The islands in Ocean Country have been celebrating the arrival of the next Umikage, Saizo. The long bridge leading to SHIPPUUGAKURE NO SATO has been closed for outsiders because they wish to celebrate this moment with Ocean Country natives only.
As usual, the Storm Country has been hosting the Asgard Games to welcome their Kanetsukage, Cornelia. It's a double special occasion because Cornelia is also the first female Kanetsukage. She has been picked for her courage, loyalty and outstanding power by the BOUFUUGAKURE NO SATO elders.
Not only that, but the Cherry Blossom Country has become relieved as well. It seems that everyone is slowly picking up after the war now. KUSAMURAGAKURE NO SATO proudly presented their new Sakurakage, Altair.
TSUKIGAKURE NO SATO is still thriving on the merchants coming in and out. They have not experienced anything special lately. Their wealth has remained the same as they were not forced to invest into shinobi unlike the others.
On the cold isles of the Blizzard Country, HYOUGAGAKURE NO SATO has still refused to create a free traveling policy. Some habits never change. To protect their traditions, they have even warned outsiders to not interfere with their matters.
Now that everyone is picking up again, who will come out on top?
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Subject: Re: Andeddo Tokko (Technique Registration) Sun Aug 07, 2011 2:15 pm
Name: Sudden Plunge Canon/Custom: Custom Rank: D Element: Suiton Type: Ninjutsu Range: Directly over opponent, within 15 meters of user Description: Charge up equal to handseal requirement. After the completion of the charge up some of the moisture in the air, and ground, is collected in the air directly above the opponent. It then forms into a liquid form, and drops directly onto them. This technique is used more as a set up for other jutsu, doing no damage on it's own. Though it does daze whoever it hits, due to them being hit over the head with about eight pounds of water. The water moves at 20 mph, and starts five feet above the person targeted. Any C rank jutsu designed to block or defend, as well as a powerful enough Katon which could evaporate the water in a rapid fashion can defeat this technique. Cooldown of a post. This jutsu can be used simultaneously with Sullen Swell, 10 Fathoms Deep, and On the Road to Hell. Though this requires a four post charge up. Each then going on their own separate cooldowns.
Name: Sullen Swell Canon/Custom: Custom Rank: C Element: Suiton Type: Ninjutsu Range: Directly around the opponent, within 15 meters of user Description: Requires charge up equal to handseal requirement. After the completion of charge up moisture from the ground and air surrounding the opponent And condense into liquid form, creating small waves that hammer the opponent, hitting them repeatedly from all sides, reducing their movement speed by 25%. This jutsu also set them off balance, removing their center of gravity. The waves do minimal damage, though the repetitive smacking will hurt, and can cause bruising. Th waves gradually get larger, but n damaeg increase, though they are harder to avoid, and easier to set someone off balance. These waves last for two posts, with a three post cooldown. This jutsu can be used simultaneously with Sudden Plunge, 10 Fathoms Deep, and On the Road to Hell. Though this require a four post charge up. Each then going on their own separate cooldowns.
Name: 10 Fathoms Deep Canon/Custom: Custom Rank: C Element: Suiton Type: Ninjutsu Range: Directly over user and opponent, fifteen foot radius. Description: Requires charge up equal to handseal requirement. After charge up is complete water quickly pours from the ground upwards, forming a cylinder of water around the user and opponent. Then as quickly as it forms upwards, it fills in. In moments the center of the cylinder is flooded, leaving both the user, and opponent, under the surface, stuck at the bottom. This jutsu removes all buoyancy from an object, making everything in it sink. It stretches for ten Fathoms worth of water upwards. This jutsu can drown both the user, and opponent, so it is a double edged sword, though the user can move 1.5x as fast as before, while the opponent only moves at half their prior speed. All the water is infused with The users chakra, making it push them through it, with a type of artificial current, that moves where the users wilsl it to. This lasts for four posts, with a six post cooldown. This jutsu can be used simultaneously with Sudden Plunge, Sullen Swell, and On the Road to Hell. Though this requires a four post charge up. Each then going on their own separate cooldowns.
Name: On the Road to Hell Canon/Custom: Custom Rank: B Element: Suiton Type: Ninjutsu Range: Two feet in front of the opponent, within 15 meters of user. Description: Requires charge up equal to handseal requirements. This jutsu requires a pre existing body of water, either natural, or created by a another jutsu. After charge up, The water begins to spin, forming a point, creating a drill, which digs deep into the ground, dragging any opponents caught within it. It digs down incredibly deep, over two posts, going at minimum 15 meters, increasing with the amount of water, for a maximum of 50 meters. Every extra 5 meters requires another post of drilling. This drill spins at fifty mph, has a max diameter of 20 yards, with a force varying between 40-75 PSI. This jutsu has a ten post cooldown. This jutsu can be used simultaneously with Sudden Plunge, Sullen Swell, and 10 Fathoms Deep. Though this requires a four post charge up, and this technique will only drill 25 meters max, in two posts. Each jutsu then goes on their own separate cooldowns.
