My bio is outdated but ill try to keep it as close to the rules as I can. Imma use my Akimichi bio with imperfect sage mode and a water/tai specialty.
Eating a hefty piece of meat on a bone Roo looks his opponent over from his mid.range distance as he thinks of his next course of meal and how long it will take for him to get to it. Licking the fingers of one of his hands while using the other to throw the desolate meat bone bringing an end to his pre fight meal, the bandit creates a pool of water underneath his opponent that bursts forth from the ground beneath him trapping him within a concentrated sphere of water.
(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.
Note: Technique creates its own water source
Roo then drops to the ground simultaneously slamming both hands as he summons a large amount of water short range above his opponent that cascades down upon him for some time, creating a source of water all around his opponent that then spreads all over the battlefield.
Roo then picks up his hands from the ground while using one to gather a large amount of water behind his opponent that he then signals with a flick of the wrist to crash into his target from a back right angle mowing him down while continuing on an unopposed path in the distance.
(Suiton: Haran Banshō) - Water Release: Stormy Blockade
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will slam their hands against then ground allowing him/her to summon a massive amount of water from the sky, crushing it into the opponent. If needed, the user can cancel the technique in an instant.
Note: The water needs to be summoned at least 10 meters above the opponent to have any real effect.
(Suiton: Kyojin Nami Shougeki) – Water Release: Giant Wave Crash
Rank: A
Type: Offensive , Deffence
Range: Long
Chakra cost: 30
Damage points: 60
Description: The user gathers a large amount of water that can then be used to crash into the opponent. It is strong enough to push back Killer bee in Eight tales form.
Note: Requires a water source
My bio is outdated but ill try to keep it as close to the rules as I can. Imma use my Akimichi bio with imperfect sage mode and a water/tai specialty.
Eating a hefty piece of meat on a bone Roo looks his opponent over from his mid.range distance as he thinks of his next course of meal and how long it will take for him to get to it. Licking the fingers of one of his hands while using the other to throw the desolate meat bone bringing an end to his pre fight meal, the bandit creates a pool of water underneath his opponent that bursts forth from the ground beneath him trapping him within a concentrated sphere of water.
(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.
Note: Technique creates its own water source
Roo then drops to the ground simultaneously slamming both hands as he summons a large amount of water short range above his opponent that cascades down upon him for some time, creating a source of water all around his opponent that then spreads all over the battlefield.
Roo then picks up his hands from the ground while using one to gather a large amount of water behind his opponent that he then signals with a flick of the wrist to crash into his target from a back right angle mowing him down while continuing on an unopposed path in the distance.
(Suiton: Haran Banshō) - Water Release: Stormy Blockade
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will slam their hands against then ground allowing him/her to summon a massive amount of water from the sky, crushing it into the opponent. If needed, the user can cancel the technique in an instant.
Note: The water needs to be summoned at least 10 meters above the opponent to have any real effect.
(Suiton: Kyojin Nami Shougeki) – Water Release: Giant Wave Crash
Rank: A
Type: Offensive , Deffence
Range: Long
Chakra cost: 30
Damage points: 60
Description: The user gathers a large amount of water that can then be used to crash into the opponent. It is strong enough to push back Killer bee in Eight tales form.
Note: Requires a water source
As the water emerges I quickly join hands before being encapsulated. The handsign triggers an relentless earth technique which, causes the very ground omni-directional of my location, to shoot up disrupting the sphere, leaving me bare, but ultimately destroying the sphere's stability causing it to flop to the ground.
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.
Following the first hand sign I execute a following hand sign encapsulating the wave thhat shot up, followed by moving outwards in all directions directly towards my opponent.
Type: Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20 (-5 per turn)
Damage: N/A (+20 per technique) (+10 Taijutsu)
Description: The user quickly performs a single hand seal, the Tiger, shortly after a technique has been sent out in such a way that it is created and shaped around a technique within the same timeframe. He will send chakra to that technique and effectively create a shield of chakra around it. The chakra is pressurized and condensed into a solid form of chakra that has a bright blue hue. It takes the shape of whatever the user has ordered it to shape around, for example, if it is an earth projectile shaped like a fist, a layer of pure chakra with solid-like properties will envelop the fist. The solidity of it increases its overall mass and force it can exert as well as acting as an armor of sorts for the technique, which obviously adds damage to the technique it was performed on. However, this only works on tangible elements, such as Water, Earth, Steel, etc; it would not work on elements like Fire or Lightning. And because it is simply a layer of chakra, it cannot be performed on stream-based techniques unless the user is in possession of Yin-Yang. Alternatively, one can perform it on himself, or on another's body. The solidity of the layer of dense chakra will increase the damage every physical based Taijutsu that makes contact with the opponent makes. It is shaped around the user in such a way that it does not restrict movement, and it remains until it is completely broken through a stronger attack, or if chosen to do so by the user. This can also be applied on weapons and other materials of a solid composition. For example, the user can coat a kunai with this chakra layer and throw it, which should deflect other kunais due to the armor it's gained.
Notes&Restrictions:
Note: Can only be used 4x
Note: Lasts 3 turns if coated on oneself or an item
Note: Can only be taught by EdwardSama
Should you continue to summon the water above my location, I would merely flick my hand infusing the source with a Genki, forcing the water into a spinning tendril, zooming in on you as a homing missile.
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-60 (-10 per turn to sustain)
Damage points: 30-80
Description:Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessable by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inaminate objects infused. This however is not only limited to solids, per say, aslong as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.