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Skorm

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I can't even schteel with this bio x___x.




Zora and Mamoru where out in the woods doing nothing really. They then came across this boi with a strawberry in his mouth and a white hood. He looked at them casually. With that being said, they decided to kill eachother O____O.

Zora started off by utilising her bismuth release and created a pool of molten metal underneath the man and his misfit pokemon he had with him. The molten bismuth would be 5 meters in diameter and 10 meters deep, having her opponent and the pokemon in the epicenter of the pit. While she did that, Mamoru would at the same time jump into the air and expel two huge fireballs that rained down on the opponents from above. Zora would then immediately slap a sensory tag on her forehead(cus why not..). This would erect a large barrier that would let her sense any movement within it. Even undeground.

(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type: Offensive/Defensive/Supplementary
Rank: C-S(B)
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.

(Katon: Gōenka) - Fire Release: Great Flame Flower
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user jumps in the air and shoots three giant bullets of fire that come down like giant meteors, then erupt into a geyser of flame.

(Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique
Rank: A-Rank
Type: Supplementary
Range: Short - Long
Chakra cost: 30 (-10 per turn remaining active)
Damage points: N/A
Description: This is a detection type barrier which is simply a more advanced version of the (Kekkai: Tengai Hojin) - Barrier: Dome Method Formation technique and that can be used to surround an area and allows the user to monitor a certain area covering from the sky to underneath the ground creating a sphere. The user will create a tag with the 許可 (Kyoka) Kanji and place it on the ground, doing the confrontation hand seal afterwards to activate it. After the barrier is erected, the user, if inside it, will be able to detect any enemy inside it, even if he hiding his presence. After that, anyone who enters or leaves the barrier is instantly detected as well as anything that moves inside it. Techniques that mask the users presence are ineffective at avoiding detection as the barrier focuses on movement and displacement of matter, not solely on chakra detection. The barrier can also be moved according to the requirements of the user by moving the tag.
Note: Can only be used twice.
 

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I have silly pokemons.
-----
Doku's clan sensing allows him to perceive the usage of the bismuth jutsu around his area. With a handseal, Doku creates an airborne orb of water a meter above/behind himself which has 4 water whips launch out of it. Each whip wraps around a roadrunner and one around Doku, flinging all 4 to the right and left at a 30 degree angle upwards and away from both Mamoru's fire and Zora's bismuth.

Simultaneously as Doku performed the water technique to save all, both Aaron and Anthony would at the same time unleash lightning attacks of their own. Anthony would unleash an electrical discharge towards the clouds which then caused targeted lightning strikes to fall down on Mamoru. Aaron had made a chidori expand into a lightning spear aimed to pierce through Zora's abdominals.

When flung by the water technique, Doku mounted Kakuzu now flying in an arc-like fashion to Zora's right side, maintaining mid range. Aaron and Anthony did the same, but towards Zora's left. all 4 would eventually return to ground surface again once completely facing Zora's right and left sides.

(Suiton: Suiryūben) - Water Style: Water Dragon Whip
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After performing the Tiger handseal, the user creates an orb of water from which several sharp whips of water emerge. Those whips can then be directed towards one or multiple targets, impaling them on impact.

(Raiton: Ikazuchi no Kiba) - Lightning Release: Fangs of Lightning
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will raise his hand or a weapon and send an electrical discharge into the clouds, allowing them to create lightning strikes in the desired location. The discharges are triggered right after the technique and cannot be delayed or prepared before hand but are quite fast.

(Raiton: Chidori Eiso) - Lightning Release Chidori Sharp Spear
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user increases the range of their Chidori by using form manipulation to extend it into a blade up to 10 meters in length. This blade is capable of splitting into multiple additional blades upon contact with an enemy, drastically increasing the number of wounds it can inflict. Like other Chidori-related techniques, this jutsu will numb its target upon contact but unlike others, seems to focus more on having a cutting power, like a katana, than a piercing one. Because of its cutting abilities, it often seems to manifest a certain "solidity"; a tangible aspect.
 

