Menu
Forums
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Premium
Roleplay
Ninja World Map
The Outer Lands
Roleplay Guide
Roleplay Sensei List
Members
Current visitors
Anime
Anime Week Schedule
Log in
Register
What's new
Search
Search
Search titles only
By:
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Menu
Log in
Register
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
Survivalist
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
Reply to thread
Message
<p>[QUOTE="Joker, post: 18011043, member: 205981"]</p><p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Water </span><span style="color: #FFFFFF">.</span></span></p><p></p><p><strong>Suiton: Water Needle Shotgun</strong></p><p></p><p>[SPOILER]Type: Offensive/Attack</p><p>Rank:B-Rank</p><p>Range:Short-Mid</p><p>Chakra:20</p><p>Damage:40</p><p>Description: The user gathers water into there mouth.After doing so the user forms there lips as If they are about to kiss someone leaving a small hole available for the water to go through then the user spits out the gathered water ( Just like you spit out water when you laugh) releasing the water from there mouth the user then in conjunction using shape manipulation to turn the water into to sharp water hypodermic needles. It has the same affect as a shotgun spreading the water everywhere.Once released from the users mouth the user cant control it, If the enemy gets hits by the needles they act as bullets and go straight through the body coming out the other side , Piercing vital organs on the way in.</p><p></p><p>-Can Only Be taught by Yin..</p><p>-Usable 3 times a match</p><p></p><p><a href="http://narutobase.net/forums/showthread.php?t=620655">Here</a></p><p>[/SPOILER]</p><p></p><p><strong>(Suiton: Āmākingu) - Water Release: Armor King</strong></p><p>[SPOILER]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><a href="http://narutobase.net/forums/showthread.php?t=619509">Here</a>[/SPOILER]</p><p></p><p><strong>Suiton: Sui no Heya | Water Release: Water Room</strong></p><p>[SPOILER]Type: Defensive/Offensive</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user after performing the Tiger, rabbit and Ox hand-seals causes water to erupt from beneath the opponent. The water forms four condense walls and a ceiling around the opponent so it's not possible to just walk through it. The opponent is trapped in a room constructed of water. Once this room is complete, water gushes through and fills the room with water, drowning the opponent in process.</p><p></p><p>Restrictions:</p><p>- The target must be standing on a water source.</p><p>- Cannot be used more than once per turn, and must wait one more turn before using it again.</p><p>- Can only be used thrice</p><p>- Can only be used by UchihaMadara01 biographies and those he teaches it to[/SPOILER]</p><p></p><p><strong>(Suiton: Hydragyrum boryūmu) - Water Release: Volumen Hydragyrum</strong></p><p>[SPOILER]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><a href="http://narutobase.net/forums/showthread.php?t=643695&p=18707001#post18707001">Here</a>[/SPOILER]</p><p></p><p><strong>(Suiton: Inryoukuken) - Water Release: Gravitational Pull</strong></p><p>[SPOILER]Type: Offensive</p><p>Rank: B</p><p>Range: Mid</p><p>Chakra Cost: 25</p><p>Damage: N/A</p><p>Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.[/SPOILER]</p><p></p><p><strong>(Suiton: Buatsui Monsu-n no Jutsu) - Water Release: Massive Monsoon Jutsu</strong></p><p>[SPOILER]Type: Supplementary</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra Cost: 30</p><p>Damage: N/A</p><p>Description: The user first uses the Dog hand seal and then creates a large rainstorm that stretches many miles. There is so much rain that there is enough water to form water release jutsu.</p><p>Note: Can only be used 3 times.</p><p>[/SPOILER]</p><p></p><p><strong>(Suiton: Unari Shishinami)- Water Release: Roaring Lion Wave</strong></p><p>[SPOILER]Type: Offensive</p><p>Rank: B</p><p>Range: Mid</p><p>Chakra Cost: 25</p><p>Damage: 40</p><p>Description: After performing the following Snake - Ox hand seals the use then gathers chakra at his mouth, the user will form the appropriate hand seals and expunge a large blast of water from their mouth. As it flies through the air, the water blast will take the shape of a Lion's head. The blast's impact has shown to be strong enough to shatter rock in multiple pieces.