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<p>[QUOTE="Drackos, post: 22089685, member: 215229"]</p><p><span style="font-family: 'Book Antiqua'"><strong>Water Release</strong></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=182&p=17152544&viewfull=1#post17152544"><strong>(Suiton: Yokoshimana Doroppu)</strong> - Water Style: Devious Drop</a><strong></strong></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Type:</strong> Offensive, Supplementary </span></p><p><span style="font-family: 'Book Antiqua'"><strong>Rank:</strong> B</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Range: </strong>Short – Mid </span></p><p><span style="font-family: 'Book Antiqua'"><strong>Chakra: </strong>20</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Damage:</strong> N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user channels their suiton chakra into a water source within mid-range of them. The chakra will target the location where the opponent is standing and treat them as the epicenter for the technique which will cause the water to transform into a prism of syrup, glue-like water. The prism of water will suffocate the target and drag them down if they are unable to escape from it. The size of the prism can vary depending on the decision of the user. Its maximum size can cover up to a 10 meter radius from the epicenter however it can never be more than three meters deep.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used twice per battle.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be taught by Drackos</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Taught to:</span></p><p><span style="font-family: 'Book Antiqua'">1.Detective L<a href="http://narutobase.net/forums/showthread.php?t=575701&p=16943233&viewfull=1#post16943233"> x</a></span></p><p><span style="font-family: 'Book Antiqua'">2.Noni<a href="http://narutobase.net/forums/showthread.php?t=595248&p=17455693&viewfull=1#post17455693"> x</a></span></p><p><span style="font-family: 'Book Antiqua'">3.Edward<a href="http://narutobase.net/forums/showthread.php?t=567369&page=2&p=17981356&viewfull=1#post17981356"> x</a></span></p><p><span style="font-family: 'Book Antiqua'">4.Akasha<a href="http://narutobase.net/forums/showthread.php?t=583297&p=18199320&viewfull=1#post18199320"> x</a></span></p><p><span style="font-family: 'Book Antiqua'">5.Scaze<a href="http://narutobase.net/forums/showthread.php?t=622496&p=18199538&viewfull=1#post18199538"> x</a></span></p><p><span style="font-family: 'Book Antiqua'">6.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=255&p=18709598&viewfull=1#post18709598"><strong>(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians </strong></a></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Type:</strong> Offensive, Supplementary </span></p><p><span style="font-family: 'Book Antiqua'"><strong>Rank:</strong> S</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Range:</strong> Short – Long </span></p><p><span style="font-family: 'Book Antiqua'"><strong>Chakra:</strong> 40 (-15 per turn)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Damage: </strong>N/A</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Description:</strong> A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used twice per battle.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Familiars will remain on the battlefield for a maximum of four turns. </span></p><p><span style="font-family: 'Book Antiqua'">Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn. </span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be taught by Drackos</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Taught to:</span></p><p><span style="font-family: 'Book Antiqua'">1. Eight God <a href="http://narutobase.net/forums/showthread.php?t=645683&p=18771661&viewfull=1#post18771661">x</a></span></p><p><span style="font-family: 'Book Antiqua'">2. Akasha <a href="http://narutobase.net/forums/showthread.php?t=583297&p=18985317&viewfull=1#post18985317">x</a></span></p><p><span style="font-family: 'Book Antiqua'">3. Baldy <a href="http://narutobase.net/forums/showthread.php?t=663744&p=19198251#post19198251">x</a></span></p><p><span style="font-family: 'Book Antiqua'">4. Nathan <a href="http://narutobase.net/forums/showthread.php?t=567776&p=20633796&viewfull=1#post20633796">x</a></span></p><p><span style="font-family: 'Book Antiqua'">5. Zaph <a href="http://narutobase.net/forums/showthread.php?t=711890&p=20636426#post20636426">x</a></span></p><p><span style="font-family: 'Book Antiqua'">6. Professor Sarutobi <a href="http://narutobase.net/forums/showthread.php?t=712338">x</a></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=711213&page=10&p=20723177&viewfull=1#post20723177">(Suiton: Kyogi Hyo Furippu) – Water Release: Deceptive Table Flip</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive, Supplementary </span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short </span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20 (-50 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 10 (+5/+10)</span></p><p><span style="font-family: 'Book Antiqua'">Description: A rather deceptive Water Release technique and variant of Earth Style: Table Flip where the user will release Suiton chakra from their body to produce an average table with dimensions and stylistic features of their choosing (within reason of normal tables). The water produced will be effectively solid in nature allowing it to easily hold the weight of an average person, objects such as cups and plates, as well as average sized weapons and such. However, this table has a certain deceptive quality to it which is found in the nature of the water which stems from Water Release: Grudge Rain Technique. The water produced to form this table has potent chakra draining qualities which can be applied at the user’s discretion. The technique effectively drains 40 chakra per turn from those that come in contact with it, with the exception of the user of course. The chakra drained is then stored within the body of water and can be used for the user’s future techniques. For each 40 chakra drained the technique allows the user to use this water as a source for their next water techniques increasing its damage by five (5). This can reach a maximum of 10 bonus damage should the technique drain 80 chakra over two turns. In addition this technique can also absorb opposing techniques within elemental weaknesses and strengths to accomplish the same feat. Because of its draining capabilities it can produce a pseudo regenerative ability making it so this technique cannot be destroyed unless it is completely overwhelmed. As an added flair of damage the user can flip the table inflicting a meager 10 damage to the opponent. </span></p><p><span style="font-family: 'Book Antiqua'">Note: Can be used five (5) times per battle.