[OPEN] Free Kumi Pt. III

Zaphkiel

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Open, fair game.
Official (Kill/Stealing allowed)
Mid-Range Start
Terrain is a forest clearing with no water sources.
T/L 3 Days.
I'll use my Otsutsuki.

Post your bio and start, if not I will. And please, I'm looking for active replies, something to get me back into RP :/
 

The_Empire

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(Pawāringu) Power Ring
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.
_________________
Orochimaru stands in front of someone he has been looking for. Well not the exact person but the look of the person they are part of the same clan. He stands in his normal robe and activates his chakra sensing ability passively.

(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.

Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

He looks at the young old lady and throws a lighting ball at him. This lightning ball is more powerful thanks to his enhancements he has. After throwing one he threw another one right after it. Orochimaru watch but also sensed his prey. These are done in quick sessions back to back making little to no time from the first to the second one.

(Raiton: Sanda Appu) – Lightning Release: Thunder Up
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (+20=80)
Description: The user concentrates a lot of lightning chakra into their hand, compressing it into a ball of lightning energy. The user can then hurl it at the enemy or trust it forward in a melee attack. Once the ball hits the target, it expands into a massive lightning explosion.

(Raiton: Sanda Appu) – Lightning Release: Thunder Up
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60(+20=80)
Description: The user concentrates a lot of lightning chakra into their hand, compressing it into a ball of lightning energy. The user can then hurl it at the enemy or trust it forward in a melee attack. Once the ball hits the target, it expands into a massive lightning explosion.

2000 -15(activate chakra sensing) -5(per turn chakra sensing) -30(a rank lightning tech) -30(a rank lightning tech) =1920 chakra remaining

160 Health
 

Zaphkiel

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[Heaven's Host]. Passives and Seals on bio.

(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.
Iguza Ni ♎ IXA II
Type: Weapon
Rank: A/S
Range: Short-Long
Chakra: 30/40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and goldtwisted swordattached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the shape of a rectangular cube that much resembles a briefcase or a gauntlet covering the user's preferred arm. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation.

Offensive Bias
This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud. However, 3x per conflict, the IXA is able to produce much stronger beams (S ranked: 40 chakra cost/80 damage) to overwhelm the opponent but in doing so the Offensive Bias will go on a 1 turn cool down each time.
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Defensive Bias
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks.The IXA in addition to the shield, will grow a special barrier loaded with whatever chakra nature the user channeled. This barrier is spherical in shape and protects the user from attacks coming from above, below, as well as the sides. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.
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Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act autonomously. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. When in remote activation the weapon simply floats, held aloft through chakra control. It can then be sent flying the air and perform aerial maneuvers through either hand movements or just will. The weapon is still capable of entering in either Offensive or Defensive Bias but activating these through Remote Activation will require a move slot and an extra -10 from the user's chakra per turn to maintain in addition to the costs of each Bias. When not in use, i.e idle, the IXA takes -5 chakra per turn when in short range per turn, -10 in mid, and -15 in long. Remote activation in itself does not have a usage limit and doesn't take up space in the time frame.
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The IXA by itself carries an S ranked durability and upon being overwhelmed by an attack it will immediately fold back into its smaller cuboid/gauntlet form and will remain unusable for a total of 2 turns. Although it is indestructible it does require time to reconstruct itself. After the 2 turns are up, unless Arima or another chakra source that had been allowed to use it (someone who was taught) reactivates it, it will stay in this cuboid form for as long as it must.

Note(s):
♎ Only usable by Arima Kishou biographies or those that he allow.
♎ Must start in it's cuboid/gauntlet form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior

With his white eyes passively activated XVII watched keenly the man before him. Nothing about his appearance and gestures said friendly and as such our young Otsutsuki was on the defensive from the get-go. As the man fired off the lightning ball XVII leveled his finger with the attack, using his extraordinary eyes for precision and then fired a ball of condensed wind powerful enough to blow a hole through steel. The wind attack would hurtle through the first orb then the second, which XVII would realize out of coincidence. He would know then, that this fellow was a sneaky one. A snake.

"You insult me with these tricks, stranger."

(Fūton : Ōsama Banzai) - Wind Release : Long live the King!
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
This Technique is very much like it's Father Technique "(Fūton : Ō ni hyō) - Wind Release : Hail to the King" where it fires the small condensed ball of wind, it drills through anything until it reaches it's target and explodes as a Ball of wind. It effects the elements as how it's father Technique did as well. However the only different is that a the sphere when it explodes only has a 3 meter diameter instead of 5 and instead of only one it can create up to 8 balls of wind, the rank can be split evenly or allocated (For example if the user was to create three spheres of wind they can have one of them being A-Rank whilst the other two are B-Rank).

The spheres can be formed all at once in a circular formation or in a cluster of sorts, it's up to the user's imagination - then they could also be shot one at a Time or all at once at one target or many. Spheres however only travel in a linear direction. Or they can be formed consecutively, one right after another as long as they aim in different directions it can fire at different targets. When fired like this the Spheres can home in on a target and will move to hit it if they move.

Normal users have to perform 5 Hand seals. Like it's father technique it can be formed without handseals at the End of a Weapon or Index finger only if they're a Wind Specialist AND they know the jutsu "(Fūton : Ō ni hyō) - Wind Release : Hail to the King".

- Maximum of 8 Spheres at C-Rank each
- Minimum of 1 Sphere at S-Rank
- Can only be used two times per Battle
- No A-Ranks on the same turn as this.
- Four turn Cooldown
- Can only be Taught by LonelyAssassin

Immediately afterward XVII would focus chakra into the Heaven's Host seal on his chest to bring forward Adam, the First Angel onto the field. In a flash of light followed by a light tremor the hulking puppet would appear instantly behind XVII on all fours, writhing like some wild animal as it immediately activated his AT-Field and began undergoing a transformation. When Adam was called his was also passively imbued with a seal to help him in combat.

