[Open] S-Class rank up battle

Leathercandle

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Official battle / Open
Rules and Regulations according to LoK
3 day reply limit
All out

We start short range of one another in a dojo with matted floors. The dojo is mid range by mid range in distance, and has an exit behind both you and I. The ceiling is 10 meters up. Outside of the dojo is an endless grassy plain with boulders dotting it.

I'll be using Achilles in sig. Post a bio and I shall begin. You must be S-Class to post.
 

Shinta

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, starting with a CW ring on his right index finger, set to Indigo mode, Katana on his left hip as well.


Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Power Ring is worn by the user and glows different colors depending on the users emotion when activated. Green - Will, Indigo - Compassion, Red - Rage, Blue - Hope, Star Sapphire - Love, Yellow - Fear, Orange - Greed, while there is also two strong modes with Black - Death and White - Life. The user can switch between with each Corps/Emotion containing different abilities. To switch to a new emotion the ring deactivates and takes 1 turn completely to switch to a new emotion. Even though each emotion gives the user different abilities each emotion have some shared abilities.

Shared Abilities - By channeling their chakra into the ring, it glows the color it is on and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. Weapons created by the ring cause A rank damage. When creating a shield the shield can block up to B rank elemental jutsus (within reasonable size) and ninja tools. If the shield goes against an A rank jutsu, the shield will block it but be destroyed and will automatically loose to S rank jutsus. The ring can also release A rank blast that can stun opponents and have them stop moving for a turn. The ring can be programmed. It can be coded to the wearer so as to make them unusable if stolen. Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.

Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. By using the user's willpower and having the ring boosting it the user will be immune to B rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of A rank and below.

Indigo/Compassion – Indigo is powered by Compassion. This emotion has a limited ability to to heal injuries from C rank jutsu and below. The healing is only to the extent of the small injuries and light injuries like surface wounds and slow bleeding. If the user knows Medical Ninjutsu, the ring can also use A rank and below Med Nin at half the cost of chakra.

Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. Using their rage to empower them the user can create stronger constructs that are one rank high than all the other Emotions constructs S rank (offensively and defensively).

Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. The ring stores and can release up to a medium source of water that spreads into mid range. Once used it takes the ring 4 turns to gather water from the moisture in the air to collect enough water.

Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. The user can use the ring to trap the opponent in a genjutsu (B rank gen, up to Mid Range) where the opponent sees a bright violet light shine from the ring than has them see an irresistible person of the opposite *** of them in front of them. The genjutsu person will grab them and kiss them and mimic the kiss of death to the opponent keeping them paralyze in real life.

Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power is fear. The yellow mode can create holograms (like Haze Clone Technique) that are scary looking humanoid creatures that cause paralysis due to the user's killing intent. This killing intent follows the effects of the canon Killing Intent technique and the user's own rank. This would help distract the opponent and make him think that they are fighting against different people/beast and different KGs even tho their attacks would be intangible.

Orange/Greed – When set to Orange Lantern the ring is powered by greed. The Orange rings have the unique ability to absorb the chakra from opponents or summons by creating a construct chain and has it wrap around them. Another ability is being capable of creating chakra avatar Orange Lanterns of the beings the user kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances they act as individual but collective soldiers to the user, as they are an extension of his power. The avatars are able to use taijutsu and up to B rank ninjutsu. They can take up to B rank jutsus. They can also create powerful blasts of concussive force that knock out opponents.

Black/Death – When the ring is set to Black Lantern the ring is powered by Death and is one of the strongest mode. The user can also create chakra copies of the ring and have them attach to opponents. Once attach the user has the chakra copies slowly send pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent. (The Chakra rings can be destroyed with an A rank jutsu and up)

White/Life – When set to White Lantern the ring is powered by life and is the strongest mode. The user of a white ring can generate any color of the emotional spectrum and use the powers of each color (can only use 1 of the other corps abilities once a turn and cannot use two different corps/emotions abilities in the same turn and at max can only use each corp ability at most 3 times). A white lantern can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form.

Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: When using any Emotion/Corps ability it counts as a move and at most can be used 5 times a match expect for Red which can only be used 4 times a match. The Shared Abilities do not have a limit usage.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
Note: The user has to state in the beginning of the battle which emotion they start off with. If they don’t they have to state later in the battle what emotion they want to use and then have to wait 1 turn for it change into the emotion.
Note: The user cannot start in White or Black Lantern mode. The user has to wait 4 turns in a battle before switching into White or Black Lantern. Once in White or Black Lantern Mode the user is stuck into that mode and cannot switch into any other Emotion/Corps for the rest of the fight.
How the ring looks like.






Chakra 1000
 
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Leathercandle

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, starting with a CW ring on her right index finger, set to Indigo mode.


Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Power Ring is worn by the user and glows different colors depending on the users emotion when activated. Green - Will, Indigo - Compassion, Red - Rage, Blue - Hope, Star Sapphire - Love, Yellow - Fear, Orange - Greed, while there is also two strong modes with Black - Death and White - Life. The user can switch between with each Corps/Emotion containing different abilities. To switch to a new emotion the ring deactivates and takes 1 turn completely to switch to a new emotion. Even though each emotion gives the user different abilities each emotion have some shared abilities.

Shared Abilities - By channeling their chakra into the ring, it glows the color it is on and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. Weapons created by the ring cause A rank damage. When creating a shield the shield can block up to B rank elemental jutsus (within reasonable size) and ninja tools. If the shield goes against an A rank jutsu, the shield will block it but be destroyed and will automatically loose to S rank jutsus. The ring can also release A rank blast that can stun opponents and have them stop moving for a turn. The ring can be programmed. It can be coded to the wearer so as to make them unusable if stolen. Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.

Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. By using the user's willpower and having the ring boosting it the user will be immune to B rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of A rank and below.

Indigo/Compassion – Indigo is powered by Compassion. This emotion has a limited ability to to heal injuries from C rank jutsu and below. The healing is only to the extent of the small injuries and light injuries like surface wounds and slow bleeding. If the user knows Medical Ninjutsu, the ring can also use A rank and below Med Nin at half the cost of chakra.

Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. Using their rage to empower them the user can create stronger constructs that are one rank high than all the other Emotions constructs S rank (offensively and defensively).

Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. The ring stores and can release up to a medium source of water that spreads into mid range. Once used it takes the ring 4 turns to gather water from the moisture in the air to collect enough water.

Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. The user can use the ring to trap the opponent in a genjutsu (B rank gen, up to Mid Range) where the opponent sees a bright violet light shine from the ring than has them see an irresistible person of the opposite *** of them in front of them. The genjutsu person will grab them and kiss them and mimic the kiss of death to the opponent keeping them paralyze in real life.

Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power is fear. The yellow mode can create holograms (like Haze Clone Technique) that are scary looking humanoid creatures that cause paralysis due to the user's killing intent. This killing intent follows the effects of the canon Killing Intent technique and the user's own rank. This would help distract the opponent and make him think that they are fighting against different people/beast and different KGs even tho their attacks would be intangible.

Orange/Greed – When set to Orange Lantern the ring is powered by greed. The Orange rings have the unique ability to absorb the chakra from opponents or summons by creating a construct chain and has it wrap around them. Another ability is being capable of creating chakra avatar Orange Lanterns of the beings the user kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances they act as individual but collective soldiers to the user, as they are an extension of his power. The avatars are able to use taijutsu and up to B rank ninjutsu. They can take up to B rank jutsus. They can also create powerful blasts of concussive force that knock out opponents.

Black/Death – When the ring is set to Black Lantern the ring is powered by Death and is one of the strongest mode. The user can also create chakra copies of the ring and have them attach to opponents. Once attach the user has the chakra copies slowly send pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent. (The Chakra rings can be destroyed with an A rank jutsu and up)

White/Life – When set to White Lantern the ring is powered by life and is the strongest mode. The user of a white ring can generate any color of the emotional spectrum and use the powers of each color (can only use 1 of the other corps abilities once a turn and cannot use two different corps/emotions abilities in the same turn and at max can only use each corp ability at most 3 times). A white lantern can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form.

Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: When using any Emotion/Corps ability it counts as a move and at most can be used 5 times a match expect for Red which can only be used 4 times a match. The Shared Abilities do not have a limit usage.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
Note: The user has to state in the beginning of the battle which emotion they start off with. If they don’t they have to state later in the battle what emotion they want to use and then have to wait 1 turn for it change into the emotion.
Note: The user cannot start in White or Black Lantern mode. The user has to wait 4 turns in a battle before switching into White or Black Lantern. Once in White or Black Lantern Mode the user is stuck into that mode and cannot switch into any other Emotion/Corps for the rest of the fight.
How the ring looks like.






Chakra 1700
Oh hell yeah. Also, CWs that aren't of your own creation have to be summoned using the summoning jutsu in the battle.




Walking into the dojo, Achilles saw his opponent standing near the middle of the room. Smiling softly, he closed the door behind him and approached her. Kenshin! I expect a good fight from you. I've heard about your power from one of my comrades, an old member of you village named Rentaro Gyojin. Reaching short range of the man, Achilles punched his right hand into his left palm, bowed, and said with a smile, Here I come!

Achilles took a step forwards with his left foot leading, and then snapped his right leg upwards, kicking Kenshin in the chin and knocking her into the air.

(Konoha Daisenkō) - Leaf Great Flash
Rank: B
Type: Offensive, Supplementary
Range: Short
Charka cost: N/A
Damage points: 40
Description: Similar to Tsunade’s Sky leg but the user user charges at their opponent and unleashes a powerful lateral kick aiming at the head that will send their opponent flying away.

Jumping three meters into the air to get above him, Achilles flipped as he passed, and slammed his left leg into his gut, sending him crashing into the ground, where he would land in a large swamp that Achilles would create the moment his leg made contact with him in the air, having wove the necessary hand seals as he jumped upwards.

(Doroppu Kikku) - Drop Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user will jump into the air or be airbourne and delivers a powerful drop kick that sends the opponent flying.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.

Achilles would land next to the swamp, which would be 5ft by 5ft, and crouch as he watched his opponent sink deep into the dark mud.
 

Shinta

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Oh hell yeah. Also, CWs that aren't of your own creation have to be summoned using the summoning jutsu in the battle.




Walking into the dojo, Achilles saw his opponent standing near the middle of the room. Smiling softly, he closed the door behind him and approached her. Kenshin! I expect a good fight from you. I've heard about your power from one of my comrades, an old member of you village named Rentaro Gyojin. Reaching short range of the man, Achilles punched his right hand into his left palm, bowed, and said with a smile, Here I come!

Achilles took a step forwards with his left foot leading, and then snapped his right leg upwards, kicking Kenshin in the chin and knocking her into the air.

(Konoha Daisenkō) - Leaf Great Flash
Rank: B
Type: Offensive, Supplementary
Range: Short
Charka cost: N/A
Damage points: 40
Description: Similar to Tsunade’s Sky leg but the user user charges at their opponent and unleashes a powerful lateral kick aiming at the head that will send their opponent flying away.

Jumping three meters into the air to get above him, Achilles flipped as he passed, and slammed his left leg into his gut, sending him crashing into the ground, where he would land in a large swamp that Achilles would create the moment his leg made contact with him in the air, having wove the necessary hand seals as he jumped upwards.

(Doroppu Kikku) - Drop Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user will jump into the air or be airbourne and delivers a powerful drop kick that sends the opponent flying.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.

Achilles would land next to the swamp, which would be 5ft by 5ft, and crouch as he watched his opponent sink deep into the dark mud.
As I said in the VM, we'll ignore the CW cause in the end, I don't think I want to use it now. xD




Achilles-san, I too look forwards to this encounter. I am also flattered that a former comrade speaks so highly of me, something I can only hope to live up to now. Kenshin politely replied to Achilles before bowing slightly to reciprocate the greeting given to him.
Reacting to Achilles movement while kicking upwards with his right foot, Kenshin would step his left foot just inside the path of the kick while shifting his body weight out of the kicks trajectory. While doing this, Kenshin would use this weight shift to spin clock-wise on his left foot, to deliver a spinning kick with his right foot; striking the side of Achille's head with the heel of his right foot. It is during this spinning motion that Kenshin would simultaneously activate his Three Tomeo Sharingan.
Kenshin's counter would be timed to that Achille's weight would already be forward and committed to the kick, most likely unable to pull out of the maneuver before Kenshin's first step could take place. This would catch him in a vulnerable state and knock him to the ground, landing within short-range to the left of his original position.
Stepping back into a ready stance with his feet, Kenshin would grab the sheath of his katana using his left hand while having his right hand hovering just in front of his stomach, ready to either grab the weapon's hilt or to retaliate in another way with his Sharingan keeping careful watch.


Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description:
Using simple, yet effective movement when performing a counter attack or a freeform hand attack, the user will manage to spin rapidly and performs a strong rotative high kick to hit the opponent. The technique can be triggered in many ways and more than one kick can be delivered if the user manages to gather enough momentum.




Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.






Chakra 1000
-30
=970 Remaining.




I'm not the best at close-range taijutsu, though I am happy to keep it close-range for as long as you feel the need xD
 

Leathercandle

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As I said in the VM, we'll ignore the CW cause in the end, I don't think I want to use it now. xD




Achilles-san, I too look forwards to this encounter. I am also flattered that a former comrade speaks so highly of me, something I can only hope to live up to now. Kenshin politely replied to Achilles before bowing slightly to reciprocate the greeting given to him.
Reacting to Achilles movement while kicking upwards with his right foot, Kenshin would step his left foot just inside the path of the kick while shifting his body weight out of the kicks trajectory. While doing this, Kenshin would use this weight shift to spin clock-wise on his left foot, to deliver a spinning kick with his right foot; striking the side of Achille's head with the heel of his right foot. It is during this spinning motion that Kenshin would simultaneously activate his Three Tomeo Sharingan.
Kenshin's counter would be timed to that Achille's weight would already be forward and committed to the kick, most likely unable to pull out of the maneuver before Kenshin's first step could take place. This would catch him in a vulnerable state and knock him to the ground, landing within short-range to the left of his original position.
Stepping back into a ready stance with his feet, Kenshin would grab the sheath of his katana using his left hand while having his right hand hovering just in front of his stomach, ready to either grab the weapon's hilt or to retaliate in another way with his Sharingan keeping careful watch.


Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description:
Using simple, yet effective movement when performing a counter attack or a freeform hand attack, the user will manage to spin rapidly and performs a strong rotative high kick to hit the opponent. The technique can be triggered in many ways and more than one kick can be delivered if the user manages to gather enough momentum.




Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.






Chakra 1000
-30
=970 Remaining.




I'm not the best at close-range taijutsu, though I am happy to keep it close-range for as long as you feel the need xD
LOL I forgot to activate sensory, so I'll do that now.


As Achilles brought his right leg forwards in the motion of a kick, Kenshin swiftly stepped into it's line before rolling away from it to the left (Achilles' right) and aiming a kick at his head. At this moment, Achilles would passively activate his sensory, which was something that he had admittedly forgotten to do at the start of the fight. With Kenshin's right foot approaching, Achilles both heard the distinct sound that the sharingan makes upon activation and sensed chakra gathering in his eyes. With this information, he made a mental note to focus on Kenshin's chin from then on. As the kick neared his face, Achilles did two things at once. He made a circular motion with his right arm, starting from behind him so that it would divert the kick to Kenshin's right, and in front of Achilles instead of into his face, and secondly, he gathered chakra into his left hand, which would be partially blocked off from Kenshin's sight. As the leg was blocked in front of Achilles, he would drive a rasengan consisting of wind chakra into it, causing great damage via both slices from the wind and blunt force from the nature of a rasengan. With the defensive crane throwing his balance off, Achilles knew that the rasengan would be difficult to counter. Upon impact, Kenshin would be sent flying backwards toward the wall of the dojo. As he was about half way to the wall of the dojo, Achilles would gather chakra in his right hand to create a chidori which he would swing in the direction of his opponent, releasing hundreds of lightning senbon toward him. The senbon would be spread out enough that to up 3 meters to Kenshin's left and right would be in the path of Achilles' jutsu.