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Taught to:</span></p><p><span style="font-family: 'Book Antiqua'">1. Gobi Gobletsson <a href="http://narutobase.net/forums/showthread.php?t=716289">x</a></span></p><p><span style="font-family: 'Book Antiqua'">2.</span></p><p><span style="font-family: 'Book Antiqua'">3.</span></p><p><span style="font-family: 'Book Antiqua'">4.</span></p><p><span style="font-family: 'Book Antiqua'">5.</span></p><p><span style="font-family: 'Book Antiqua'">6.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=711213&page=13&p=20782620&viewfull=1#post20782620">(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive, Defensive, Supplementary </span></p><p><span style="font-family: 'Book Antiqua'">Rank: Forbidden</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short – Long (Created in short-range)</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 50 (-20 per turn) (-100 to the target per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 90 (-40 to user)</span></p><p><span style="font-family: 'Book Antiqua'">Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques. </span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used once per battle. </span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be maintained for a maximum of four turns.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience. </span></p><p><span style="font-family: 'Book Antiqua'">Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Taught to:</span></p><p><span style="font-family: 'Book Antiqua'">1. Professor Sarutobi</span></p><p><span style="font-family: 'Book Antiqua'">2. Zanda</span></p><p><span style="font-family: 'Book Antiqua'">3. Houdinii</span></p><p><span style="font-family: 'Book Antiqua'">4. McRazor</span></p><p><span style="font-family: 'Book Antiqua'">5.</span></p><p><span style="font-family: 'Book Antiqua'">6.</span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]<a href="http://narutobase.net/forums/showthread.php?t=564248&p=16665649&viewfull=1#post16665649">Suiton: Chika mizu | Water Release: Subterranean Waters</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short/Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using his own chakra the user can, unbeknownst to his opponent, can create a single or multiple water sources within the earth. The water sources can vary in size, depending on the need of the user. The user can create up to 3 seperate sources but their size altogether can't exceed the size of a human sized pond. They don't form too deep in the ground, but about a meter or two beneath the surface. They can be used only as a source for other water techniques.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Usable only thrice (3) per battle</span></p><p><span style="font-family: 'Book Antiqua'">Note: Only McRazor can teach this</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=575701&p=16943131&viewfull=1#post16943131">( Suiton: Dāku• u~ōtāzu ) | Water Release: The Dark Waters</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short – Mid range</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user starts by forming three hand seals, and then manipulating Water within reach (short to mid range). The user will then insert his chakra into the water source, and cause this Water to turn into a dark, black flammable oil. This happens quite fast, and can easily be set ablaze with any fire based jutsu. This technique can be used to change the properties of Water, within reason, basically only allowing the user to change a water source of small size into the dark flammable oil. When used in a large water source, only a small patch will be changed.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">-Can only be taught by -L-</span></p><p><span style="font-family: 'Book Antiqua'">-Can only be used twice a fight</span></p><p><span style="font-family: 'Book Antiqua'">-Requires mastery of Water to be used</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=585693&p=17178152#post17178152">(Suiton: Kougake Kyojin Enkai) Water Style: Gauntlets Of The Giant Ocean</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Attack</span></p><p><span style="font-family: 'Book Antiqua'">Rank: Forbidden</span></p><p><span style="font-family: 'Book Antiqua'">Range: Mid-Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 50</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 90 (-30 to user)</span></p><p><span style="font-family: 'Book Antiqua'">Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used once</span></p><p><span style="font-family: 'Book Antiqua'">Note: This jutsu takes up two jutsu slots</span></p><p><span style="font-family: 'Book Antiqua'">Note: No other Water-jutsu in the same turn</span></p><p><span style="font-family: 'Book Antiqua'">Note: No Water-jutsu above S rank in the next two turns</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=589485&p=17272131&viewfull=1#post17272131">(Suiton: Shelob No Yūwaku) Water Release: Shelob's Temptation</a></span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Type: Attack/Supplementary/Defence</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 40 (-10 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user performs two handseals, manipulating the moisture in the air and ground so as to create a gigantic web made of wire thin threads comprised of water. The web envelops the area mid range around the user, being exceptionally inconspicuous due to the thin size of the threads and the translucency of the water. The threads have an exceptionally sticky like quality, as well as being rather elastic and having a solid like property. Should the opponent move, they would find themselves running into one of the threads, when they do so the vibrations of the threads movement would be sent directly back to the user, who is connected to the web via use of a single thread that attaches