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[Ninjutsu] Water Release (Suiton)

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Hoshigaki Hiru
Captain

PostPosted: Tue Mar 19, 2019 8:50 pm


Ninjutsu: Water Release (Suiton)


The water release (水遁, Suiton) area of elemental nature transformation are techniques that allow the user to manipulate pre-existing water, or create their own, by turning their chakra into water. It takes much more ability to create the water than to manipulate what is already available. One of the most versatile of the five basic chakra natures, water release techniques can not only change shape but form as well. Moreover, the water can become more solid in the process as well. The water affinity is common to shinobi of Kirigakure. The water does its damage mostly from the sudden force that it exerts, which would cause massive internal damage to a human.

Water release will naturally extinguish fire (though a sufficiently powerful technique can cause evaporation) but will naturally be overcome by earth. When water techniques are combined with wind release techniques, the concussive and overall destructive power is vastly increased. Also, water is efficient in combination with lightning, increasing the flow of electricity into the target.

Due to the many natural states of water, it can be used in a variety of ways to help or harm. It can be created into a soothing mist or a raging torrent, or even a strong wall. Because of this versatility water ninjutsu has gained the reputation of being the "jack of all trades" element.
PostPosted: Tue Mar 19, 2019 8:52 pm


C-Rank


Suirō no Jutsu (Water Prison Technique)
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A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned.
Cp cost: 20 + 10 per turn held
Dice Rolls: 3
Damage: n/a
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu.
Requirements: Water Affinity, Chakra Control 26, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 36 Forming a water sphere.
Stage II: Ninjutsu DC 30 Maintaining an object inside the sphere.
Stage III: Chakra Control + Ninjutsu DC 56 Preventing the trapped object from escaping.
Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
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Using this technique, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 30
Dice Rolls: 3
Damage: N/A
Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 16, Ninjutsu 14
Training: 3 stages
Stage I: Chakra Control DC 26 Generating syrup from water inside the user's mouth.
Stage II: Chakra Control DC 28 Controlling the spread of the syrup.
Stage III: Ninjutsu DC 24 Increasing stickiness of the syrup to maximum viscosity.
Special: Renders victim immobile for [chk mod] number of turns. Victim can only attack using long-ranged attacks or techniques. If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Awareness Check, target cannot dodge the technique.

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Tue Mar 19, 2019 8:54 pm


B-Rank


Kansei: Mizu no Kyuutai (Trap: Orb of Water)
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The victim of watery traps has an unkind fate to come. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the technique.
Cp cost: 45 + 20 per turn
Dice Rolls: 4
Damage: 40 – 80 + chk mod per turn
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 30.
Training: 4 stages
Stage I: Chakra Control DC 40 Forming a water sphere not connected to your arm.
Stage II: Chakra Control DC 42 Maintaining the sphere's shape and consistency.
Stage III: Chakra DC 20 {d20 + chk mod} Keeping a trapped object from escaping
Stage IV: Ninjutsu DC 40 Keeping the sphere active while doing other activities.
Special: Can only be used if target is on or underwater. Victim is completely immobilized until she can break free and is considered drowning. Victim must roll a Fortitude check of 5 + 5 per round or otherwise take the full damage from the technique.

Suiton: Kokū no Jutsu (Water Release: Black Rain Technique)
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This technique creates a flammable black mist that forms a small cloud. The user can then move the cloud above their target and disperse it, covering the target in flammable oil.
Cp cost: 50
Dice Rolls: 4
Damage: See Special.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 32, Ninjutsu 28
Training: 4 stages
Stage I: Chakra Control DC 42 Generating mists of water
Stage II: Chakra Control DC 44 Converting water to flammable oil.
Stage III: Ninjutsu DC 38 Making flammable oil into a mist.
Stage IV: Ninjutsu + Chakra Control DC 70 Guiding the mist and condensing it on a target.
Special: Damage x2 for next fire attack.