(Adamu, Jinsei no Shīdo) Adam, Seed of Life
Type: Puppet
Rank: A
Range: Short-Long
Chakra: N/A (+30 First Instrument)
Damage: N/A
Description: The first Angel, and puppet of the Hands of God lineage, Adam is a very peculiar puppet like others of the line that is summoned exclusively through the Heaven's Host Seal. It appears nothing like the men or creatures of this earth because it hails from a place only the Ōtsutsuki are familiar with. It is also one of the biggest puppets of the line, standing at six meters with long arms that are 4 meters in length each. It boasts abnormally square shoulders that seem to be bolstered with skull looking protrusions. The puppet has no head, but instead has it's face protruding from the center of its broad chest that looks eerily similar to a bird skull. It's 'skin' is a rubbery material meant to hold all its impressive gears and mechanics in place while allowing it to move as fluid as an organic being. Adam has with it two red, spiraled spears that sport a forked tip exactly 3 meters across. These serve as its main means of attack and defense. Each ability counts as a move for the user.

AT-Field Generation: The AT-Field or "Absolute Terror Field" is a unique barrier type Ninjutsu only utilized by puppets of the Hand of God lineage. Adam has this ability, which originates from a seal on its forehead and comes in the form of a transparent barrier that always surrounds its body like a second skin. This barrier can contend techniques equal to its rank before being dispersed. Once destroyed it takes two turns to recharge. The barrier itself is B-Rank in strength.

The First Instrument: The second ability of Adam is its ability to 'evolve' and up its own abilities and rank. The user will supply the puppet a surge of chakra through their connection (be it chakra threads or Otsutsuki Puppet Technique), and trigger a metamorphosis to take over the puppet. This change can be described explicitly as the following: a second face will forcefully emerge beneath the first after a turn wait along with two extra pair of arms above the first pair, each carrying two more spears as well as a halo of chakra above its head. Nothing more.The AT-Field, if not destroyed, will gain a rank boost and the ability to project beyond the puppet's body up to mid ranged in the shape of hands that can be used to attack, defend, or supplement by grasping people/objects. The AT-Field will now carry the defensive/offensive capability to contend with one S-ranked attack equally or two A-ranks. But, if the AT-Field is destroyed by the time Adam evolves, the boost instead goes to its spears which will become A-Ranked each. This ability can only be activated once.

Longinus and Cassius: These are the two spears that Adam carries. Each carry B-Ranked damage and can be thrown with impressive speed and accuracy up to Long range. However, they are not necessarily just regular weapons. They are actually surrounded in lesser, B-Ranked AT-Fields that allow them to drill through techniques of that rank and lower without losing momentum or power. Once they make contact with a target the user can have Adam call them back to its possession through thin wires attached to the hilt of the weapons. Up to two spears can be thrown each time this ability is activated, even when 'First Instrument' is in effect.

(passive)
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA
Description: Here we have a sealing tag that the user will have attached to one of their puppets during battle. This sealing tag works upon a principle shown when Sasori's puppet body was disassembled, but due to his core which contained his chakra was capable of retracting its pieces back together. Located inside of the seal is an abundance of chakra from the user. Whenever a puppet that this seal has been placed upon has been broken or destroyed this seal is triggered causing for the user's chakra to radiate throughout the puppet. With the user's chakra it can retract back the pieces of the broken puppet allowing for the puppet to reassemble itself. Only up to a certain amount of times can this seal be used and even then it can only aid the puppet from a proportionate amount of damage (always ineffective against S/F-rank damage). Any attack exceeding the damage threshold of the puppet by one or more ranks will leave the puppet rendered immobile and the user cannot activate the seal due to how damaged the puppet has become. Essentially this seal enables each puppet the ability to recover from one attack that would overcome their respective durability.before being rendered unusable and useless. Also, the seal activates upon any damage being dealt to the puppets so while the puppet is being damaged this seal will have already went into place healing any ailments placed upon the puppet; fixing it until it has been refurbished to its prime state. Lastly, with this seal the user must clearly state which puppet it has been passively placed upon the moment that said puppet is summoned to the field. While it may not cost a move to place the seal on a puppet it does cost one to activate it.

Note: Can only be taught by Sasori.
Note: Up to four puppets can have this seal attached.
Note: Each puppet can have only one seal on it, and only this particular seal, per event

Heaven's Host 50- (10)= 40
Chakra 2100- (40+30+30+15)=
1,985
 

The_Empire

Supreme
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Orochimaru watches his opponent and notice the wind technique that destroyed both of his lightning techniques with ease. His opponent was a great experiment. Right when the wind is destroying his lightning he puts his opponent in a genjutsu real quick which had a snake explode from the ground wrapping its long body around and keeps his opponent from moving.

( Genjutsu: Oshitsubusu Hebi Kubire ) - Illusion Technique: Crushing Snake Constriction
Rank: B
Type: Offensive, Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Description: The user puts the opponent into a genjutsu which has snakes appear beneath the opponent to constrict them and with the users command, they crush the opponent. In reality, the opponent is immobilized and takes damage due to the stress on his mind.

"Tsk"

Right with the genjutsu is activated Orochimaru summons three snakes under his opponent so its like his experiment see four snakes emerging and all four snakes are the same size. He stands there with his arms folded.

