[Close] - Nathan & Erzo go at it.

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
Usual rules.
Everything you know.
Unofficial.
Mid-range.
.
Basic and plain greenlands.

-------

John begins by gathering a large amount of sound chakra in his hands and then rises said hands up above him, thus releasing a large amount of sound waves and vibrations all over the field causing the whole area to rumble then John begins to lower his hands, while he is lowering his hands, the rumble sound gets much more intense. This causes his opponent to lose balance, and his concentration. As John keeps lowering his hands, the sound waves cause his opponent to actually start bleeding from the ears, as well as his vision begins to die, to final finish this massive technique, John sends all the sound chakra to one area, the area he sends it to is directly in front of his opponent and thus releasing it in the form of a massive sound blast, the sound blast should send his opponent flying backs.

Hmm. Even if I talk, you won't be able to hear me.

As the technique settles down, John coughs up a little amount of blood, and his hands are slightly shaking. Nothing to major, he spits the blood on the ground and awaits his opponent to get up.

(Ototon: Onkyou Bakko) - Sound Release: Sonic Domination
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user [suffering internal damage, and little hand tremors)
Description: The user rises their hands in the air and sends sound wave and vibrations all over the field causing a rumbling sound, then he/she grips their hands and slowly lowers them as if they are pulling the sky down. As their hands lower, the rumbling sound continues rapidly. The opponent begins to loose their sense of balance and concentration due to the sound wave tampering their brain and the earth rumbling like an earthquake. Little by little, the sound turn slightly sharper and more waves enter the brain, making their ears bleed (resulting deafness) and their vision blurred & unstable. The user finishes the jutsu by gathering all the sound waves into one point, delivering a sonic blast that sends opponent flying. Any Lightning or Earth jutsus during this technique useless because of the enormous amount of sound waves through the air and ground which is able to disperse both elemental chakra.
Note: Damaged ears and eyes lasts 2 turns.
Note: Usable once per battle.
Note: No jutsu at the same turn.
Note: No sound jutsu for 2 turns.
 
Last edited:

Erzo

Active member
Legendary
Joined
Jul 27, 2011
Messages
17,915
Kin
564💸
Kumi
1,100💴
Trait Points
0⚔️
Awards
Usual rules.
Everything you know.
Unofficial.
Mid-range.
.
Basic and plain greenlands.

-------

John begins by gathering a large amount of sound chakra in his hands and then rises said hands up above him, thus releasing a large amount of sound waves and vibrations all over the field causing the whole area to rumble then John begins to lower his hands, while he is lowering his hands, the rumble sound gets much more intense. This causes his opponent to lose balance, and his concentration. As John keeps lowering his hands, the sound waves cause his opponent to actually start bleeding from the ears, as well as his vision begins to die, to final finish this massive technique, John sends all the sound chakra to one area, the area he sends it to is directly in front of his opponent and thus releasing it in the form of a massive sound blast, the sound blast should send his opponent flying backs.

Hmm. Even if I talk, you won't be able to hear me.

As the technique settles down, John coughs up a little amount of blood, and his hands are slightly shaking. Nothing to major, he spits the blood on the ground and awaits his opponent to get up.

(Ototon: Onkyou Bakko) - Sound Release: Sonic Domination
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user [suffering internal damage, and little hand tremors)
Description: The user rises their hands in the air and sends sound wave and vibrations all over the field causing a rumbling sound, then he/she grips their hands and slowly lowers them as if they are pulling the sky down. As their hands lower, the rumbling sound continues rapidly. The opponent begins to loose their sense of balance and concentration due to the sound wave tampering their brain and the earth rumbling like an earthquake. Little by little, the sound turn slightly sharper and more waves enter the brain, making their ears bleed (resulting deafness) and their vision blurred & unstable. The user finishes the jutsu by gathering all the sound waves into one point, delivering a sonic blast that sends opponent flying. Any Lightning or Earth jutsus during this technique useless because of the enormous amount of sound waves through the air and ground which is able to disperse both elemental chakra.
Note: Damaged ears and eyes lasts 2 turns.
Note: Usable once per battle.
Note: No jutsu at the same turn.
Note: No sound jutsu for 2 turns.
As you raise your hands upwards, Roy can sense the energy you send into the air all around you. That same energy which he could only see as ripples through the air would travel towards him at fast speed (just faster than wind jutsus, according to new sound rules), in reaction to this, he'd use the fastest wind jutsu in his arsenal and releases 10 small hummingbirds from his finger tips.

Upon their releases, the hummingbirds would spin furiously around him, blowing away the incoming vibrations which would have otherwise done harm to his body. The birds would match the speed of the your jutsu due to their ability to match the speed of opposing jutsus (only up to 3rd gate), and/or opponent.

I hear you just fine.

Said Roy after defending from the jutsu. His birds would neutralize the opposing attack and the two jutsus would cancel each other.

Rank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.



Roy would then perform a single hand seal and catch his opponent in a genjutsu which would delay anything he'd do by two seconds, without his knowledge of it. As he performs this, and just as it sets in, Roy would throw normal Kunai towards his opponents right arm.

It'd be thrown with extreme speed and precision, the opponent would think he's responding to it right away, in reality his actions would be delayed by two seconds, and being at mid range, the kunai would strike his right arm and stick into it, not cutting right through but greatly hindering the way the opponent would fight due to the pain and loss of blood, unless of course it's somehow stopped or the wound is healed.

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will cast a genjutsu towards the opponent by disrupting their chakra flow in their brain. The user will simply point towards the opponent and make a single hand seal Tiger to put them under this genjutsu. While the opponent is under this genjutsu, any action performed will be delayed by two seconds. Either it's a jutsu, any form of taijutsu, or even running. The person under this genjutsu, they will think that they are performing the action right away but may not notice what is actually happening. Whatever is performed it will be delayed by two seconds.

Note: Able to use three times in battle
Note: Must have Mastered genjutsu
Note: Lasts two turns unless broken
Note: Can only taught by -Vision-


 

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
OOC: My update of my bio got approved, so: [ ]

As you raise your hands upwards, Roy can sense the energy you send into the air all around you. That same energy which he could only see as ripples through the air would travel towards him at fast speed (just faster than wind jutsus, according to new sound rules), in reaction to this, he'd use the fastest wind jutsu in his arsenal and releases 10 small hummingbirds from his finger tips.

Upon their releases, the hummingbirds would spin furiously around him, blowing away the incoming vibrations which would have otherwise done harm to his body. The birds would match the speed of the your jutsu due to their ability to match the speed of opposing jutsus (only up to 3rd gate), and/or opponent.

I hear you just fine.

Said Roy after defending from the jutsu. His birds would neutralize the opposing attack and the two jutsus would cancel each other.

Rank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.



Roy would then perform a single hand seal and catch his opponent in a genjutsu which would delay anything he'd do by two seconds, without his knowledge of it. As he performs this, and just as it sets in, Roy would throw normal Kunai towards his opponents right arm.

It'd be thrown with extreme speed and precision, the opponent would think he's responding to it right away, in reality his actions would be delayed by two seconds, and being at mid range, the kunai would strike his right arm and stick into it, not cutting right through but greatly hindering the way the opponent would fight due to the pain and loss of blood, unless of course it's somehow stopped or the wound is healed.

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will cast a genjutsu towards the opponent by disrupting their chakra flow in their brain. The user will simply point towards the opponent and make a single hand seal Tiger to put them under this genjutsu. While the opponent is under this genjutsu, any action performed will be delayed by two seconds. Either it's a jutsu, any form of taijutsu, or even running. The person under this genjutsu, they will think that they are performing the action right away but may not notice what is actually happening. Whatever is performed it will be delayed by two seconds.