Suiton: Suitenhōfutsu (Water Release: Water Sky Convergence)
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This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas.
Cp cost: 70
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra DC 20 {d20 + chk mod} Sucking out water from the ground
Stage II: Chakra Control DC 45 Vaporizing the water into the air.
Stage III: Ninjutsu DC 40 Condensing the vaporized water into balls of water in suspension in the air.
Stage IV: Ninjutsu + Chakra Control DC 75 Condensing the water around specific areas or targets.
Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.

Suiton: Suigadan (Water Release: Water Fang Bullet)
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This technique creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 70
Dice Rolls: 4
Damage: 60 – 95 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 40 Forming water into a tentacle.
Stage II: Chakra Control DC 42 Rotating the tentacles into a drill.
Stage III: Ninjutsu DC 35 Projecting the spinning tentacle at a target with concussive force.
Stage IV: Ninjutsu + Chakra Control DC 65 Making multiple water tentacles attack simultaneously.
Special: Reflex DC required to dodge is increased by 5 if target is on or under water.

Suiton: Suijinheki (Water Release: Water Encampment Wall)
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This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out is in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. The wall's strength and resistance change following the quantity of chakra poured down into the water, so a skillful shinobi will be able to build a sturdy one.
Cp cost: 90
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25, Chakra 32, Concentration 20
Training: 4 stages
Stage I: Chakra Control DC 40 Raising water into a wall.
Stage II: Ninjutsu DC 35 Spreading the wall in a circle around the user.
Stage III: Chakra DC 21 {d20 + chk mod} Generating a strong current to block attacks.
Stage IV: Concentration DC 30 Maintaining the barrier while fighting or doing other attention demanding activities.
Special: Completely avoid area effects that strike the user head on. The wall remains in place for a number of rounds equal to the user’s chakra modifier + 10 (1 post = 1 round).

Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave)
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The user generates a great volume of water, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with an enormous chakra, even a dry wasteland can become a small ocean.
Cp cost: 130
Dice Rolls: 4
Damage: 130 - 150 + chk mod
Reflex DC: n/a
Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30, Dexterity 20
Training: 4 stages
Stage I: Chakra DC 20 {d20 + chk mod} Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 45 Launching the water into a wave.
Stage III: Dexterity DC 15 {d20 + chk mod} Riding the wave while maintaining balance.
Stage IV: Ninjutsu DC 40 Launching an attack while the wave hits.
Special: Cannot be dodged due to the volume of the attack, all targets in the area must flee (athletics) or get caught in the blast. Creates a water source. Any victim who fails the Athletics has a dodge rating of 0 for the rest of the user's turn.
PostPosted: Tue Mar 19, 2019 8:54 pm


A-Rank


Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
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This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage.
Cp cost: 170
Dice Rolls: 5
Damage: 175 – 275 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 40, Ninjutsu 45, Chakra 35
Training: 5 stages
Stage I: Chakra DC 22 {d20 + chk mod} Gathering large quantities of water for a jutsu.
Stage II: Chakra Control DC 50 Forming the water in the shape of a dragon.
Stage III: Chakra Control DC 52 Animating the dragon.
Stage IV: Ninjutsu DC 55 Aiming the dragon for an attack.
Stage V: Ninjutsu DC 57 Adding concussive force to the attack.

Suiton: Daibaku no Jutsu (Water Release: Great Explosion Technique)
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A technique that creates a massive tidal wave of water in all directions.
Cp cost: 150
Dice Rolls: 5
Damage: 150 – 230 + chk mod
Reflex DC: n/a
Athletics DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 45, Ninjutsu 40, Chakra 36
Training: 5 stages
Stage I: Chakra DC 23 {d20 + chk mod} Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 55 Making the water into a massive tidal wave.
Stage III: Chakra Control DC 57 Expanding the wave in all directions.
Stage IV: Ninjutsu DC 50 Increasing wave concussive force.
Stage V: Ninjutsu DC 52 Focusing the currents on targets.
Special: Cannot be dodged due to the volume of the attack, targets must flee or get caught in the blast. Creates a water source. Also targets any nearby allies.