to the users chest. This effectively allows the user to detect the movement of any objects within the webs range of influence lest they find a way to avoid the webs entirely. This single web attached to the users chest is optional, and is not a requirement, leaving it up to the user whether he/she'd want it, as it'd be more or less useless if the user and his opponent have a clear view of each other. Also, when an object comes in contact with a thread, the web clings to them as it begins to expand and propagate, fully consuming the opponent in a sticky mass of water in an attempt to drown them or fully cease the objects movements. The user is capable of traversing through the web with ease, without being hindered. The user is also capable of removing the webs attachment from their chest, so as to prevent attacks conducting through the web and directly into them. Alternatively the user can perform an extra handseal upon the opponent being ensnared, this causes the web to abruptly snap in on the targeted object, trapping them within its wired embrace as it consumes them in an exceptionally large and exceptionally strong sticky bubble of imprisonment.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 2x</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be taught by Erzo</span></p><p><span style="font-family: 'Book Antiqua'">Note: Web lasts until either destroyed, or four turns pass.</span></p><p><span style="font-family: 'Book Antiqua'">Note: No Water jutsus higher than S-rank, in the same turn.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=613446&p=17951557&viewfull=1#post17951557">Water Release: Sea Wave (Suiton: Umi Nami)</a></span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offense/Deffense</span></p><p><span style="font-family: 'Book Antiqua'">Range: short-middle</span></p><p><span style="font-family: 'Book Antiqua'">Chakra cost: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage points: 40 (If used in conjuction with lighting - 60)</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for deffense or send it against the enemy. When send against the enemy the wave travels realy fast so it could be used almost imediatly after the previous jutsu. The damage increases if it's used in conjuction with lighting.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be taught by PowerOfDarkness.</span></p><p><span style="font-family: 'Book Antiqua'">Note Can only be used 2 times per battle.</span></p><p><span style="font-family: 'Book Antiqua'">Note: No water jutsu for the next turn.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=567369&page=2&p=18004669&viewfull=1#post18004669">(Suiton: Zerasu-jū no hara) - Water Release: Belly of the Zealous Beast</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S-rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40 (-80 per turn to the target)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A (80 if used Offensively)</span></p><p><span style="font-family: 'Book Antiqua'">Description: Tobirama, with his legendary mastery of water release, will send his water chakra at an area within mid-range. With the use of his water chakra, Tobirama can materialize an orb of water from thin air, which would quickly grow into a large blob of what appears to be a plump goblin made of water. The size of it would be about two times the size of the user, with a fairly large stomach and a body that is about 3 meter wide. The goblin itself is a sentient entity, capable of acting on its own accord. The water that makes up its body has similar properties to (Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique, therefore its ability focuses on absorbing chakra from targets that make contact, including Smaller summonings, Clones, Humans, etc. The main usage for this water blob is to utilize the unique ability of the water to absorb the target's chakra. This is done when the blob would race towards or attempt to approach the target and upon reaching short-range, it would open up its large belly, in which four long whips would emerge to grab a hold of the target's limbs and abruptly pull the target in the stomach. The whips are dense and almost solidified, allowing it to grab a hold of tangible beings despite being made of water. As it is pulled in, the blob's stomach would close, shutting the enemy inside. While the target is inside, he/she will lose chakra from the physical contact with the water, and any raw chakra created inside will be ineffective, like Rasengan, but elemental chakra would still work. The blob itself stays on the battlefield for three turns, however, if it successfully traps a target, the user will be able to manipulate it to stay on the battlefield for longer. Doing this would require a constant stream of chakra, therefore the user will be unable to perform any other techniques while the target is successfully trapped inside the belly. Absorbing chakra if the target is inside the belly has no turn limit, so long as the target is trapped inside. However, if the user deems necessary, with a single handseal, he/she can cause the walls to squeeze in together, trapping the target in an extremely pressurized orb of water that would easily crush anyone inside.</span></p><p><span style="font-family: 'Book Antiqua'">Notes and Restrictions:</span></p><p><span style="font-family: 'Book Antiqua'">- Tobirama bios can use this without hand seals or a water source. Alternatively, bios that don't have his water abilities will have to perform a set of five hand seals.</span></p><p><span style="font-family: 'Book Antiqua'">- The blob itself lasts for three turns, and if the user does not successfully trap the target within the stomach, or if it is destroyed, it will disperse back to water. </span></p><p><span style="font-family: 'Book Antiqua'">- Can only be used once and no water techniques above S-rank while this technique is active.