Note: Able to use three times in battle
Note: Must have Mastered genjutsu
Note: Lasts two turns unless broken
Note: Can only taught by -Vision-


Not bad.

Seeing the kunai coming towards John, decides to counteract said kunai with his own, so he grabs out his own and throws it, he throws it but something odd happened he felt pain, like he got hit by the man's kunai, he looked over at the area where he thought he got hit and noticed it stuck in his arm, which he thought was weird.

What is this? Have I been slowed down, or something. Is my mind playing tricks on me.

John stops and thinks for a moment while thinking he grabs out the kunai from his arm, the kunai was actually in a lot deeper then he thought, blood started pouring out. John starts to think what it could possible be that slowed his speed/reaction time down, and then a thought came to mine, it could be a genjutsu. So he wanted to test it out, by grabbing out a kunai of his own again, he grabs it and jams it in the wound made by the man before hand and twists the kunai, it hurts very much so, but it causes enough pain to break him out, he tested it out by throwing the kunai to his left and it seems there is no delay whatsoever.

That's...a...tricky one.

John realized that wasn't a smart idea damaging a already painful wound, he wouldn't have done it if he didn't have a plan so what he does is send medical chakra to his wound on his right arm and causes the cell cycle to go faster, much faster then normal, so much so that the cells around the wound, start to grow and cover the wound, fixing it in the process, somewhat like healing just to a lesser degree, the deep cut closes up and is back to normal, the only issue now is that John is a little dizzy due to the amount of blood he lost so he grabs out a small pill from his pocket and swallows it, soon the pill will take affect and in a sense halt the effects of standard blood loss, he will feel like new, like a man that hasn't lost any blood.

Thanks for the rush. I should probably do something to you now.

With that said John merely sends some chakra into the man's head creating a genjutsu where the man gets quite tired all of a sudden, the man starts to yawn a few times. This genjutsu is one to hurt, just more to give John an opening, using this open John gathers up some wind chakra and releases it in the form of five large missiles, these missiles blast off from John at a very quick pace (one tenth of the first gate). If the missiles hit they would do a good amount of piecing damage, John releases all the missiles at once in a straight line. By the time the missiles reach, the man should just be out of the genjutsu having near to no time to react.


Type: Supplementary
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A (can negate up to 60 points)
Description: The medical ninja forcibly controls the cell cycle of the target tissue, causing rapid proliferation of the cells, thereby regenerating the tissue. This is done by infusing the cells of the target tissue with the users own healing chakra, potentiating mitosis and tissue growth. The drawback of this technique is that its not actually a healing technique but a tissue growth technique. It can serve to grow missing tissue but it cannot heal in the truth essence of the word and in essence is a much simpler application of the Mystic Palm technique.




Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: N/A
Descrption: A very simple and extremely quick genjutsu. By sending chakra to the opponent's brain, the user can depress the central nervous system of the human body, placing the opponent into several states such as, tranquility, relaxation, sleepiness, slowed breathing etc. In other words the opponent will feel sleepy and start yawing. The purpose of this jutsu is to steal a very small time from the opponent to prepare an attack (a yawn last for 2 to 4 seconds), and since this jutsu doesn't exatcly hurt the opponent or put him/her to sleep, theres no need to use Kai or inflict pain to him/her self as he won’t be able to realize this is an illiusion (after all a yawn is something very common and simple)
~Can only be used 3 times per battle and the user must wait a turn before reusing.




Type: Attack
Rank: S
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: This jutsu sends highly long ranged, fast-paced wind missiles at the target. The user will send out five bursts of wind highly concentrated to a point. These are extremely sharp, fast paced, piercing blasts capable of piecing various defences, including thick stone or wood [ up to A rank ] and even if they are dodged or blocked the shock wave they create will throw a weak [ Chuunin and below ] opponent off balance. They are extremely hard to avoid because of their speed, although the speed is about one tenth of the First Gate.
*Note: Usable twice per battle.
*Note: Up to five missiles may be created per use. The missiles travel only in a straight line.
*Note: Due to the large amount of chakra required for this technique, it cannot be used if any clones of the user are present. Furthermore, the user can also definitely not use clone techniques or Genjutsu for the next two turns.
*Note: If the wind is blocked, there might be cases that the opponent is thrown off balance cause of the great wind blast, if they are Chuunin and below.
*Note: Faust can only teach this.



--


Reference (doesn't count as a technique)


Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes aneurysm after 4 turns.

 
Last edited:

Erzo

Active member
Legendary
Joined
Jul 27, 2011
Messages
17,915
Kin
564💸
Kumi
1,100💴
Trait Points
0⚔️
Awards
OOC: My update of my bio got approved, so: [ ]



Not bad.

Seeing the kunai coming towards John, decides to counteract said kunai with his own, so he grabs out his own and throws it, he throws it but something odd happened he felt pain, like he got hit by the man's kunai, he looked over at the area where he thought he got hit and noticed it stuck in his arm, which he thought was weird.

What is this? Have I been slowed down, or something. Is my mind playing tricks on me.

John stops and thinks for a moment while thinking he grabs out the kunai from his arm, the kunai was actually in a lot deeper then he thought, blood started pouring out. John starts to think what it could possible be that slowed his speed/reaction time down, and then a thought came to mine, it could be a genjutsu. So he wanted to test it out, by grabbing out a kunai of his own again, he grabs it and jams it in the wound made by the man before hand and twists the kunai, it hurts very much so, but it causes enough pain to break him out, he tested it out by throwing the kunai to his left and it seems there is no delay whatsoever.

That's...a...tricky one.

John realized that wasn't a smart idea damaging a already painful wound, he wouldn't have done it if he didn't have a plan so what he does is send medical chakra to his wound on his right arm and causes the cell cycle to go faster, much faster then normal, so much so that the cells around the wound, start to grow and cover the wound, fixing it in the process, somewhat like healing just to a lesser degree, the deep cut closes up and is back to normal, the only issue now is that John is a little dizzy due to the amount of blood he lost so he grabs out a small pill from his pocket and swallows it, soon the pill will take affect and in a sense halt the effects of standard blood loss, he will feel like new, like a man that hasn't lost any blood.

Thanks for the rush. I should probably do something to you now.

With that said John merely sends some chakra into the man's head creating a genjutsu where the man gets quite tired all of a sudden, the man starts to yawn a few times. This genjutsu is one to hurt, just more to give John an opening, using this open John gathers up some wind chakra and releases it in the form of five large missiles, these missiles blast off from John at a very quick pace (one tenth of the first gate). If the missiles hit they would do a good amount of piecing damage, John releases all the missiles at once in a straight line. By the time the missiles reach, the man should just be out of the genjutsu having near to no time to react.


Type: Supplementary
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A (can negate up to 60 points)
Description: The medical ninja forcibly controls the cell cycle of the target tissue, causing rapid proliferation of the cells, thereby regenerating the tissue. This is done by infusing the cells of the target tissue with the users own healing chakra, potentiating mitosis and tissue growth. The drawback of this technique is that its not actually a healing technique but a tissue growth technique. It can serve to grow missing tissue but it cannot heal in the truth essence of the word and in essence is a much simpler application of the Mystic Palm technique.




Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: N/A
Descrption: A very simple and extremely quick genjutsu. By sending chakra to the opponent's brain, the user can depress the central nervous system of the human body, placing the opponent into several states such as, tranquility, relaxation, sleepiness, slowed breathing etc. In other words the opponent will feel sleepy and start yawing. The purpose of this jutsu is to steal a very small time from the opponent to prepare an attack (a yawn last for 2 to 4 seconds), and since this jutsu doesn't exatcly hurt the opponent or put him/her to sleep, theres no need to use Kai or inflict pain to him/her self as he won’t be able to realize this is an illiusion (after all a yawn is something very common and simple)
~Can only be used 3 times per battle and the user must wait a turn before reusing.