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Zora trusted her one truh pokemon, Mamoru to take care of the lightning attacks that where coming towards them while she planted the sensory seal on herself. Mamoru would raise a large wall of flames that would consume the lightning and head towards the trio. Zora, now fully aware of her opponents positions, would create a black wind clone on her right side while Mamoru retreated towards her left. As the fire still raged on from Mamorus attack, the black wind clone would fuel it with extra wind through its wind release.

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

(Taiton: Kuroi Kaze Bunshin) Typhoon Style: Black Wind Clone
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The user summons up to four shadow-clones that are made up by taiton chakra. These clones shares the same characteristics of the release form itself and thus are resistant to most physical attacks and kinetic energy as taiton is an energy itself. As a clone, they can perform any and all typhoon release jutsus the user knows + the basic wind element. As the jutsu itself is of B-rank, anything that B-rank taiton can handle, these clones can handle. Another unique feature to these clones are that they can turn invisible(passively) due to being made by the advanced element based on wind. Wind can refract light and make it unable for anyone to see the clones unless chakra sensing or dojutsu is used.
Note: Can only be taught by Skorm.

(Fūton: Kamikaze) - Wind Release: Divine Wind
Type: Supplementary/Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30 (+10 if used with a fire technique)
Description: The user releases a gust of wind after forming the Ram handseal, that forms several small tornadoes. Combined with Fire Release: Running Fire that forms a circle on ground level, this creates a massive flaming hurricane.
 

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He tastes the creation of a clone and perceives the massive fire. Doku spews the saliva version of a water blockade that extends to protect all 3 roadrunners plus himself against the great fire and eventually the clone's wind attack.

Simultaneously as Doku performed the water technique to save all, both Kakuzu and Anthony would at the same time unleash techniques of their own. Anthony would once again unleash an electrical discharge towards the clouds which then caused targeted lightning strikes to fall down on Mamoru. Kakuzu would've slowed down to ground, creating a large dragon of earth (swings staff instead of handseals) to erupt from the ground in front and direct it towards Zora in an attempt to have the dragon crash on her and her surrounding area.

Current positioning:
- Doku, Kakuzu, earth dragon -> at your 2 o'clock
- Aaron and Anthony -> at your 10 o'clock

(referencing Dark Licorish)
( Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: +10 chakra for each water technique
Damage Points: N/A
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For non-water users, this technique can be merely used as an A rank blast of saliva, that can take the form of a thin stream or a scattered splash. It costs 30 chakra points and deals 60 damage points.
*Water users will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires*
(Suiton: Suijinchū) - Water Release: Water Encampment Pillar
Type: Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A defensive technique where chakra kneaded inside the body is converted into water, and then expelled from the mouth in a dense torrent, effectively creating a near instantaneous barricade that can be used to intercept incoming attacks.
(Doton: Dosenkiryū) - Earth Release: Earth and Stone Dragon Technique
Type: Offensive
Rank: S
Range: Short-Long (made within Short, but reaches up to Long)
Chakra: 40
Damage: 80
Description: The user after performing the required hand seals Horse → Dog → Bird → Ox → Snake will create a large dragon of earth erupt from the ground and direct it towards the enemy with devastating force. This technique much resembles the Water Release: Water Dragon technique.
(Raiton: Ikazuchi no Kiba) - Lightning Release: Fangs of Lightning
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will raise his hand or a weapon and send an electrical discharge into the clouds, allowing them to create lightning strikes in the desired location. The discharges are triggered right after the technique and cannot be delayed or prepared before hand but are quite fast.
 
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Skorm

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How dafuq did you manage to have THREE personal summons? xD.