Come! Show me the power that Rentaro spoke of!

(Passive)
(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (- 5 per turn)
Damage: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.

(Shubi Kurēn) Defensive Crane
Type: Defensive/Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: A very advanced and complex defensive form, the Defensive Crane allows the user to divert the path of incoming attacks with the back of his hands, using circular and wide movements that expand outwards. He can intercept weapons or incoming taijutsu attacks. The technique is best used when facing an opposing Taijutsu move by diverting the incoming limb to one side and combo the defensive stance with an attack, exploiting the opening created.

(Yōso no Rasengan) Elemental Spiral Sphere
Rank: A
Type: Attack/Defence
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: By combining the original Rasengan with an elemental affinity, a new Rasengan can be created that may produce a variety of effects. Only the basic 5 elements can be used in this technique.
Note: Must know rasengan

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
 

Shinta

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Shinta said:
LOL I forgot to activate sensory, so I'll do that now.


As Achilles brought his right leg forwards in the motion of a kick, Kenshin swiftly stepped into it's line before rolling away from it to the left (Achilles' right) and aiming a kick at his head. At this moment, Achilles would passively activate his sensory, which was something that he had admittedly forgotten to do at the start of the fight. With Kenshin's right foot approaching, Achilles both heard the distinct sound that the sharingan makes upon activation and sensed chakra gathering in his eyes. With this information, he made a mental note to focus on Kenshin's chin from then on. As the kick neared his face, Achilles did two things at once. He made a circular motion with his right arm, starting from behind him so that it would divert the kick to Kenshin's right, and in front of Achilles instead of into his face, and secondly, he gathered chakra into his left hand, which would be partially blocked off from Kenshin's sight. As the leg was blocked in front of Achilles, he would drive a rasengan consisting of wind chakra into it, causing great damage via both slices from the wind and blunt force from the nature of a rasengan. With the defensive crane throwing his balance off, Achilles knew that the rasengan would be difficult to counter. Upon impact, Kenshin would be sent flying backwards toward the wall of the dojo. As he was about half way to the wall of the dojo, Achilles would gather chakra in his right hand to create a chidori which he would swing in the direction of his opponent, releasing hundreds of lightning senbon toward him. The senbon would be spread out enough that to up 3 meters to Kenshin's left and right would be in the path of Achilles' jutsu.

Come! Show me the power that Rentaro spoke of!

(Passive)
(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (- 5 per turn)
Damage: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.

(Shubi Kurēn) Defensive Crane
Type: Defensive/Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: A very advanced and complex defensive form, the Defensive Crane allows the user to divert the path of incoming attacks with the back of his hands, using circular and wide movements that expand outwards. He can intercept weapons or incoming taijutsu attacks. The technique is best used when facing an opposing Taijutsu move by diverting the incoming limb to one side and combo the defensive stance with an attack, exploiting the opening created.

(Yōso no Rasengan) Elemental Spiral Sphere
Rank: A
Type: Attack/Defence
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: By combining the original Rasengan with an elemental affinity, a new Rasengan can be created that may produce a variety of effects. Only the basic 5 elements can be used in this technique.
Note: Must know rasengan

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
Not like there's anything I can do to stop you activating a passive...
Shinta can't get anything passive until Sannin T__T




Kenshin's body would be facing Achilies as he feels the arm make contact with his leg; reacting immediately he quickens his spin by hooking his leg from the knee while simultaneously punching his open left fist into Achilles right shoulder before he could draw his arm back from the counter, releasing a burst of wind that took the shape of a snake over Kenshin's arm and fist. The released wind snake would forcibly send Achilles spinning and flying off and into the wall to his left, whilst Kenshin safely plants his right leg on the ground to steady him in a fighting stance.
However, before Achilles could hit the wall, Kenshin would extend his right hand to release several snakes that remained attacked to his arm, grabbing onto Achillies' legs before Kenshin would swing him around to the right and into a different wall, smashing him through said wall into the outside.


Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Based on his unique techniques for the Kusunagi sword, Orochimaru found a way to replicate the effect and make it accessible to anyone. This variant can be used either with weaponry or bare handed strikes. By focusing wind chakra in to their weapon or fists the moment before impact the user is able to generate bursts of sharp condensed wind that take the form of large snakes bareing their fangs to strike the opponent, from both the momentum point and the impact point to enhance firstly the speed and secondly the damage. This can be used in conjunction with kenjutsu or taijutsu freeform or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question, if used with freeform it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by two ranks in regards to the users speed chart reference. Due to the nature of wind even formerly blunt attacks such as taijutsu strikes will become sharpened thanks to the wind release capable of puncturing through flesh in a similar way to the Chidori strike however less potent due to the lower rank. Requiring considerable force to run someone through entirely.

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jhin
Note: No fire in the same turn. Usable once every two turns




Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Senei Jashu is a Ninjutsu technique that manifests a torrent of snakes, which extend from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.

Note: Must be able to summon snakes






970
-10
-20
-20
=920 remaining
 

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Shinta said:
Not like there's anything I can do to stop you activating a passive...
Shinta can't get anything passive until Sannin T__T




Kenshin's body would be facing Achilies as he feels the arm make contact with his leg; reacting immediately he quickens his spin by hooking his leg from the knee while simultaneously punching his open left fist into Achilles right shoulder before he could draw his arm back from the counter, releasing a burst of wind that took the shape of a snake over Kenshin's arm and fist. The released wind snake would forcibly send Achilles spinning and flying off and into the wall to his left, whilst Kenshin safely plants his right leg on the ground to steady him in a fighting stance.
However, before Achilles could hit the wall, Kenshin would extend his right hand to release several snakes that remained attacked to his arm, grabbing onto Achillies' legs before Kenshin would swing him around to the right and into a different wall, smashing him through said wall into the outside.


Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Based on his unique techniques for the Kusunagi sword, Orochimaru found a way to replicate the effect and make it accessible to anyone. This variant can be used either with weaponry or bare handed strikes. By focusing wind chakra in to their weapon or fists the moment before impact the user is able to generate bursts of sharp condensed wind that take the form of large snakes bareing their fangs to strike the opponent, from both the momentum point and the impact point to enhance firstly the speed and secondly the damage. This can be used in conjunction with kenjutsu or taijutsu freeform or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question, if used with freeform it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by two ranks in regards to the users speed chart reference. Due to the nature of wind even formerly blunt attacks such as taijutsu strikes will become sharpened thanks to the wind release capable of puncturing through flesh in a similar way to the Chidori strike however less potent due to the lower rank. Requiring considerable force to run someone through entirely.

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jhin
Note: No fire in the same turn. Usable once every two turns




Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Senei Jashu is a Ninjutsu technique that manifests a torrent of snakes, which extend from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.

Note: Must be able to summon snakes






970
-10
-20
-20
=920 remaining
This is the only passive that I've ever owned...LOL
Also I'll calculate my chakra consumption thus far at the end of my move.
Not sure if you snapping your leg back counted as freeform or not, but I'm gonna trust it I guess bc you're the sensei lol.


Achilles knew that there was much to be expected from his opponent, but even so, the speed at which Kenshin altered the motion of his kick was incredible. Knocking away Achilles' defensive crane technique, he was left exposed to an incoming punch aimed at his right shoulder. Gathering around the fist was the shape of a snake made of wind, indicating that there would be more to the punch than what generic taijutsu could normally accomplish. Beyond seeing it, he could sense the chakra buildup, and acted swiftly. With his fist incoming, Achilles released large amounts of earthen chakra throughout his body. Starting from the general point of where the punch would be aimed, an armor of rock would emerge from his body, quickly encasing him. As the punch collided with the earthen jutsu, Achilles would simultaneously grip onto his arm with both hands, and create large spikes of stone which would burst forth from armor in all possible locations that faced Kenshin, piercing him countless times.

