Hokubu Ocean (257) - Hei vs Vayne

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
Accepting/Starting the following mission
Fight an individual of comparable strength (3)

The man spoke clearly on his intentions, intending to take me down for the bounty and proceed to study me. I let out a chuckle as I slip and ingest a soldier pill, doubling my chakra, enabling my chained technique of the Sage's Body to be more effective. It would enable my entrance into SM, albeit in it's imperfect, but unique pitviper form. I would remain visible, standing atop the Hawk 10 meters from the ocean, and 12 meters away from Hei.At least you're quite forward. Let's begin then!

( Heishi Piru ) Soldier Pills
Type:Supplementary
Description and Background: Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
-Costs a move per turn to use.
(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 max chakra reserve so for an example if the users has 1000 max chakra reserve 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. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this tech
(Pitto No Kenjin) - Sage of Pits (Reference)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.
Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)
Note: Must have learned Pitvipers Sub-species of Snakes
( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
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.
(Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers (Reference)
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.
1200 - 30(GOA) - 15(BOC) - 5 (Cretin) = 1150 * 2 = 2300 with 10% = 230 - 10 (GOA) - 5(BOC) = 215
Please note that the three KG/AE Hei has consumed via his Chakra Edible Creation for this arc are Wood Release, Dead Bone Pulse and Tenseigan. He is also under the debuffs of the current pandemic in the Ninja World. His Health and Chakra are 25% lower then normal, as well he is capped at x2 his base speed, and x4 tracking ability.

(Chakra Shokuyō Sōzō) - Chakra Edible Creation
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 80
Damage: N/A
Description: By using his Rinnegan and making direct contact with a foe or his Chakra Rod, the user is able to absorb the abilities of his target for his own use. In the case of Momoshiki, he maintains contact for at least one turn and turns the stolen chakra into chakra-filled edibles which have similar shape to Chakra Fruit, which grants him their abilities. In the case of Urashiki, he must first steal it via Chakra Rod and then eat his eyes, turning them both into chakra edibles though he regains them. Both uses transform their physical appearance and augment their powers, granting them a significant speed increase and damage boost to their Jutsu, increasing by +30 as well as having 3 Golden Rinnegan. Despite seeming all-powerful, the jutsu has it's limitations and weaknesses; this cannot absorb a target, only their ability to utilize specific fields of Ninjutsu. Through either use, the user can only absorb the Kekkei Genkai or Advanced Element of up to three different ninja at one time, meaning he cannot have at most 3 other KG or AEs. He cannot absorb Hiden Abilities nor abilities such as Sage Mode, Eight Inner Gates, or other taught abilities/Modes. By absorbing a new KG/AE and reaching other conditions, his body becomes lithe and covered with radiating black markings that resemble sunburst patterns, his horns greatly enlarge and curve back, he grows short claws on his fingers and toes, his canines extend and resemble fangs, and all his dōjutsu turn golden, including a third Rinnegan on his forehead. After using, the user cannot perform any other Rinnegan based jutsu for three turns.
Note: Can only be used once successfully once against a ninja and attempted three times in all.
Note: Requires Momoshiki to have direct contact for a full turn. Requires Urashiki to have stolen 2 KG first before he can convert both eyes into Chakra Edibles to eat.
Note: Can only be used by Momoshiki and Urashiki Otsutsuki.
(Doujutsu: Rinnegan) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. Dispicted as the eyes of the SO6P, the Rinnegan awaken on Madara Uchiha after he obtained his EMS and implanted Hashirama's Senju cells in himself. Having both lineage from the SO6P allowed him to awake the Rinnegan. When Madara activates the Rinnegan, he seems to not suffer any kind decrease in his EMS abilities in terms of tracking speed, clarity of perception or seeing chakra. Eventually his eyes were bestowed upon Nagato Uzumaki and in him manifested lower abilities (equal or comparable to a 3 Tomoe Sharingan). While Nagato was never able to deactivate his eyes, Madara could switch at will between his EMS and Rinnegan eyes, although he wasn't able to go from 3 Tomoe to Rinnegan directly. Eventually Obito transplanted Nagato's (and subsequently Madara's) Left Rinnegan into himself. By doing so he gained access to both Doujutsu at the same time although losing the ability to deactivate the Rinnegan and as such, losing chakra constantly to maintain it.
Note: Constantly passively active in Nagato and Obito bios
Note: Requires activation ( spending move ) for Madara bios but remains active indefinetely afterwards if the user chooses to. After having a complete Madara bio with Rinnegan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated EMS before and had it active for 1 full turn.
( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.
(Katai Omori) Leg Weights
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.
(Furaito no Jutsu) - Flight Technique
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -10 per turn )
Damage: N/A
Description: Through the use of their chakra, the user gains the ability of unsupported flight and levitation. The user moves and maneuvers at his running speed. This can be used upon activation as a means of dodging attacks but afterwards cannot be utilized like such.
Note: This can be used by canon Otsutsuki clan bios, canon Otsutsuki noted to have flight, and Juubi Jinchuriki bios.
It was clear from Vayne's appearance that his body had undergone a type of alteration. More over his chakra significantly spiked just before the alteration. His power seemed to swell within him. With the Golden Rinnegan in his forehead and his Golden Tenseigan keeping close watch on Vayne. Smiling Hei will clap his hands with excitement. It would appear as though this fight will not be so easily won.