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=567369&page=2&p=18450600&viewfull=1#post18450600">(Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S </span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40 (-15 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of fifteen meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of pulling the person that touched it into the currents, which would make them vulnerable to the goldfishes. It is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy. Releasing it in the same turn is generally only used if, A) The technique was successful, or B) The enemy was able to properly defend from it, or completely destroy it. If, for whatever reason, the user chooses to release the technique, the enemy will take in no damage unless they've been pierced by goldfishes, in which case, they will take the S-rank damage</span></p><p><span style="font-family: 'Book Antiqua'">Notes & Restrictions:</span></p><p><span style="font-family: 'Book Antiqua'">Note: Useable three times per battle with a four turn cooldown before each usage</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be taught by Edward.</span></p><p><span style="font-family: 'Book Antiqua'">Note: After using, cannot use A rank and higher Water jutsu the next turn.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Lasts 2 turns per usage.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="https://narutobase.net/forums/showthread.php?t=622496&page=2&p=21426689#post21426689">(Suiton: Poseidon no Paradokkusu) | Water Release: Poseidon's Paradox</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20 </span></p><p><span style="font-family: 'Book Antiqua'">Damage: +20</span></p><p><span style="font-family: 'Book Antiqua'">Description: A water technique which is ironically made so as to empower fire techniques. This technique essentially allows the user to preserve, enhance and materialize the moisture surrounding a fire technique, rapidly converting it into highly volatile sticky water that surges into the fire technique in question. The sudden materialization of such volatile water, and its sudden ignition by fire results in the water/flames exploding. The combination of flaming sticky water and erupting flames showering the surrounding area so as to incinerate and blast away anything caught within the explosion radius, with the sticky aspect of the water making sure that any victim unlucky enough to come into the briefest of contact with the exploding flames will be plagued by the napalm like super hot flaming water that will cling to their bodies and ignite anything else that may be flammable. This jutsu is performed through use of an additional hand-seal directly after a fire technique so that this jutsu may be used in such quick succession that it, and its predecessor fire technique occur in more or less the same time frame. Because of this techniques successive speed, it's best utilised in conjunction with ground originating fire techniques such as erupting fire pillars so as to produce the full effect of a violent and erratic explosion of fire, and to surprise and overwhelm an unsuspecting opponent. However the eruption can also be made to be more tamed and directional should the user manipulate the manner in which the water surges in, I.e making it surge in from behind the flames would result in a more forwardly based explosion, which would allow for its effective use alongside projectile based fire techniques. For instance empowering a released fireball from behind would create a unidirectional eruption, which would send a violent and shapeless maelstrom of spurting flames that would lather anything in, or near its path in an inflamed napalm like liquid, blasting forwards towards an enemy. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note:</span></p><p><span style="font-family: 'Book Antiqua'">- Can only be used 3x</span></p><p><span style="font-family: 'Book Antiqua'">- Cannot be used on consecutive turns</span></p><p><span style="font-family: 'Book Antiqua'">- No water techniques above A rank for the rest of the turn.</span></p><p><span style="font-family: 'Book Antiqua'">- Can only be taught by Scaze</span></p><p><span style="font-family: 'Book Antiqua'">- Cannot be used on sustained fire techniques (flamethrowers)</span></p><p><span style="font-family: 'Book Antiqua'">- Is also useable on fire CE and ignited flammable substances (such as ignited toad oil) (within reason). But cannot be used with Mystic Fire</span></p><p><span style="font-family: 'Book Antiqua'">- This technique can only be used on an alternate source of fire twice, and if used twice on an alternate source of fire then the user cannot use this technique again</span></p><p><span style="font-family: 'Book Antiqua'">- Can only be used on the turn as the targeted fire technique</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=583297&p=18985301&viewfull=1#post18985301">(Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30 (-10 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it deal any damage. The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules would immediately converge onto entities which are in motion and which speed is above the one of the user's when this technique was activated. Additionally, the molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs and never to be used offensively. When they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it, however following elemental weaknesses and strengths. Additionally this could only be used once during duration of the technique and such would have effects on the technique itself, making it wear off quicker (duration decreases by one turn).. Within the Chronosphere, the speed of an entity moving would be decreased up to four times compared to their original speed. This would apply only to solid entities. The closer they are to the one who performed this technique the greater is reduction of speed due to the more and more molecules attaching themselves onto an entity. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would (This would also apply to allies of the one who performed the technique due to the difference in chakra signature). Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would gradually decrease. However this happens over time, as more and more molecules attach to ones body. Furthermore, user would be able as to use the molecules as to completely stop specific part of the body (joints, hand, leg etc.) they are enveloping by mentally moving molecules once during duration of this technique. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movements. Keeping in mind that it would only work on people who are in motion and who's speed is greater than that of the user when this technique was first activated.