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
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This technique extends water over a large scale, surges and rises up to several dozen meters high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after the technique's utilization is reminiscent of no less than the aftermath of a natural disaster. This is a considerably advanced ninjutsu, and activating this technique requires a fair share of chakra.
Cp cost: 180
Dice Rolls: 5
Damage: 200 – 250 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 42, Ninjutsu 40, Chakra 40
Training: 5 stages
Stage I: Chakra DC 25 {d20 + chk mod} Creating or gathering large quantities of water for a jutsu.
Stage II: Chakra Control DC 52 Extending the water several meters high.
Stage III: Chakra Control DC 54 Releasing the water to the ground, and guiding the current towards an enemy.
Stage IV: Ninjutsu DC 50 Converging as much of the stray water as possible towards the enemy.
Stage V: Ninjutsu DC 52 Flooding the water with chakra to increase concussive force to dangerous levels.

Suiton: Daibakure no Jutsu (Water Release: Furious Current Technique)
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The user creates an enormous, inescapable maelstrom to trap and drown the target.
Cp cost: 200 (if no water source is present) + 50 per turn
Dice Rolls: 5
Damage: 100 – 150 + chk mod per turn trapped
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Athletics DC: 18 + user's chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 50, Ninjutsu 45, Chakra 40
Training: 5 stages
Stage I: Chakra DC 25 {d20 + chk mod} Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 60 Imbuing a quantity of water as large as a lake with your chakra.
Stage III: Chakra Control DC 62 Initiating currents inside the water.
Stage IV: Ninjutsu DC 55 Causing a vortex effect in the water.
Stage V: Ninjutsu DC 57 Keeping a target trapped underwater with the force of the vortex.
Special: If victim is underwater, increase Reflex DC by 50%. Victim has to swim to the surface to avoid drowning if caught in this technique.

Suiton: Hahonryū (Water Release: Tearing Torrent)
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This technique creates water that spirals in the user's hand and fires at a high speed at the enemy like a spinning fastball of water. The overall amount of water formed is large enough to help extinguish even large-scale Fire Release techniques.
Cp cost: 120
Dice Rolls: 5
Damage: 140 – 160 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 45, Ninjutsu 42, Strength 30
Training: 5 stages
Stage I: Chakra Control DC 55 Condensing an important quantity of water in the palm of your hand.
Stage II: Chakra Control DC 57 Making the water rotate a high speeds.
Stage III: Strength DC 20 {d20 + chk mod} Hurling the water ball with decent strength.
Stage IV: Ninjutsu DC 52 Maintaining water rotation during the throw.
Stage V: Ninjutsu DC 54 Expanding the water as it approaches the target for defensive uses.
Special: Can be used as a defensive technique to nullify Fire Release techniques. {Pit d20 + Ninjutsu DC vs. d20 + Ninjutsu DC.}

Suiton: Kaihodan (Water Release: Pressure Cannon)
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A strong jet stream of water is blasted out of the user's mouth. If enough power is put into the blast, this technique can cut through rock and metal pipes.
Cp cost: 100
Dice Rolls: 4
Damage: 100 - 140 + 6 x chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 40, Ninjutsu 38
Training: 5 stages
Stage I: Chakra Control DC 50 Condensing water into user's mouth.
Stage II: Chakra Control DC 52 Spitting out a continuous stream of water.
Stage III: Ninjutsu DC 48 Increasing water pressure while reducing the opening of the mouth.
Stage IV: Ninjutsu DC 50 Aiming the stream at various targets.
Stage V: Ninjutsu + Chakra Control DC 88 Cutting through objects with the stream.

Hoshigaki Hiru
Captain

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