Zoras barrier let her sense the positions of the quadron. She had undermined their numbers for too long now, but no more.
She and her clone along with Mamoru noticed the big wave of water that ceased the flames. It didn't continue towards them though as it seemed to be be purely defensive. No matter. Zora could sense the movement of the earth infront of her as it was shifting. Something was coming for them from there. She could also sense movement above them as well. Zora would let her black wind clone deal with both attacks simultaneously while Zora and Mamoru would shift their attention to the electric using duo of road runners at their 10 o clock. The black wind clone would eradicate the incoming earth technique and lightning as black wind was superior to both of those elements. The black wind would expand in a black typhoon and consume the lightning from above and earth dragon while heading towards the main target - Dokuga and Kakuzu. Mamoru and Zora would combine their fire and black wind affinities to create a large lava storm that headed towards the opponents. The storm would bring up debris from underground while Mamoru would set the typhoon ablaze with a fire jutsu.


Clone:
( Taiton: Kyōfū Reppa ) - Typhoon Release: Consecutive Bursting Strong Winds
Type: Offensive
Rank: A - S(S)
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: After forming the necessary hand seals, he releases a storming vortex that can be used to simply limit his enemy's field of vision or do massive damage to his surroundings, mowing down anything around him. With effort he can increase the scale and intensity of the storm, being capable of covering an entire island.

Zora:
(Taiton/Katon: Yōgan no Arashi) Typhoon/Fire Arts: Lava Storm
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(+20 due to Katon)
Description: The Lava storm is a pretty simple technique and extremely lethal. Through a clever twist using the typhoon chakra in a very specific way, the user will slam their hands on the ground, channeling the typhoon chakra through it. From there it will dig itself deep underground shaking the ground until it finally erupts and shreds the ground underneath the target like a huge power-drill. The strength of the wind is so massive that the debris it will carry with it will grind itself together. In use of another Katon technique that the user knows, or ally they can combine that fire technique with the storm to melt the rocks and debris that are trapped inside the storm. This results in the magnificent Lava Storm. The wind itself will not combust no matter how strong the fire chakra is due to the elemental strength of the black winds itself being neutral towards fire unlike regular wind. Like most typhoon ninjutsu the user can continuously channel chakra into the storm to feed it with fuel, making it last longer. No chakra sensory or dojutsu will be able to see or detect anything that is inside the storm as it is filled with chakra raving all over the place. This also goes for the user, leaving them unable to see or detect their target unless use of other sensory.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 2 turns per use
Note: Requires a cool-down of turns per use.
Note: Can only be taught by Skorm.

Mamoru:
(Katon: Hi no Iki) - Fire Release: Fire Breath
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user breathes a powerful stream of fire from their mouth at their target.
 

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(I will just keep referencing the positioning in relation to how we were at the start of the fight)

It was unfortunate but it couldn't be helped. Dokuga leaves Aaron and Anthony to their fate (they eventually poof away from the damage). Instead he focuses on Kakuzu and himself.

By investing an additional portion of his chakra during the summoning process (Escape the Coyote) he makes two other roadrunners appear on the terrain. Dokuga and Kakuzu were each mounted on one of the new roadrunners upon their apparition. Due to the extra invested chakra, the two new roadrunners sprung in an arc-like fashion at greatly enhanced speed from the moment they appeared on the terrain to then reappear at Zora's 5 o'clock along with Doku and Kakuzu. Still a mid-range distance between both opponents. This allowed them to effectively escape the storming vortex.

As Doku dealt with the summoning, Kakuzu would simultaneously have his doton chakra sent to the ground beneath Zora, Mamoru and the clone's area to create a swamp underneath them. The swamp would be 9 meters in diameter and 10 meters deep, having Zora & CO at the center.

