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Naruto Role Playing
Jutsu
Custom Jutsu Users
~xHoudinii's Bag Of Magic Tricks~
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<p>[QUOTE="Houdinii, post: 14850127, member: 105769"]</p><p><span style="font-size: 15px">Water:</span></p><p></p><p>(Suiton: Kaizoku no Uragiri no Ikari)- Water Release: Rage of the Sea King’s Betrayal</p><p>Type: Offensive/Defensive</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra cost: 40</p><p>Damage Points: 80</p><p>Description: The user will perform three hand seals, and then channel their suiton chakra to their feet. By stomping on the ground, the user will perform nature transformation on their chakra, changing it into water. The stomp on the ground raises a domed, hollow cylinder of water, with the user inside. The cylinder of water is very thin but does not compromise its strength, which allows the user to easily see through it. This can be used to defend against attacks. Once the domed cylinder is formed around the user, they have the option of performing another hand seal, which unwraps the cylinder starting from the back, wrapping it around to the front, forming a straight water wall. The wall will then release hundreds of marble sized bullets of water as it is unwrapping, covering the entire battlefield in front of the user. These bullets can reach up to long range.</p><p>- No water techniques above A-rank for the next turn</p><p>- Usable twice per battle</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=591122&p=17723703&viewfull=1#post17723703">http://narutobase.net/forums/showthread.php?t=591122&p=17723703&viewfull=1#post17723703</a> ~Has since been updated by Selendrile</p><p></p><p></p><p>(Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip</p><p>Type: Attack/Supplementary</p><p>Rank: A </p><p>Range: Mid - Long</p><p>Chakra: 30 (-10 per turn afterwards)</p><p>Damage: (-15 dmg per turn)</p><p>Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents. </p><p></p><p>NOTES </p><p>►Can be used three per battle</p><p>►Has a 4 turn cooldown between each use</p><p>►Can only be taught by ZandaT</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=657454">http://narutobase.net/forums/showthread.php?t=657454</a></p><p></p><p>(Suiton : Uso o tsuku no nami) - Water Release : Deceitful Wave </p><p>Type: Supplementary</p><p>Rank: A-Rank</p><p>Range: Short - Long</p><p>Chakra Cost: 30</p><p>Damage points: 60</p><p>Description:</p><p>The user manipulates a pre-existing water technique/source that they have used (not the opponents) and will imbue their chakra into the water and they will manipulate it again by performing a hand seal. The water jutsu will split into two smaller projectiles and instead of going straight towards the enemy they will move to the left and right, changing into spinning discs of cutting water and attacking the opponent from the sides instead of from in front. The amount of water can be small or large, but this jutsu will only work on projectiles of water or streams, not massive bodies of water like waves that can cover a battlefield and they must be techniques shot at the opponent, not ones that come from around them. However this can be used on still bodies of water that you've used previously (pre-existing source), parting it and making it move to attack from two different sides - for example if there is a puddle of water leftover from Gushing Water Imprisonment, you can split the water and manipulate it into discs and so forth.</p><p></p><p>-Can only be taught by LonelyAssassin</p><p>-Can only be used three times.</p><p>-2 Turn Cooldown</p><p>- Can also be used on existing bodies of water, although only the amount of water needed for this technique is used. Not the entire body of water</p><p></p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=665492&p=19237507#post19237507">http://narutobase.net/forums/showthread.php?t=665492&p=19237507#post19237507</a></p><p></p><p></p><p>(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor</p><p>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</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=662042">http://narutobase.net/forums/showthread.php?t=662042</a></p><p></p><p></p><p>(Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection</p><p></p><p>Type: Defense </p><p>Rank: S </p><p>Range: Short </p><p>Chakra Cost: 40 </p><p>Damage Points: N/A </p><p>Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc). </p><p></p><p>Note: Can only be used three times </p><p>Note: Can not be used in consecutive turns </p><p>Note: Can only be taught by Joker </p><p>Note: Can only absorb and transfer elements that work logically (KG and CE alike) </p><p>Note: Elemental strength and weakness stays the same</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=662042">http://narutobase.net/forums/showthread.php?t=662042</a></p><p></p><p></p><p>(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus</p><p>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 </p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=662042&p=20399675#post20399675">http://narutobase.net/forums/showthread.php?t=662042&p=20399675#post20399675</a></p><p></p><p></p><p>Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring </p><p>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</p><p></p><p>learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=698023">http://narutobase.net/forums/showthread.php?t=698023</a></p><p></p><p></p><p>Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control</p><p>Type: Supplementary/Defensive </p><p>Rank: S </p><p>Range: Short - Long (Depending on the Technique used upon) </p><p>Chakra Cost: 40 (-10 for every turn active) </p><p>Damage Points: </p><p>Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W. </p><p></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: Lasts a max of four turns, and can be stopped by the user whenever </p><p>Note: Can not use another S-rank water technique in the same turn. </p><p>Note: Tainting techniques takes one of the three jutsu slots</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=698023&p=20557779#post20557779">http://narutobase.net/forums/showthread.php?t=698023&p=20557779#post20557779</a></p><p></p><p>(Suition: Yami ni Orimasu) - Water Release: Descend to Darkness </p><p>Show</p><p>Type: Offense/Supplementary/Defense</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra Cost: 40 (+10 each turn)</p><p>Damage Points: 80</p><p>Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created. </p><p></p><p>Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=705081&p=20734614#post20734614">http://narutobase.net/forums/showthread.php?t=705081&p=20734614#post20734614</a></p><p></p><p></p><p>Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth</p><p>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 </p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=698023&page=2&p=20863567#post20863567">http://narutobase.net/forums/showthread.php?t=698023&page=2&p=20863567#post20863567</a></p><p></p><p></p><p>(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid</p><p>Type: Offensive, Defensive, Supplementary </p><p>Rank: Forbidden</p><p>Range: Short – Long (Created in short-range)</p><p>Chakra: 50 (-20 per turn) (-100 to the target per turn)</p><p>Damage: 90 (-40 to user)</p><p>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. </p><p>Note: Can only be used once per battle. </p><p>Note: Can only be maintained for a maximum of four turns.</p><p>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. </p><p>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. </p><p></p><p>Learned here: </p><p><a href="http://narutobase.net/forums/showthread.php?t=715812&p=20912785#post20912785">http://narutobase.net/forums/showthread.php?t=715812&p=20912785#post20912785</a></p><p></p><p>(Suiton: Chokkan) — Water Release: Spirit's Sixth Sense</p><p>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.</p><p></p><p>Learned here:</p><p><a href="https://narutobase.net/forums/showthread.php?t=730707">https://narutobase.net/forums/showthread.php?t=730707</a></p><p></p><p>(Suiton: Charybdis Kōka) Water Style: The Charybdis Alteration</p><p>Type: Offensive/Supplementary</p><p>Rank: B</p><p>Range: N/A</p><p>Chakra: 20</p><p>Damage: N/A</p><p>Description: The Charybdis Alteration is a simple but useful technique that involves infusing additional chakra into the users water techniques. Water, as a liquid, is capable of invading porous substances such as the ground due to its fluid nature. The Charybdis Alteration seeks to double down on this effect through use of chakra. Under the use of this technique, utilised water techniques will be capable of breaking down into small, minute particles, and ‘soaking’ into porous structures such as the earth upon impact. Thereby, the water technique will, instead of travelling as a body of whole liquid, be capable of traversing in the form of moisture through a solid medium, and then later resurfacing to once again condense into a whole liquid body. What this means is that the user could, for instance, aim a water technique at the ground and, instead of splattering off of the earth, the water technique will immediately soak into it upon contact - devolving into moisture and small particles and utilising the earth as a medium for travel. The same water technique could then re-emerge from the earth at another area, geysering out of the ground as it reforms into a whole body again. Essentially, this allows water techniques to travel through, or use porous structures as a medium for travel. Naturally, this will not be effective if the substance in question is infused with greater amounts of chakra than the water technique in question (following elemental S/W).</p><p></p><p>Notes:</p><p>This technique can be activated instantly as a result of having no independent usages, and will apply to all of the users water techniques (where logically applicable). It will last for two turns, and can only be used twice, furthermore, once it’s duration expires the user will be barred from using Water techniques A rank and above on the next turn. Water techniques with this alteration applied are infused with an additional 10 chakra. However, the drawback of this is that the Charybdis Alteration is sustained, therefore so long as the user is utilising a water technique with this effect applied, and wishes for the effect to remain active on the technique in question, the user will be barred from using elemental jutsu other than Water (or KG/CE that have Water as a part). Naturally, the user will not be barred if they choose to not apply this effect to a water technique, or wish for this effect to no longer be maintain on a water technique.</p><p></p><p>Learned here:</p><p><a href="https://narutobase.net/forums/showthread.php?t=761956&p=21822548#post21822548">https://narutobase.net/forums/showthread.php?t=761956&p=21822548#post21822548</a></p><p>[/QUOTE]</p>