(Doton: Koka no Jutsu) - Earth Release: Hardening Technique
Type: Offense/Defence/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

Once the spikes had pierced Kenshin, Achilles would release the jutsu, causing it all to crumble. Without wasting even a second, Achilles would bend low and draw his katana with his right hand from his left hip. In one fluid motion, he would both unsheathe the blade and cut vertically across Kenshin's face as he jumped up into the air above. Arcing above him, Achilles would gather superheated chakra in his mouth and release a single fireball aimed at his back. Achilles would land short range from Kenshin, before jumping back to mid range as he released a volly of 5 shuriken aimed at his head, back, and legs.

(Katon: Hinotama no Mai) - Fire Release: Fireball Dance
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will attack the opponent with a series of slashes with their sword and then finish up with jumping into the air above the target and releasing a powerful fireball down upon them.
Note: Requires a Sword.



Chakra: 1000 - 15 - 5 - 40 - 20 = 920

Bold is from sensory.
 

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This is the only passive that I've ever owned...LOL
Also I'll calculate my chakra consumption thus far at the end of my move.
Not sure if you snapping your leg back counted as freeform or not, but I'm gonna trust it I guess bc you're the sensei lol.


Achilles knew that there was much to be expected from his opponent, but even so, the speed at which Kenshin altered the motion of his kick was incredible. Knocking away Achilles' defensive crane technique, he was left exposed to an incoming punch aimed at his right shoulder. Gathering around the fist was the shape of a snake made of wind, indicating that there would be more to the punch than what generic taijutsu could normally accomplish. Beyond seeing it, he could sense the chakra buildup, and acted swiftly. With his fist incoming, Achilles released large amounts of earthen chakra throughout his body. Starting from the general point of where the punch would be aimed, an armor of rock would emerge from his body, quickly encasing him. As the punch collided with the earthen jutsu, Achilles would simultaneously grip onto his arm with both hands, and create large spikes of stone which would burst forth from armor in all possible locations that faced Kenshin, piercing him countless times.

(Doton: Koka no Jutsu) - Earth Release: Hardening Technique
Type: Offense/Defence/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

Once the spikes had pierced Kenshin, Achilles would release the jutsu, causing it all to crumble. Without wasting even a second, Achilles would bend low and draw his katana with his right hand from his left hip. In one fluid motion, he would both unsheathe the blade and cut vertically across Kenshin's face as he jumped up into the air above. Arcing above him, Achilles would gather superheated chakra in his mouth and release a single fireball aimed at his back. Achilles would land short range from Kenshin, before jumping back to mid range as he released a volly of 5 shuriken aimed at his head, back, and legs.

(Katon: Hinotama no Mai) - Fire Release: Fireball Dance
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will attack the opponent with a series of slashes with their sword and then finish up with jumping into the air above the target and releasing a powerful fireball down upon them.
Note: Requires a Sword.



Chakra: 1000 - 15 - 5 - 40 - 20 = 920

Bold is from sensory.
A great deal, if not all taijutsu that isn't chakra enhanced, can be dealt with in free-form, such as your Defensive Crane.




Having his wind jutsu negated by Achilles' earth armour, Kenshin reacts quickly to release a concentrated burst of a Poison from all over his body, knocking Achilles' back to just outside of Short-range before he is able to grab Kenshin. The poison released in a gaseous state, was one of Kenshin's own creation which proceeded to multiply and rapidly fill the dojo, though not being thick enough to block vision within mid-range. The poison spread initially through the pressurised release from his body but was also supplemented by Kenshin using a liquid sample of the poison he carried with him, using it as a template which his chakra copied and propagated through the room in its gaseous state. Unless removed from the dojo, Achilles would soon inhale the poison and begin to feel its debilitating effects.


Type: Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The poison user concentrates poison chakra below their skin pooling a fair amount of the chakra in a specific spot before releasing it from their pores. This is similar to what they would naturally do with something like (Ninpou: Dokugiri) - Ninja Art: Poison Mist but instead of releasing the created poison from the mouth they do so from the pores of the body. When released from the pores it creates an intense burst of poison gas or liquid with the ability to negate an incoming technique or to dull or even completely negate momentum from things such as taijutsu or weapon ninjutsu. It does this by creating the poison in a very pressurised way creating a forceful burst of it that can be released from any part of the body and directed outward in a direction up to mid range knocking objects, or people back up to fifteen meters. Multiple bursts can be created but obviously the more there are the less strength each singular burst has needing to be aimed collectively to be as useful as a single burst. The bursts follow the natural strengths and weaknesses of the form of poison used. This technique can be used with Med Toxin or a custom poison.

Alternatively the poison chakra can be pooled all throughout the body just below the skin to create a forceful burst from all of the pores on the body creating a pressurised gust of gaseous poison or a wave of liquid poison with similar potential but in a multi-directional manner. This burst obviously has less stopping power as it is spread throughout the body releasing a concentrated burst that can knock opponents, creatures or objects back up to five meters. This has enough force to move even large summoning creatures. This variation creates an ethereal mist of poison that completely engulfs short range around it's user and it hangs heavily in the air until blown away with similarly ranked wind.
Note:
Can be used three times per battle with a two-turn cooldown.
No Dokuton in the turn after above A-rank.




Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A (60 possible physical damage on impact, rest depends on the poison)
Description:
The user is able to take an existing sample of a given poison and manipulate it with his chakra, increasing is quantity and replicating it. Basically, much like one does with water release an a water source, the user is able to use a small sample of poison to, from it, create waves, projectiles, etc if the poison is liquid or a dust, clouds, gusts, mists, etc if the poison is a gas. This technique, however, cannot create poison out of nothing, only manipulate existing poison from a sample or source.
Note: the original sample or source needs to be within short range of the user.




Name Of Poison The Hunters Choice
Creator: Shinta
Type: Haemolytic, Cardiotoxic, Neurotoxic, Vesicant

Ingredients and Background:

The Hunters Choice utilises a mixture of toxins used by hunters and refined to a potent state with the use of Shinta's medical knowledge. The resulting mixture takes on a metallic, smoke-green colour that has a higher viscosity than water, being comparable to a light oil and is also capable of being used in a gaseous state; being a light gas that has a dark-green hue. The gaseous state smells of a mix between vinegar and Ammonia, being rather distinct and easily noticeable. In both liquid and gaseous forms, the poison has no scent but does posses a foul and almost vile after-taste on the tongue. The viscosity of the liquid form allows the poison to stick better to weapons while also resisting water readily washing it away; however still being able to readily be absorbed through the skin. The Hunters Choice is comprised of Diamphotoxin, Batrachotoxin and Cantharidin that rapidly spread through the area of contact while entering the bloodstream to continually spread throughout the target.
Being the creator of this toxin and knowing the exact composition, Shinta has inoculated himself against the effects of this poison through prolonged exposure over many years via repeated ingestion/injection of gradual, increasing dosages. Shinta has applied this poison to all his weapons and carries samples in sealed jars on his person and sealed within medical scrolls.

Description of Effects:

The Poison progresses from an initially mild and easy to ignore state before rapidly progressing and worsening with the following effects; breaking down of red blood cells to cause a release of haemoglobin, blocking of the sodium channels in the nerves that prevent the neuron from communicating with the muscles and finally it begins to break down the cell-to-cell bonds (Desmosomal plaques) which leads to surface blistering of the skin. A further breakdown of the effects if as follows:
Liquid Form: In this state, the poison is able to be absorbed via direct skin or through an open wound as small as a cut.

Rate of Effects Depending on Exposure

Small scratch or contact with liquid
First Turn: Point of contact will become paralysed; in the case of hands, target won't be able to perform hand seals. This paralysis will continue for four turns unless poison is removed.
Second Turn: Blisters will begin to begin to form over the afflicted area. The toxin begins to spread through the blood stream, destroying red-blood cells that causes a mild increase to blood pressure and shortness of breath.
Third Turn: Blisters will begin to rupture, causing great pain and physical damage (-10 per turn). More and more red blood cells are damaged, compiled with blood loss from the blisters, leads rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Paralysis now affects the entire limb originally affected by the poison (poison entered through the left hip, the entire left leg is now immobile).
Fourth Turn: Blisters spread over the entire affected limb, rupturing and continuing to bleed as they progress over the body. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing.
Fifth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen. Two more turns until the target dies from paralysis of the heart muscles.