[/SPOILER]</p><p></p><p><strong>(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor</strong></p><p>[SPOILER]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[/SPOILER]</p><p></p><p><strong>Suiton: Senchinerupengin - Water Style: Sentinel Penguins</strong></p><p>[SPOILER]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>Staryu - 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></p><p>Starmie - 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[/SPOILER]</p><p></p><p><strong>(Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse</strong></p><p>[SPOILER]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[/SPOILER]</p><p></p><p><strong>(Suiton: Davi Akuma Kuiiruyōni)- Water Release: Davy's Devilish Devouring</strong></p><p>[SPOILER]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>[/SPOILER]</p><p></p><p><strong> (Suiton: Gōjasuna gurando shūryō)- Water Release: Gorgeous Grand Exit</strong></p><p>[SPOILER]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[/SPOILER]</p><p></p><p><strong>(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus</strong></p><p>[SPOILER]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 [/SPOILER]</p><p></p><p><strong>Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin</strong></p><p>[SPOILER]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[/SPOILER]</p><p></p><p><strong>Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin</strong></p><p>[SPOILER]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[/SPOILER]</p><p></p><p><strong>Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin</strong></p><p>[SPOILER]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[/SPOILER]</p><p></p><p><strong>Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring</strong></p><p>[SPOILER]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[/SPOILER]</p><p></p><p><strong>Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth</strong></p><p>[SPOILER]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[/SPOILER]</p><p></p><p><strong>(Suiton: Chokkan) — Water Release: Spirit's Sixth Sense</strong></p><p>[SPOILER]Type: Offensive/Supplementary</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra: 30</p><p>Damage: 60 </p><p>Description: The user begins by channeling chakra to the heels of his/her feet, manipulating this chakra to create a blob of water chakra formed under the surface. This blob of water would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below while active. As for their offensive capabilities, the squid can travel towards the opponent to wrap its tentacles around his/her leg, the user can pressurize the tentacles to pierce through their body or slice it up. This isn’t done by having the water burst from the earth, but rather seeping out of the earth to attack being more covert. The squid along with its offensive abilities is able to transforming the water itself, similar to the “Sticky Syrup Technique.” in order to bind opponents. As for this technique’s defensive applications the tentacles are capable of deflecting or destroying techniques up to A rank (following the S/W of Water), depending on the number of tentacles used to defend, as well as merging with one another and expanding to form barriers around the user of this technique, and or allies. The rank of the technique is divided among the number of tentacles used within the time-frame. The squid has complete freedom to manipulate the tentacles. Due the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at A rank. The tentacles can fuse together and separate. Each use of the squid counts as a move per turn.</p><p></p><p>Note: Lasts three turns after activation.</p><p>Note: Can only be taught by Jᴀʏ</p><p>Note: Can only be used twice, two turns between uses.</p><p>Note: User cannot use S rank Water techniques the next turn after this jutsu is activated[/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Joker, post: 18011043, member: 205981"] [CENTER][FONT=Times New Roman][SIZE=3]Water [/SIZE][COLOR="#FFFFFF"].[/COLOR][/FONT][/CENTER] [B]Suiton: Water Needle Shotgun[/B] [SPOILER]Type: Offensive/Attack Rank:B-Rank Range:Short-Mid Chakra:20 Damage:40 Description: The user gathers water into there mouth.After doing so the user forms there lips as If they are about to kiss someone leaving a small hole available for the water to go through then the user spits out the gathered water ( Just like you spit out water when you laugh) releasing the water from there mouth the user then in conjunction using shape manipulation to turn the water into to sharp water hypodermic needles. It has the same affect as a shotgun spreading the water everywhere.Once released from the users mouth the user cant control it, If the enemy gets hits by the needles they act as bullets and go straight through the body coming out the other side , Piercing vital organs on the way in. -Can Only Be taught by Yin.. -Usable 3 times a match [URL="http://narutobase.net/forums/showthread.php?t=620655"]Here[/URL] [/SPOILER] [B](Suiton: Āmākingu) - Water Release: Armor King[/B] [SPOILER]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 [URL="http://narutobase.net/forums/showthread.php?t=619509"]Here[/URL][/SPOILER] [B]Suiton: Sui no Heya | Water Release: Water Room[/B] [SPOILER]Type: Defensive/Offensive Rank: A Range: Short-Mid Chakra: 30 Damage: 60 Description: The user after performing the Tiger, rabbit and Ox hand-seals causes water to erupt from beneath the opponent. The water forms four condense walls and a ceiling around the opponent so it's not possible to just walk through it. The opponent is trapped in a room constructed of water. Once this room is complete, water gushes through and fills the room with water, drowning the opponent in process. Restrictions: - The target must be standing on a water source. - Cannot be used more than once per turn, and must wait one more turn before using it again. - Can only be used thrice - Can only be used by UchihaMadara01 biographies and those he teaches it to[/SPOILER] [B](Suiton: Hydragyrum boryūmu) - Water Release: Volumen Hydragyrum[/B] [SPOILER]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. [URL="http://narutobase.net/forums/showthread.php?t=643695&p=18707001#post18707001"]Here[/URL][/SPOILER] [B](Suiton: Inryoukuken) - Water Release: Gravitational Pull[/B] [SPOILER]Type: Offensive Rank: B Range: Mid Chakra Cost: 25 Damage: N/A Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.