"Most impressive Vayne. Even while *cough* infected you're able to harness such power. *cough*"

Hei will begin the match by flying up in an arch over Vayne, maintaining a Mid-ranged distance he will focus chakra into his hand, causing the bone to grow and form three dense bone shuriken equal to S-rank between his fingers. As they are created Hei will throw them at Vayne and the hawk he stands upon. Then, by stringing together a quick set of handseals Hei will cause the shuriken to multiply into a hundred, increasing the range they cover. These bone shuriken will cover a 10m wide area making them difficult to evade as they rain down.

( Hone Shuriken ) - Bone Shuriken
Type: Offensive
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 30 + 50 = 80
Description: The user holds his palm out and grows several shuriken from his palm. If held out, he can fire these shuriken out of his palm directly.
(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: After throwing one shuriken or more against their target, the user creates up to a thousand shadow clones of the shuriken (or kunai, senbon, etc, basically any basic weapon) after performing Ram → Rat → Bird → Boar → Tiger which multiply the damage as its striking down the enemy. This is a technique that combines ninja tools with ninjutsu. Compared to normal shadow clones, clones of material objects are said to be on a far higher level. There is no need for preparations beforehand, like stocking up on shuriken, yet since the shadow clones are real and not illusions, all the shadow blades that fly around are equally lethal. This is valid for any weapon copied and it has been seen that the copied weapons will also have the tags or markings of the original, like sealing or explosive tags or sealing marks.
Chakra: 2325 - 70 = 2255
Health: 120
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Same debuffs, and you gotta post the mission too bro, otherwise it won't count as one for you.
(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

Note: Must be stated in the user's biography or beginning of the battle.
Note: Up to 3 tattoos can be made in one go.
Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.
(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: Dependant
Range: Dependant
Chakra: 10 per turn | Up to forty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for examole), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon.
( Heishi Piru ) Soldier Pills
Type:Supplementary
Description and Background: Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
-Costs a move per turn to use.
(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 max chakra reserve so for an example if the users has 1000 max chakra reserve 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. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this tech
(Pitto No Kenjin) - Sage of Pits (Reference)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.
Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)
Note: Must have learned Pitvipers Sub-species of Snakes
( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
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.
(Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers (Reference)
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

Budget cuts are a bit too much, eh? I'd say to Hei as he begins his ascent. The battle would start with Hei targeting me with uniquely made shurikens, a futile task. I respond by moving my left hand forward and upwards, towards Hei, and release a power lightning blast upon him. The lightning covers a 120º, allowing it to easily overcome the three shuriken and continue onwards towards Hei, while still limiting his dodging options.


(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 + 20 + 15
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.
215 - 15 - 40 = 160 + 10% of 2070 = 367
 

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
Same debuffs, and you gotta post the mission too bro, otherwise it won't count as one for you.
(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

Note: Must be stated in the user's biography or beginning of the battle.
Note: Up to 3 tattoos can be made in one go.
Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.
(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: Dependant
Range: Dependant
Chakra: 10 per turn | Up to forty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for examole), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon.
( Heishi Piru ) Soldier Pills
Type:Supplementary
Description and Background: Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
-Costs a move per turn to use.
(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 max chakra reserve so for an example if the users has 1000 max chakra reserve 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. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this tech
(Pitto No Kenjin) - Sage of Pits (Reference)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.
Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)
Note: Must have learned Pitvipers Sub-species of Snakes
( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
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.
(Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers (Reference)
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

Budget cuts are a bit too much, eh? I'd say to Hei as he begins his ascent. The battle would start with Hei targeting me with uniquely made shurikens, a futile task. I respond by moving my left hand forward and upwards, towards Hei, and release a power lightning blast upon him. The lightning covers a 120º, allowing it to easily overcome the three shuriken and continue onwards towards Hei, while still limiting his dodging options.


(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 + 20 + 15
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.
215 - 15 - 40 = 160 + 10% of 2070 = 367
After releasing his bone shuriken, his opponent will react quickly. Before Hei could multiply his attack Vayne will create a massive chidori and release it's lightning upon the bone as it spreads it. Quickly forming two quick handseals and using his affinity to elemental ninjutsu. Hei will quickly expel a sphere of wind that grows massive. Boosted by his natural infusion of Senjutsu and his Chakra Edible form, plus the elemental strength over lightning. This wind sphere will power though the lightning protecting Hei and continue forward unhindered in attempts to crush Vayne.

"Now now Vayne, that simply will not do. *cough cough*. I want to see more from you."

(Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 + 50 = 130
Description: After performing two hand seals Tiger → Dog the user launches a stronger version of the Wind Release: Vacuum Sphere technique, where the user instead chooses to compress the entirety of the previously inhaled breath into a single large, crushing sphere of wind chakra that they then proceed to expel from their mouth.
Chakra: 2285 - 65 = 2220
Health: 120
 
Last edited:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Sage mode Sen infused shiz become neutral to all, so the wind would drop to 110
--
Hei would respond with unleashing a sphere of wind that clashes with the lightning and continues. In response, with a quick flick of my right, I'd draw the Kanji for Phoenix and perform a hand seal, bringing forth a massive Ink (24 metes wingspan with body to match). The Phoenix, imbued with Bad Apple, would easily tank the wind and continue onwards with it's original strength, aiming to slash/pierce Hei's body with it's massive talons. Just two of the talons would be enough to cover Hei's upper and lower body, allowing for an efficient encompassing strike.

You want me to show more skin!? Sir, take me out to dinner first at least.

The scales of the sage would finally end, supplying the last bit of my senjutsu chakra.



(Inkupo: Musaigen no Phantom World) Ink Arts: Myriad Colors Phantom World
Type: Supplementary | Offensive | Defensive
Rank: D - S Rank
Range: Short -Long
Chakra: 10 - 40
Damage: 20 - 80 + 20 + 15
Description: Myriad Colors Phantom World is specialized branch of ninjutsu developed by the some of the best Ink Ninjutsu users within the world, being the sister counterpart to Ink Art: Solid Script. The process of it is done in three differing steps, all of which occurs instantly within each other, utilization of chakra absorbing ink similar to Ink Art: Fragile and Empty ,manipulation of ink into words and finally infusion of elemental chakra into the words while also molding ink and element together. What Myriad pans out to do is through the limitless imagination of the user, due to the essence of art - will create familiars through the use of words, i.e creating the word “dragon” while infusion earth based chakra into the word will cause the formation of an actual stone dragon capable of defending the user from attacks or even attacking the enemy. This technique is not limited to only defensive uses, as it can create a variety of things, be it animals, mythical creatures, extinct animals etc. The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form, then making a hand seal . The size, strength and range all differ based on the ranking of the technique used with D - C Rank being able to be used up to short range, B- A Rank Up to Mid Range while S - Rank up to long(Regardless of Rank used, all will first originate from within short range of the user. The creations of D - C range reaching up to five meters, B-A reaching up to 15 meters while S - rank being 15 meters and above. B-Rank and above uses require a handseal. A Ranks can be used up to three times per battle, while S ranks can be used up to twice. In the case of the S rank usage, no Ink Technique above B Rank can be used in the next turn. Creations made from this technique are able to act on their own and outside the need of user’s concentration but can only last up to three turns - while they also carry the elemental properties of the infused element. The user can also use this without the need of an ink brush similarly by controlling the ink similar to Ninja Arts: Ink Flush though for B/A Rank usages, the user needs to make a single hand seal in conjunction to the element it is associated with (such as the Tiger Seal being heavily involved with Katon) while B-rank and above requires two hand seals (though if the user is has a primary affinity for the infused element, only one seal is required).
(Inkupo: Warui Appuru ) Ink Art: Bad Apple
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: Bad Apple is unique technique that doesn’t follow the traditional means of Ink Ninjutsu, rather being a technique designed to supplement the artworks instead. Through the infusion of additional chakra, the user is able to apply a similar ability to its sister technique Ninja Art: Ink Flow in which we seen when the snakes are capable of regenerating consecutively thus making escape impossible. What this technique does, is enable other works created by the user the same properties of regeneration. The regeneration however can only take place in the event the artwork is not completely destroyed and would regenerate back to full power so as long as it hasn't sustained enough damage to be neutralized or overpowered. This technique can be used three times per battle, lasting two turns each. Due to the nature of this technique, it's initial activation is instantaneous and can be used within the same time frame of another technique.

367 - 15 - 60 +10 % of 1863 = 478
 

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
Sage mode Sen infused shiz become neutral to all, so the wind would drop to 110
--
Hei would respond with unleashing a sphere of wind that clashes with the lightning and continues. In response, with a quick flick of my right, I'd draw the Kanji for Phoenix and perform a hand seal, bringing forth a massive Ink (24 metes wingspan with body to match). The Phoenix, imbued with Bad Apple, would easily tank the wind and continue onwards with it's original strength, aiming to slash/pierce Hei's body with it's massive talons. Just two of the talons would be enough to cover Hei's upper and lower body, allowing for an efficient encompassing strike.

You want me to show more skin!? Sir, take me out to dinner first at least.

The scales of the sage would finally end, supplying the last bit of my senjutsu chakra.