Type: Attack
Rank: S
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: This jutsu sends highly long ranged, fast-paced wind missiles at the target. The user will send out five bursts of wind highly concentrated to a point. These are extremely sharp, fast paced, piercing blasts capable of piecing various defences, including thick stone or wood [ up to A rank ] and even if they are dodged or blocked the shock wave they create will throw a weak [ Chuunin and below ] opponent off balance. They are extremely hard to avoid because of their speed, although the speed is about one tenth of the First Gate.
*Note: Usable twice per battle.
*Note: Up to five missiles may be created per use. The missiles travel only in a straight line.
*Note: Due to the large amount of chakra required for this technique, it cannot be used if any clones of the user are present. Furthermore, the user can also definitely not use clone techniques or Genjutsu for the next two turns.
*Note: If the wind is blocked, there might be cases that the opponent is thrown off balance cause of the great wind blast, if they are Chuunin and below.
*Note: Faust can only teach this.



--


Reference (doesn't count as a technique)


Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes aneurysm after 4 turns.

As soon as the Kunai hit you, you'd be out of the Genjutsu, you didn't need to stab yourself. z.z
Also, permission to use my C/W despite it being approved after the start of this fight? Let me know when you reply.



As you healed yourself, Roy did nothing but watch in amazement that there were such things available to someone like you. It was not something he was expecting and this caught him off guard, even if it was just momentarily.
I guess I'm not the only one with a couple hidden tricks.
Spoke Roy, not knowing that his opponent was about to use a Genjutsu on him. Moments later, before a response or anything of the kind, the genjutsu had been used. Of course Roy would know he was put in a genjutsu instantly due to sensing his own energy and being able to sense the foreign chakra surging through his own body.

The solution was easy, such small quantities meant a low ranked jutsu was used, he'd simply grab a Kunai and deal a superficial cut on his cheek. A small streak of blood would flow down the side of his right as a result of the cut. Pain was minimal and not distracting. The cut would be done as the yawn had just began, but the process would be stopped.

As he went to cut his face, Roy would prepare a Fire jutsu which allowed him to create shields which would be made in front of him but would thrust forward upon its creation. This is done in order for the shields to carry the momentum of the missiles away from Roy. The missiles and the shields would meet and crash at just outside of short range from Roy due to the missiles' speed.
Due to power of the two attacks, they'd neutralize each other, leaving nothing.

Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: A technique in which the user is capable of materializing flames from near their body through the rapid release and conversion of fire chakra and performing the Tiger hand seal. These flames are often made to form into desired objects, and therefore are manipulated to be dense and almost solid in nature so as to hold a specific form. Utilizing this technique the user can create a plethora of weapons, or constructs such as walls, pillars, spikes and shields, that can be launched into Long range as projectiles should the user wish. The created constructs are generally created with a set property, the first option being to simply create dense solid flames capable of punching through concrete, the second to create dense flames that explode - with said explosion always being angled away from the user to prevent self-harm, with the last option being to create dense and thick flames that aren't solid in a manner that they're forced to hold a specific shape, but rather can be made to bend meld and flow into different forms as long as the user maintains control over the technique, sometimes doing so through the use of hand movements.

Note:
- Flames can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze



Roy would release high frequency and lower energy sound waves, catching his opponent in a genjutsu which makes him fear the open space he was in. Once this happens, his breathing would act up, his fear would overtake his body. His mind and body panicked, the stress of it all would cause mental damage.
Lets see if your mind is as strong as your body.

Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user would release high frequency and low energy sound waves, using them to catch anybody who's ears they fall on to induce a fear based genjutsu. The genjutsu would make the opponent believe they have Agoraphobia, a fear of open space and the outside. As soon as they are caught in this illusion, the opponent(s) would find themselves struggling to breath as a panic attack takes place, however, unlike their new fear, the panic attack is very real and a normal reaction to having a phobia of the open space and outside and finding themselves in such situation. This deals heavy mental stress which is only temporary, for as long as the genjutsu isn't released. Of course this jutsu will only be effective if used outside, and in open spaces and would not do anything if used in an enclosed space. The results of the stress on the mind and panic attack which ensue after the use of the Genjutsu results in the opponent not being able to focus chakra points of 30 and higher, but would allow every other jutsu to occur as normal, due to lack of chakra needed.
~ Can only be used three times and must wait two turns upon each usage. Those this jutsu is used on would struggle to control their bodily movements as they're in a moment of panic meaning organised hand movements are slightly harder to perform, however this does not mean they're impossible so the opponent can still move and function as normal, albeit with slightly more difficulty, they'd also struggle with their breathing, however chakra bursts and pain-related releases would work as normal.



Quickly following up, Roy would send his Earth chakra into the ground and causing many Earthen spikes to emerge and pierce through your body through almost angle possible as the spikes come out angled. This would happen as you're suffering the effects of the genjutsu.

Rank: C
Type: Attack
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: This technique lets the user create a few rock pillars that will protrude from the ground to skew the target. The rock pillars will even pass through obstacles to reach their target if these are less dense. The pillars/spikes can be done in any earthen surface, including other earth techniques of the user.



The Earthen spikes would cover a 5 meter diameter (short range), making them quite hard to evade, especially in your current situation.
 

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
As soon as the Kunai hit you, you'd be out of the Genjutsu, you didn't need to stab yourself. z.z
Also, permission to use my C/W despite it being approved after the start of this fight? Let me know when you reply.



As you healed yourself, Roy did nothing but watch in amazement that there were such things available to someone like you. It was not something he was expecting and this caught him off guard, even if it was just momentarily.
I guess I'm not the only one with a couple hidden tricks.
Spoke Roy, not knowing that his opponent was about to use a Genjutsu on him. Moments later, before a response or anything of the kind, the genjutsu had been used. Of course Roy would know he was put in a genjutsu instantly due to sensing his own energy and being able to sense the foreign chakra surging through his own body.

The solution was easy, such small quantities meant a low ranked jutsu was used, he'd simply grab a Kunai and deal a superficial cut on his cheek. A small streak of blood would flow down the side of his right as a result of the cut. Pain was minimal and not distracting. The cut would be done as the yawn had just began, but the process would be stopped.

As he went to cut his face, Roy would prepare a Fire jutsu which allowed him to create shields which would be made in front of him but would thrust forward upon its creation. This is done in order for the shields to carry the momentum of the missiles away from Roy. The missiles and the shields would meet and crash at just outside of short range from Roy due to the missiles' speed.
Due to power of the two attacks, they'd neutralize each other, leaving nothing.

Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: A technique in which the user is capable of materializing flames from near their body through the rapid release and conversion of fire chakra and performing the Tiger hand seal. These flames are often made to form into desired objects, and therefore are manipulated to be dense and almost solid in nature so as to hold a specific form. Utilizing this technique the user can create a plethora of weapons, or constructs such as walls, pillars, spikes and shields, that can be launched into Long range as projectiles should the user wish. The created constructs are generally created with a set property, the first option being to simply create dense solid flames capable of punching through concrete, the second to create dense flames that explode - with said explosion always being angled away from the user to prevent self-harm, with the last option being to create dense and thick flames that aren't solid in a manner that they're forced to hold a specific shape, but rather can be made to bend meld and flow into different forms as long as the user maintains control over the technique, sometimes doing so through the use of hand movements.

Note:
- Flames can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze



Roy would release high frequency and lower energy sound waves, catching his opponent in a genjutsu which makes him fear the open space he was in. Once this happens, his breathing would act up, his fear would overtake his body. His mind and body panicked, the stress of it all would cause mental damage.
Lets see if your mind is as strong as your body.

Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user would release high frequency and low energy sound waves, using them to catch anybody who's ears they fall on to induce a fear based genjutsu. The genjutsu would make the opponent believe they have Agoraphobia, a fear of open space and the outside. As soon as they are caught in this illusion, the opponent(s) would find themselves struggling to breath as a panic attack takes place, however, unlike their new fear, the panic attack is very real and a normal reaction to having a phobia of the open space and outside and finding themselves in such situation. This deals heavy mental stress which is only temporary, for as long as the genjutsu isn't released. Of course this jutsu will only be effective if used outside, and in open spaces and would not do anything if used in an enclosed space. The results of the stress on the mind and panic attack which ensue after the use of the Genjutsu results in the opponent not being able to focus chakra points of 30 and higher, but would allow every other jutsu to occur as normal, due to lack of chakra needed.
~ Can only be used three times and must wait two turns upon each usage. Those this jutsu is used on would struggle to control their bodily movements as they're in a moment of panic meaning organised hand movements are slightly harder to perform, however this does not mean they're impossible so the opponent can still move and function as normal, albeit with slightly more difficulty, they'd also struggle with their breathing, however chakra bursts and pain-related releases would work as normal.



Quickly following up, Roy would send his Earth chakra into the ground and causing many Earthen spikes to emerge and pierce through your body through almost angle possible as the spikes come out angled. This would happen as you're suffering the effects of the genjutsu.

Rank: C
Type: Attack
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: This technique lets the user create a few rock pillars that will protrude from the ground to skew the target. The rock pillars will even pass through obstacles to reach their target if these are less dense. The pillars/spikes can be done in any earthen surface, including other earth techniques of the user.



The Earthen spikes would cover a 5 meter diameter (short range), making them quite hard to evade, especially in your current situation.
One month late, sorry. Yeah you can use your new CW of course.

Also. I got a new CW. But I won't, or more so can't use the main ability. It isn't my first turn. But none the less. @_@


Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Getsushō looks like a katana with an extremely long blade, reminiscent of a nodachi. It sports a red and black coloured, western-looking hand guard and has a traditional yellow and red hilt-wrapping flanked by golden-coloured plates on the hilt, which ends in a very ornate, carved pommel. The sheath belonging to it is lacquered red. Because of its unusually long blade, Getsushō is noted to be difficult to handle, something which is further enhanced due to the hardness of its blade also making it heavier than a normal katana; as such, much training and physical strength are necessary to wield it properly in battle. Getsushō's hardness, however, makes for strong blows and a similarly strong defence.
You must be registered for see images

Getsushō's primary strength, as shown in the hands of Nathan, is its ability to store large amounts of chakra channelled into it at the start of an battle by its wielder. Utilizing this chakra, the user can lessen the chakra he uses from his own reserves in battle, allowing him to continue fighting for longer periods of time. Particularly, he stores fire natured chakra in Getsushō, and then channels wind chakra into it during a fight, combining these elements for a special form of chakra flow she calls the Wind of the Fire Sword (Hiken no Kaze).

Shottogan Inpakuto | Shotgun Impact - Another one of Getsushō's primary strength is when the blade comes into contact with his opponent, the user can focus their own chakra into his blade and release it. The result is equivalent to the effect of a shotgun blast, ripping apart the nearby flesh. A brief burst of fire also comes from the blade while the jutsu is executed, making the user look as if they had fired a shotgun. This ability is equal to that of a B-rank technique. This ability can be used without the need of transforming into Wind of the Fire Sword form.
You must be registered for see images

Hiken no Kaze | Wind of the Fire Sword utilizes Getsushō ability to store chakra over long periods of time, and then combines this stored chakra with chakra. The user flows into the blade during the heat of battle. The user accumulates chakra of the fire nature inside of Getsushō, until the katana possesses a great enough reserve of that chakra, which is necessary for the technique to be used without exhausting the chakra supply. When the user flows his wind chakra into the blade, it works together with the stored chakra; first, flames erupt around it, and then the wind comes forth, taming the flames and condensing them against the blade like another layer of metal, just that this one displays an intense orange glow. This has multiple effects: for one, the wind strengthens the fire, resulting in a super-heated blade which can easily meld rock and cauterize the wounds inflicted with it; it also dramatically increases the cutting potential of Getsushō. This ability is equal to that of a S-rank technique.
You must be registered for see images

Hiken no Kaze: Mōka Tsujikaze | Wind of the Fire Sword: Roaring Flame Whirlwind - It uses the fire chakra stored inside Getsushō to release a trail of flames around the blade, which then enhances with wind chakra for attacks. In its most basic form, the user just slashes in the direction of the desired target, resulting in the creation of intense flame waves that follow the trajectory of the previous swing. The user can also completely surround an area with the flames, forming something small like simple walls to trap enemies, or even a massive twister which draws opponents in with its winds to burn them to death; the user can also utilizes this ability defensively, engulfing the immediate area around themselves in such fire. This ability is equal to that of an A-rank technique.
You must be registered for see images

Hiken no Kaze: Subeta Honoo Kuuki | Wind of the Fire Sword: Sword of Flame & of Air - Using the fire chakra stored within Getsushō the user releases it, and while that is happening the user also channels wind chakra into it, the chakras wraps around the sword in a spiral pattern. While the chakras are on the sword, the chakras move at high speeds around the blade. This is the source of the Wind of the Fire Sword: Sword of Flame & of Air power. The user would then preform a powerful stab while simultaneously releasing all of the chakra at once. If an opponent is hit by it, the foe will receive major damage while being launched off their feet. This ability is equal to that of an B-rank technique.
You must be registered for see images

Notes & Restrictions:
- The storing of the fire chakra ability does not counts as a move, but must be mentioned in the users first turn of the match, and it can be stored there for as long as the user needs. But needs to be filled on the users first turn.
- Shotgun Impact ability may only be used four times per-match, and has a short ranged reach.
- Wind of the Fire Sword transformation lasts a max of four turns. After that the sword reverts back to it's standard form, and will not be able to channel any more fire or wind chakra chakra into it for the rest of the match. Also the user will be unable to use any fire or wind techniques for two turns after the revert.
- Wind of the Fire Sword: Roaring Flame Whirlwind ability may only be used twice per-match and is only usable while in the wind of the fire sword form, and has a long ranged reach.
- Wind of the Fire Sword: Sword of Flame & of Air ability may only be used twice per-match, and is only usable while in the wind of the fire sword form, and has a short range reach.
- May only be wielded by Nathan, and who he chooses.







As the man countered his wind missiles, John wasn't impressed. Rather simplistic counter to a rather simplistic technique. But none the less the show must go on. Suddenly everything around John is dark, and he is having a hard time breathing, panic due to this. He falls to his knees, and while trying to calm himself he thinks up a solution to what brought on this sudden fear. The fact it was so sudden and out of the blue, it seemed quite odd. So John deduced that he could have possibly been placed in a genjutsu. So release himself from his genjutsu he grabs his left pinkie finger and breaks the top half of his said pinkie finger, releasing the genjutsu and his breathing goes back to normal while everything else does.

That was an interesting technique. Curious.

Suddenly earthen spikes emerge from the ground, how did John deduce this? One of the earthen spikes actually pieced into left arm, not deep that it keeps him there but John needs to get out of there now, so what he does is channel some chakra into his feet and from that he jumps up into the air and then releasing the chakra, it allows him to sort of jump twice, and chakra propels him backwards out from mid-range to long range, John then lands on the ground, his finger his broken and is bleeding from the back of his left arm. So, John channels a large amount of medical chakra all around him until the aura of blue chakra covers him. This chakra has healing within, and over the course of the battle Johns wounds will start to heal. They are starting right now, the shallow stab is pretty completely healed, while the broken bone may take a little more time.