Stab wound, contact with the liquid via an open wound or contact with Mucosa
First Turn: Point of contact will become paralysed and feeling will be lost in extremities (hand and feet) that in the case of hands will prevent use of hand seals. This paralysis will continue for four turns unless poison is removed, worsening each turn. Blisters immediately begin to form over the point of contact (hindering vision or breathing if contact with the eyes or nose if made).
Second Turn: Paralysis worsens, preventing quick motions with arms or legs (Base Speed reduced by 1 rank). Blisters begin to rupture and bleed heavily, causing -10 damage per turn. Destruction of red blood cells combined with the blood loss causes; blood pressure to quickly rise, rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Blisters have now spread to cover the limb where the poison made contact.
Third Turn: Blisters have now spread over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank).
Fourth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen.
Fifth Turn: The target dies at the end of this turn, after the poison reaches the heart and paralyses the muscles. The target is delirious, unable to move and suffering from severe blood loss at during this turn.

Ingestion of liquid poison, inhalation of gas or direct intravenous/intramuscular injection
First turn: Target will immediately loose fine motor control, preventing the use of hand seals and accuracy when throwing shuriken/kunai. Blisters will form in the immediate area of exposure/contact that will begin to heavily bleed (-20 damage per turn) that, in the case of ingestion or inhalation, will cause the target to vomit or cough up blood with the blisters forming inside the stomach or lungs.
Second Turn: Blisters will rapidly spread to over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank). The target also become delirious and confused, reducing reaction time by -2 levels.
Third Turn: The afflicted becomes completely paralysed and the bleeding blisters cover the entirety of the body, all previous symptoms also worsen.
Fourth Turn: The target dies during this turn from paralysis of the heart muscles.



Notes:
- Can only be used by Shinta or those he gives samples to.
- Only Shinta is immune to the effects of this poison.






Chakra 940
-10
-40
-30
=860 remaining
 

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A great deal, if not all taijutsu that isn't chakra enhanced, can be dealt with in free-form, such as your Defensive Crane.




Having his wind jutsu negated by Achilles' earth armour, Kenshin reacts quickly to release a concentrated burst of a Poison from all over his body, knocking Achilles' back to just outside of Short-range before he is able to grab Kenshin. The poison released in a gaseous state, was one of Kenshin's own creation which proceeded to multiply and rapidly fill the dojo, though not being thick enough to block vision within mid-range. The poison spread initially through the pressurised release from his body but was also supplemented by Kenshin using a liquid sample of the poison he carried with him, using it as a template which his chakra copied and propagated through the room in its gaseous state. Unless removed from the dojo, Achilles would soon inhale the poison and begin to feel its debilitating effects.


Type: Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The poison user concentrates poison chakra below their skin pooling a fair amount of the chakra in a specific spot before releasing it from their pores. This is similar to what they would naturally do with something like (Ninpou: Dokugiri) - Ninja Art: Poison Mist but instead of releasing the created poison from the mouth they do so from the pores of the body. When released from the pores it creates an intense burst of poison gas or liquid with the ability to negate an incoming technique or to dull or even completely negate momentum from things such as taijutsu or weapon ninjutsu. It does this by creating the poison in a very pressurised way creating a forceful burst of it that can be released from any part of the body and directed outward in a direction up to mid range knocking objects, or people back up to fifteen meters. Multiple bursts can be created but obviously the more there are the less strength each singular burst has needing to be aimed collectively to be as useful as a single burst. The bursts follow the natural strengths and weaknesses of the form of poison used. This technique can be used with Med Toxin or a custom poison.

Alternatively the poison chakra can be pooled all throughout the body just below the skin to create a forceful burst from all of the pores on the body creating a pressurised gust of gaseous poison or a wave of liquid poison with similar potential but in a multi-directional manner. This burst obviously has less stopping power as it is spread throughout the body releasing a concentrated burst that can knock opponents, creatures or objects back up to five meters. This has enough force to move even large summoning creatures. This variation creates an ethereal mist of poison that completely engulfs short range around it's user and it hangs heavily in the air until blown away with similarly ranked wind.
Note:
Can be used three times per battle with a two-turn cooldown.
No Dokuton in the turn after above A-rank.




Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A (60 possible physical damage on impact, rest depends on the poison)
Description:
The user is able to take an existing sample of a given poison and manipulate it with his chakra, increasing is quantity and replicating it. Basically, much like one does with water release an a water source, the user is able to use a small sample of poison to, from it, create waves, projectiles, etc if the poison is liquid or a dust, clouds, gusts, mists, etc if the poison is a gas. This technique, however, cannot create poison out of nothing, only manipulate existing poison from a sample or source.
Note: the original sample or source needs to be within short range of the user.




Name Of Poison The Hunters Choice
Creator: Shinta
Type: Haemolytic, Cardiotoxic, Neurotoxic, Vesicant

Ingredients and Background:

The Hunters Choice utilises a mixture of toxins used by hunters and refined to a potent state with the use of Shinta's medical knowledge. The resulting mixture takes on a metallic, smoke-green colour that has a higher viscosity than water, being comparable to a light oil and is also capable of being used in a gaseous state; being a light gas that has a dark-green hue. The gaseous state smells of a mix between vinegar and Ammonia, being rather distinct and easily noticeable. In both liquid and gaseous forms, the poison has no scent but does posses a foul and almost vile after-taste on the tongue. The viscosity of the liquid form allows the poison to stick better to weapons while also resisting water readily washing it away; however still being able to readily be absorbed through the skin. The Hunters Choice is comprised of Diamphotoxin, Batrachotoxin and Cantharidin that rapidly spread through the area of contact while entering the bloodstream to continually spread throughout the target.
Being the creator of this toxin and knowing the exact composition, Shinta has inoculated himself against the effects of this poison through prolonged exposure over many years via repeated ingestion/injection of gradual, increasing dosages. Shinta has applied this poison to all his weapons and carries samples in sealed jars on his person and sealed within medical scrolls.

Description of Effects:

The Poison progresses from an initially mild and easy to ignore state before rapidly progressing and worsening with the following effects; breaking down of red blood cells to cause a release of haemoglobin, blocking of the sodium channels in the nerves that prevent the neuron from communicating with the muscles and finally it begins to break down the cell-to-cell bonds (Desmosomal plaques) which leads to surface blistering of the skin. A further breakdown of the effects if as follows:
Liquid Form: In this state, the poison is able to be absorbed via direct skin or through an open wound as small as a cut.

Rate of Effects Depending on Exposure

Small scratch or contact with liquid
First Turn: Point of contact will become paralysed; in the case of hands, target won't be able to perform hand seals. This paralysis will continue for four turns unless poison is removed.
Second Turn: Blisters will begin to begin to form over the afflicted area. The toxin begins to spread through the blood stream, destroying red-blood cells that causes a mild increase to blood pressure and shortness of breath.
Third Turn: Blisters will begin to rupture, causing great pain and physical damage (-10 per turn). More and more red blood cells are damaged, compiled with blood loss from the blisters, leads rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Paralysis now affects the entire limb originally affected by the poison (poison entered through the left hip, the entire left leg is now immobile).
Fourth Turn: Blisters spread over the entire affected limb, rupturing and continuing to bleed as they progress over the body. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing.
Fifth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen. Two more turns until the target dies from paralysis of the heart muscles.

Stab wound, contact with the liquid via an open wound or contact with Mucosa
First Turn: Point of contact will become paralysed and feeling will be lost in extremities (hand and feet) that in the case of hands will prevent use of hand seals. This paralysis will continue for four turns unless poison is removed, worsening each turn. Blisters immediately begin to form over the point of contact (hindering vision or breathing if contact with the eyes or nose if made).
Second Turn: Paralysis worsens, preventing quick motions with arms or legs (Base Speed reduced by 1 rank). Blisters begin to rupture and bleed heavily, causing -10 damage per turn. Destruction of red blood cells combined with the blood loss causes; blood pressure to quickly rise, rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Blisters have now spread to cover the limb where the poison made contact.
Third Turn: Blisters have now spread over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank).
Fourth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen.
Fifth Turn: The target dies at the end of this turn, after the poison reaches the heart and paralyses the muscles. The target is delirious, unable to move and suffering from severe blood loss at during this turn.

