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?
Donations4Legacy!
It is possible to support the forum via donations. This is not required however so please do not feel obliged to donate if you do not wish to do so. We have created a system to thank our contributors though. You can read more about that by clicking --► HERE! Once you're sure that you wish to donate, click on the button below and follow the instructions given by PayPal. Please write down your username followed by Naruto Legacy in the extra notes section to get your points faster.
Copyright
Naruto Legacy was created by Nova and powered by FM. It is currently under the ownership of Eden. Contents, characters, plots, etc. are credited to the members. Please do not take anything that doesn't belong to you. If misconduct occurs, please notify Eden.
Name: Fuuton: Nejikaze (Wind Release: Wind Screw) Canon/Custom: Custom Rank: D Element: Fuuton Type: Ninjutsu Range: Touch. Description: After doing the needed seals, the user creates a small vortex of wind chakra around a projectile in the user's hand that spins at a rate of around 600 rpm. This effectively creates a small drill bit which can be used to 'drill' into whatever the object hits(1 cm per post unless pulled out), increasing the chances of penetration, as well as increased damage to flesh through ripping. This drill bit lasts for 3 posts.
Name: Fuuton: Kazegan (Wind Release: Wind Gun) Canon/Custom: Custom Rank: D Element: Fuuton Type: Ninjutsu Range: 15 yards at most. Description: After forming the needed handseals, the user will breathe in air deeply. Once the needed air is taken in, the user can blow it out in the form of a football-sized bullet. If you are hit with it, it can cause several small cuts all over the place of impact(Still only the size of a football, though). The farther this is shot, the weaker it will become, eventually becoming damage-less at 15 yards away.
Name: Fuuton: Easuketo (Wind Release: Air skate) Canon/Custom: Custom Rank: D Element: Fuuton Type: Ninjutsu Range: N/A Description: After performing the needed hand seals, the user is able to 'glide' on air as if they were skating on a rink of ice. This allows them to move slightly faster while traveling(50%, just the speed they move forward), but lowering their accuracy a great deal, effectively lowering their taijutsu potential(50%). This doesn't allow them to fly, but rather just travel over things with greater ease, such as water, land, and ice. Lasts 5 posts or until canceled. Cooldown of 3 posts after deactivation.
Name: Fuuton: Reppushou(Wind Element: Gale Wind Palm) Canon/Custom: Canon Rank: C Element: Fuuton Type: Ninjutsu Range: 15 yards. Description:A simple technique that when the users hands are clapped together, wind is compressed and transformed into a powerful gale. The jutsu used as an isolated attack has the power to easily knock over a human, but cannot push them further than 1-2 yards backwards. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased by 3 times. 4 posts cooldown.
Name: Suiton: Mizurappa (Water Release: Violent Water Wave) Canon/Custom: Canon Rank: C Element: Fuuton Type: Ninjutsu Range: 10 yards. Description: After forming the needed handseals, the user will expel a strong jet of water at his opponent. While not very damaging, it is strong enough to push them back considerably(To the end of the range of the jutsu), or even make them lose their balance. The user can maintain this jet for up to 2 posts, but mobility is greatly reduced (As if holding and aiming a firehose), and they must retain a hand just below their mouths. Cooldown of 4 posts after deactivation.
Name: Katon: Hosenka no Jutsu (Fire Element • Mythical Fire Phoenix Technique) Canon/Custom: Canon Rank: C Element: Katon Type: Ninjutsu Range: 15 yards. Description: This technique creates a volley of small fireballs, which are spat out of the user's mouth, flying wildly in every direction and assaulting the enemy. In addition, the flames are controlled one by one with chakra, so avoiding them all is extremely difficult. Shuriken can be hidden within the flames, creating an unexpected secondary surprise attack. Like the flames, the shuriken can be controlled with chakra. For the most part, however, this technique is used as a distraction. Cooldown of 4 posts.