( Sen'ei Ranjashu ) - Hidden Shadow Wild Snake Hands
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user summons up to 3 large snakes that emerge from underground to attack a target. These snakes are smaller than Manda, growing up to 5 meters in width each.

1920 Chakra Points -20 -30 -5 =1865 Chakra Points
160 Health Points
 

Zaphkiel

Seraph
Legendary
Joined
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Messages
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Kin
1,915💸
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Orochimaru watches his opponent and notice the wind technique that destroyed both of his lightning techniques with ease. His opponent was a great experiment. Right when the wind is destroying his lightning he puts his opponent in a genjutsu real quick which had a snake explode from the ground wrapping its long body around and keeps his opponent from moving.

( Genjutsu: Oshitsubusu Hebi Kubire ) - Illusion Technique: Crushing Snake Constriction
Rank: B
Type: Offensive, Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Description: The user puts the opponent into a genjutsu which has snakes appear beneath the opponent to constrict them and with the users command, they crush the opponent. In reality, the opponent is immobilized and takes damage due to the stress on his mind.

"Tsk"

Right with the genjutsu is activated Orochimaru summons three snakes under his opponent so its like his experiment see four snakes emerging and all four snakes are the same size. He stands there with his arms folded.

( Sen'ei Ranjashu ) - Hidden Shadow Wild Snake Hands
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user summons up to 3 large snakes that emerge from underground to attack a target. These snakes are smaller than Manda, growing up to 5 meters in width each.

1920 Chakra Points -20 -30 -5 =1865 Chakra Points
160 Health Points
Just as he was about to summon Adam XVII felt a sudden dread stop him short as snakes had appeared under his feet and had began coiling around them, climbing up... He was bothered, worried at first no doubt, but thanks to a calm mind he was able to deduce these creatures had no chakra emanating from or around them not to mention their sudden appearance without any form of tell. These were tricks... distractions. Somehow he expected no less of this already slimy character. Before the "snakes" could venture any further he makes a single hand seal to release a great amount of chakra from everywhere at once, purging the illusion while also attacking its source. All around the terrain swords of varying sizes and shapes would begin raining upward, forged from the earth itself and made into powerful weapons with lightning. The swords would close in on the Snake from all angles and skewer him from every direction. This should grant XVII time to form two hand seals and begin teraforming the area into something more soothing for his physiology.


Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40 (-20 for every turn)
Damage: 80
Description: This technique is primarily based on the effects of 2 general lightning techniques that being Blade Levitation and 16 Lightning Pillar Bind. By making one handseal the user will be releasing an omnidirectional burst of lightning chakra or called a lightning pulse. The lightning impulse is harmless in itself and will travel to the edges of mid-range in every direction. This lightning impulse could be perceived as a simple flash of light. This lightning impulse will travel through the earth or any stationary medium close-by within the range of the user. Once this special lightning impulse is released, in specific points of the battlefield, debris from the ground or other materials gather forming swords. If said material is too large, it will be passively detected by the lightning chakra, and sliced down into very small pieces, necessary for the formation of swords. The swords themselves can be made out of everything that the impulse encompassed, ranging from metals or weapons already present in the battlefield, earth, water ect. The moment one is created they focus themselves on the ground, standing sturdily into the ground. The number of the swords can vary greatly depending on the user’s desire, but the collective amount of lightning inside the swords adds up to S-rank. The swords will seemingly be of all shapes, while they are made up of materials scattered in the battlefield, like existing weapons or raw materials, as well as different elements. It will all greatly depend on the environment and the materials existent all around. The blades will be medieval in design with a dual cutting edge and different guards and handles for each one. The swords will vary in size greatly dependent on the amount of chakra and number. The fewer blades, the greater the size will be ranging from one size which is the normal size for every blade, to the size of objects which can be equal to that of S-Rank power and chakra amounts. The versatility of the blades will be comparable to normal weapons which have a small trace amount of chakra, comparing them to the harness of a kunai with an elemental affinity cloaked around it, in this case lightning. The most versatile ability of the swords present on the battlefield though, is the fact how all blades which are created can be used by the user and controlled freely. Since there are trace amounts of chakra, the blades can be directed, controlled and even accelerated towards enemies as the user wishes. The swords are controlled by mental commands. After the technique ends, the blades created existent in the battlefield will still remain, but all their abilities, such as lightning charge and the ability to be manipulated are lost, they can simply be used as normal weapons with the force and durability of a normal kunai or sword.
Note: Can only be used three times
Note: Lasts four turns
Note: Can only be taught by Six Paths
Note: One turn cool down before re-use
Note: No other S-Rank or above Lightning in the user's same turn
(Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: Similar to the setup of "King of The North", the user, with two hand seals (Dog, Snake), will dedicate all of his Arctic Earth chakra into transforming the entire terrain into a desolate tundra. The sheer scope of this technique spans up to long ranged in all directions all (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to 5m of the user becomes transformed to Arctic Earth. On the second turn it will spread to encompass 10m of the user's position and by the third turn the technique consumes 15m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turns after, the technique can grow far enough to take an entire landmark. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Once established, destroying the structure requires complete eradication. For example, merely destroying a patch/section will not stop the technique, as it will simply regenerate as it grows. Instead, one would need a counter that spans this technique's complete length and depth. Travelling across the terrain would also prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground. The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground instead with heightened efficiency (i.e quicker than usual).

Note(s):
- Can only be done three times (3x).
- Lasts 4 turns with each use, with a one turn cool down.

Chakra 2,045 - (40+30+5)= 1,970
 

The_Empire

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We did agree on you didn't defend against the second snake jutsu.
___________
Oro activates his lightning armor and once it is activated he dashes away around the left side of his opponent. He leaps in the air and does a drop kick to his opponent.