Ingestion of liquid poison, inhalation of gas or direct intravenous/intramuscular injection
First turn: Target will immediately loose fine motor control, preventing the use of hand seals and accuracy when throwing shuriken/kunai. Blisters will form in the immediate area of exposure/contact that will begin to heavily bleed (-20 damage per turn) that, in the case of ingestion or inhalation, will cause the target to vomit or cough up blood with the blisters forming inside the stomach or lungs.
Second Turn: Blisters will rapidly spread to over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank). The target also become delirious and confused, reducing reaction time by -2 levels.
Third Turn: The afflicted becomes completely paralysed and the bleeding blisters cover the entirety of the body, all previous symptoms also worsen.
Fourth Turn: The target dies during this turn from paralysis of the heart muscles.



Notes:
- Can only be used by Shinta or those he gives samples to.
- Only Shinta is immune to the effects of this poison.






Chakra 940
-10
-40
-30
=860 remaining
As Achilles prepared to grab Kenshin's arm and launch a volley of spikes from his armor, he was surprised to be hit by an oncoming burst of something that expelled from all over the man's body. Because of his armor, the blast of poison would fail to enter him immediately, however, Achilles needed to act as quickly as possible with his armor being destroyed by the jutsu.

Poison release? Great.

Sliding along the dojo's matted floor, Achilles would pool chakra into the air short range behind Kenshin, quickly taking the shape of a giant hurricane that would accomplish a great deal. It would suck in both the poison spread out across the room and Kenshin, as well as destroy the wall of the dojo it was created near, allowing any of the remaining poison in the room to be filtered outside. As both Kenshin and the poison were sucked into the hurricane, Achilles would form the horse hand seal, molding his superheated chakra in his mouth before expelling it in the form of a stream of fire that would quickly expand, engulfing the entire far side of the dojo in flames. With the great technique blocking out Achilles' vision, he would still able to determine Kenshin's precise location thanks to his sensory.

(Fūton: Joushou Ryuu) – Wind Release: Rising Dragon
Type: Offensive
Rank: A
Range: Mid
Chakra: 30
Damage: 60
Description: The user makes a giant hurricane using the blade of wind that then draws in the enemies into the hurricane, violently slashing them.

(Katon: Gōka Mekkyaku) - Fire release: Great Fire Majestic Annihilation
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A technique where the user makes the horse hand seal and then kneads chakra inside his body which is then converted into fire and expelled from the mouth as a massive wall of intense flames, which covers an expansive range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is not one of the fastest seen so far.




Chakra: 940 - 5 - 30 - 40 = 865
 
Last edited:

Shinta

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As Achilles prepared to grab Kenshin's arm and launch a volley of spikes from his armor, he was surprised to be hit by an oncoming burst of something that expelled from all over the man's body. Because of his armor, the blast of poison would fail to enter him immediately, however, Achilles needed to act as quickly as possible with his armor being destroyed by the jutsu.

Poison release? Great.

Sliding along the dojo's matted floor, Achilles would pool chakra into the air short range behind Kenshin, quickly taking the shape of a giant hurricane that would accomplish a great deal. It would suck in both the poison spread out across the room and Kenshin, as well as destroy the wall of the dojo it was created near, allowing any of the remaining poison in the room to be filtered outside. As both Kenshin and the poison were sucked into the hurricane, Achilles would form the horse hand seal, molding his superheated chakra in his mouth before expelling it in the form of a stream of fire that would quickly expand, engulfing the entire far side of the dojo in flames. With the great technique blocking out Achilles' vision, he would still able to determine Kenshin's precise location thanks to his sensory.

(Fūton: Joushou Ryuu) – Wind Release: Rising Dragon
Type: Offensive
Rank: A
Range: Mid
Chakra: 30
Damage: 60
Description: The user makes a giant hurricane using the blade of wind that then draws in the enemies into the hurricane, violently slashing them.

(Katon: Gōka Mekkyaku) - Fire release: Great Fire Majestic Annihilation
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A technique where the user makes the horse hand seal and then kneads chakra inside his body which is then converted into fire and expelled from the mouth as a massive wall of intense flames, which covers an expansive range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is not one of the fastest seen so far.




Chakra: 940 - 5 - 30 - 40 = 865
Before Kenshin could spread the poison further throughout the room, a suctioning effect would visibly be drawing the poison to a point behind himself. A mere moment would have passed before Kenshin himself would start to be drawn backwards into the forming hurricane, to which he reacted by turning towards it before releasing a burst of fire that erupted underneath the hurricane to burn it out in a pillar of flame.
Now hearing and feeling the flames of Achilles' next attack, Kenshin would turn to face it head on as he created a massive wave of liquid poison, equalling in size to the stream of fire so as to effectively cancel it out. However this interaction between the liquid poison and the fire would have a secondary effect; as the liquid made contact with the flames, it would vaporise into its gas form, spreading throughout what's left of the dojo and into the surrounding area to leave no safe place to breath.
You're smart Achilles, you're bound to realise what happens if you continue your fire jutsu. Kenshin would call out as his wave of poison continues to negate the flames at the half-way point between himself and Achilles.


Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will manipulate their chakra into their chest and then they will release from their mouth a quick burst of flame towards their opponents feet which then errupts into a large pillar of flame reaching 3 meters tall and inflicting damage to the target.




Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A (60 possible physical damage on impact, rest depends on the poison)
Description:
The user is able to take an existing sample of a given poison and manipulate it with his chakra, increasing is quantity and replicating it. Basically, much like one does with water release an a water source, the user is able to use a small sample of poison to, from it, create waves, projectiles, etc if the poison is liquid or a dust, clouds, gusts, mists, etc if the poison is a gas. This technique, however, cannot create poison out of nothing, only manipulate existing poison from a sample or source.
Note: the original sample or source needs to be within short range of the user.




Name Of Poison The Hunters Choice
Creator: Shinta
Type: Haemolytic, Cardiotoxic, Neurotoxic, Vesicant

Ingredients and Background:

The Hunters Choice utilises a mixture of toxins used by hunters and refined to a potent state with the use of Shinta's medical knowledge. The resulting mixture takes on a metallic, smoke-green colour that has a higher viscosity than water, being comparable to a light oil and is also capable of being used in a gaseous state; being a light gas that has a dark-green hue. The gaseous state smells of a mix between vinegar and Ammonia, being rather distinct and easily noticeable. In both liquid and gaseous forms, the poison has no scent but does posses a foul and almost vile after-taste on the tongue. The viscosity of the liquid form allows the poison to stick better to weapons while also resisting water readily washing it away; however still being able to readily be absorbed through the skin. The Hunters Choice is comprised of Diamphotoxin, Batrachotoxin and Cantharidin that rapidly spread through the area of contact while entering the bloodstream to continually spread throughout the target.
Being the creator of this toxin and knowing the exact composition, Shinta has inoculated himself against the effects of this poison through prolonged exposure over many years via repeated ingestion/injection of gradual, increasing dosages. Shinta has applied this poison to all his weapons and carries samples in sealed jars on his person and sealed within medical scrolls.

Description of Effects:

The Poison progresses from an initially mild and easy to ignore state before rapidly progressing and worsening with the following effects; breaking down of red blood cells to cause a release of haemoglobin, blocking of the sodium channels in the nerves that prevent the neuron from communicating with the muscles and finally it begins to break down the cell-to-cell bonds (Desmosomal plaques) which leads to surface blistering of the skin. A further breakdown of the effects if as follows:
Liquid Form: In this state, the poison is able to be absorbed via direct skin or through an open wound as small as a cut.

