p><p>[/QUOTE]</p>
[QUOTE="Yuse, post: 19447558, member: 211176"] [b]Water[/b] [FONT=Palatino Linotype][CENTER] [border=Water][border="Original Techniques"][SPOILER][B]Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring[/B] [Spoiler]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 [url]http://narutobase.net/forums/showthread.php?t=157594&page=304&p=20322208&viewfull=1#post20322208[/url] [6/6] Noni, Penguin, Joker, Sharingdork, xHoudinii, Riker Slade[/spoiler] [B]Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth[/B] [SPOILER]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 [url]http://narutobase.net/forums/showthread.php?t=157594&page=310&p=20395757&viewfull=1#post20395757[/url] [6/6] Joker, Six Paths, Noni, Penguin, Scaze, Jamie[/spoiler] [B]Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control[/B] [SPOILER]Type: Supplementary/Defensive Rank: S Range: Short - Long (Depending on the Technique used upon) Chakra Cost: 40 (-10 for every turn active) Damage Points: Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W. Note: Can only be taught by Yusei Note: Can only be used twice Note: Can not be used in consecutive turns Note: Lasts a max of four turns, and can be stopped by the user whenever Note: Can not use another S-rank water technique in the same turn. Note: Tainting techniques takes one of the three jutsu slots [url]http://narutobase.net/forums/showthread.php?t=157594&page=310&p=20395757&viewfull=1#post20395757[/url] [6/6] Zaphkiel, Six Paths, Noni, xHoudinii, Shady, Joker[/spoiler] [/SPOILER][/border] [border=Learned Techniques][SPOILER][B](Suiton: Kiri Kawarimi) - Mist replacement[/B][SPOILER]Type:Supplementary Rank: S rank Range: Short Chakra cost: 20 Damage Points: N/A Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks. Note: Lasts for up to 2 turns Note: Must know hidden mist jutsu Note: Cant attack in the form Note: useable Once. [url]http://narutobase.net/forums/showthread.php?t=652943[/url][/spoiler] [B]Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin[/B] [SPOILER]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 [url]Add later[/url][/spoiler] [B](Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection[/B] [SPOILER]Type: Defense Rank: S Range: Short Chakra Cost: 40 Damage Points: N/A Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc). Note: Can only be used three times Note: Can not be used in consecutive turns Note: Can only be taught by Joker Note: Can only absorb and transfer elements that work logically (KG and CE alike) Note: Elemental strength and weakness stays the same [url]http://narutobase.net/forums/showthread.php?t=695313[/url][/spoiler] [B](Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator[/B] [SPOILER]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 [url]http://narutobase.net/forums/showthread.php?t=695313[/url][/spoiler] [B](Suiton: Mune no sono) - Water Release: Will of the Deep[/B] [SPOILER]Type: Offensive/Supplementary Rank: S Range: Short Chakra: 40 (+15 per turn) Damage: 80 Description: The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible. Note: ~The orb can release a maximum of 4 separate blasts ~The orb is created short range but the blasts can reach up to long range ~Lasts 3 turns before dispersing ~Can only be used 2 times ~Cannot use water techniques above A rank while this is active ~Can only be taught by xHoudinii [url]http://narutobase.net/forums/showthread.php?t=698023&highlight=Magician+Pharaoh[/url][/spoiler] [B](Suition: Yami ni Orimasu) - Water Release: Descend to Darkness[/B] [SPOILER]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. [url]http://narutobase.net/forums/showthread.php?t=695313&p=20706915#post20706915[/url][/spoiler] [/spoiler][/border][/border][B][/B] [B][/B][size=6][/size][/center][/FONT] [/QUOTE]
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