(Inkupo: Musaigen no Phantom World) Ink Arts: Myriad Colors Phantom World
Type: Supplementary | Offensive | Defensive
Rank: D - S Rank
Range: Short -Long
Chakra: 10 - 40
Damage: 20 - 80 + 20 + 15
Description: Myriad Colors Phantom World is specialized branch of ninjutsu developed by the some of the best Ink Ninjutsu users within the world, being the sister counterpart to Ink Art: Solid Script. The process of it is done in three differing steps, all of which occurs instantly within each other, utilization of chakra absorbing ink similar to Ink Art: Fragile and Empty ,manipulation of ink into words and finally infusion of elemental chakra into the words while also molding ink and element together. What Myriad pans out to do is through the limitless imagination of the user, due to the essence of art - will create familiars through the use of words, i.e creating the word “dragon” while infusion earth based chakra into the word will cause the formation of an actual stone dragon capable of defending the user from attacks or even attacking the enemy. This technique is not limited to only defensive uses, as it can create a variety of things, be it animals, mythical creatures, extinct animals etc. The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form, then making a hand seal . The size, strength and range all differ based on the ranking of the technique used with D - C Rank being able to be used up to short range, B- A Rank Up to Mid Range while S - Rank up to long(Regardless of Rank used, all will first originate from within short range of the user. The creations of D - C range reaching up to five meters, B-A reaching up to 15 meters while S - rank being 15 meters and above. B-Rank and above uses require a handseal. A Ranks can be used up to three times per battle, while S ranks can be used up to twice. In the case of the S rank usage, no Ink Technique above B Rank can be used in the next turn. Creations made from this technique are able to act on their own and outside the need of user’s concentration but can only last up to three turns - while they also carry the elemental properties of the infused element. The user can also use this without the need of an ink brush similarly by controlling the ink similar to Ninja Arts: Ink Flush though for B/A Rank usages, the user needs to make a single hand seal in conjunction to the element it is associated with (such as the Tiger Seal being heavily involved with Katon) while B-rank and above requires two hand seals (though if the user is has a primary affinity for the infused element, only one seal is required).
(Inkupo: Warui Appuru ) Ink Art: Bad Apple
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: Bad Apple is unique technique that doesn’t follow the traditional means of Ink Ninjutsu, rather being a technique designed to supplement the artworks instead. Through the infusion of additional chakra, the user is able to apply a similar ability to its sister technique Ninja Art: Ink Flow in which we seen when the snakes are capable of regenerating consecutively thus making escape impossible. What this technique does, is enable other works created by the user the same properties of regeneration. The regeneration however can only take place in the event the artwork is not completely destroyed and would regenerate back to full power so as long as it hasn't sustained enough damage to be neutralized or overpowered. This technique can be used three times per battle, lasting two turns each. Due to the nature of this technique, it's initial activation is instantaneous and can be used within the same time frame of another technique.

367 - 15 - 60 +10 % of 1863 = 478
Alright so I just noticed your chakra count and there is an issues. First being the misunderstanding of the pills. They double your chakra, but you cannot exceed your chakra cap. As a Jounin you have a cap of 1600 chakra and with the virus your new cap for this event/arc is 1200. Taking the pill will not cause your chakra to go above that cap. So you still only start with 1200 chakra. Also your conversion rate is also wrong, as it converts 10% of your max reserve not your current. You also need to factor in the cost for ISM to keep it active (-10 per turn). I went ahead and calculated your chakra and Senjutsu costs turn by turn to avoid any other confusion. As it stands right now, You have 790 chakra and 195 Senjutsu at the start of your turn.

Chakra:
Turn One: 1200
  • -50 (GOA/BOC/Cretin) = 1150
  • -10% of total reserve (120) = 1030
Turn Two: 1030
  • -10% of total reserve (120) = 910
Turn Three: 910
  • -10% of total reserve (120) = 790
Senjutsu:
Turn One: 0
  • +10% of total reserve (120) = 120
  • -15 (GOA/BOC) = 105
  • -10 (ISM cost) = 95
Turn Two: 95
  • +10% of total reserve (120) = 215
  • -45 (GOA/BOC/lightning) = 170
  • -10 (ISM cost) = 160
Turn Three: 160
  • +10% of total reserve (120) = 280
  • -75 (GOA/BOC/Apple/Myriad) = 205
  • -10 (ISM cost) = 195

Watching closely with his Doujutsu, Hei will see as his opponent creates an ink bird Hei will respond in kind. Hei will create a single handseal using his affinity to elemetnal ninjutsu w/ Wind being his specialist jutsu. Hei generates five massive tornadoes infused with Yang that traval forward upon the Ink creation and Vayne. This "wall" of wind is endowed with yang making it sentient. As it smashes into the ink bird, it will easily obliterate it and continue forward. In attempts to crush Vayne.

(Fūton: Tatsumaki Heki) - Wind Release: Tornado Wall
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 + 50 = 150
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.

Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.
(Yoton: Jigoku ni henkō) - Yang Release: Change into Hell
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50, -10 per turn)
Damage points: N/A
Description: The user is able to use his Yang nature to imbue life into an elemental technique, creating a Yang/Element sentient entity that will stay on the field to aid him. The only limit is the size of the technique originally used as an elemental source as the resulting entity will always be half the size. This entity can be interacted with, can act on its own and is made of the element sourced, with all its properties intact. Its strength is based on the original elemental technique used as a source. This doesn't consume time since its actually a skill applied to a technique used at the same time.
Note: Usable 3 times per battle and up to 6 times per event to create one entity with up to 300 chakra points that is able to use jutsu from the source it was created from.
Note: Yang Release masters can apply this technique to advanced fields and CE and advanced elements.
After smashing through the ink bird, The wind creature will release several blades of wind at different angles rapidly. Aimed to hit Vayne and the bird he stands upon. These wind blades if successful will slice Vayne and his bird leaving them wounded before the wind creature smashes into them.