Name: Fuuton: Senkai-to (Wind Release: Swirling tower) Canon/Custom: Custom Rank: B Element: Fuuton Type: Ninjutsu Range: 2 meters around the user. Description: After forming the needed hand-seals, the user can generate four spinning pillars of wind at separate locations up to five meters away from them. The spinning pillars are about three times the size of the user, and will spin for one post. The pillars can be used to knock people back or fan flames or water for more devastating combo attacks. Cooldown of 6 posts.
Name: Suirou no Jutsu (Water Prison Technique) Canon/Custom: Canon Rank: B Element: Suiton Type: Ninjutsu Range: Melee Description: This jutsu is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. Despite the fact that the prison is made up entirely out of water, it is stronger than steel as stated by Zabuza Momochi. Once trapped the target is unable to move while within it due to the heaviness of the water. Because of the density of the water it can be used, to a limited extent, for defensive purposes if performed on oneself. Cooldown of 6 posts.
Name: Fuuton: Kaze no Yaiba (Wind Element: Sword of Wind) Canon/Custom: Canon Rank: A Element: Fuuton Type: Ninjutsu Range: 15 yards Description: This technique is a pinpoint slashing strike, where the user emits chakra from their fingertips and materializes it into a cutting whirlwind that will envelop his opponent and cut them. Unlike a real sword which can face resistance, the wind blade will be able to slice with little difficulty. It leaves very deep slashes on the enemy. 8 posts cooldown.
Name: Katon: Shinsei Shougekiha no Jutsu (Fire element: Nova Shock Wave Jutsu) Canon/Custom: Custom Rank: S Element: Katon Type: Ninjutsu Range: 25 yards range, 5 yards explosion. Description: This jutsu makes 5 fire spheres, the size of a bowling ball, around the user which he can then shoot after the target, the speed of a regular kunai. They can be shot one and one or several at once. If one of those spheres hit something it will explode, and the air 5 yards around the explosion will heat up to 500 Celsius in one second, creating a crater. If not fired, the spheres will circle around the user for a maximum of 5 posts, then they will explode. Highly concentrated, this attack can indeed be deadly, but it does no damage to the user, even if he would stand in the middle the explosion. 10 posts cooldown after all spheres have exploded.
Last edited by Ibumoto Noro on Wed May 25, 2011 2:36 pm; edited 5 times in total
Subject: Re: Ibumoto Noro (Technique Registration) Sun Mar 13, 2011 11:57 pm
Edit that in and it is done
Kazegan - When you say all over the place, doe it explode over their entire body? Feel free to give an area of the body, say like a 9 in x 9 in area, which would be around what a football would do anyway
Air Skate - How much faster do you become in terms of mph after this is activated?
Gale Wind Palm - How much more speed is added to weapons, and projectiles that are used in coordination with this jutsu? Is the range how far back the enemy is shot? Or is it how far the gale winds extend? If it is the latter, how much further after the 15 yards are they pushed?
Subject: Re: Ibumoto Noro (Technique Registration) Tue Mar 22, 2011 11:23 am
Air skate - I would say about 50% faster, though note that this is only the speed at which I would move over a distance, and does not affect my attacks or blocks(Except for the dropped accuracy, which would lower about 50% as well.)
Gale wind palm - The speed of projectiles is increased by 3 times. The range is how far the winds extend. This jutsu does not push back enemies, but instead simply knocks them off their feet.
Suiton: Mizurappa (Water Release: Violent Water Wave) - Must know with what force does it hit with, how far back the enemy goes, how easily are you a target as far as your lack of mobility and balance..
To answer your last question: Imagine the waterhose of a Firetruck. I'd say people would be pushed back the whole 10 yards, but if they're 9 yards away, they'll get pushed 1 yard. If they're 1 yard away, they'll get pushed 9 yards(Not that hitting this close would be like trying to put up and use a rifle in close combat, so an enemy could dodge it.) Mobility and balance would be taken the water hose as example again. The force of the water causes the user to pretty much be forced to stand still, and moving the aim is slow, also due to the force.