Last edited by Andeddo Tokko on Thu Aug 11, 2011 1:08 pm; edited 1 time in total
Subject: Re: Andeddo Tokko (Technique Registration) Thu Aug 11, 2011 2:49 am
So basically what you have here are 4 techs that can each be linked off of one another. So my first question is, if it requires a 4 post charge to link one to another, if you were to link 3 together would it require an 8 post charge, and if going to link all 4 together, would it cause a 12 post charge?
For the water pillar: give plausibility to why it makes you faster than before, if it is because you have a suiton element, then suppose your opponent does as well. If this is the case, the wouldn't it be pointless to administer this technique at all? To say currents would cause you to move faster would be slightly plausible, but the current could only make you faster in one direction, and if the opponent caught that current, wouldn't he or she be able to get this stat boost?
This sudden plunge seems like it would become irritating, but it needs to be stated at what speed it falls at, and what distance overhead. If it's directly above the head and leaves no room for blockability, then this is an issue. Eight pounds of water just plopping onto your head after forming right above it, say a foot, would really just get you really wet instead of causing a difference in balance. Also, what can block this technique if it is noticed in terms of jutsu.
What is the spinning speed of your water drill, and whats the max diameter the drill can have. Also how many pounds per square inch of force can this cause min to max.
With all these jutsu, please explain how they would be affected in an area like the desert that doesn't really have humidity and is a majority of dry heat with little to no moisture in the air, aside from the oasis, for that speaks for iself.
Subject: Re: Andeddo Tokko (Technique Registration) Thu Aug 11, 2011 11:50 am
No, it requires a four post charge to link all four together. Two can not be used simultaneously, it's either one, or all.
10 Fathoms deep: All the way is infused with My chakra, making it push me through it, with a type of artificial current, that moves where I will it to.
Sudden Plunge: It moves at 20 mph, and starts five feet above the person targeted. Any C rank jutsu designed to block or defend, as well as a powerful enough Katon which could evaporate the water in a rapid fashion.
On the Road to Hell: spins at fifty mph, Max diameter of 20 yards, force 40-75 PSI
In all honesty I wouldn't use these in a desert environment, as they should technically require an extra charge post while I draw the moisture from the ground. As there is still moisture in the ground in the desert, it's just further down. Or if he was near cacti... which are really full of water. But just to make things easier, these techs don't work in the desert.
Subject: Re: Andeddo Tokko (Technique Registration) Sun Oct 23, 2011 1:09 pm
I'll be taking the single secondary position for this:
Name: Chidori (1000 Birds) Canon/Custom: Canon Rank: A Element: Raiton Type: Ninjutsu Range: Touch Description: Minimum Chunin to use. The user channels an extreme amount of raiton natured chakra into their palm, so much in fact that it takes on physical form and "erupts" from the hand into what appears to be a scaled down version of a lightning storm.The high concentration of electricity produces a sound reminiscent of many birds chirping, hence the name. When the technique is activated the user has two chances to hit their opponent, one in the post it is activated and one the round directly after, however if you miss the first time and have to use your second shot the power is considerably lower. If you land a hit the first time the Chidori dissipates and the second shot is unusable.
To actually begin the technique itself there are two ways, which way you use depends on your power level (rank). Chunin and Special Jounin spend the first round performing hand seals and then spend the rest of the time they need to use an A rank jutsu charging raiton style chakra into their palm. For Jounin, S ranks and SS ranks the hand seals are able to be skipped due to their higher understanding of chakra control, they are only required to charge raiton chakra into their palm for the same time it takes them to use an A rank jutsu.
First Strike After the activation of the technique the user charges forward and thrusts the technique into their opponent, the slicing power of the Chidori is enough to cut trough any material with ease. When the technique hits the opponent the shock is enough to light up their insides with third degrees burns, rupturing organs and frying muscle and nerve tissue. This level of damage will normally kill someone within one to two posts. Due to the power level of the first strike the user is able to, and normally will, send their hand straight through their opponent's body to leave the lightning behind in the "sealed abdomen". When this happens the user is required to remove their hand from the opponent's body in their following post.
Second Strike Exactly like the first strike the user charges towards their intended target and thrusts their hand into the target. The second strike is made possible however by using the energy that would have caused the condensed lightning storm inside to rupture organs and burn the insides, thus this effect can not be achieved on the second chance. In addition due to the losing of power the user is unable to send their hand all the way through an opponent, they are only able to make an attack deep enough to go halfway through the chest cavity. In addition since the mini storm isn't there only the reduced version of the cutting power is left, so the insides can't be lit up. This results in only the area actually hot by the hand being damaged.
This technique has a major drawback, however. The chakra drain and stress on the body make it so this technique is only able to be used once per week. However if someone is doing a large amount of in character battle they are able to recharge it through sheer will, for every three IC battles you are a part of in the cool down of the original use you are able to use Chidori once more, it can be recharged a maximum of three times in a week, an attempted start of a fourth will cause the user's body to completely shut down and kill them.