(Raiton Chakura Mōdo) - Lightning Chakra Armor
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 30 (-10/20/30 chakra per turn)
Damage: N/A
Description: The user wraps their body in a layer of lightning chakra which, instead of being used offensively, is used to electrically stimulate their nervous system. The technique speeds up neural synapses reaction time, and pushes physical prowess to the absolute limit allowing for tremendous raw speed. The technique has different levels of activation each visibly depicted by the users hair which stands up when the technique is activated to the fullest. The higher the level, the higher the speed the user can achieve. This mode, combined with taijutsu, allows the users to utilize nintaijutsu. When using the armor at full power, it causes the tips of A's hair to spike up and his reflexes are said to be comparable to those of Konoha's Yellow Flash, making it difficult even for the Sharingan to keep up with him. Despite the large quantity of chakra it releases and uses up, the armor doesn't damage enemies who touch it, leaving the user able to interact with those around, allies or enemies as well as tools, weapons, etc.
Level One: The base activation of the mode, the user's speed doubles and he gains a x2 speed boost. His Taijutsu increases as well, by +20 damage. This state can last up to 4 turns.
Level Two: The most commonly used state and the one generally referred to, this activation causes the user's hair to slightly raise upwards as his speed increases x3 speed. This likewise increase his strength +10 more than level one. This state can only last 3 turns max each usage.
Level Three: The highest level of the Lightning Chakra Armor, the user uses this state to increase his reactions and speed to the max, gaining a x4 speed boost and a +40 damage boost to Taijutsu. The users speed increases to a point where only the highest Gates, Jinchuriki modes and instant techniques outstrip the user in terms of speed, appearing as a blur to most targets. This state however, only lasts 2 turns, after which the mode in it's entirety cannot be accessed for at least 4 turns.

(Chiratsuki Kaihi/Undō) Flicker Evasion/Movement
Type: Defensive
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A (+20 when used with a Taijutsu move)
Description: Using the amazing abilities of the Lightning Armor technique, both the 3rd and 4th Raikages are able to move at insanely high speeds to dodge or evade incoming attacks, even those that would normally be unavoidable such as Amaterasu. This fast movement can also be used in conjunction with a Taijutsu move, including their own signature Lightning based Nintaijutsu moves, to use the momentum one can gather and add even more damage if the move allows it. The technique also alows the user to move in more elaborate patterns that one would think, although following a more or less linear path. The only weakness of this technique is that, since its purely fast and enhanced movement, you cannot use it in all battle grounds but only those that would otherwise enable its use. Not only that but although the user moves fast, he is still trackable by high Doujutsu users (3T, Byakugan and Rinnegan), Sensors and EIG Masters. This doesn't mean the opponent can react (that depends on his speed, mastery of taijutsu and techniques used) but rather that he can perceive the attack.

Note: Only useable once per turn by Third and Fourth Raikage bios with their Lightning Chakra Armor active.

(Girochin Doroppu) Guillotine Drop
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60(+20=80
Description: After covering themselves with the lightning armour, the user jumps into the air and performs a downward drop kick to their opponent.

Note: Only useable by Third and Fourth Raikage bios with their Lightning Chakra Armor active.

1865 -5 -30 -10 -30 =1790
160
 

Zaphkiel

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We did agree on you didn't defend against the second snake jutsu.
___________
Oro activates his lightning armor and once it is activated he dashes away around the left side of his opponent. He leaps in the air and does a drop kick to his opponent.

(Raiton Chakura Mōdo) - Lightning Chakra Armor
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 30 (-10/20/30 chakra per turn)
Damage: N/A
Description: The user wraps their body in a layer of lightning chakra which, instead of being used offensively, is used to electrically stimulate their nervous system. The technique speeds up neural synapses reaction time, and pushes physical prowess to the absolute limit allowing for tremendous raw speed. The technique has different levels of activation each visibly depicted by the users hair which stands up when the technique is activated to the fullest. The higher the level, the higher the speed the user can achieve. This mode, combined with taijutsu, allows the users to utilize nintaijutsu. When using the armor at full power, it causes the tips of A's hair to spike up and his reflexes are said to be comparable to those of Konoha's Yellow Flash, making it difficult even for the Sharingan to keep up with him. Despite the large quantity of chakra it releases and uses up, the armor doesn't damage enemies who touch it, leaving the user able to interact with those around, allies or enemies as well as tools, weapons, etc.
Level One: The base activation of the mode, the user's speed doubles and he gains a x2 speed boost. His Taijutsu increases as well, by +20 damage. This state can last up to 4 turns.
Level Two: The most commonly used state and the one generally referred to, this activation causes the user's hair to slightly raise upwards as his speed increases x3 speed. This likewise increase his strength +10 more than level one. This state can only last 3 turns max each usage.
Level Three: The highest level of the Lightning Chakra Armor, the user uses this state to increase his reactions and speed to the max, gaining a x4 speed boost and a +40 damage boost to Taijutsu. The users speed increases to a point where only the highest Gates, Jinchuriki modes and instant techniques outstrip the user in terms of speed, appearing as a blur to most targets. This state however, only lasts 2 turns, after which the mode in it's entirety cannot be accessed for at least 4 turns.