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Lasts for four turns</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used twice per battle</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be Taught by Akasha</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://narutobase.net/forums/showthread.php?t=712338">(Suiton: Chika Enkai no Jutsu)- Water Release: Underground Ocean</a></span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra cost:40</span></p><p><span style="font-family: 'Book Antiqua'">Damage points: 30(damage a geyser would inflict if hit by one)</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user forms the snake hand seal and holds it while stomping on the ground twice releasing water chakra into the ground across the battlefield. For the next 2 turns the ground one foot below the surface begins turning into water, breaking down all the earth resulting in a muddy ocean a foot under the surface. After the end of the 2nd turn the pressure of the huge amount of water will crack the ground and result in several geysers at all ranges which begin flooding the field. If the surface is opened before the 2nd turn by an earth technique that creates holes (hiding like a mole for example) the user of it will be thrown back above ground by a geyser. The water can only be used as a water source for other water jutsu by the user because it is filled with his chakra.</span></p><p><span style="font-family: 'Book Antiqua'">-Once per battle.</span></p><p><span style="font-family: 'Book Antiqua'">-Takes 2 turns to fill underground and erupt up.</span></p><p><span style="font-family: 'Book Antiqua'">-Only taught by Professor Sarutobi.</span></p><p><span style="font-family: 'Book Antiqua'">-No water techniques above A rank the same and next turn.</span></p><p><span style="font-family: 'Book Antiqua'">-Dojutsu and sensory ninjas can see/feel the water beneath the surface.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><a href="https://narutobase.net/forums/showthread.php?t=733635">(Suiton: Hanguri-Kiri) - Water Release: Hungry Mist</a></span></p><p><span style="font-family: 'Book Antiqua'">Type: Defensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40 (-10 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will manipulate their mist and activate water's signature ability of draining in order to sap the chakra out of chakra based seals or seals that are in the process of being activated. This means that if the drain is active, users/targets will be unable to activate things such as exploding tags or seals that are written and not made purely by chakra. Chakra based seals would be drained completely. Seals made by the user can also be drained if he so desires but by default, they won't be. </span></p><p><span style="font-family: 'Book Antiqua'">⋩ Can only be used twice per battle</span></p><p><span style="font-family: 'Book Antiqua'">⋩ Drain can be prematurely deactivated.</span></p><p><span style="font-family: 'Book Antiqua'">⋩ Drain ability stays active as long as the mist in question.</span></p><p><span style="font-family: 'Book Antiqua'">⋩ While active, the user can only mold Water Techniques along with non-elemental abilities</span></p><p><span style="font-family: 'Book Antiqua'">[/spoiler]</span></p><p>[/QUOTE]</p>
[QUOTE="Drackos, post: 22089685, member: 215229"] [FONT=BOOK ANTIQUA][B]Water Release[/B] [url=http://narutobase.net/forums/showthread.php?t=157594&page=182&p=17152544&viewfull=1#post17152544][b](Suiton: Yokoshimana Doroppu)[/b] - Water Style: Devious Drop[/url][B] Type:[/b] Offensive, Supplementary [b]Rank:[/b] B [B]Range: [/B]Short – Mid [B]Chakra: [/B]20 [B]Damage:[/B] N/A Description: The user channels their suiton chakra into a water source within mid-range of them. The chakra will target the location where the opponent is standing and treat them as the epicenter for the technique which will cause the water to transform into a prism of syrup, glue-like water. The prism of water will suffocate the target and drag them down if they are unable to escape from it. The size of the prism can vary depending on the decision of the user. Its maximum size can cover up to a 10 meter radius from the epicenter however it can never be more than three meters deep. Note: Can only be used twice per battle. Note: Can only be taught by Drackos Taught to: 1.Detective L[url=http://narutobase.net/forums/showthread.php?t=575701&p=16943233&viewfull=1#post16943233] x[/url] 2.Noni[url=http://narutobase.net/forums/showthread.php?t=595248&p=17455693&viewfull=1#post17455693] x[/url] 3.Edward[url=http://narutobase.net/forums/showthread.php?t=567369&page=2&p=17981356&viewfull=1#post17981356] x[/url] 4.Akasha[url=http://narutobase.net/forums/showthread.php?t=583297&p=18199320&viewfull=1#post18199320] x[/url] 5.Scaze[url=http://narutobase.net/forums/showthread.php?t=622496&p=18199538&viewfull=1#post18199538] x[/url] 6. [url=http://narutobase.net/forums/showthread.php?t=157594&page=255&p=18709598&viewfull=1#post18709598][B](Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians [/B][/url] [B]Type:[/B] Offensive, Supplementary [B]Rank:[/B] S [B]Range:[/B] Short – Long [B]Chakra:[/B] 40 (-15 per turn) [B]Damage: [/B]N/A [B]Description:[/B] A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja. Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar. Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength. Note: Can only be used twice per battle. Note: Familiars will remain on the battlefield for a maximum of four turns. Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn. Note: Can only be taught by Drackos Taught to: 1. Eight God [url=http://narutobase.net/forums/showthread.php?t=645683&p=18771661&viewfull=1#post18771661]x[/url] 2. Akasha [url=http://narutobase.net/forums/showthread.php?t=583297&p=18985317&viewfull=1#post18985317]x[/url] 3. Baldy [url=http://narutobase.net/forums/showthread.php?t=663744&p=19198251#post19198251]x[/url] 4. Nathan [url=http://narutobase.net/forums/showthread.php?t=567776&p=20633796&viewfull=1#post20633796]x[/url] 5. Zaph [url=http://narutobase.net/forums/showthread.php?t=711890&p=20636426#post20636426]x[/url] 6. Professor Sarutobi [url=http://narutobase.net/forums/showthread.php?t=712338]x[/url] [url=http://narutobase.net/forums/showthread.php?t=711213&page=10&p=20723177&viewfull=1#post20723177](Suiton: Kyogi Hyo Furippu) – Water Release: Deceptive Table Flip[/url] Type: Offensive, Supplementary Rank: B Range: Short Chakra: 20 (-50 per turn) Damage: 10 (+5/+10) Description: A rather deceptive Water Release technique and variant of Earth Style: Table Flip where the user will release Suiton chakra from their body to produce an average table with dimensions and stylistic features of their choosing (within reason of normal tables). The water produced will be effectively solid in nature allowing it to easily hold the weight of an average person, objects such as cups and plates, as well as average sized weapons and such. However, this table has a certain deceptive quality to it which is found in the nature of the water which stems from Water Release: Grudge Rain Technique. The water produced to form this table has potent chakra draining qualities which can be applied at the user’s discretion. The technique effectively drains 40 chakra per turn from those that come in contact with it, with the exception of the user of course. The chakra drained is then stored within the body of water and can be used for the user’s future techniques. For each 40 chakra drained the technique allows the user to use this water as a source for their next water techniques increasing its damage by five (5). This can reach a maximum of 10 bonus damage should the technique drain 80 chakra over two turns. In addition this technique can also absorb opposing techniques within elemental weaknesses and strengths to accomplish the same feat. Because of its draining capabilities it can produce a pseudo regenerative ability making it so this technique cannot be destroyed unless it is completely overwhelmed. As an added flair of damage the user can flip the table inflicting a meager 10 damage to the opponent. Note: Can be used five (5) times per battle. Taught to: 1. Gobi Gobletsson [url=http://narutobase.net/forums/showthread.php?t=716289]x[/url] 2. 3. 4. 5. 6. [url=http://narutobase.net/forums/showthread.php?t=711213&page=13&p=20782620&viewfull=1#post20782620](Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid[/url] Type: Offensive, Defensive, Supplementary Rank: Forbidden Range: Short – Long (Created in short-range) Chakra: 50 (-20 per turn) (-100 to the target per turn) Damage: 90 (-40 to user) Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques. Note: Can only be used once per battle. Note: Can only be maintained for a maximum of four turns. Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience. Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death. Taught to: 1. Professor Sarutobi 2. Zanda 3. Houdinii 4. McRazor 5. 6. [spoiler][url=http://narutobase.net/forums/showthread.php?t=564248&p=16665649&viewfull=1#post16665649]Suiton: Chika mizu | Water Release: Subterranean Waters[/url] Type: Supplementary Rank: B Range: Short/Long Chakra: 20 Damage: N/A Description: Using his own chakra the user can, unbeknownst to his opponent, can create a single or multiple water sources within the earth. The water sources can vary in size, depending on the need of the user. The user can create up to 3 seperate sources but their size altogether can't exceed the size of a human sized pond. They don't form too deep in the ground, but about a meter or two beneath the surface. They can be used only as a source for other water techniques. Note: Usable only thrice (3) per battle Note: Only McRazor can teach this [url=http://narutobase.net/forums/showthread.php?t=575701&p=16943131&viewfull=1#post16943131]( Suiton: Dāku• u~ōtāzu ) | Water Release: The Dark Waters[/url] Type: Supplementary Rank: A rank Range: Short – Mid range Chakra: 30 Damage: N/A Description: The user starts by forming three hand seals, and then manipulating Water within reach (short to mid range). The user will then insert his chakra into the water source, and cause this Water to turn into a dark, black flammable oil. This happens quite fast, and can easily be set ablaze with any fire based jutsu. This technique can be used to change the properties of Water, within reason, basically only allowing the user to change a water source of small size into the dark flammable oil. When used in a large water source, only a small patch will be changed. -Can only be taught by -L- -Can only be used twice a fight -Requires mastery of Water to be used [url=http://narutobase.net/forums/showthread.php?t=585693&p=17178152#post17178152](Suiton: Kougake Kyojin Enkai) Water Style: Gauntlets Of The Giant Ocean[/url] Type: Attack Rank: Forbidden Range: Mid-Long Chakra: 50 Damage: 90 (-30 to user) Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue. Note: Can only be used once Note: This jutsu takes up two jutsu slots Note: No other Water-jutsu in the same turn Note: No Water-jutsu above S rank in the next two turns [url=http://narutobase.net/forums/showthread.php?t=589485&p=17272131&viewfull=1#post17272131](Suiton: Shelob No Yūwaku) Water Release: Shelob's Temptation[/url] Rank: S Type: Attack/Supplementary/Defence Range: Short - Long Chakra Cost: 40 (-10 per turn) Damage Points: N/A Description: The user performs two handseals, manipulating the moisture in the air and ground so as to create a gigantic web made of wire thin threads comprised of water. The web envelops the area mid range around the user, being exceptionally inconspicuous due to the thin size of the threads and the translucency of the water. The threads have an exceptionally sticky like quality, as well as being rather elastic and having a solid like property. Should the opponent move, they would find themselves running into one of the threads, when they do so the vibrations of the threads movement would be sent directly back to the user, who is connected to the web via use of a single thread that attaches to the users chest. This effectively allows the user to detect the movement of any objects within the webs range of influence lest they find a way to avoid the webs entirely. This single web attached to the users chest is optional, and is not a requirement, leaving it up to the user whether he/she'd want it, as it'd be more or less useless if the user and his opponent have a clear view of each other. Also, when an object comes in contact with a thread, the web clings to them as it begins to expand and propagate, fully consuming the opponent in a sticky mass of water in an attempt to drown them or fully cease the objects movements. The user is capable of traversing through the web with