[CJ] Wind Swag

Jᴀʏ

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(Futon: Futo hebi no kiba) - Wind Release: Wind Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique wind technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest their wind element in the air taking control of the wind currents to form a large torrent of opaque wind shaped as snakes will pour out surrounding a target or targets and wrapping around them. The wind while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense wind in nature making their binding ability quite impressive preventing an enemy wrapped in them from moving freely, the radius of this technique is 10m. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another wind or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting wind technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the wind snakes. This usage is considered as an active boost and follows the rules and restrictions of such. The second application can only be used as a method of boosting not a stand alone technique.


Note: May be used two times per battle overall. Two turns between uses.
Note: If combined with a water technique in it's second form it will be considered a wind/water combo. Combined with a wind technique just creates a stronger wind. Boosting can only be applied to A ranks and below.
Note: No wind jutsu A rank or above in the following turn.
Note: This must be created at least 10m above the opponent
Note: Controlling the direction of the snakes will cost as a move per turn and the user can only use wind release while maintaining control.
Note: May only be taught by Jhin

The user can either use this as a stand alone technique releasing snakes of wind that are opaque and capable of binding/biting into the opponent. Or as a boosting technique to a Wind or Water technique, adding onto the overall power. The user is able to manipulate these non-sentient snakes however changing their direction will cost a move slot. The user can control the snakes through hand-jestures and the snakes must be created at least ten meters above the opponent.
 

Jᴀʏ

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(Futon: Burakku Susabādo) — Wind Release: Emboldened Black Scabbard
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: After performing an attack whether elemental or something as simple as launching a kunai the user will perform an additonal three hand-seals. The user will concentrate wind chakra onto said object or technique. The wind simply shroud's the technique, the shroud in no way increases the damage or effects the properties of the technique in any other way then the purpose of this jutsu. It's purpose is to mute and negate any sound that the technique might make. Wind Release, being the natural weakness to sound is effective in muffling and distorting sound. The user uses the wind in order to form a barrier of sorts to surround techniques. The shroud prevent's the technique itself from making sounds like the sound a sharp projectile makes when it cuts through the air etc, by preventing contact to the air surrounding the projectile. Moreover, since air is the medium in which sound travels the wind is effective in negating the sound any non-energy based element makes, the whooshing of water, crumbling of earth, etc all these sounds that are produced when forming and launching certain techniques are contained by the wind barrier. Granted this technique does not account for the vibrations created by earth techniques or techniques that move through the earth. However, for techniques moving throughout the air such as a spear of water, or the throwing of a kunai. The wind is capable of counteracting sound outside and inside the shroud.This technique does not take up a slot in time-frame but will consume a move-slot upon use.

Note: Can only be taught by Jᴀʏ
Note: Cannot be used for techniques created underground, or energy-based techniques.

for

(Doton: Doro hebi no kiba) - Earth Release: Mud Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique earth technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest a portal similar to the earth release mud drop. However instead of normal mud forming in this portal a large torrent of mud shaped as snakes will pour out surrounding a target or targets and wrapping around them. The mud while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense mud in nature much like the swamp of the underworld making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another earth or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting earth technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the muddy snakes. This usage is considered as an active boost and follows the rules and restrictions of such.


Note: May be used two times per battle overall.
Note: If combined with a water technique in it's second form it will be considered a earth/water combo. Combined with a earth technique just creates a stronger Earth.
Note: No Earth jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin

and

(Suiton: Chokkan) — Water Release: Spirit's Sixth Sense
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.

for

(Katon: Moeru hebi no kiba) - Fire Release: Burning Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique fire technique can be performed in two ways, as a single stand alone technique which requires two handseals, dragon and tiger followed by the clapping of the hands. Using it in this form allows the user to manifest a fiery portal similar to the earth release mud drop. However instead of mud forming in this portal a large torrent of fire shaped as snakes will pour out surrounding a target or targets and wrapping around them. The fire while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are solid in nature much like the dragon head fireballs making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another fire or wind technique and will cause the snakes to burst forth from the user merging with the preexisting technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the flaming snakes. This usage is considered as an active boost and follows the rules and restrictions of such.

Note: May be used two times per battle overall.
Note: If combined with a wind technique in it's second form it will be considered a fire/wind combo. Combined with a fire technique just creates a stronger fire.
Note: No fire jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin
 
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ReXii

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Alright I'll learn those two first then switch over for the other two. Scabbard is basically a silent coating for jutsu and tools, only works on certain things. Explains what they are. The second is an underground cthulu, can use sticky syrup coating on itself as well as straight damage. Go ahead and explain the two you want.
 

Jᴀʏ

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Alright I'll learn those two first then switch over for the other two. Scabbard is basically a silent coating for jutsu and tools, only works on certain things. Explains what they are. The second is an underground cthulu, can use sticky syrup coating on itself as well as straight damage. Go ahead and explain the two you want.
Basically the same as Wind Snake Fang but with less restrictions, can be used on S ranks and within the same time-frame for the boosting ability. The straight up attack is a lot like Sticky Mud Drop, but the mud one is mud snakes and the fire one is fire snakes. The fire one can be used to boost fire jutsu and wind jutsu. If its used on the later it's considered a Wind Fire Combo, former just a fire boost. The mud one can be used on a water tech and an earth technique, if its used on the former it's a water/earth combo, later just an earth boost. These two are especially useful to pump out those high DMG attacks.
 
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