You can cut me? I can break my fingers? I can heal, what can you do? I think it is my turn now.

John then releases his doton chakra behind the man. A portal opens right behind the man and six arms completely made out earth emerge, the arms grab hold of the man and cause him to fall backwards and then the remaining four arms create a situation for the man so that the arms cause the man to get a snapped back.

I hope that hurts.


Rank: B
Range: All
Type: Supplementary
Chakra Cost: 25
Damage: N/A
Description: Air dash is a special move that allows a ninja to jump once, and while they are still going upward, push off of air to jump again in a different direction. It does not allow them to go upward again, only allowing them to dash forward in mid-air, backwards, down, left, or right. How this works is that while a ninja is jumping, they will force chakra out of their feel, forming a purple seal underneath them that look like a circle with 6 points like a star beneath them. From there they will have a split second to dash in any direction with the exception of up. This can be used once per jump from the ground and the dash is fast enough to dodge some attacks.
~Usable only twice.
~Faust can only teach this.




Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30 (-30 per turn active)
Damage points: N/A (+100 increase to health per turn)
Description: This mode envelops the user in a flowing blue chakra and allows them to constantly heal themselves in the midst of battle while at the same time boosting their stamina and vitality as it replenishes their strength and health. The limitation of the technique in terms of healing is its low speed and inability to heal complex injuries (complex fractures, lost body parts, etc), though it can easily heal superficial and medium injuries in a quick fashion. Over time, this mode consumes the user's chakra until it finally wears off by itself. The technique lasts for three turns before deactivation.
Note: Must have medical training.




Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Copyrights © Blizzard.

 
Last edited:

Erzo

Active member
Legendary
Joined
Jul 27, 2011
Messages
17,915
Kin
564💸
Kumi
1,100💴
Trait Points
0⚔️
Awards
One month late, sorry. Yeah you can use your new CW of course.

Also. I got a new CW. But I won't, or more so can't use the main ability. It isn't my first turn. But none the less. @_@


Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Getsushō looks like a katana with an extremely long blade, reminiscent of a nodachi. It sports a red and black coloured, western-looking hand guard and has a traditional yellow and red hilt-wrapping flanked by golden-coloured plates on the hilt, which ends in a very ornate, carved pommel. The sheath belonging to it is lacquered red. Because of its unusually long blade, Getsushō is noted to be difficult to handle, something which is further enhanced due to the hardness of its blade also making it heavier than a normal katana; as such, much training and physical strength are necessary to wield it properly in battle. Getsushō's hardness, however, makes for strong blows and a similarly strong defence.
You must be registered for see images

Getsushō's primary strength, as shown in the hands of Nathan, is its ability to store large amounts of chakra channelled into it at the start of an battle by its wielder. Utilizing this chakra, the user can lessen the chakra he uses from his own reserves in battle, allowing him to continue fighting for longer periods of time. Particularly, he stores fire natured chakra in Getsushō, and then channels wind chakra into it during a fight, combining these elements for a special form of chakra flow she calls the Wind of the Fire Sword (Hiken no Kaze).

Shottogan Inpakuto | Shotgun Impact - Another one of Getsushō's primary strength is when the blade comes into contact with his opponent, the user can focus their own chakra into his blade and release it. The result is equivalent to the effect of a shotgun blast, ripping apart the nearby flesh. A brief burst of fire also comes from the blade while the jutsu is executed, making the user look as if they had fired a shotgun. This ability is equal to that of a B-rank technique. This ability can be used without the need of transforming into Wind of the Fire Sword form.
You must be registered for see images

Hiken no Kaze | Wind of the Fire Sword utilizes Getsushō ability to store chakra over long periods of time, and then combines this stored chakra with chakra. The user flows into the blade during the heat of battle. The user accumulates chakra of the fire nature inside of Getsushō, until the katana possesses a great enough reserve of that chakra, which is necessary for the technique to be used without exhausting the chakra supply. When the user flows his wind chakra into the blade, it works together with the stored chakra; first, flames erupt around it, and then the wind comes forth, taming the flames and condensing them against the blade like another layer of metal, just that this one displays an intense orange glow. This has multiple effects: for one, the wind strengthens the fire, resulting in a super-heated blade which can easily meld rock and cauterize the wounds inflicted with it; it also dramatically increases the cutting potential of Getsushō. This ability is equal to that of a S-rank technique.
You must be registered for see images

Hiken no Kaze: Mōka Tsujikaze | Wind of the Fire Sword: Roaring Flame Whirlwind - It uses the fire chakra stored inside Getsushō to release a trail of flames around the blade, which then enhances with wind chakra for attacks. In its most basic form, the user just slashes in the direction of the desired target, resulting in the creation of intense flame waves that follow the trajectory of the previous swing. The user can also completely surround an area with the flames, forming something small like simple walls to trap enemies, or even a massive twister which draws opponents in with its winds to burn them to death; the user can also utilizes this ability defensively, engulfing the immediate area around themselves in such fire. This ability is equal to that of an A-rank technique.
You must be registered for see images

Hiken no Kaze: Subeta Honoo Kuuki | Wind of the Fire Sword: Sword of Flame & of Air - Using the fire chakra stored within Getsushō the user releases it, and while that is happening the user also channels wind chakra into it, the chakras wraps around the sword in a spiral pattern. While the chakras are on the sword, the chakras move at high speeds around the blade. This is the source of the Wind of the Fire Sword: Sword of Flame & of Air power. The user would then preform a powerful stab while simultaneously releasing all of the chakra at once. If an opponent is hit by it, the foe will receive major damage while being launched off their feet. This ability is equal to that of an B-rank technique.
You must be registered for see images

Notes & Restrictions:
- The storing of the fire chakra ability does not counts as a move, but must be mentioned in the users first turn of the match, and it can be stored there for as long as the user needs. But needs to be filled on the users first turn.
- Shotgun Impact ability may only be used four times per-match, and has a short ranged reach.
- Wind of the Fire Sword transformation lasts a max of four turns. After that the sword reverts back to it's standard form, and will not be able to channel any more fire or wind chakra chakra into it for the rest of the match. Also the user will be unable to use any fire or wind techniques for two turns after the revert.
- Wind of the Fire Sword: Roaring Flame Whirlwind ability may only be used twice per-match and is only usable while in the wind of the fire sword form, and has a long ranged reach.
- Wind of the Fire Sword: Sword of Flame & of Air ability may only be used twice per-match, and is only usable while in the wind of the fire sword form, and has a short range reach.
- May only be wielded by Nathan, and who he chooses.







As the man countered his wind missiles, John wasn't impressed. Rather simplistic counter to a rather simplistic technique. But none the less the show must go on. Suddenly everything around John is dark, and he is having a hard time breathing, panic due to this. He falls to his knees, and while trying to calm himself he thinks up a solution to what brought on this sudden fear. The fact it was so sudden and out of the blue, it seemed quite odd. So John deduced that he could have possibly been placed in a genjutsu. So release himself from his genjutsu he grabs his left pinkie finger and breaks the top half of his said pinkie finger, releasing the genjutsu and his breathing goes back to normal while everything else does.

That was an interesting technique. Curious.

Suddenly earthen spikes emerge from the ground, how did John deduce this? One of the earthen spikes actually pieced into left arm, not deep that it keeps him there but John needs to get out of there now, so what he does is channel some chakra into his feet and from that he jumps up into the air and then releasing the chakra, it allows him to sort of jump twice, and chakra propels him backwards out from mid-range to long range, John then lands on the ground, his finger his broken and is bleeding from the back of his left arm. So, John channels a large amount of medical chakra all around him until the aura of blue chakra covers him. This chakra has healing within, and over the course of the battle Johns wounds will start to heal. They are starting right now, the shallow stab is pretty completely healed, while the broken bone may take a little more time.