(Chiratsuki Kaihi/Undō) Flicker Evasion/Movement
Type: Defensive
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A (+20 when used with a Taijutsu move)
Description: Using the amazing abilities of the Lightning Armor technique, both the 3rd and 4th Raikages are able to move at insanely high speeds to dodge or evade incoming attacks, even those that would normally be unavoidable such as Amaterasu. This fast movement can also be used in conjunction with a Taijutsu move, including their own signature Lightning based Nintaijutsu moves, to use the momentum one can gather and add even more damage if the move allows it. The technique also alows the user to move in more elaborate patterns that one would think, although following a more or less linear path. The only weakness of this technique is that, since its purely fast and enhanced movement, you cannot use it in all battle grounds but only those that would otherwise enable its use. Not only that but although the user moves fast, he is still trackable by high Doujutsu users (3T, Byakugan and Rinnegan), Sensors and EIG Masters. This doesn't mean the opponent can react (that depends on his speed, mastery of taijutsu and techniques used) but rather that he can perceive the attack.

Note: Only useable once per turn by Third and Fourth Raikage bios with their Lightning Chakra Armor active.

(Girochin Doroppu) Guillotine Drop
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60(+20=80
Description: After covering themselves with the lightning armour, the user jumps into the air and performs a downward drop kick to their opponent.

Note: Only useable by Third and Fourth Raikage bios with their Lightning Chakra Armor active.

1865 -5 -30 -10 -30 =1790
160
Re-reading your move I didn't see how you had those summoned snakes attack. Per your wording you simply summoned them under me. Were they supposed to attack, restrict, intimidate? What are they supposed to be doing?
As the man appeared behind XVII shrouded in lightning a seal on his body would activate passive and instantly. What it did was immediately tear the lightning away from the man leaving him as naked and transferring its power directly to XVII--who could see him perfectly thanks to peripheral sight. In that same moment the Angel would explode in a brilliant display of ice and electricity. From every conceivable area of his body spikes of varying lengths and sizes would erupt, completely dicing the snakes around him up to a chilling radius of 10 meters and severely harming their creator in the process, who was a little too close for comfort. Both techniques happen at the same time.

"How.. bold."

[Fuuinjutsu/Lightning: Kensaku] - Sealing/Lightning Arts: Regain (passive)
Type: Defense/Supplementary
Rank: A (S due to Resurrection of Sorcery)
Range: Short - Long
Chakra Cost: 30
Damage Points: N/a
Description: The user will have a seal placed on their body labeled "regain" in kanji form (索). Essentially, whenever foreign lightning jutsus are being used, from the seal, a large scale barrier will immediately erect short range around the user at a fast pace. But, it does not provide any damage whatsoever, this is why its passive and instant in activation, although it can be perform in the same timeframe as another jutsu it still count as a move per turn from the user. It's basis of usage is the barrier will immediately act as a lightning rod for the opponent's own lightning jutsu and immediately draw the jutsu inward, attaching itself to the barrier, and after this is done, the full dome shape barrier becomes drawn back into the users seal. This will not give the user any chakra, but rather it will allow the user to use the now unfocused electricity to enhance the users next jutsu attack (lightning composition equivalent to that of nagashi, same with rank and damage as well). Lightning jutsus become enhanced automatically by 10+, with elemental jutsus that coincide with unfocused electricity (fire, earth, water, etc) will have raging electricity running across its body and will increase by 1 rank due to a veil of electricity covering it. This jutsu being increase doesnt have to be soley from the basic 5. It can be used with KG/CE alike as long as it is within logic and stems from the user's body or at least short range of them for the electricity to aid the jutsu. What also allows this technique to be used in a defensive manner is, lightning is known for its insane speed, due to the speed of the barrier, it will immediately act to "catch" fast moving lightning jutsus (this includes combinations of the sorts) and be used for the user. Armors or lightning jutsus that enhance the opponent's speed will literally be ripped from their body and be used for the users purpose as stated.
Notes:
Can only be taught by venom
Only be used three times
Requires a 1 turn cool down between uses
(Hokkyoku āsurirīsu: Fuyu no Sasayaki)- Arctic Earth: Whispers of Winter
Type: Supplementary/Defensive/Offensive
Rank: C-S S (Forbidden due to Regain)
Range: Short-Long
Chakra cost: 15-40
Damage: 30-80
Description: The most rudimentary technique of the release. By focusing Arctic Earth chakra throughout the body and/or surrounding earth the user is able to create tools and constructs made of permafrost. These can range from simple a kunai to a full length staff in terms of weaponry as well as walls, pillars, and other complex shapes. They can be formed from the earth up to mid ranged of the user and carry a certain malleable property in that, whenever the user comes in physical contact with his creations he can will them change shape and re-purpose (for example a kunai morphing into a tanto) but not rank (meaning the new tanto would remain the rank of the kunai). The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Destructive Earth Rising Pillars'. As per the properties of Arctic Earth, whenever these constructs come in contact with exposed skin it leaves it painfully frostbitten as the element is very frigid. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 4× per match.
- No S-Rank or above Arctic Earth techniques on the next turn (after the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.
Suspecting a defense, he immediately follows up by detonating the very spikes he just created to explode outward even more, this time like an shrapnel bomb to send shards of the element in every direction for miles. If left unchecked this could severely harm the opponent, maim him permanently even.

(Hokkyoku Āsurirīsu: Waru no Hiya)- Arctic Earth: Wicked Cold
Type: Offensive
Rank: B
Range : Short-Mid
Chakra cost: 20
Damage: 40
Description: This technique allows the user to take control of any preexisting or subsequent Arctic Earth structures present around him (up to mid ranged) or, by adding an extra Ram hand seal to an Arctic Earth technique being performed or mental command to ones already there, cause the structure to spontaneously explode. This will in turn lead the Arctic Earth structure to shatter voilently, spewing razor sharp shards of the element in all directions of its location, leading to anything caught in the blast radius (7m) to be reduced to ribbons. The amount and size of the shards released is proportional to the structure sacrificed. The user can also control in what manner the structures explode in the event that an omnidirectional route wouldn't be favorable. He/she may send all the shards of the expended structure in one direction instead of all around. If used as a controlled explosion then the radius is reduced to 5m. Alternatively, the user can also have only a select area of his permafrost structure explode. For example, a Golem's arm can be used to explode but the rest of the golem remains intact and under the user's control.