(Dōbutsu Geijutsu: Koyōte o Nogaremasu) - Animal Arts: Escape the Coyote
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (+5 per animal the summoning technique contains)
Damage: N/A
Description: It is not uncommon to summon an animal in order to ride them to evade an incoming enemy technique, but sometimes, it is of such large scale that it becomes nearly impossible to escape. This technique serves the purpose of enhancing this specific manner of escaping attacks when performing a summoning technique. This is done by allowing the animal(s) in said summoning technique to possess greater speed for a brief moment upon being summoned. When under the process of performing an animal summoning technique, the user simply invests an additional amount of chakra depending on the amount of animals contained in said summoning technique alongside the chakra spent to perform the summoning technique itself. This extra chakra serves as helpful fuel aswell as a signal for the animal(s) that are being summoned, informing them that they would have to move at exceedingly fast speed for the first few moments when appearing at the battlefield. The user's additional chakra, aswell as the chakra the animal(s) from the summoning technique spend on themselves would be specifically focused on the animal(s)' body parts that helps their movement, allowing them to achieve this sudden high speed upon entering the battlefield. With this sudden speed, the animal(s) would be able to move away or arc around and even behind the enemy aswell as evading the harmful technique at a speed slightly above the speed of a crossbow bolt. A delayed trail of dust/water would be left behind if the animal(s) ran on ground/water surface. This being purely supplementary, the summoned animal(s) would have to maintain a mid-range distance away from the enemy shinobi once behind them or once they've simply evaded the incoming attack. If the summoning technique contains more than one animal, then both can move independently from one another. Alongside their animal summons, the user is capable of escaping the likes of "Fire release: Great Fire Majestic Annihilation", "Earth Release: Mountain Smash" and other large scaled attacks at great speed. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an animal summoning technique. This technique only serves the purpose of improving the evasion ability that is already existent without the use of "Escape the Coyote".
Note: Cannot be used on summoning techniques containing 3 or more animals
Note: Cannot be used on summoning techniques that are, by themselves, initially extremely slow or immobile.
Note: Although extremely fast, most shinobi of kage rank or above can easily track the animal.
(Rōdoran'nā Kuchiyose: Moofy to Pengin) - Roadrunner Summon: Moofy and Penguin
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two roadrunners, each one of them having the height of an average shinobi. They both specialize in the usage of the water element, however, only performs a rather restricted amount of jutsus within said element. Basically, self-restricting themselves. Amongst them, Moofy likes to show others the greatness of water so he'll only allow himself to perform S-Rank and A-Rank water techniques (won't use Forbidden, B, C and D ranks). As for Penguin, he likes to show others the versatility of water despite his jutsus of choice not being the greatest in rank so he'll only allow himself to perform A-Rank and B-Rank water techniques (won't use Forbidden, S, C and D ranks). Both of them can perform those techniques without any hand seals whatsoever. They are capable of performing any technique the user knows as long as it is within the ranking restriction previously stated. Besides their ability with elemental techniques, their movement speed is equal to a kage-ranked taijutsu specialist. Each one of them can withstand B-Rank and below techniques. Unfortunately, due to their short wings, they can only fly/remain airborne for one turn.
Note: Can only be summoned once
Note: They remain on the field for 4 turns
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn
(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
 

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As the two new roadrunners where spawned to take the place of the very toasty ones, Zora and her clone along with Mamoru prepared for an incoming at their quadrons new location. The clone would create a platform of pressurised black wind that acted as a floating floor for the trio to stand upon. Zora ramped up the pace and unleashed a devastating genjutsu towards all the targets at once. Due to her specialist in genjutsu, it gained a rank in range and due to her earrings it gained a rank in power. The genjutsu was simple and blinded all four opponents from their sight while hot and silent ash where covering their bodies. As Zora and Mamoru performed their techniques, the floating platform of black wind had carried them away from the swamp and all three where back on the ground again.

(Taiton: Zora's no serenāde) - Typhoon Release: Zora's Serenade
Type: Supplementary/Defensive/Offensive
Rank: A-S(A)
Range: Short-Long
Chakra: 30-40(-10/turn)
Damage: 60-80
Description: The technique that defines the mastery of Typhoon style. Zora developed the technique inspired by many other jack-of-all-trades techniques. The user can utilize their typhoon chakra to create tools, pillars, platforms, swords and any sort of structure with this technique and keep it going by constantly fueling it with typhoon chakra. Unless the user is a practitioner of Yin/Yang they lose the ability to use any other elemental techniques while doing so however. There are two levels of the technique, one of which is of a bit less in power and one that is stronger but requires more chakra.