ease, without being hindered. The user is also capable of removing the webs attachment from their chest, so as to prevent attacks conducting through the web and directly into them. Alternatively the user can perform an extra handseal upon the opponent being ensnared, this causes the web to abruptly snap in on the targeted object, trapping them within its wired embrace as it consumes them in an exceptionally large and exceptionally strong sticky bubble of imprisonment. Note: Can only be used 2x Note: Can only be taught by Erzo Note: Web lasts until either destroyed, or four turns pass. Note: No Water jutsus higher than S-rank, in the same turn. [url=http://narutobase.net/forums/showthread.php?t=613446&p=17951557&viewfull=1#post17951557]Water Release: Sea Wave (Suiton: Umi Nami)[/url] Rank: A Type: Offense/Deffense Range: short-middle Chakra cost: 40 Damage points: 40 (If used in conjuction with lighting - 60) Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for deffense or send it against the enemy. When send against the enemy the wave travels realy fast so it could be used almost imediatly after the previous jutsu. The damage increases if it's used in conjuction with lighting. Note: Can only be taught by PowerOfDarkness. Note Can only be used 2 times per battle. Note: No water jutsu for the next turn. [url=http://narutobase.net/forums/showthread.php?t=567369&page=2&p=18004669&viewfull=1#post18004669](Suiton: Zerasu-jū no hara) - Water Release: Belly of the Zealous Beast[/url] Type: Offensive/Supplementary Rank: S-rank Range: Short-Mid Chakra: 40 (-80 per turn to the target) Damage: N/A (80 if used Offensively) Description: Tobirama, with his legendary mastery of water release, will send his water chakra at an area within mid-range. With the use of his water chakra, Tobirama can materialize an orb of water from thin air, which would quickly grow into a large blob of what appears to be a plump goblin made of water. The size of it would be about two times the size of the user, with a fairly large stomach and a body that is about 3 meter wide. The goblin itself is a sentient entity, capable of acting on its own accord. The water that makes up its body has similar properties to (Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique, therefore its ability focuses on absorbing chakra from targets that make contact, including Smaller summonings, Clones, Humans, etc. The main usage for this water blob is to utilize the unique ability of the water to absorb the target's chakra. This is done when the blob would race towards or attempt to approach the target and upon reaching short-range, it would open up its large belly, in which four long whips would emerge to grab a hold of the target's limbs and abruptly pull the target in the stomach. The whips are dense and almost solidified, allowing it to grab a hold of tangible beings despite being made of water. As it is pulled in, the blob's stomach would close, shutting the enemy inside. While the target is inside, he/she will lose chakra from the physical contact with the water, and any raw chakra created inside will be ineffective, like Rasengan, but elemental chakra would still work. The blob itself stays on the battlefield for three turns, however, if it successfully traps a target, the user will be able to manipulate it to stay on the battlefield for longer. Doing this would require a constant stream of chakra, therefore the user will be unable to perform any other techniques while the target is successfully trapped inside the belly. Absorbing chakra if the target is inside the belly has no turn limit, so long as the target is trapped inside. However, if the user deems necessary, with a single handseal, he/she can cause the walls to squeeze in together, trapping the target in an extremely pressurized orb of water that would easily crush anyone inside. Notes and Restrictions: - Tobirama bios can use this without hand seals or a water source. Alternatively, bios that don't have his water abilities will have to perform a set of five hand seals. - The blob itself lasts for three turns, and if the user does not successfully trap the target within the stomach, or if it is destroyed, it will disperse back to water. - Can only be used once and no water techniques above S-rank while this technique is active. [url=http://narutobase.net/forums/showthread.php?t=567369&page=2&p=18450600&viewfull=1#post18450600](Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods[/url] Type: Offensive Rank: S Range: Short-Mid Chakra: 40 (-15 per turn) Damage: 80 Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of fifteen meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of pulling the person that touched it into the currents, which would make them vulnerable to the goldfishes. It is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy. Releasing it in the same turn is generally only used if, A) The technique was successful, or B) The enemy was able to properly defend from it, or completely destroy it. If, for whatever reason, the user chooses to release the technique, the enemy will take in no damage unless they've been pierced by goldfishes, in which case, they will take the S-rank damage Notes & Restrictions: Note: Useable three times per battle with a four turn cooldown before each usage Note: Can only be taught by Edward. Note: After using, cannot use A rank and higher Water jutsu the next turn. Note: Lasts 2 turns per usage. [url=https://narutobase.net/forums/showthread.php?t=622496&page=2&p=21426689#post21426689](Suiton: Poseidon no Paradokkusu) | Water Release: Poseidon's Paradox[/url] Type: Offensive/Supplementary Rank: B Range: Short - Long Chakra: 20 Damage: +20 Description: A water technique which is ironically made so as to empower fire techniques. This technique essentially allows the user to preserve, enhance and materialize the moisture surrounding a fire technique, rapidly converting it into highly volatile sticky water that surges into the fire technique in question. The sudden materialization of such volatile water, and its sudden ignition by fire results in the water/flames exploding. The combination of flaming sticky water and erupting flames showering the surrounding area so as to incinerate and blast away anything caught within the explosion radius, with the sticky aspect of the water making sure that any victim unlucky enough