Note(s):
- Can only be done three times on preexisting Arctic Earth structures and three times on techniques being performed.
- Requires a turn cool down between uses.

Health: 160- 60= 100?
Chakra: 2,000- (30+40+20+5)=
1,905
 

The_Empire

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This guy here acting as if he didn't know an offensive attack was going to attack him lol.
__________________
Orochimaru armor is gone and holds his right hand forward and releases a powerful blast of lightning as a way of an defense but reality its an offensive attack to attack his opponent and counter the Earth Frost technique(Oro had sense the technique build of chakra) that is being released at him. This lightning technique normally would be the same level as the Earth Frost technique but with the extra +20 to lightning techniques it comes out on top and continues on towards his opponent with still a S rank Lightning Technique damage.

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80(+20=100)
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.

Oro after releasing the lightning technique and its doing its job he lands and dashes backwards away from his opponent. His opponent wasn't someone to play around. He had a counter to his armor. Was this on purpose or something that is just a coincidence.

1790 -5 -40 =1745 Chakra Points
160 Health Points
 

Zaphkiel

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This guy here acting as if he didn't know an offensive attack was going to attack him lol.
__________________
Orochimaru armor is gone and holds his right hand forward and releases a powerful blast of lightning as a way of an defense but reality its an offensive attack to attack his opponent and counter the Earth Frost technique(Oro had sense the technique build of chakra) that is being released at him. This lightning technique normally would be the same level as the Earth Frost technique but with the extra +20 to lightning techniques it comes out on top and continues on towards his opponent with still a S rank Lightning Technique damage.

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80(+20=100)
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.

Oro after releasing the lightning technique and its doing its job he lands and dashes backwards away from his opponent. His opponent wasn't someone to play around. He had a counter to his armor. Was this on purpose or something that is just a coincidence.

1790 -5 -40 =1745 Chakra Points
160 Health Points
XVII could see the moment all the man's tenketsu fired up as he readied a counterattack, and seeing how Raiton was seemingly his go-to element so far he would take a wild guess and assume it was his next move. XVII's Otsutsuki robes would suddenly begin bellowing upward as wind took control of them and by extension himself. With this newfound weightlessness XVII would swivel on his heel to his left, narrowing avoiding the lightning technique after being so close to the source (point blank, really) while forming 5 hand seals of his own. What he did was place a "dormant" Genjutsu on his assailant that would only come to light once he landed after his attack. Upon the man's foot/feet touching the ground they would be blown off completely as if a landmine were there. The ensuing explosion would deafen, disorient, and take away from him his ability to walk due to affecting his legs. Of course, whichever body part he touches to the ground or any other object would suffer this same fate, but XVII would assume he would want to plant his feet before all else. Like the last time, both of these happen at the same time as well.

(Fuuin: Genron no Genchuu) - Sealing Technique: Principles of the Paramecia (passive)
Type: Defensive/Supplementary
Rank: B (A due to Resurrection of Sorcery)
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal placed on their clothes with the Kanji for one of the basic five elements. The seal will be infused with elemental chakra of the chosen element (must be stated in biography) and will exhibit a unique effect depending on which of the elements is chosen. The seal will activate passively (instant but still counts as a move) when it’s first triggered.

Ruler of the Skies: This seal will activate whenever an unfocused current or stream of electricity is used within the vicinity of the user. The seal will release the user’s fuuton chakra in order to insulate the current of electricity as it comes into contact with the clothes, essentially neutralizing it before it can affect the user. The clothes will also become weightless as a byproduct of the infusion of wind chakra, allowing freer and more fluid movements. For the next three turns, the user’s clothes will be coated in a layer of invisible wind that can create an updraft to enable levitation and seamless flight.

The Earth Emperor: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. The opponent’s weight will double (similar to the Added Weight technique) as earth chakra is released into them. For the next three turns, the user’s clothes will become darker in colour to signify the change and each additional contact with the clothes will double their weight further. The initial weight gain will last for three turns but each additional contact will extend it’s duration by one turn. Regardless of how much the opponent’s weight is raised by this technique, it can simply be neutralized through the use of Chidori Nagashi.

The Lightning Lord: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. Upon being struck, the user's clothes will be imbued with ration chakra, making them static and shocking to the touch. Direct contact with clothing will cause the opponent's limb/body part to go numb for one turns and if a second contact is made in that time with the same part, that limb will be paralyzed for two turns as the lightning shocking stacks. These effects only apply to direct contact with the clothes themselves (an example would be the opponent's exposed fist striking the clothes). The user’s clothes will remain infused with ration chakra for five turns after activation and they will develop sparks of lightning across them to signify the change.

King in the North: This seal will activate whenever a fire technique comes into contact with the user’s clothes. The dormant chakra will activate immediately and essentially "moisturize" the clothing by imbuing it with suiton chakra without actually making it wet. This technique will not increase the user's susceptibility to lightning in any way either. It will also give the user's clothes (but not the user himself) immunity being ignited or burned up to a certain extent, translating to an immunity to C-Rank and below Katon techniques. This will last three turns but there will be no visual change to the clothes.

Sovereign of Fire: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. Upon being struck, the user's clothes will be imbued with katon chakra, making them heat up considerably. Direct contact with clothing will cause the opponent's limb/body part to be burned. Momentary contact will only result in a first degree burn but more prolonged contact will lead to third or fourth degree burns. The user’s clothes will remain infused with katon chakra for three turns after activation and they will develop localized areas of orange-light (similar to smoldering coals) to signify the change.