(Fūton: Shinkū Renpa) – Wind Release: Serial Waves
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing a the required hand seals Rat → Snake → Horse → Dog theuser takes a deep breath and exhales several blades of wind at different angles, by rapidly moving their head in various directions. The power of this technique can be dramatically enhanced when utilised in conjunction with the effects of extreme suction, such as that generated by the Baku, where the augmented attack proved effective enough to even slice through the defenses of a complete Susanoo.
Chakra: 2220 - 145 = 2075
Health: 120

Wind Creature: 300 - 40 - 10 = 250
 
Last edited:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
As 5 dark tornadoes are summoned, multiple actions would happen in tandem. For one, September would passively supply me with an additional supply of Sage Chakra, bolstering my levels. Of my own accord, I'd drop a flashbomb with my left hand behind me while raising my right elbow to my side, transmitting it's shadow long range into the sky above the tornadoes via the flashbomb. The shadow would separate, changing into a form of it's own, that of a 3.5 meter tall creature. The creature, denoted Azu, would navigate towards Hei, aiming to strike him from above with it's left hand, aiming to pierce Hei's neck and head from the right. Azu would have been empowered by GOA and SM, increasing his overall strength, while CoY increased his manoeuvrability and defenses, topping of the inane abilities it already had. (Bio/ ITL/BWPT)

On the other end of things, but in the same t/f, I would have performed three handseals, creating a shadow clone that would move from the Hawk to beneath Hei, wherever he may move to, whilst all the while maintaining it's intangible shadow form, allowing it to easily move across the water undisturbed. As for myself, the utilisation of Demon Stripe technique would allow me to tap into Erebus, giving me a shadow state, allowing the wind attacks to be of no effect other than killing the Hawk. I would move through Erebus in a wide clockwise arc with intentions of stopping 6 meters to Hei's right at the same level. My trajectory would put me at long range distance from Hei during my movement.


( Kyuu-tsuki ) - September (Passive)
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
(Kage Asshō no Jutsu) Shadow Demon Stripe Technique
Type: Offensive
Range: Long
Chakra cost: 20 -5 = 15
Damage points: 40 60 + 20 = 80
Description: The user will throw flash bombs behind themselves to not only blind the enemy but to also extend the range of his shadow indefinitely. The user can put any part of their body infront of the light and it will appear as an enormous shadow. Once the shadow is ready, he can constrict any enemy easily just by closing his hands.
Note: Must be a member of the Nara clan
(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 - 5 = 25
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques more easily. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to the constructs, they would be granted a degree of sentience (Movement and identifying friend from foe, but not strong enough to be cast in illusions). Constructs that lack adequate movements limbs or similar, would move through basic methods like slithering. These constructs would move at speeds equal to that of shadow techniques in broad daylight. Constructs that have proper limbs or similar would move at speeds equal to that of shadow techniques through translucent objects. Additionally, the constructs sentience would be restricted to commands given by the user, for instance having the constructs sole mission to rampage and attack a target.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct.
(Kage: Erebus) - Shadow Arts: Erebus (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn 10
Damage: Dependent on the technique that activated it 115
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique
Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: -100 per clone
Damage: N/A
Description: Developed as an advanced variant of the Shadow Clone technique, the Nara Clan's manipulation of shadows created the concept for the Shadow Imitation Clone technique. The user begins by concentrating chakra into their shadow while preforming three hand seals (Ram-Hare-Dragon). Chakra is fed into the user's shadow which is imitating the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional intangible shadows of the user imparting 100 chakra each. This technique may be preformed within the same time frame of another shadow technique, and upon creation, or while in use, the clones may stay upon the ground like normal shadows or manifest themselves above ground depending on the needs of the user. These literal shadow clones move separate from the user and move as fast as a standard Kage shinobi or faster depending on the time of day (being twice as fast at dawn and midmorning). The silhouette clones are capable of blending into other shadows to hide and surmount a surprise attack from an opponent's blindside or bind the opponent in place and manipulate their movements counting towards the user's move count. The shadowy clones also move without producing sound and are able to materialize into a solid 3 dimensional form with up to steel like quality counting towards the user's total move count. This allows them to confuse the enemy by making them believe it's the user and/or preform the user's known taijutsu, kenjutsu, or other physical based non-elemental attacks while giving them the binding properties of the shadow and granting said techniques an additional +10 damage due to the hardness. The shadow/user retains complete control over this, and can make all or only part of their body solidify allowing things to pass through them, or blocked entirely (only effective on ninja tools/weapons/physical attacks). Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. The clones can also preform Shadow Techniques, using their bodies as a source. However unlike the parent technique, these clones are only capable of preforming shadow manipulation and physical based non elemental techniques up to A-rank.
Note:
-Only usable by Nara Clan biographies.
-Counts towards the user's total clones per battle.
-Only up to 2 "shadow clones" can be created at a time.
-As with all Nara techniques, Nara clan members have a sensory link at all times with these clones.
-Each clone last three turns, at the end of these turns or if they are destroyed prematurely the clone's unused chakra is returned to the user.
(Bugu no Achlys) - Garb of Achlys (Reference)
Type: Weapon
Rank: Dependant
Range: Dependant
Chakra: 10 per turn | Up to forty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for examole), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon.

