Re: ±±Custom Jutsu Submission±±
Suiton: Megami Kontorōru | Water Release: The Goddess Control
Damage: N/A (up to 60 if used offensively)
A powerful ability, the Goddess Control can be used in two ways. One can use the ability passively to seize control over nearby moisture or water molecules (even from mist, clouds, rain, etc) and exert his will over them through hand gestures. While the damage produced by the technique is directly related to the amount of water manipulated and the momentum one can induce, one can even alter weather patterns (mists, rain, clouds, etc) or defend from enemy techniques, making the possible uses of the technique much more defense oriented than offensive. The second use of the technique is to use it to enable a water source of other techniques that would otherwise require it. The user will take control of the moisture in the atmosphere or anywhere nearby and condense it as he shapes it for the following technique that would require it. While the user will perform two techniques, the first one will act as a simple ability and the second one as the technique, meaning that while he'll spend 2 moves, he will be able to do it in almost the same time he'd take to do the second technique.
Note: usable 5 times per battle
Note: if the atmosphere is depleted of moisture the technique will serve no effect as moisture has to be present on the field to be usable
Note: can only be taught by Scorps
Mokuton: Urin | Wood Release: Rain Forest
Rank: Forbidden Rank
Chakra: 50 (-10 per turn)
Damage: N/A (-20 to the user)
The user will do 3 handseals (Tiger+Boar+Snake), spreading his chakra through the battle field. As the chakra spreads, humongous trees rise from the ground all around following the spread of the chakra. As the technique progresses through the following seconds, the trees grow taller and denser, spreading branches, intertwining their roots and blocking the sky. The result after a few seconds (5 or 6) is a large, dense forest of enormous trees, larger than any boss summon. The forest itself is so densely rooted into the ground that the earth itself becomes out of reach for earth techniques. However, since the trees are so high and large, the space between the trunks will still enable mid range skirmishes at ground level with some clearance as no branches exist at that height. After the forest has been created, the high humidity of its atmosphere triggers rain to fall in large rain drops. The moisture is so high that water techniques will be able to be used without a water source for both user and enemy but in return, using lightning techniques becomes dangerous, as self electrocution will happen to add a backfire damage of 1/2 the original power of the technique used. Because of this overflow of water, water based techniques and special elements such as Ice or even Wood are must faster and bigger in size (but with the same strength) both those of the user and the enemy. The rain will fall intensely in the densely netted root floor that will retain it. As time passes, the water will rise, creating after 3 turns a 5 meter deep water field in the whole forest that will be kept at that level throughout the battle. All the water present in the forest has the users chakra at very very low levels, not preventing the enemy from using it for water techniques or damaging the enemy in any way. In return, the small chakra levels in the water molecules serves as a sort of sensing ability. The user is able to sense where this moisture/water moves and when it touches anything. It doesn't detect chakra or anything other than physical contact with something but it does serve as an effective contact detection technique. The information is relayed to the user in real time. This technique, however, comes with a great drawback. The technique automatically zaps chakra from the user constantly to keep the moisture levels high enough to keep raining which drains the user as time passes and lowers his overall stamina levels. The forest itself is very resilient due to its massive size and bulk but still follows normal wood release weaknesses.
Note: usable once
Note: can only use S-ranks and below next and same turn
Note: counts as 2 moves
Note: enemy can easily defend from the large growing trees with Taijutsu and agility if he so desires due to the unfocused nature of the technique that isn't designed to attack the enemy directly, although it will still make him lose his footing due to the tremors and movement of the large trees growing all around
Note: user is unable to use Fire Release techniques while he's fueling chakra into the technique.
Note: the user can fuel the technique with chakra as long as he has it but can also stop it when he wishes, if needed and doing so slowly replenishes his stamina to its normal levels
Note: the forest is kept living and existing, even if not fueled with chakra unless its destroyed by a large enough technique.
Note: after 5 turns, the user will feel the fatigue and will lose the ability to mold Forbidden rank techniques, after 7 turns, S-Ranks. If he manages to be alive at the end of the 10th turn, he won't be able to fuel chakra into the technique at the risk of passing out due to exhaustion.
Note: can only be taught by Scorps
Mokuton/Doton Hijutsu: Chikyū no Sakebi | Wood and Earth Release Hidden Technique: Terra Clamare
Damage: 90 (-20 to the user)
Terra Clamare is the ultimate technique known to Mokuton users. Its described as calling the forth the essence of the earth to attack ones enemies. The user with do 4 handseals (Boar+Tiger+Dog+Ram) and unleash his chakra towards the desired target area. The user will use an earth reinforced amount of wood release chakra to forcefully break apart the earth in the chosen area. This is done by taking advantage of the "nature" of wood release to infiltrate and break apart earth but in a "lato sensu" or, in literal english, broader sense; primal nature of that characteristic. The earth will break apart in a mere moment in such a minute scale that the molecules of the different elements that compose it (minerals, metals, etc that are part of Earth) are separated completely into individual units. Such a forceful separation at the molecular level of such hard and enduring materials, all at the same time, releases a tremendous amount of energy and heat (separating molecules from each other results in the release of the energy that was holding them together, generally in the most basic form which is heat) that obliterates anything nearby. The effect, when seen from a 3rd person point of view, is that of a column of “light” that raises up to 100 meters in the air. Anything caught above the area is devastated by the sheer brute amount of energy released. To the enemy, the time window is short from the moment he can perceive the “glow” and heat from the earth at his feet to the point where the technique is completely unleashed, transforming the act of countering the technique into a delicate and difficult task. The area the user can affect is only limited by his chakra and his will and he can affect even the whole battlefield at the cost of being caught in the technique himself as well. After the technique takes it effect, the area it targeted has its temperature drastically lowered. The molecular dust suddenly siphons all the thermal energy into itself following the reverse process to the technique. The temperature is “sucked” in to the area to the point that it can drop 40ºC around the technique in the immediate aftermath. This process is followed by the sudden harden of the targeted area into rock and starts returning to its normal temperature.
Note: can only be used once
Note: user can’t use other Wood or Earth techniques in the same and next turn
Note: user can’t mold chakra above S-Rank the next turn
Note: the user suffers damage to his body due to the chakra strain, causing great pain at the moment of using the technique and the turn afterwards, lowering his Taijutsu capabilities for that same time.
Note: can only be taught by Scorps