Note: Only one element can be chosen per use
Note: Can only activate each seal once per battle
(Tsumibukai Genjutsu: Saisho Jūhō - Bakudan )Sinful Illusion Arts: First Curse - Bomb
Type: Offensive | Defensive | Supplementary
Rank: B-S Rank
Range: Short-Mid
Chakra: 20-40
Damage: 40 – 80
Description: The user will make five hand seals causing a genjutsu to occur. The user induces a genjutsu where everything within the genjutsu can and will induce an explosion on touching it. If the target tries to hold an object, the object will explode on contact. This will happen with everything excluding things the opponent was already in contact with when the illusion was first initiated i.e if the target tries to physically touches the user; an explosion will occur that acts as a defense for the user. The explosions are simulated to be “real” and such induces false pain on the target, though this doesn’t harm them in reality, it however can cause mental stress if a strong enough explosion is used. The explosions power can vary on ranking and can have different effects while the genjutsu is active.

B-Ranked – Is strong enough to induce minor burns to the target if contact is made, but causes the weakest amount of mental strain being 40

A-Rank – Is strong enough to deal 60 damage worth of mental stress, and causes more intense burns from the explosions. The shock it can induce is enough to disarm a person in reality if they hold a weapon or object.

S-rank – Induces 80 damage worth of mental pain and the explosions of the genjutsu are enough to even create false sense that the target lost a limb from the explosion. The sound of the explosion is also loud enough to induce false deafness in the target, making them unable to hear. The user also makes it impossible for the target to move the limb they seemingly lost in the genjutsu in reality. The user can also add the explosive properties to his own real techniques, to which they will explode if contact is made with the target or a targets technique but this doesn't increase the elemental techniques power as the explosions are not real. Can remain active for 4 turn and can be used twice per battle leaving the user unable to use A rank and above genjutsu in the next turn. No other genjutsu this turn above B-Rank as well, while once a rank is picked, all the explosions will adhere to that power.

Ruler of the Skies: 1/3
Health: 100
Chakra: 1925- (20+40+5) = 1,860
 

The_Empire

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( Kyuu-tsuki ) - September
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.

Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.

Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

Ratio: Senjutsu Chakra 200 | Raw Chakra 0
This is in my bio but posting for help of looking for it.
____________________
Oro notice the chakra infused into his opponent when he is about to land. Nothing has changed and it wasn't around him it was just in him that the chakra was infused with it. Determining this he hasn't ran across an attack that would harm his body remotely. He smirks and activates his Imperfect Snake Sage Mode passively and without standing still. He also uses the genjutsu. If it is a genjutsu it will be purge from his system before it can do any harm to him. It is a normal technique and harming him from the inside this will be fun. He lands smirking at the man. At the same time he activates the Sage Mode instantly, he uses the September item which has additional 200 senjutsu chakra and uses this to increase his supply of senjutsu chakra.

"Tsk Tsk"

Orochimaru is upset at this point and doesn't like how this man is trying to trick him but Oro was trying to do the same thing but it is different because he loves snakes and Oro doesn't do anything wrong. The secrets of life is standing in front of him he wants to see how good it is. Oro holds his hands out and has the wind blow around him in a dramatic effect and states the words in the gifs.

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( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode (Passively activated)
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Oro once done talking he holds his hands out and releases a Black Panther directed at his opponent. This Panther isn't a normal Black Panther thanks to the passive boost of the Third Raikage(+20 to Lightning) and the activate boost of Sage Mode(+20).

(Raiton: Kuropansa) - Lightning Release: Black Panther Technique
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 (+20(passive Third Raikage) +20(active Sage Mode) =100)
Description: After performing a single hand seal Ram, the user creates a black panther like creature composed of electricity that seems to emanate from the users body. It can be used to attack multiple targets by extending from its body tendrils of lightning to electrocute the targets.
Note: Only useably by Third Raikage or Darui bios.

1745 Chakra Points -10(Sage Mode sustain) -200(Sage Mode Activation 10%) -5(Chakra Sensing) =1530 Chakra Points
200(Sage Mode Activation 10%) + 200(September) =400 Senjutsu Chakra Points -30(Black Panther) =370 Senjutsu Chakra Points
160 Health Points
 
Last edited:

Zaphkiel

Seraph
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( Kyuu-tsuki ) - September
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.

Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.

Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

Ratio: Senjutsu Chakra 200 | Raw Chakra 0
This is in my bio but posting for help of looking for it.
____________________
Oro notice the chakra infused into his opponent when he is about to land. Nothing has changed and it wasn't around him it was just in him that the chakra was infused with it. Determining this he hasn't ran across an attack that would harm his body remotely. He smirks and activates his Imperfect Snake Sage Mode passively and without standing still. He also uses the genjutsu. If it is a genjutsu it will be purge from his system before it can do any harm to him. It is a normal technique and harming him from the inside this will be fun. He lands smirking at the man. At the same time he activates the Sage Mode instantly, he uses the September item which has additional 200 senjutsu chakra and uses this to increase his supply of senjutsu chakra.

"Tsk Tsk"

Orochimaru is upset at this point and doesn't like how this man is trying to trick him but Oro was trying to do the same thing but it is different because he loves snakes and Oro doesn't do anything wrong. The secrets of life is standing in front of him he wants to see how good it is. Oro holds his hands out and has the wind blow around him in a dramatic effect and states the words in the gifs.