Rate of Effects Depending on Exposure

Small scratch or contact with liquid
First Turn: Point of contact will become paralysed; in the case of hands, target won't be able to perform hand seals. This paralysis will continue for four turns unless poison is removed.
Second Turn: Blisters will begin to begin to form over the afflicted area. The toxin begins to spread through the blood stream, destroying red-blood cells that causes a mild increase to blood pressure and shortness of breath.
Third Turn: Blisters will begin to rupture, causing great pain and physical damage (-10 per turn). More and more red blood cells are damaged, compiled with blood loss from the blisters, leads rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Paralysis now affects the entire limb originally affected by the poison (poison entered through the left hip, the entire left leg is now immobile).
Fourth Turn: Blisters spread over the entire affected limb, rupturing and continuing to bleed as they progress over the body. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing.
Fifth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen. Two more turns until the target dies from paralysis of the heart muscles.

Stab wound, contact with the liquid via an open wound or contact with Mucosa
First Turn: Point of contact will become paralysed and feeling will be lost in extremities (hand and feet) that in the case of hands will prevent use of hand seals. This paralysis will continue for four turns unless poison is removed, worsening each turn. Blisters immediately begin to form over the point of contact (hindering vision or breathing if contact with the eyes or nose if made).
Second Turn: Paralysis worsens, preventing quick motions with arms or legs (Base Speed reduced by 1 rank). Blisters begin to rupture and bleed heavily, causing -10 damage per turn. Destruction of red blood cells combined with the blood loss causes; blood pressure to quickly rise, rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Blisters have now spread to cover the limb where the poison made contact.
Third Turn: Blisters have now spread over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank).
Fourth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen.
Fifth Turn: The target dies at the end of this turn, after the poison reaches the heart and paralyses the muscles. The target is delirious, unable to move and suffering from severe blood loss at during this turn.

Ingestion of liquid poison, inhalation of gas or direct intravenous/intramuscular injection
First turn: Target will immediately loose fine motor control, preventing the use of hand seals and accuracy when throwing shuriken/kunai. Blisters will form in the immediate area of exposure/contact that will begin to heavily bleed (-20 damage per turn) that, in the case of ingestion or inhalation, will cause the target to vomit or cough up blood with the blisters forming inside the stomach or lungs.
Second Turn: Blisters will rapidly spread to over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank). The target also become delirious and confused, reducing reaction time by -2 levels.
Third Turn: The afflicted becomes completely paralysed and the bleeding blisters cover the entirety of the body, all previous symptoms also worsen.
Fourth Turn: The target dies during this turn from paralysis of the heart muscles.



Notes:
- Can only be used by Shinta or those he gives samples to.
- Only Shinta is immune to the effects of this poison.






Chakra 890
-10
-20
-30
=830 remaining
 

Leathercandle

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Before Kenshin could spread the poison further throughout the room, a suctioning effect would visibly be drawing the poison to a point behind himself. A mere moment would have passed before Kenshin himself would start to be drawn backwards into the forming hurricane, to which he reacted by turning towards it before releasing a burst of fire that erupted underneath the hurricane to burn it out in a pillar of flame.
Now hearing and feeling the flames of Achilles' next attack, Kenshin would turn to face it head on as he created a massive wave of liquid poison, equalling in size to the stream of fire so as to effectively cancel it out. However this interaction between the liquid poison and the fire would have a secondary effect; as the liquid made contact with the flames, it would vaporise into its gas form, spreading throughout what's left of the dojo and into the surrounding area to leave no safe place to breath.
You're smart Achilles, you're bound to realise what happens if you continue your fire jutsu. Kenshin would call out as his wave of poison continues to negate the flames at the half-way point between himself and Achilles.


Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will manipulate their chakra into their chest and then they will release from their mouth a quick burst of flame towards their opponents feet which then errupts into a large pillar of flame reaching 3 meters tall and inflicting damage to the target.




Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A (60 possible physical damage on impact, rest depends on the poison)
Description:
The user is able to take an existing sample of a given poison and manipulate it with his chakra, increasing is quantity and replicating it. Basically, much like one does with water release an a water source, the user is able to use a small sample of poison to, from it, create waves, projectiles, etc if the poison is liquid or a dust, clouds, gusts, mists, etc if the poison is a gas. This technique, however, cannot create poison out of nothing, only manipulate existing poison from a sample or source.
Note: the original sample or source needs to be within short range of the user.




Name Of Poison The Hunters Choice
Creator: Shinta
Type: Haemolytic, Cardiotoxic, Neurotoxic, Vesicant

Ingredients and Background:

The Hunters Choice utilises a mixture of toxins used by hunters and refined to a potent state with the use of Shinta's medical knowledge. The resulting mixture takes on a metallic, smoke-green colour that has a higher viscosity than water, being comparable to a light oil and is also capable of being used in a gaseous state; being a light gas that has a dark-green hue. The gaseous state smells of a mix between vinegar and Ammonia, being rather distinct and easily noticeable. In both liquid and gaseous forms, the poison has no scent but does posses a foul and almost vile after-taste on the tongue. The viscosity of the liquid form allows the poison to stick better to weapons while also resisting water readily washing it away; however still being able to readily be absorbed through the skin. The Hunters Choice is comprised of Diamphotoxin, Batrachotoxin and Cantharidin that rapidly spread through the area of contact while entering the bloodstream to continually spread throughout the target.
Being the creator of this toxin and knowing the exact composition, Shinta has inoculated himself against the effects of this poison through prolonged exposure over many years via repeated ingestion/injection of gradual, increasing dosages. Shinta has applied this poison to all his weapons and carries samples in sealed jars on his person and sealed within medical scrolls.

Description of Effects:

The Poison progresses from an initially mild and easy to ignore state before rapidly progressing and worsening with the following effects; breaking down of red blood cells to cause a release of haemoglobin, blocking of the sodium channels in the nerves that prevent the neuron from communicating with the muscles and finally it begins to break down the cell-to-cell bonds (Desmosomal plaques) which leads to surface blistering of the skin. A further breakdown of the effects if as follows:
Liquid Form: In this state, the poison is able to be absorbed via direct skin or through an open wound as small as a cut.

Rate of Effects Depending on Exposure

Small scratch or contact with liquid
First Turn: Point of contact will become paralysed; in the case of hands, target won't be able to perform hand seals. This paralysis will continue for four turns unless poison is removed.
Second Turn: Blisters will begin to begin to form over the afflicted area. The toxin begins to spread through the blood stream, destroying red-blood cells that causes a mild increase to blood pressure and shortness of breath.
Third Turn: Blisters will begin to rupture, causing great pain and physical damage (-10 per turn). More and more red blood cells are damaged, compiled with blood loss from the blisters, leads rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Paralysis now affects the entire limb originally affected by the poison (poison entered through the left hip, the entire left leg is now immobile).
Fourth Turn: Blisters spread over the entire affected limb, rupturing and continuing to bleed as they progress over the body. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing.
Fifth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen. Two more turns until the target dies from paralysis of the heart muscles.

Stab wound, contact with the liquid via an open wound or contact with Mucosa
First Turn: Point of contact will become paralysed and feeling will be lost in extremities (hand and feet) that in the case of hands will prevent use of hand seals. This paralysis will continue for four turns unless poison is removed, worsening each turn. Blisters immediately begin to form over the point of contact (hindering vision or breathing if contact with the eyes or nose if made).
Second Turn: Paralysis worsens, preventing quick motions with arms or legs (Base Speed reduced by 1 rank). Blisters begin to rupture and bleed heavily, causing -10 damage per turn. Destruction of red blood cells combined with the blood loss causes; blood pressure to quickly rise, rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Blisters have now spread to cover the limb where the poison made contact.
Third Turn: Blisters have now spread over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank).
Fourth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen.
Fifth Turn: The target dies at the end of this turn, after the poison reaches the heart and paralyses the muscles. The target is delirious, unable to move and suffering from severe blood loss at during this turn.

Ingestion of liquid poison, inhalation of gas or direct intravenous/intramuscular injection
First turn: Target will immediately loose fine motor control, preventing the use of hand seals and accuracy when throwing shuriken/kunai. Blisters will form in the immediate area of exposure/contact that will begin to heavily bleed (-20 damage per turn) that, in the case of ingestion or inhalation, will cause the target to vomit or cough up blood with the blisters forming inside the stomach or lungs.
Second Turn: Blisters will rapidly spread to over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank). The target also become delirious and confused, reducing reaction time by -2 levels.
Third Turn: The afflicted becomes completely paralysed and the bleeding blisters cover the entirety of the body, all previous symptoms also worsen.
Fourth Turn: The target dies during this turn from paralysis of the heart muscles.