195 + 200 - 15 - 25 - 10 - 100 - 10 - 10 = 225
 

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
As 5 dark tornadoes are summoned, multiple actions would happen in tandem. For one, September would passively supply me with an additional supply of Sage Chakra, bolstering my levels. Of my own accord, I'd drop a flashbomb with my left hand behind me while raising my right elbow to my side, transmitting it's shadow long range into the sky above the tornadoes via the flashbomb. The shadow would separate, changing into a form of it's own, that of a 3.5 meter tall creature. The creature, denoted Azu, would navigate towards Hei, aiming to strike him from above with it's left hand, aiming to pierce Hei's neck and head from the right. Azu would have been empowered by GOA and SM, increasing his overall strength, while CoY increased his manoeuvrability and defenses, topping of the inane abilities it already had. (Bio/ ITL/BWPT)

On the other end of things, but in the same t/f, I would have performed three handseals, creating a shadow clone that would move from the Hawk to beneath Hei, wherever he may move to, whilst all the while maintaining it's intangible shadow form, allowing it to easily move across the water undisturbed. As for myself, the utilisation of Demon Stripe technique would allow me to tap into Erebus, giving me a shadow state, allowing the wind attacks to be of no effect other than killing the Hawk. I would move through Erebus in a wide clockwise arc with intentions of stopping 6 meters to Hei's right at the same level. My trajectory would put me at long range distance from Hei during my movement.



( Kyuu-tsuki ) - September (Passive)
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
(Kage Asshō no Jutsu) Shadow Demon Stripe Technique
Type: Offensive
Range: Long
Chakra cost: 20 -5 = 15
Damage points: 40 60 + 20 = 80
Description: The user will throw flash bombs behind themselves to not only blind the enemy but to also extend the range of his shadow indefinitely. The user can put any part of their body infront of the light and it will appear as an enormous shadow. Once the shadow is ready, he can constrict any enemy easily just by closing his hands.
Note: Must be a member of the Nara clan
(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 - 5 = 25
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques more easily. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to the constructs, they would be granted a degree of sentience (Movement and identifying friend from foe, but not strong enough to be cast in illusions). Constructs that lack adequate movements limbs or similar, would move through basic methods like slithering. These constructs would move at speeds equal to that of shadow techniques in broad daylight. Constructs that have proper limbs or similar would move at speeds equal to that of shadow techniques through translucent objects. Additionally, the constructs sentience would be restricted to commands given by the user, for instance having the constructs sole mission to rampage and attack a target.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct.
(Kage: Erebus) - Shadow Arts: Erebus (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn 10
Damage: Dependent on the technique that activated it 115
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique
Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: -100 per clone
Damage: N/A
Description: Developed as an advanced variant of the Shadow Clone technique, the Nara Clan's manipulation of shadows created the concept for the Shadow Imitation Clone technique. The user begins by concentrating chakra into their shadow while preforming three hand seals (Ram-Hare-Dragon). Chakra is fed into the user's shadow which is imitating the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional intangible shadows of the user imparting 100 chakra each. This technique may be preformed within the same time frame of another shadow technique, and upon creation, or while in use, the clones may stay upon the ground like normal shadows or manifest themselves above ground depending on the needs of the user. These literal shadow clones move separate from the user and move as fast as a standard Kage shinobi or faster depending on the time of day (being twice as fast at dawn and midmorning). The silhouette clones are capable of blending into other shadows to hide and surmount a surprise attack from an opponent's blindside or bind the opponent in place and manipulate their movements counting towards the user's move count. The shadowy clones also move without producing sound and are able to materialize into a solid 3 dimensional form with up to steel like quality counting towards the user's total move count. This allows them to confuse the enemy by making them believe it's the user and/or preform the user's known taijutsu, kenjutsu, or other physical based non-elemental attacks while giving them the binding properties of the shadow and granting said techniques an additional +10 damage due to the hardness. The shadow/user retains complete control over this, and can make all or only part of their body solidify allowing things to pass through them, or blocked entirely (only effective on ninja tools/weapons/physical attacks). Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. The clones can also preform Shadow Techniques, using their bodies as a source. However unlike the parent technique, these clones are only capable of preforming shadow manipulation and physical based non elemental techniques up to A-rank.
Note:
-Only usable by Nara Clan biographies.
-Counts towards the user's total clones per battle.
-Only up to 2 "shadow clones" can be created at a time.
-As with all Nara techniques, Nara clan members have a sensory link at all times with these clones.
-Each clone last three turns, at the end of these turns or if they are destroyed prematurely the clone's unused chakra is returned to the user.
(Bugu no Achlys) - Garb of Achlys (Reference)
Type: Weapon
Rank: Dependant
Range: Dependant
Chakra: 10 per turn | Up to forty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for examole), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon.