[QUOTE="Houdinii, post: 14850127, member: 105769"] [SIZE=4]Water:[/SIZE] (Suiton: Kaizoku no Uragiri no Ikari)- Water Release: Rage of the Sea King’s Betrayal Type: Offensive/Defensive Rank: S Range: Short-Long Chakra cost: 40 Damage Points: 80 Description: The user will perform three hand seals, and then channel their suiton chakra to their feet. By stomping on the ground, the user will perform nature transformation on their chakra, changing it into water. The stomp on the ground raises a domed, hollow cylinder of water, with the user inside. The cylinder of water is very thin but does not compromise its strength, which allows the user to easily see through it. This can be used to defend against attacks. Once the domed cylinder is formed around the user, they have the option of performing another hand seal, which unwraps the cylinder starting from the back, wrapping it around to the front, forming a straight water wall. The wall will then release hundreds of marble sized bullets of water as it is unwrapping, covering the entire battlefield in front of the user. These bullets can reach up to long range. - No water techniques above A-rank for the next turn - Usable twice per battle Learned here: [URL="http://narutobase.net/forums/showthread.php?t=591122&p=17723703&viewfull=1#post17723703"]http://narutobase.net/forums/showthread.php?t=591122&p=17723703&viewfull=1#post17723703[/URL] ~Has since been updated by Selendrile (Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip Type: Attack/Supplementary Rank: A Range: Mid - Long Chakra: 30 (-10 per turn afterwards) Damage: (-15 dmg per turn) Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents. NOTES ►Can be used three per battle ►Has a 4 turn cooldown between each use ►Can only be taught by ZandaT Learned here: [URL="http://narutobase.net/forums/showthread.php?t=657454"]http://narutobase.net/forums/showthread.php?t=657454[/URL] (Suiton : Uso o tsuku no nami) - Water Release : Deceitful Wave Type: Supplementary Rank: A-Rank Range: Short - Long Chakra Cost: 30 Damage points: 60 Description: The user manipulates a pre-existing water technique/source that they have used (not the opponents) and will imbue their chakra into the water and they will manipulate it again by performing a hand seal. The water jutsu will split into two smaller projectiles and instead of going straight towards the enemy they will move to the left and right, changing into spinning discs of cutting water and attacking the opponent from the sides instead of from in front. The amount of water can be small or large, but this jutsu will only work on projectiles of water or streams, not massive bodies of water like waves that can cover a battlefield and they must be techniques shot at the opponent, not ones that come from around them. However this can be used on still bodies of water that you've used previously (pre-existing source), parting it and making it move to attack from two different sides - for example if there is a puddle of water leftover from Gushing Water Imprisonment, you can split the water and manipulate it into discs and so forth. -Can only be taught by LonelyAssassin -Can only be used three times. -2 Turn Cooldown - Can also be used on existing bodies of water, although only the amount of water needed for this technique is used. Not the entire body of water Learned here: [URL="http://narutobase.net/forums/showthread.php?t=665492&p=19237507#post19237507"]http://narutobase.net/forums/showthread.php?t=665492&p=19237507#post19237507[/URL] (Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor 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 Learned here: [URL="http://narutobase.net/forums/showthread.php?t=662042"]http://narutobase.net/forums/showthread.php?t=662042[/URL] (Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection Type: Defense Rank: S Range: Short Chakra Cost: 40 Damage Points: N/A Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc). Note: Can only be used three times Note: Can not be used in consecutive turns Note: Can only be taught by Joker Note: Can only absorb and transfer elements that work logically (KG and CE alike) Note: Elemental strength and weakness stays the same Learned here: [URL="http://narutobase.net/forums/showthread.php?t=662042"]http://narutobase.net/forums/showthread.php?t=662042[/URL] (Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus 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 Learned here: [URL="http://narutobase.net/forums/showthread.php?t=662042&p=20399675#post20399675"]http://narutobase.net/forums/showthread.php?t=662042&p=20399675#post20399675[/URL] Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring 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 learned here: [URL="http://narutobase.net/forums/showthread.php?t=698023"]http://narutobase.net/forums/showthread.php?t=698023[/URL] Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control Type: Supplementary/Defensive Rank: S Range: Short - Long (Depending on the Technique used upon) Chakra Cost: 40 (-10 for every turn active) Damage Points: Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W. Note: Can only be taught by Yusei Note: Can only be used twice Note: Can not be used in consecutive turns Note: Lasts a max of four turns, and can be stopped by the user whenever Note: Can not use another S-rank water technique in the same turn. Note: Tainting techniques takes one of the three jutsu slots Learned here: [URL="http://narutobase.net/forums/showthread.php?t=698023&p=20557779#post20557779"]http://narutobase.net/forums/showthread.php?t=698023&p=20557779#post20557779[/URL] (Suition: Yami ni Orimasu) - Water Release: Descend to Darkness Show Type: Offense/Supplementary/Defense Rank: S Range: Short - Long Chakra Cost: 40 (+10 each turn) Damage Points: 80 Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created. Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created. Learned here: [url]http://narutobase.net/forums/showthread.php?t=705081&p=20734614#post20734614[/url] Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth 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 Learned here: [URL="http://narutobase.net/forums/showthread.php?t=698023&page=2&p=20863567#post20863567"]http://narutobase.net/forums/showthread.php?t=698023&page=2&p=20863567#post20863567[/URL] (Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid 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. Learned here: [URL="http://narutobase.net/forums/showthread.php?t=715812&p=20912785#post20912785"]http://narutobase.net/forums/showthread.php?t=715812&p=20912785#post20912785[/URL] (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. Learned here: [URL="https://narutobase.net/forums/showthread.php?t=730707"]https://narutobase.net/forums/showthread.php?t=730707[/URL] (Suiton: Charybdis Kōka) Water Style: The Charybdis Alteration Type: Offensive/Supplementary Rank: B Range: N/A Chakra: 20 Damage: N/A Description: The Charybdis Alteration is a simple but useful technique that involves infusing additional chakra into the users water techniques. Water, as a liquid, is capable of invading porous substances such as the ground due to its fluid nature. The Charybdis Alteration seeks to double down on this effect through use of chakra. Under the use of this technique, utilised water techniques will be capable of breaking down into small, minute particles, and ‘soaking’ into porous structures such as the earth upon impact. Thereby, the water technique will, instead of travelling as a body of whole liquid, be capable of traversing in the form of moisture through a solid medium, and then later resurfacing to once again condense into a whole liquid body. What this means is that the user could, for instance, aim a water technique at the ground and, instead of splattering off of the earth, the water technique will immediately soak into it upon contact - devolving into moisture and small particles and utilising the earth as a medium for travel. The same water technique could then re-emerge from the earth at another area, geysering out of the ground as it reforms into a whole body again. Essentially, this allows water techniques to travel through, or use porous structures as a medium for travel. Naturally, this will not be effective if the substance in question is infused with greater amounts of chakra than the water technique in question (following elemental S/W). Notes: This technique can be activated instantly as a result of having no independent usages, and will apply to all of the users water techniques (where logically applicable). It will last for two turns, and can only be used twice, furthermore, once it’s duration expires the user will be barred from using Water techniques A rank and above on the next turn. Water techniques with this alteration applied are infused with an additional 10 chakra. However, the drawback of this is that the Charybdis Alteration is sustained, therefore so long as the user is utilising a water technique with this effect applied, and wishes for the effect to remain active on the technique in question, the user will be barred from using elemental jutsu other than Water (or KG/CE that have Water as a part). Naturally, the user will not be barred if they choose to not apply this effect to a water technique, or wish for this effect to no longer be maintain on a water technique. Learned here: [URL="https://narutobase.net/forums/showthread.php?t=761956&p=21822548#post21822548"]https://narutobase.net/forums/showthread.php?t=761956&p=21822548#post21822548[/URL] [/QUOTE]
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