You can cut me? I can break my fingers? I can heal, what can you do? I think it is my turn now.

John then releases his doton chakra behind the man. A portal opens right behind the man and six arms completely made out earth emerge, the arms grab hold of the man and cause him to fall backwards and then the remaining four arms create a situation for the man so that the arms cause the man to get a snapped back.

I hope that hurts.


Rank: B
Range: All
Type: Supplementary
Chakra Cost: 25
Damage: N/A
Description: Air dash is a special move that allows a ninja to jump once, and while they are still going upward, push off of air to jump again in a different direction. It does not allow them to go upward again, only allowing them to dash forward in mid-air, backwards, down, left, or right. How this works is that while a ninja is jumping, they will force chakra out of their feel, forming a purple seal underneath them that look like a circle with 6 points like a star beneath them. From there they will have a split second to dash in any direction with the exception of up. This can be used once per jump from the ground and the dash is fast enough to dodge some attacks.
~Usable only twice.
~Faust can only teach this.




Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30 (-30 per turn active)
Damage points: N/A (+100 increase to health per turn)
Description: This mode envelops the user in a flowing blue chakra and allows them to constantly heal themselves in the midst of battle while at the same time boosting their stamina and vitality as it replenishes their strength and health. The limitation of the technique in terms of healing is its low speed and inability to heal complex injuries (complex fractures, lost body parts, etc), though it can easily heal superficial and medium injuries in a quick fashion. Over time, this mode consumes the user's chakra until it finally wears off by itself. The technique lasts for three turns before deactivation.
Note: Must have medical training.




Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Copyrights © Blizzard.

No problem with you using any of the abilities. o-o


Roy's plans go on ahead as planned. You fall under the genjutsu, the fear overcomes your body and you are paralysed as the spikes emerge and strike you. However, despite this, as he sensed a change in your chakra, a blue hue overtakes your body and begins to constantly heal your cuts and damage all whilst replenishing your chakra.

You clearly are a different level. A good defence can be the best offence, none of my attacks seem to affect you at all.

Roy was almost envious as he spoke. He had no idea such abilities existed let alone having the chance to fight an opponent who could use them so easily. Despite his surprise, his solution was simple. He'd perform a sequence of four quick hand seals before quickly dropping a flash bomb as his body also simultaneously released a bright light which is covered by the flash from the bomb dropped. As this happened, his opponent would forget about any active modes, making them useless, leaving the ninja to have his cut from the spikes healed, but the constant healing factor of the jutsu is now gone.

Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes four handseals, and a bright light emanates from his body. Any target(s) who observes the light will be placed under an illusion that suppresses their memories of the last two turns of the battle. The illusion will use their own memories of the battle two turns ago to fool their brain. This means they will see themselves, the user, and the terrain as it was two turns ago and see nothing out of the ordinary in that.
This could lead them to forget if they have activated any "modes", or be unaware of any "modes" the user has activated, as well as giving the user great terrain advantage if the terrain changed recently. However, once the user utilizes any such "modes" again, or uses the changed terrain, the target will snap out of the illusion instantly, his mind restoring the suppressed memories.
Note: This technique may be used only thrice per battle.



Straight after the flash bomb goes off, Roy would throw a Kunai just as his opponent is re-gaining his vision, making it all appear as if the flash bomb was just to mask the incoming Kunai. Of course this sudden interruption would stop you from performing your Earth technique.

Roy would then focus his Fire chakra into the ground below you and cause 3 pillars made of Fire to emerge quickly, in an equilateral triangle around you. The closeness of the triangle formation is extremely tight, trapping your body as it cooks you within it, making it quite dangerous if not extinguished really quickly.

Rank: A
Type: Offensive
Range: Short – Mid
Chakra cost: 30
Damage points: 60
Description: The user will knead their fire chakra and release it into the ground by stomping down their leg and then causing three pillars of fire several meters tall spaced out evenly. The Pillars of fire can act as a defensive wall against incoming techniques or targets or used to attack low aerial targets.



Roy watched patiently your reaction to the Fire, as he has something planned according to what your defence will be.

Defend all you like, I will show you damage even you cannot heal.
 

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
I know, I know two months late. :|

No problem with you using any of the abilities. o-o


Roy's plans go on ahead as planned. You fall under the genjutsu, the fear overcomes your body and you are paralysed as the spikes emerge and strike you. However, despite this, as he sensed a change in your chakra, a blue hue overtakes your body and begins to constantly heal your cuts and damage all whilst replenishing your chakra.

You clearly are a different level. A good defence can be the best offence, none of my attacks seem to affect you at all.

Roy was almost envious as he spoke. He had no idea such abilities existed let alone having the chance to fight an opponent who could use them so easily. Despite his surprise, his solution was simple. He'd perform a sequence of four quick hand seals before quickly dropping a flash bomb as his body also simultaneously released a bright light which is covered by the flash from the bomb dropped. As this happened, his opponent would forget about any active modes, making them useless, leaving the ninja to have his cut from the spikes healed, but the constant healing factor of the jutsu is now gone.

Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes four handseals, and a bright light emanates from his body. Any target(s) who observes the light will be placed under an illusion that suppresses their memories of the last two turns of the battle. The illusion will use their own memories of the battle two turns ago to fool their brain. This means they will see themselves, the user, and the terrain as it was two turns ago and see nothing out of the ordinary in that.
This could lead them to forget if they have activated any "modes", or be unaware of any "modes" the user has activated, as well as giving the user great terrain advantage if the terrain changed recently. However, once the user utilizes any such "modes" again, or uses the changed terrain, the target will snap out of the illusion instantly, his mind restoring the suppressed memories.
Note: This technique may be used only thrice per battle.



Straight after the flash bomb goes off, Roy would throw a Kunai just as his opponent is re-gaining his vision, making it all appear as if the flash bomb was just to mask the incoming Kunai. Of course this sudden interruption would stop you from performing your Earth technique.

Roy would then focus his Fire chakra into the ground below you and cause 3 pillars made of Fire to emerge quickly, in an equilateral triangle around you. The closeness of the triangle formation is extremely tight, trapping your body as it cooks you within it, making it quite dangerous if not extinguished really quickly.

Rank: A
Type: Offensive
Range: Short – Mid
Chakra cost: 30
Damage points: 60
Description: The user will knead their fire chakra and release it into the ground by stomping down their leg and then causing three pillars of fire several meters tall spaced out evenly. The Pillars of fire can act as a defensive wall against incoming techniques or targets or used to attack low aerial targets.



Roy watched patiently your reaction to the Fire, as he has something planned according to what your defence will be.

Defend all you like, I will show you damage even you cannot heal.
John vision has become blurred, thanks to the blind light that was emitted from a flash bomb the man throw, due to John's passively better hearing he could hear a weapon of some sort emitting a slight whistling so channelling a small amount of wind chakra into his feet he propels to the left of the man, and the weapon. Since John's vision is still blurred he didn't really want to take the weapon on without seeing it clearly. Once he stops his vision comes back.

Odd, I'm bleeding.

John didn't realize but he is bleeding he could tell due to the blood dripping on him, and coming through his clothes. It wasn't that much of a concern but John thought he should probably stop the bleeding so he grabs out a pill and eats it, what this pill does is create a defence against blood loss, and within one turn, John will be feeling good as new.

Come on now. Killing me is a lot harder then that.

Releasing wind chakra around the area of the man, which in turn creates a lot of small needles made out of wind, these needles are created so close to the man, he would obviously feel them, but none the less they are created all around the man. These needles cut into the skin of the man, they don't do that much damage but cut in the right areas they can, so John manipulates them all to hit vital areas, while some to act as sort of decoys around less vital areas. If they do manage to cut, the needles will be covered in blood giving them a nice colour change. To finalize his move, John sends a large amount of fire chakra into his blade on his back, this chakra doesn't act but rather stays dormant for later usage.

Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user releases his Fuuton chakra into the air surrounding his opponent which allows him to manipulate the air around his opponent. By using shape manipulation, the user will create a barrage of wind needles in front of or beside the opponent which pierce into him at great speeds (due to the natural sharpness of Fuuton). The many needles are created close to the opponent and are virtually invisible to the naked eye or the inexperienced but do not deal a significant amount of damage - that is this jutsu sacrifices damage for a much more concentrated attack akin to when you compare a senbon to a kunai. The needles are then tainted with the opponent's blood thus giving the jutsu it's crimson colour, however fortunately for the opponent, when the needles are created he feels a slight change in wind current
*Note: Can only be used 3 times per battle.
*Note: No A rank wind techniques the same turn.
*Note: Doujutsu users can clearly see the technique
*Can only be taught by McKnockout



Passive usage:
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using this technique the user can passively create bursts of wind at any time, any specific point on the users body. This technique is mainly used to physically evade most techniques with the help of the wind chakra. Also by the choice of the user, they can send their wind chakra to their feet to have the ability to propel their self to any point they want, forwards, backwards, left, or right if the user chooses, that being said, if they want to change another direction they would have to re-use this technique again.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon


Reference:
Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes aneurysm after 4 turns.




Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Getsushō looks like a katana with an extremely long blade, reminiscent of a nodachi. It sports a red and black coloured, western-looking hand guard and has a traditional yellow and red hilt-wrapping flanked by golden-coloured plates on the hilt, which ends in a very ornate, carved pommel. The sheath belonging to it is lacquered red. Because of its unusually long blade, Getsushō is noted to be difficult to handle, something which is further enhanced due to the hardness of its blade also making it heavier than a normal katana; as such, much training and physical strength are necessary to wield it properly in battle. Getsushō's hardness, however, makes for strong blows and a similarly strong defence.
You must be registered for see images

Getsushō's primary strength, as shown in the hands of Nathan, is its ability to store large amounts of chakra channelled into it at the start of an battle by its wielder. Utilizing this chakra, the user can lessen the chakra he uses from his own reserves in battle, allowing him to continue fighting for longer periods of time. Particularly, he stores fire natured chakra in Getsushō, and then channels wind chakra into it during a fight, combining these elements for a special form of chakra flow he calls the Wind of the Fire Sword (Hiken no Kaze).

Shottogan Inpakuto | Shotgun Impact - Another one of Getsushō's primary strength is when the blade comes into contact with his opponent, the user can focus their own chakra into his blade and release it. The result is equivalent to the effect of a shotgun blast, ripping apart the nearby flesh. A brief burst of fire also comes from the blade while the jutsu is executed, making the user look as if they had fired a shotgun. This ability is equal to that of a B-rank technique. This ability can be used without the need of transforming into Wind of the Fire Sword form.
You must be registered for see images

Hiken no Kaze | Wind of the Fire Sword utilizes Getsushō ability to store chakra over long periods of time, and then combines this stored chakra with chakra. The user flows into the blade during the heat of battle. The user accumulates chakra of the fire nature inside of Getsushō, until the katana possesses a great enough reserve of that chakra, which is necessary for the technique to be used without exhausting the chakra supply. When the user flows his wind chakra into the blade, it works together with the stored chakra; first, flames erupt around it, and then the wind comes forth, taming the flames and condensing them against the blade like another layer of metal, just that this one displays an intense orange glow. This has multiple effects: for one, the wind strengthens the fire, resulting in a super-heated blade which can easily meld rock and cauterize the wounds inflicted with it; it also dramatically increases the cutting potential of Getsushō. This ability is equal to that of a S-rank technique.
You must be registered for see images

Hiken no Kaze: Mōka Tsujikaze | Wind of the Fire Sword: Roaring Flame Whirlwind - It uses the fire chakra stored inside Getsushō to release a trail of flames around the blade, which then enhances with wind chakra for attacks. In its most basic form, the user just slashes in the direction of the desired target, resulting in the creation of intense flame waves that follow the trajectory of the previous swing. The user can also completely surround an area with the flames, forming something small like simple walls to trap enemies, or even a massive twister which draws opponents in with its winds to burn them to death; the user can also utilizes this ability defensively, engulfing the immediate area around themselves in such fire. This ability is equal to that of an A-rank technique.
You must be registered for see images

Hiken no Kaze: Subeta Honoo Kuuki | Wind of the Fire Sword: Sword of Flame & of Air - Using the fire chakra stored within Getsushō the user releases it, and while that is happening the user also channels wind chakra into it, the chakras wraps around the sword in a spiral pattern. While the chakras are on the sword, the chakras move at high speeds around the blade. This is the source of the Wind of the Fire Sword: Sword of Flame & of Air power. The user would then preform a powerful stab while simultaneously releasing all of the chakra at once. If an opponent is hit by it, the foe will receive major damage while being launched off their feet. This ability is equal to that of an B-rank technique.
You must be registered for see images

Notes & Restrictions:
- The storing of the fire chakra ability does not counts as a move, but must be mentioned in the users first turn of the match, and it can be stored there for as long as the user needs. But needs to be filled on the users first turn.
- Shotgun Impact ability may only be used four times per-match, and has a short ranged reach.
- Wind of the Fire Sword transformation lasts a max of four turns. After that the sword reverts back to it's standard form, and will not be able to channel any more fire or wind chakra chakra into it for the rest of the match. Also the user will be unable to use any fire or wind techniques for two turns after the revert.
- Wind of the Fire Sword: Roaring Flame Whirlwind ability may only be used twice per-match and is only usable while in the wind of the fire sword form, and has a long ranged reach.
- Wind of the Fire Sword: Sword of Flame & of Air ability may only be used twice per-match, and is only usable while in the wind of the fire sword form, and has a short range reach.
- May only be wielded by Nathan, and who he chooses.

.]



(I know it can only be used at the start of the match, but we can let it slide. :) )
 
Last edited:

Erzo

Active member
Legendary
Joined
Jul 27, 2011
Messages
17,915
Kin
564💸
Kumi
1,100💴
Trait Points
0⚔️
Awards
I know, I know two months late. :|



John vision has become blurred, thanks to the blind light that was emitted from a flash bomb the man throw, due to John's passively better hearing he could hear a weapon of some sort emitting a slight whistling so channelling a small amount of wind chakra into his feet he propels to the left of the man, and the weapon. Since John's vision is still blurred he didn't really want to take the weapon on without seeing it clearly. Once he stops his vision comes back.

Odd, I'm bleeding.

John didn't realize but he is bleeding he could tell due to the blood dripping on him, and coming through his clothes. It wasn't that much of a concern but John thought he should probably stop the bleeding so he grabs out a pill and eats it, what this pill does is create a defence against blood loss, and within one turn, John will be feeling good as new.

Come on now. Killing me is a lot harder then that.

Releasing wind chakra around the area of the man, which in turn creates a lot of small needles made out of wind, these needles are created so close to the man, he would obviously feel them, but none the less they are created all around the man. These needles cut into the skin of the man, they don't do that much damage but cut in the right areas they can, so John manipulates them all to hit vital areas, while some to act as sort of decoys around less vital areas. If they do manage to cut, the needles will be covered in blood giving them a nice colour change. To finalize his move, John sends a large amount of fire chakra into his blade on his back, this chakra doesn't act but rather stays dormant for later usage.

Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user releases his Fuuton chakra into the air surrounding his opponent which allows him to manipulate the air around his opponent. By using shape manipulation, the user will create a barrage of wind needles in front of or beside the opponent which pierce into him at great speeds (due to the natural sharpness of Fuuton). The many needles are created close to the opponent and are virtually invisible to the naked eye or the inexperienced but do not deal a significant amount of damage - that is this jutsu sacrifices damage for a much more concentrated attack akin to when you compare a senbon to a kunai. The needles are then tainted with the opponent's blood thus giving the jutsu it's crimson colour, however fortunately for the opponent, when the needles are created he feels a slight change in wind current
*Note: Can only be used 3 times per battle.
*Note: No A rank wind techniques the same turn.
*Note: Doujutsu users can clearly see the technique
*Can only be taught by McKnockout



Passive usage:
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using this technique the user can passively create bursts of wind at any time, any specific point on the users body. This technique is mainly used to physically evade most techniques with the help of the wind chakra. Also by the choice of the user, they can send their wind chakra to their feet to have the ability to propel their self to any point they want, forwards, backwards, left, or right if the user chooses, that being said, if they want to change another direction they would have to re-use this technique again.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon


Reference:
Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes aneurysm after 4 turns.




Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Getsushō looks like a katana with an extremely long blade, reminiscent of a nodachi. It sports a red and black coloured, western-looking hand guard and has a traditional yellow and red hilt-wrapping flanked by golden-coloured plates on the hilt, which ends in a very ornate, carved pommel. The sheath belonging to it is lacquered red. Because of its unusually long blade, Getsushō is noted to be difficult to handle, something which is further enhanced due to the hardness of its blade also making it heavier than a normal katana; as such, much training and physical strength are necessary to wield it properly in battle. Getsushō's hardness, however, makes for strong blows and a similarly strong defence.
You must be registered for see images

Getsushō's primary strength, as shown in the hands of Nathan, is its ability to store large amounts of chakra channelled into it at the start of an battle by its wielder. Utilizing this chakra, the user can lessen the chakra he uses from his own reserves in battle, allowing him to continue fighting for longer periods of time. Particularly, he stores fire natured chakra in Getsushō, and then channels wind chakra into it during a fight, combining these elements for a special form of chakra flow he calls the Wind of the Fire Sword (Hiken no Kaze).

Shottogan Inpakuto | Shotgun Impact - Another one of Getsushō's primary strength is when the blade comes into contact with his opponent, the user can focus their own chakra into his blade and release it. The result is equivalent to the effect of a shotgun blast, ripping apart the nearby flesh. A brief burst of fire also comes from the blade while the jutsu is executed, making the user look as if they had fired a shotgun. This ability is equal to that of a B-rank technique. This ability can be used without the need of transforming into Wind of the Fire Sword form.
You must be registered for see images

Hiken no Kaze | Wind of the Fire Sword utilizes Getsushō ability to store chakra over long periods of time, and then combines this stored chakra with chakra. The user flows into the blade during the heat of battle. The user accumulates chakra of the fire nature inside of Getsushō, until the katana possesses a great enough reserve of that chakra, which is necessary for the technique to be used without exhausting the chakra supply. When the user flows his wind chakra into the blade, it works together with the stored chakra; first, flames erupt around it, and then the wind comes forth, taming the flames and condensing them against the blade like another layer of metal, just that this one displays an intense orange glow. This has multiple effects: for one, the wind strengthens the fire, resulting in a super-heated blade which can easily meld rock and cauterize the wounds inflicted with it; it also dramatically increases the cutting potential of Getsushō. This ability is equal to that of a S-rank technique.
You must be registered for see images

Hiken no Kaze: Mōka Tsujikaze | Wind of the Fire Sword: Roaring Flame Whirlwind - It uses the fire chakra stored inside Getsushō to release a trail of flames around the blade, which then enhances with wind chakra for attacks. In its most basic form, the user just slashes in the direction of the desired target, resulting in the creation of intense flame waves that follow the trajectory of the previous swing. The user can also completely surround an area with the flames, forming something small like simple walls to trap enemies, or even a massive twister which draws opponents in with its winds to burn them to death; the user can also utilizes this ability defensively, engulfing the immediate area around themselves in such fire. This ability is equal to that of an A-rank technique.
You must be registered for see images

Hiken no Kaze: Subeta Honoo Kuuki | Wind of the Fire Sword: Sword of Flame & of Air - Using the fire chakra stored within Getsushō the user releases it, and while that is happening the user also channels wind chakra into it, the chakras wraps around the sword in a spiral pattern. While the chakras are on the sword, the chakras move at high speeds around the blade. This is the source of the Wind of the Fire Sword: Sword of Flame & of Air power. The user would then preform a powerful stab while simultaneously releasing all of the chakra at once. If an opponent is hit by it, the foe will receive major damage while being launched off their feet. This ability is equal to that of an B-rank technique.
You must be registered for see images

Notes & Restrictions:
- The storing of the fire chakra ability does not counts as a move, but must be mentioned in the users first turn of the match, and it can be stored there for as long as the user needs. But needs to be filled on the users first turn.
- Shotgun Impact ability may only be used four times per-match, and has a short ranged reach.
- Wind of the Fire Sword transformation lasts a max of four turns. After that the sword reverts back to it's standard form, and will not be able to channel any more fire or wind chakra chakra into it for the rest of the match. Also the user will be unable to use any fire or wind techniques for two turns after the revert.
- Wind of the Fire Sword: Roaring Flame Whirlwind ability may only be used twice per-match and is only usable while in the wind of the fire sword form, and has a long ranged reach.
- Wind of the Fire Sword: Sword of Flame & of Air ability may only be used twice per-match, and is only usable while in the wind of the fire sword form, and has a short range reach.
- May only be wielded by Nathan, and who he chooses.

.]



(I know it can only be used at the start of the match, but we can let it slide. :) )
Roy would sense the build up of chakra in the area to both his left and right and would suddenly thrust himself forward before shifting left and right as he gets closer into mid range, stopping once he was out of the reach of your technique which goes on behind him.

Type: Attack
Rank: C
Range: Short - Long (Zig-Zag)
Chakra: N/A
Damage: 30
Description: The user will thrust himself towards their desired target, continuously shifting their body from left to right (Or vise-versa) in a zig-zag manner by pushing themselves off of the ground. Upon nearing the target's close range, the user will get in a very low or natural stance, aiming to strike the target with a vertical kick or punch, sending them flying into the air. The user is also able to semi-circle around the target's side, delivering the strike from the flank.

Notes:
- The distance between each shift is dependent on the user's current speed.
- Must be taught by Mathias



However, as he pushed forward, he'd simultaneously - with a single motion of the sword - create a single assassin with power far beyond the normal capabilities of the jutsu, powered by his sword and an additional jutsu. The assassin is created five meters above your location and would fall down naturally.

As he falls, he would release cause hidden blades to emerge from his forearms and aim them downwards, down as so to hit the back of your neck to be precise. The assassins creation happens as Roy escapes since his move beforehand does not require chakra.

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80 +15 + 20 = 115
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. 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. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. 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: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used



The power of the sword is only added on by a secondary jutsu which is activated instantly and inconjunction with the creation of the assassin, not wasting any time whatsoever.

The jutsu would quickly pull bits of mud and small earthen particles from the grassyplain as the assassin reaches close to you, giving him more power as the small Earthen particles are clumped and compressed against his body creating a surface more rough, allowing it to have a shredding effect.

Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.
Notes: -Can only be used 4x per battle -Lasts for 3 turns -May be deactivated at any time



To add further trouble to it all, the weakness of the Wind element is negated in an attempt to have the assassin become one without a weakness. A killing machine you can't simply avoid due to his lasting affect, your only choice was to somehow overcome his power.


Negating weakness of Wind - 1/3
 
Last edited:
Top