to come into the briefest of contact with the exploding flames will be plagued by the napalm like super hot flaming water that will cling to their bodies and ignite anything else that may be flammable. This jutsu is performed through use of an additional hand-seal directly after a fire technique so that this jutsu may be used in such quick succession that it, and its predecessor fire technique occur in more or less the same time frame. Because of this techniques successive speed, it's best utilised in conjunction with ground originating fire techniques such as erupting fire pillars so as to produce the full effect of a violent and erratic explosion of fire, and to surprise and overwhelm an unsuspecting opponent. However the eruption can also be made to be more tamed and directional should the user manipulate the manner in which the water surges in, I.e making it surge in from behind the flames would result in a more forwardly based explosion, which would allow for its effective use alongside projectile based fire techniques. For instance empowering a released fireball from behind would create a unidirectional eruption, which would send a violent and shapeless maelstrom of spurting flames that would lather anything in, or near its path in an inflamed napalm like liquid, blasting forwards towards an enemy. Note: - Can only be used 3x - Cannot be used on consecutive turns - No water techniques above A rank for the rest of the turn. - Can only be taught by Scaze - Cannot be used on sustained fire techniques (flamethrowers) - Is also useable on fire CE and ignited flammable substances (such as ignited toad oil) (within reason). But cannot be used with Mystic Fire - This technique can only be used on an alternate source of fire twice, and if used twice on an alternate source of fire then the user cannot use this technique again - Can only be used on the turn as the targeted fire technique [url=http://narutobase.net/forums/showthread.php?t=583297&p=18985301&viewfull=1#post18985301](Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere[/url] Type: Supplementary/Defensive Rank: A Range: Short - Mid Chakra: 30 (-10 per turn) Damage: N/A Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it deal any damage. The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules would immediately converge onto entities which are in motion and which speed is above the one of the user's when this technique was activated. Additionally, the molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs and never to be used offensively. When they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it, however following elemental weaknesses and strengths. Additionally this could only be used once during duration of the technique and such would have effects on the technique itself, making it wear off quicker (duration decreases by one turn).. Within the Chronosphere, the speed of an entity moving would be decreased up to four times compared to their original speed. This would apply only to solid entities. The closer they are to the one who performed this technique the greater is reduction of speed due to the more and more molecules attaching themselves onto an entity. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would (This would also apply to allies of the one who performed the technique due to the difference in chakra signature). Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would gradually decrease. However this happens over time, as more and more molecules attach to ones body. Furthermore, user would be able as to use the molecules as to completely stop specific part of the body (joints, hand, leg etc.) they are enveloping by mentally moving molecules once during duration of this technique. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movements. Keeping in mind that it would only work on people who are in motion and who's speed is greater than that of the user when this technique was first activated. Note: Lasts for four turns Note: Can only be used twice per battle Note: Can only be Taught by Akasha [url=http://narutobase.net/forums/showthread.php?t=712338](Suiton: Chika Enkai no Jutsu)- Water Release: Underground Ocean[/url] Rank: S Type: Offensive/Supplementary Range: Short-long Chakra cost:40 Damage points: 30(damage a geyser would inflict if hit by one) Description: The user forms the snake hand seal and holds it while stomping on the ground twice releasing water chakra into the ground across the battlefield. For the next 2 turns the ground one foot below the surface begins turning into water, breaking down all the earth resulting in a muddy ocean a foot under the surface. After the end of the 2nd turn the pressure of the huge amount of water will crack the ground and result in several geysers at all ranges which begin flooding the field. If the surface is opened before the 2nd turn by an earth technique that creates holes (hiding like a mole for example) the user of it will be thrown back above ground by a geyser. The water can only be used as a water source for other water jutsu by the user because it is filled with his chakra. -Once per battle. -Takes 2 turns to fill underground and erupt up. -Only taught by Professor Sarutobi. -No water techniques above A rank the same and next turn. -Dojutsu and sensory ninjas can see/feel the water beneath the surface. [url=https://narutobase.net/forums/showthread.php?t=733635](Suiton: Hanguri-Kiri) - Water Release: Hungry Mist[/url] Type: Defensive/Supplementary Rank: S Range: Short - Long Chakra: 40 (-10 per turn) Damage: N/A Description: The user will manipulate their mist and activate water's signature ability of draining in order to sap the chakra out of chakra based seals or seals that are in the process of being activated. This means that if the drain is active, users/targets will be unable to activate things such as exploding tags or seals that are written and not made purely by chakra. Chakra based seals would be drained completely. Seals made by the user can also be drained if he so desires but by default, they won't be. ⋩ Can only be used twice per battle ⋩ Drain can be prematurely deactivated. ⋩ Drain ability stays active as long as the mist in question. ⋩ While active, the user can only mold Water Techniques along with non-elemental abilities [/spoiler][/FONT] [/QUOTE]
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