195 + 200 - 15 - 25 - 10 - 100 - 10 - 10 = 225
As agreed in VM the Senjutsu calculation was incorrect, meaning you currently only have 75 Senjutsu left.
Watching the events unfold via his Doujutsu. Hei will take note of the bright light, casting a shadow that extends above his wind creation, this shadow being full of chakra will break off into a winged shadow creature that will begin making it's way toward Hei. Changing his gaze if only for a moment. Hei also takes note of the shadow that is cast below from the same flashbomb created by the hawk Vayne stands upon. The hawks shadow will remain normal however a humanoid shadow full of chakra will also be formed. Judging from their current trajectories, the flying shadow creature was the immediate threat as Hei looks back upon it. Not only was it now clear his opponent was a member of the famed Nara clan. But he was also very skilled with his Ninjutsu, being able to cast various techniques simultaneously. Hei's wind creature will hit target as expected, killing the hawk in the process. However Vayne's transformation will prevent him from being physically harmed. The wind creature will keep it's target in mind as it's massive body of vortexing wind continues to surround his shadow form. With it's sentience it will move around with Vayne and mimic his movement, not allowing him to escape it's grasps so easily keeping him consumed within it's might. Simultaneously to the wind creatures actions, Hei will counter the incoming winged shadow creature easily predicting and reading it's movements via his Doujutsu, allowing Hei to form a counter as it closes in on him. Meeting the creatures strike head on with his own, Hei will strike with his right hand as his Absorption Glove releases a sphere of energy that clashes into the creatures strike and expands as it absorbs the shadow creature into it's sphere; Ending the technique. This will inadvertently cause Vayne's shadow form to end, forcing him to take the full blunt of the wind creations damage. Hei will then remain vigilant.

(Abusōbu Ude) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.
(Fūton: Tatsumaki Heki) - Wind Release: Tornado Wall (Reference)
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 + 50 = 150
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.

Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.
Chakra: 2075 - 40 = 2035
Health: 120

Wind Creature: 250 - 10 = 240
 
Last edited:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
As agreed in VM the Senjutsu calculation was incorrect, meaning you currently only have 75 Senjutsu left.
Watching the events unfold via his Doujutsu. Hei will take note of the bright light, casting a shadow that extends above his wind creation, this shadow being full of chakra will break off into a winged shadow creature that will begin making it's way toward Hei. Changing his gaze if only for a moment. Hei also takes note of the shadow that is cast below from the same flashbomb created by the hawk Vayne stands upon. The hawks shadow will remain normal however a humanoid shadow full of chakra will also be formed. Judging from their current trajectories, the flying shadow creature was the immediate threat as Hei looks back upon it. Not only was it now clear his opponent was a member of the famed Nara clan. But he was also very skilled with his Ninjutsu, being able to cast various techniques simultaneously. Hei's wind creature will hit target as expected, killing the hawk in the process. However Vayne's transformation will prevent him from being physically harmed. The wind creature will keep it's target in mind as it's massive body of vortexing wind continues to surround his shadow form. With it's sentience it will move around with Vayne and mimic his movement, not allowing him to escape it's grasps so easily keeping him consumed within it's might. Simultaneously to the wind creatures actions, Hei will counter the incoming winged shadow creature easily predicting and reading it's movements via his Doujutsu, allowing Hei to form a counter as it closes in on him. Meeting the creatures strike head on with his own, Hei will strike with his right hand as his Absorption Glove releases a sphere of energy that clashes into the creatures strike and expands as it absorbs the shadow creature into it's sphere; Ending the technique. This will inadvertently cause Vayne's shadow form to end, forcing him to take the full blunt of the wind creations damage. Hei will then remain vigilant.

(Abusōbu Ude) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.
(Fūton: Tatsumaki Heki) - Wind Release: Tornado Wall (Reference)
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 + 50 = 150
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.

Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.
Chakra: 2075 - 40 = 2035
Health: 120

Wind Creature: 250 - 10 = 240
Few Qs
 

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,022
Kin
3,688💸
Kumi
31,205💴
Trait Points
0⚔️
I'm going to start this check with a ruling that needs to be cleared up. I've spoke to Detective L and LoK about this and came to a unanimous decision. This was decided upon before i checked the fight so i'll post it before i actually get into all of that:

When someone enters a state that turns them into an element or skill (Nara/Ink), the following will apply: Should a jutsu with a higher damage value, hit you while you're in this state, you will be knocked out of that state. This follows ruling not long back of how Shinra Tensei would knock a Hozuki out of their Hydification state.

This rule will also follow the logic of strengths and weaknesses though.

I will outline this clearly below when it comes to the issue at hand.





With that in mind, on to actually checking the fight.

With the fight starting the commatants have too many things active:

Vayne:
Pill - Vayne goes up to his max chakra and gets a damage buff for a few turns
Scales - Give him the 10% chakra
Imperfect SM - Damage buff/speed buff/ few features
Pitvipers - Scales give 20 damage reduction


Current speed: Jounin (8) ISM (x2) = 16
Current tracking: 16+4= 20x4 = 80

Good old caps made that easy.

I should point out, vayne says he's on a hawk but doesn't reference it.


Serpent:
Chakra edibles - Gained tensegain/Wood/bones
Tenseigan active
Rinnegan active
Dropped lw - x2 speed cause of cap but +35 to leg based tai
Flight

Current speed: 8 x 2(passive base) = 16 x 2 = 32
Current tracking: 32 + 4 = 36 x 4 = 144

For this here, i'm assuming that Urashi's speed buff is applied in the same manor as speed specialities you can choose.