Note: A-variation can be used 4 times, S-variation 2 times per battle.
Note: A-rank can last up to 3 turns, S rank can last up to 2 turns per initial use.
Note: The user becomes unable to perform elemental ninjutsu other than typhoon and wind if they chose to fuel their techniques to keep it going.
Note: Can only be taught by Skorm.


( Kokuangyo no Jutsu ) - Bringer-of-Darkness Technique
Rank: A(S)
Type: Supplementary
Range: Short-Mid(Long)
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.

(Katon: Haijingakure no Jutsu) - Fire Release: Hiding in Ash and Dust Technique
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user expels chakra-infused ash that blankets a wide area, burning anyone who comes in contact with it. The technique can also be used as a powerful deterrent from attacks as well as a highly effective smokescreen.
 

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A ganmi's tongue perceives the terrain and everything else better than their eyes, so the illusionary darkness wouldn't be an issue for Dokuga. However managing to fight with 3 blinded roadrunners would be quite troublesome. He informs them "Break out of the illusion", since he could tell their chakra flow was also being altered. The roadrunners knew what to do (will just treat the genjutsu as S rank on each of them, this is painful to type) and breaks one of their lower arm-bones by freeform-smashing it on the ground to break out of the illusion. Roadrunner can barely fly anyways. Feelsbadman.

At the same time, Dokuga does 3 handseals, catching the clone in a genjutsu to make her perceive as though she lost all of her chakra and control over it in the illusion. This causes the clone to lose control over the sustained platform a bit before they landed in reality, removing it a bit prematurely. He does this rather than dealing with the incoming danger because he had entrusted this task to either of the water specialist roadrunners. As this happened, Moofy and Kakuzu would simultaneously perform techniques of their own.

The roadrunner could feel the heat approach as they released from the illusion. Moofy, angered by the pain, simply spews a large quantity of water as he shakes his head ever so slighty to ensure the safety of his allies from the fire-ash thingy technique to then fluidly aim the release of his water towards the previously created mud in an attempt to push it towards the trio's current location. The remainder of this water eventually enhances the mud in that it makes it sorta stickier.

Kakuzu weaves his staff with his still-functioning wing, causing mud to pour down from above the trio and down into the mud.


(Genjutsu: Hanbun Sora no Hai) - Illusionary Arts: Half Empty Grail
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs three hand seals, inducing the target in an illusion that disrupts the target's chakra system and the chakra within their brain. The sole purpose of this genjutsu is to cause the target and all of his/her senses to perceive that they no longer posses chakra within themselves. This does not include the consequences that a shinobi's body experiences when their chakra is exhausted (in our RP), which can hint the target that there is something out of the ordinary going on. They might be lead to resort to use a small weapon or other means to escape the illusion by inflicting minor harm to themselves (following release rules of genjutsu), allowing the user ample moments to attack. This is because Half Empty Grail prevents them from being capable of controlling their own chakra and chakra flow in reality due to them believing that they do not possess any of it, thus, preventing them from performing chakra-requiring techniques. This implies techniques such as a full body chakra surge, self illusionary techniques or control their chakra to perform "Illusion Technique: Release". Victims trapped by this genjutsu also have their sustained abilities/techniques from previous turns end/deactivate because of losing chakra connection and control over them as a consequence of this illusion. A comparison to this can be that of a shinobi holding a sword with their hand and suddenly get trapped in an illusion where all their senses lead them to believe that their hand suddenly got amputated, making them lose control over their hand, which also makes them lose hold of the sword in reality. This illusionary technique cannot be layered on or be layered on with other illusions. It also cannot be stacked with anything that would hinder the target from making/allowing their body to experience physical harm in order to escape the illusion (in other words, techniques that: paralyzes/wraps around the target's body parts/immobilizes, etc). This means it can only be stacked with purely offensive techniques (such as a stream of fire or a fireball).
Note: Twice per battle
Note: Cannot be used against Kaguya clan bios
(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.
(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user does 2 handseals (Ram → Snake) and creates an opening within the sky, which drips down onto the opponent a large amount of sticky mud (in all similar to that of Swamp of the Underworld Technique), covering them. The mud is very heavy and thick as well as adhesive, making it impossible to move if caught and easily crushing an enemy underneath. It’s normally followed up by Lightning release: sixteen pillar bind to create a giant oven around the opponent and then using Fire release: Firing biscuit technique to ignite the oven, hardening the mud and immobilizing the enemy target.
 