[/SPOILER] [B](Suiton: Buatsui Monsu-n no Jutsu) - Water Release: Massive Monsoon Jutsu[/B] [SPOILER]Type: Supplementary Rank: A Range: Short-Long Chakra Cost: 30 Damage: N/A Description: The user first uses the Dog hand seal and then creates a large rainstorm that stretches many miles. There is so much rain that there is enough water to form water release jutsu. Note: Can only be used 3 times. [/SPOILER] [B](Suiton: Unari Shishinami)- Water Release: Roaring Lion Wave[/B] [SPOILER]Type: Offensive Rank: B Range: Mid Chakra Cost: 25 Damage: 40 Description: After performing the following Snake - Ox hand seals the use then gathers chakra at his mouth, the user will form the appropriate hand seals and expunge a large blast of water from their mouth. As it flies through the air, the water blast will take the shape of a Lion's head. The blast's impact has shown to be strong enough to shatter rock in multiple pieces.[/SPOILER] [B](Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor[/B] [SPOILER]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[/SPOILER] [B]Suiton: Senchinerupengin - Water Style: Sentinel Penguins[/B] [SPOILER]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. Staryu - 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). Starmie - 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. 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[/SPOILER] [B](Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse[/B] [SPOILER]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[/SPOILER] [B](Suiton: Davi Akuma Kuiiruyōni)- Water Release: Davy's Devilish Devouring[/B] [SPOILER]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 [/SPOILER] [B] (Suiton: Gōjasuna gurando shūryō)- Water Release: Gorgeous Grand Exit[/B] [SPOILER]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[/SPOILER] [B](Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus[/B] [SPOILER]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 [/SPOILER] [B]Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin[/B] [SPOILER]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[/SPOILER] [B]Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin[/B] [SPOILER]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[/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[/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[/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[/SPOILER] [B](Suiton: Chokkan) — Water Release: Spirit's Sixth Sense[/B] [SPOILER]Type: Offensive/Supplementary Rank: A Range: Short - Long Chakra: 30 Damage: 60 Description: The user begins by channeling chakra to the heels of his/her feet, manipulating this chakra to create a blob of water chakra formed under the surface. This blob of water would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below while active. As for their offensive capabilities, the squid can travel towards the opponent to wrap its tentacles around his/her leg, the user can pressurize the tentacles to pierce through their body or slice it up. This isn’t done by having the water burst from the earth, but rather seeping out of the earth to attack being more covert. The squid along with its offensive abilities is able to transforming the water itself, similar to the “Sticky Syrup Technique.” in order to bind opponents. As for this technique’s defensive applications the tentacles are capable of deflecting or destroying techniques up to A rank (following the S/W of Water), depending on the number of tentacles used to defend, as well as merging with one another and expanding to form barriers around the user of this technique, and or allies. The rank of the technique is divided among the number of tentacles used within the time-frame. The squid has complete freedom to manipulate the tentacles. Due the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at A rank. The tentacles can fuse together and separate. Each use of the squid counts as a move per turn. Note: Lasts three turns after activation. Note: Can only be taught by Jᴀʏ Note: Can only be used twice, two turns between uses. Note: User cannot use S rank Water techniques the next turn after this jutsu is activated[/SPOILER] [/QUOTE]
Insert quotes…
Preview
Name
Verification
Post reply
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
Survivalist
Top