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( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode (Passively activated)
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Oro once done talking he holds his hands out and releases a Black Panther directed at his opponent. This Panther isn't a normal Black Panther thanks to the passive boost of the Third Raikage(+20 to Lightning) and the activate boost of Sage Mode(+20).

(Raiton: Kuropansa) - Lightning Release: Black Panther Technique
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 (+20(passive Third Raikage) +20(active Sage Mode) =100)
Description: After performing a single hand seal Ram, the user creates a black panther like creature composed of electricity that seems to emanate from the users body. It can be used to attack multiple targets by extending from its body tendrils of lightning to electrocute the targets.
Note: Only useably by Third Raikage or Darui bios.

1745 Chakra Points -10(Sage Mode sustain) -200(Sage Mode Activation 10%) -5(Chakra Sensing) =1530 Chakra Points
200(Sage Mode Activation 10%) + 200(September) =400 Senjutsu Chakra Points -30(Black Panther) =370 Senjutsu Chakra Points
160 Health Points
I'll take your word for it on that Genjutsu rationalization. On with the show.
With his special eyes VXII could see the moment something great had awoken within his opponent. Though he couldn't exactly see or sense the Natural Energy that was coursing through the man's body he could see the change it had on his chakra system. He would take note to this as some sort of mode or Kekkei Genkai ability. As the man landed and fired off black lightning XVII took into account two things; this didn't look or had the chakra signature of regular lightning. So instead of trying anything fancy XVII would simply course chakra throughout his leg and, using the Ruler of Skies perk currently active, would kick off from the ground with incredible speed to launch himself into the air to his left and stay there. From there he holds his hand out to the sky as if waiting for something to fall into it only to summon his weapon, the IXA into play. Things were getting serious now.

(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type: Supplementary
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Mid
Chakra: 10/ 20/ 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount for a brief instant, in relation to the amount of energy they wish to generate, using the basic principles of the Fighting Style. The user then directs this energy, using one of their legs, into the other leg, and expends it in order to “kick” or "push" off the ground with a tremendous amount of force, propelling the user at high speeds in a single, linear direction. It would require the Tracking Capabilities of a 2 Tomoe Sharingan or Higher to track this movement. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 10m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 15m.

Note: This technique cannot be performed consecutively within the same turn.
Note: The A-Rank usage of this technique can be used a max of 4 times per battle. Additionally after the A-Rank version of this Jutsu is used, this technique cannot be used for 2 turns.
Iguza Ni ♎ IXA II
Type: Weapon
Rank: A/S
Range: Short-Long
Chakra: 30/40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and goldtwisted swordattached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the shape of a rectangular cube that much resembles a briefcase or a gauntlet covering the user's preferred arm. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation.

Offensive Bias
This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud. However, 3x per conflict, the IXA is able to produce much stronger beams (S ranked: 40 chakra cost/80 damage) to overwhelm the opponent but in doing so the Offensive Bias will go on a 1 turn cool down each time.
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Defensive Bias
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks.The IXA in addition to the shield, will grow a special barrier loaded with whatever chakra nature the user channeled. This barrier is spherical in shape and protects the user from attacks coming from above, below, as well as the sides. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.
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Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act autonomously. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. When in remote activation the weapon simply floats, held aloft through chakra control. It can then be sent flying the air and perform aerial maneuvers through either hand movements or just will. The weapon is still capable of entering in either Offensive or Defensive Bias but activating these through Remote Activation will require a move slot and an extra -10 from the user's chakra per turn to maintain in addition to the costs of each Bias. When not in use, i.e idle, the IXA takes -5 chakra per turn when in short range per turn, -10 in mid, and -15 in long. Remote activation in itself does not have a usage limit and doesn't take up space in the time frame.
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The IXA by itself carries an S ranked durability and upon being overwhelmed by an attack it will immediately fold back into its smaller cuboid/gauntlet form and will remain unusable for a total of 2 turns. Although it is indestructible it does require time to reconstruct itself. After the 2 turns are up, unless Arima or another chakra source that had been allowed to use it (someone who was taught) reactivates it, it will stay in this cuboid form for as long as it must.

Note(s):
♎ Only usable by Arima Kishou biographies or those that he allow.
♎ Must start in it's cuboid/gauntlet form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior

Ruler of the Skies: 2/3
Chakra: 1860- (10+5+30)=
1815
 

The_Empire

Supreme
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Messages
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Mistake of Chakra Calculation:
1545 Chakra Points
355 Senjutsu Chakra
160 Health Points
______________
Oro opens his mouth as he see his opponent summoning his sword. The sword comes up out with a snake and it calls and Oro grabs the sword with his right hand.

(Kusanagi no Tsurugi) Grass-Mowing Sword
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Kusanagi Sword of Legend was the legendary sword of Orochimaru. Taking the form of a double-edged jian, Orochimaru retrieves his Kusanagi by opening his mouth and extending a snake which then opens its mouth and produces the sword, either with the sword handle first so he could use it freely, or blade first to attack his opponent instantly. The sword can quickly extend and retract its blade to attack from long distances and cut through almost anything of A rank and below. The retraction and extending ability is so fast that upon impact it can produce an S-Rank damage. The sword is indestructible.
Note: extending and retracting the sword counts as a move and spends 40 chakra per use
Note: Can only be used by Orochimaru bios.

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AS he has the sword he stabs it in the ground and summons scales on his body that would converate 10% of his max chakra amount ever turn that he would have it activated. Oro grabs his sword with his right hand again.

"Come on"

Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's chakra so if the users has 1000 chakra points 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used once per battle
-No other Sage Mode jutsu in the same turn as this technique is used in.

1545 Chakra Points
355 Senjutsu Chakra -5 -10 -30 =310
160 Health Points
 
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