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As her clone got affected by Genjutsu, Zora smirked at the last resort bone breaking gang of Roadrunners. They would all have taken damage at that point. Why they hadn't poofed away because of it was weird she thought, but nevertheless, Zoras clone would fall to the ground and ending the technique prematurely but they avoided the swamp with a hairs length. Water and Earth approached her. Two elements of which where easily negated by her bisumaton release. Since the water had forsaken the ash it had still taken a beating in power. Zora's sensory barrier notified her of the earth portal opening above her location. With a swift chuckle, Zora would conjure a large liquid expanding dome of bismuth that would erase both the incoming water and sticky mud from the sky. Zora then used her Clan's technique and altered the behaviour of the summoning army her opponent had stuck with. This technique would force the roadrunners to turn against their master and use techniques they knew on him. Moofy would imprison Dokuga with a water prison while Kakuzu would use swamp of the underworld underneath themselves, effectively trapping all of them in one swamp. As that happens, the expanding sea of liquid bismuth reaches, and consumes the entire party.

(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type: Offensive/Defensive/Supplementary
Rank: C-S(S)
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.

(Shinranshin no Jutsu ) - Mind Body Disturbance Technique
Type: Supplementary
Rank: B(A)
Range: Short - Mid
Chakra Cost: 20
Damage: N/A
Description: A ninjutsu where one sends their chakra into the subject's nervous system, thus gaining complete control of the target's body. Those caught in the technique will fall completely under the user's control, as their bodies become disconnected from their will. The difference between this and the Mind Body Switch Technique is that the caster doesn't project their consciousness into the target's body. Situations of numerical superiority for the adversary are precisely where this technique, which freely manipulates human beings, will display its efficiency, by getting enemies to turn on one another. Control can be exerted even from long distances. At a minimum, this technique allows for the user to manipulate the body of the target to perform non-chakra oriented movements and actions. Yamanaka with considerable strength over their opponent can force targets to use chakra and techniques through force of will. With this technique the user can issue any command from killing a teammate, releasing a jutsu, revealing secrets, etc. The limitation to this technique is that the user cannot order the victim to kill themselves or cause otherwise fatal injuries.
Note: Against opponents or otherwise unwilling participants that are of higher rank than the Yamanaka, the user can only force non-chakra related actions such as taijutsu. For equal ranked opponents, the user can force opponents to release active techniques such as modes, summons, and clones, though cannot force their hand at casting techniques. Against weaker opponents, the user can compel the use of other ninjutsu and other chakra based techniques.
Note: This technique lasts 6 turns unless broken prior. While utilizing this technique, the user becomes incapable of utilizing techniques above A-rank or advanced ninjutsu such as Fuin, Medical, Y-Y, etc for three turns. After complete control over the user they are capable of using their techniques S-rank and below.
Note: This technique requires a cool down equivalent to the number of turns it was sustained.

Roadrunners are using this on Dokuga:
(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.

Note: This creates its own water source.

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

Inethas

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Dokuga is caught in his own roadrunner's water orb technique while at the same time sinking into the mud along with his companions. He could tell something huge approached above them, veiling them from the sky. Bismuth. The last thing he heard was the clash of this strange element against the water prison which encased him.

I concede defeat. Good duel.
 
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