Notes:
- Can only be used by Shinta or those he gives samples to.
- Only Shinta is immune to the effects of this poison.






Chakra 890
-10
-20
-30
=830 remaining
Achilles watched the poison throughout the room be sucked in toward the hurricane before Kenshin himself lost his footing and was drawn into the fray. Bright lights poured into the dojo as the side of the building was ripped to shreds, causing planks and chips of wood to fly in every which way. Observing Kenshin's actions, he bore witness to his opponent doing something extremely dangerous. He turned around. Pooling chakra beneath Achilles' hurricane, Kenshin easily countered the jutsu by causing massive pillars of fire to emerge from the matted floor. However, the moment the pillars of fire spewed forth from the ground, Achilles had begun his next offensive. Grabbing onto the hilt of his katana at his left hip with his right arm, Achilles unsheathed the blade, running full speed at Kenshin. As he did so, Achilles had reached into his ninja pouch using his left hand and grabbed a flash bomb, which he threw backwards into the air. Achilles concentrated a large amount of lightning chakra into the blade as it slid out of it's sheath, causing it to turn a whitish-blue color and make buzzing noises. Reaching Kenshin, Achilles would rise upwards (having been slightly crouched at the time), and slice diagonally upwards and across his back using one hand. The blade would start at his left hip and exit at his right shoulder. Gripping the katana with his left hand as well as he brought it back down, Achilles would swing the sword clean through Kenshin's body, cutting him in two across his upper back and chest.

Don't ever turn your back on me, Kenshin-san.

(Chō Biburāto Raitontō) - Super Vibrating Lightning Release Sword
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+40 to Kenjutsu/sword-related attacks)
Description: The user channels their lightning chakra into a blade, increasing its vibrating frequency and giving it more cutting power than standard wind techniques.

( Ken Rendan no Jutsu ) - Sword Barrage Technique
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30 + 40
Description: With this technique, the user will make a sequence of slashes with their sword and finishes with a powerful final slash dealing damage to their enemy.



Chakra: 905 - 5 - 20 = 880
 

Shinta

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Achilles watched the poison throughout the room be sucked in toward the hurricane before Kenshin himself lost his footing and was drawn into the fray. Bright lights poured into the dojo as the side of the building was ripped to shreds, causing planks and chips of wood to fly in every which way. Observing Kenshin's actions, he bore witness to his opponent doing something extremely dangerous. He turned around. Pooling chakra beneath Achilles' hurricane, Kenshin easily countered the jutsu by causing massive pillars of fire to emerge from the matted floor. However, the moment the pillars of fire spewed forth from the ground, Achilles had begun his next offensive. Grabbing onto the hilt of his katana at his left hip with his right arm, Achilles unsheathed the blade, running full speed at Kenshin. As he did so, Achilles had reached into his ninja pouch using his left hand and grabbed a flash bomb, which he threw backwards into the air. Achilles concentrated a large amount of lightning chakra into the blade as it slid out of it's sheath, causing it to turn a whitish-blue color and make buzzing noises. Reaching Kenshin, Achilles would rise upwards (having been slightly crouched at the time), and slice diagonally upwards and across his back using one hand. The blade would start at his left hip and exit at his right shoulder. Gripping the katana with his left hand as well as he brought it back down, Achilles would swing the sword clean through Kenshin's body, cutting him in two across his upper back and chest.

Don't ever turn your back on me, Kenshin-san.

(Chō Biburāto Raitontō) - Super Vibrating Lightning Release Sword
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+40 to Kenjutsu/sword-related attacks)
Description: The user channels their lightning chakra into a blade, increasing its vibrating frequency and giving it more cutting power than standard wind techniques.

( Ken Rendan no Jutsu ) - Sword Barrage Technique
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30 + 40
Description: With this technique, the user will make a sequence of slashes with their sword and finishes with a powerful final slash dealing damage to their enemy.



Chakra: 905 - 5 - 20 = 880
I do not turn my back on you as a sign of disrespect, I only turn it for the amount of pressure you are placing on me. Kenshin would hurriedly exclaim as Achilles rushes in for his next attack. With the hurricane now dealt with, Kenshin had only moments to act deducing from the sound emanating from his newly drawn blade and the rapid pace of foot steps, this was meant to be a kill shot. Reacting with a desperate measure of his own, Kenshin released a massive blast of Lightning Chakra from all over his body, decimating everything within mid-range of him while pushing anything strong enough to resist back the same distance.
With the explosion completed, Kenshin stands in a short-range-radius crater, with the dojo now nothing more than smouldering remains. He turns to face the direction Achilles was originally running from, scanning the area with his Sharingan, surveying what was left of his attack.


Type: Attack
Rank: S Rank - Forbidden Rank
Range: Short-Long
Chakra Cost: 40 ( 50 If charges for 2 moves)
Damage Points: 80 (90 If charged for 2 moves)
Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

Notes:

-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.






Chakra 830
-10
-40
=780 remaining.
 

Leathercandle

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I do not turn my back on you as a sign of disrespect, I only turn it for the amount of pressure you are placing on me. Kenshin would hurriedly exclaim as Achilles rushes in for his next attack. With the hurricane now dealt with, Kenshin had only moments to act deducing from the sound emanating from his newly drawn blade and the rapid pace of foot steps, this was meant to be a kill shot. Reacting with a desperate measure of his own, Kenshin released a massive blast of Lightning Chakra from all over his body, decimating everything within mid-range of him while pushing anything strong enough to resist back the same distance.
With the explosion completed, Kenshin stands in a short-range-radius crater, with the dojo now nothing more than smouldering remains. He turns to face the direction Achilles was originally running from, scanning the area with his Sharingan, surveying what was left of his attack.


Type: Attack
Rank: S Rank - Forbidden Rank
Range: Short-Long
Chakra Cost: 40 ( 50 If charges for 2 moves)
Damage Points: 80 (90 If charged for 2 moves)
Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

Notes:

-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.






Chakra 830
-10
-40
=780 remaining.
Running toward Kenshin, Achilles had unsheathed his sword and was prepared to finish the battle. Bringing his sword up, Achilles sensed a build up of chakra in the opponent, which he was then shown in the form of a large electrical technique. Massive amounts of unfocused lightning began to erupt from all around Kenshin, likely threatening Achilles' life if he were to act without haste. Releasing the current of electricity from his sword, Achilles focused more chakra into the blade as brought it to the right, angled downwards in preparation to strike his opponent, all the while still sprinting forward. Any and all of the lightning that came anywhere near him would be sent into the sword, and then the ground, neutralizing both the destruction of the ground between the two men, as well as the shocking effects. This would only take a moment, and allowed him enough time to enter striking range. Bringing his sword up, Achilles would strike the man across his back diagonally (exiting from his left shoulder), before striking him across his left leg, and then passing him on the left as he jumped half a foot into the air and spun with the katana which would now be glowing blue, slashing into and cutting through him several times.

( Kenjutsu: Hirashin ) - Sword Technique: Lightning Rod
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user by use of a sword can use it as a rod to attract lightning currents that are channeled into the user from opponents attacks and by pointing the tip of the blade into the ground the user is then able to dispel the lightning charge nullifing the effects of paralysis. However this only works on free flowing lightning based techniques such as the Chidori current and not on focused lightning based techniques

( Ken Rendan no Jutsu ) - Sword Barrage Technique
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: With this technique, the user will make a sequence of slashes with their sword and finishes with a powerful final slash dealing damage to their enemy.

( Chakura Bōsekiken ) - Chakra Spinning Blade
Type: Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will channel chakra into their sword, making it glow blue, and then jump into the air. They spin at a rapid rate, creating a spinning circle and cutting through the enemy target.



Chakra: 900 - 5 - 30 - 20 = 845
 
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