Round 1:

Serpent:
He starts by releasing Bone shuriken, enhanced by his buffs, and multiplying them. He flies up and in an arc to go above vayne before he does this.

Vayne: He swings his arm up releasing lightning to destroy the bone and continue towards Hei. 115 damage lightning vs bone (80 damage). Lightning is strong to bone normally. But when you're in sage mode, the jutsu you create using sage charka become neutral. There is still a 35 damage difference so the lightning continues unhindered.

Round 2:

Serpent:
Serpent releases the wind sphere to overpower the lightning. As i mentioned above, jutsu that use sage mode, become neutral, losing their s/w. So this clash would be 130 damage wind vs 115 damage lightning, with no s/w to take into account. With there being a 15 damage difference, the wind would continue with -20 strength. So that would mean, 110 damage wind proceeds.

Vayne: He creates a large phoenix of ink which is boosted by his pills and sage mode. For 115 damage. He infused the bird with the ability to reform to it's full power with bad apple.

Round three:

Serpent:
First he does the math i didn't want to for the man's chakra. He proceeds by creating 5 tornadoes of wind, made sentient while boosted by his chakra mode and his passive six paths senjutsu. This would hit the bird, easily destroy it and continue forwards. The wind tornadoes released wind blades out as it moves forwards. But in your wording you create a second timeframe. The wind being released would have to happen in the second timeframe meaning your tornadoes wont hit until then.

Vayne: First thing he does is use september for sage chakra. But "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. " You've already had over that from your scales.

This next bit gets messy. Vayne you have an elbow up in the air for one thing, dropping flash bombs with your other arm but somehow are doing three hand seals at the same time. Messy.

Lets break this down:

1. You drop the flash bombs to extend your shadow with your elbow up right.
2. You use creations of tomorrow to make it a separate sustaining shadow. I've spoke to you about this before but you need to update some of this stuff, the wording states "this technique allows the user to separate previously created shadow constructs from his shadow. " - by that wording it has to happen in a second timeframe, the jutsu contradicts itself.

This is aimed up towards Hei. The problem is, even if that works, Hei is diagonally above you from Serpents first movement from my understanding. So this would just got straight up into the Tornadoes coming diagonally down from above.

3. You created a shadow (literally) clone. The clone hops down onto the ocean.
4. vayne's real bio would give himself a shadow state through erebus.

Now here is where the first problem lies. Based on the ruling at the start of this post. Vayne, you would be knocked out of your state. You did nothing to defend from the wind, and the clone you made would have been hit. Currently not knowing Hei's exact position, at this point i'd of ruled the attack from your arm, would still be going towards him. But you'd be hit down to the ocean and out of your shadow form the initial wind blade wouldn't have hit you, as they were too weak, but the tornados smashing into you would hit you.

Round four:

Serpent:
He absorbs the shadow's creation and has the sentient wind to try and attack again.


Ruling:

Going forward, it's Vayne's move. He's been knocked out of his shadow form and taken a large chunk of damage, i believe he has a total of 40 damage reduction, leaving him to take 110 damage. With his he'd be on 10 health. Taking those debuffs form the health rules. He only had 120 health to start with due to red fever effects. It's Vaynes move. Can he pull this one out the bag?
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
wew, thats rather unfortunate.
---
As I clash against the wind, my form would could to an abrupt stop, reverting my body back to a normal state. I would end up getting hit by the wind and sent flying backwards while sustaining significant damage.
 
  • Like
Reactions: System001

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
wew, thats rather unfortunate.
---
As I clash against the wind, my form would could to an abrupt stop, reverting my body back to a normal state. I would end up getting hit by the wind and sent flying backwards while sustaining significant damage.
Opponent gave up on Discord:
You must be registered for see images



It would come to Hei's surprise that after taking such massive damage his opponent would still be alive. He was truly tougher then he looked. Reaching out Hei will catch him while he was falling to the ocean below via his gravitation abilities granted by his Tenseigan. Pulling Vayne forward back into this tornado creation as it continues to move upon him. Pulling Vayne into the twisting force of the spiraling vortexes will cause him to fade out of consciousness. Hei will then bind his body tightly and prep him to be taken in for the bounty.

( Tensei Hōyō ) - Reincarnated Embrace
Rank: S-Rank
Type: Supplementary/Defense/Attack
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Using his Tenseigan, the user is able to use gravitational abilities to pull something to them. The user will use his hands to focus the direction and the target his wishes to pull towards him. Comparative to Banso Tenin, this technique isn't an omnidirectional effect but rather a precise one. The user is able to pull anything he can perceive towards him. In certain uses, the user will be able to direct the pulled target as its being pulled into large arc-like movements, but will always end up pulling them towards him.
Note: Once used, takes 1 turn cool down to use gravitational related techniques again.
Note: Can only be used by Tenseigan Bios.
(Fūton: Tatsumaki Heki) - Wind Release: Tornado Wall (Reference)
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 + 50 = 150
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.

Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.
Chakra: 2035 - 65 = 1970
Health: 120

Wind Creature: 240 - 10 = 230

-Fight end
 
Top