[176] Child of Tiamat vs Medusa

Zatanna

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Medusa hears the word of sin and she looks at the puppet of the Goddess arrives at the scene. Medusa would not mind taking care of the zombie until the trio soften up the Goddess for a bit.

Medusa knowing that probably the puppet has not set its eyes on her yet, would descend slowly until she is mid range away and behind the puppet although 5m above ground. By this time, the ground would have lowered under Tiamat, severing any connection the puppet has with the black mud. With three handseals, Medusa would put he puppet in a genjutsu where it sees itself trapped in a glass world with every movement turning out to be excruciatingly painful like breathing, beating of the heart, blinking or twitching. Through the addition of fire elemental chakra, the glasses would be scorching hot that not only would they cut, they would also burn and eat away at the puppet on mere contact causing the puppet pass out from the trauma.

Following the genjutsu, Medusa would create thousands of needles made of chloroform from all around the puppet(5m) and they would all launch at the same time inwards at her, leaving no room for escape. The needles are all augmented by Crona.


(Magen: Kūdaka Sekai) - Demonic Illusion: Shattered World
Rank: S (Forbidden)
Type: Offensive
Range: Short-Mid
Chakra Cost: 40 (+50)
Damage Points: 80
Description: This Genjutsu affects the opponent by attacking their sense of touch and sight, by causing unbearable pain. The user will perform three hand seals (Dragon → Horse → Tiger), and then channel their chakra into their opponent’s nervous system, taking control of their senses. This jutsu then traps the opponent in a world where literally everything is made out of glass, that breaks down in sharp glass spikes with the slightest move, even by breathing. So if the victim trapped in the genjutsu would breath, it would feel if glass was piercing their lungs over and over again, even if the victim would blink, it would feel like there are small pieces of glasses stuck within the victims eyes. If they would take a step, it would feel like their leg was pierced and so on. This jutsu has been known to be extremely painful, if the victim does not break out of this technique within one turn, then he or she will pass out due to the constant pain. [Example]

 Note: This technique can only be taught by Lucifer.
 Note: This technique can only be used once per battle.
 Note: The user cannot perform any type of Genjutsu for the following two turns


(Inton: Gogyou Gen) - Yin Release: 5 Elements Illusion
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent genjutsu. When the user casts a genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. The jutsu increases in strength by one rank and due to the massive amount of chakra used, the jutsu can penetrate through any subversive method against genjutsu. By using nature chakra rather than raw chakra, the properties of the genjutsu can change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. As well, the technique would follow the rules of elemental genjutsu. The user is free to alter the effects of a genjutsu within reason as long as the primary effects remain the same.
Note: Can only be used 6 times per battle.
Note: Cannot be used on techniques above S-rank.
Note: Yin Release masters can use advanced elements and CE


ムKurofomuton: Dedula no hakai | Chloroform Release: Destruction of Dedula ム
Type: Offensive | Defensive | Supplementary
Rank: D - S (A)
Range: Short - Long
Chakra: 10 - 40 (30)
Damage: 20-80 (60 +20)
Description: The most basic technique of the element, where the user will form a single hand seal, or two ( in terms of the S rank usage) and focus his Chloroform chakra either throughout his body, the air or the ground, in order to create tools, constructs, weapons, pillars etc made of Liquid Chloroform. These formations and tools can be used for Offensive uses, Defensive uses as well as Supplementary uses. Due to its liquid nature, Chloroform can be manipulated into many forms, much like with Water, it can be formed into constructs (not sentient, yet have form and shape) or simply be released in the form of
streams or blasts.These constructs can be formed at either Short, Mid or Long range from the user. When used to manifest around the opponent, it has to manifest at least Short range from the opponent. The Chloroform is capable of causing quite some blunt damage as well as impale the opponent, depending on the shape taken by the formation , and when exposed to openings, or wounds in the skin, the opponent will pass out, as well as when inhaled when in its gaseous form. The size of the
constructs are proportionate to the rank used, meaning a D rank construct can't be as large as a mountain, for example.
Notes:
-For A rank usage, it can only be used 4 times per battle.
-S rank usage, only up to 3 times per battle.


Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
She could grow to as long as 20 meters and as big as giant snakes. Unlike most orochimaru's snake that can wield the Kusanagi. Crona is also unable to use any traditional elemental ninjutsu, but to make up for this, she is constantly saturated with natural energy , a sage and able to use snake sage techniques, however, she can choose whether to let her innate nature chakra to interact with her summoner or not. While merged, she can not talk but only communicate telepathically with her summoner and she's able to give a very small portion of her nature energy to her summoner (20 per turn). This would not normally add any augmentation to the user nor would it increase the user's domestic or sage chakra but if the user is in sage mode or has a DNA make up to accept nature energy, the chakra would be used to boost the user's ninjutsu damage up to Crona's rank , boosting it by +20 (but only +10 for S-rank moves) . However, this can only be done on one technique per turn. This boost is regarded as a passive boost. The downside to this natural boost is that the user is unable use fuinjutsu and genjutsu while Crona is boosting his technique, except fuinjutsu seals that are mentioned in his bio. He can only resume using the aforementioned techniques if Crona stops boosting his technique. Crona's nature energy gives her natural durability to C-rank and below ninjutsu. Her venom is quite lethal. The snake venom contains "cardiotoxins" which are components that are specifically toxic to the heart. They bind to particular sites on the surface of muscle cells and cause depolarisation. The toxin prevents muscle contraction. These in turn, would cause the heart to beat irregularly and stop beating, causing death after 4 turns if not cured. Apart from that, it causes body muscles to become stiff and thus gradual paralysis. No B-rank and above taijutsu two turns after the venom is administered and speed is halved. No taijutsu or movement can be performed due to total body paralysis in the third turn after the venom is injected. Death in the 4th turn after the venom is injected.
Using snake ninjutsu and snake senjutsu count as moves.
Boosting the user's senjutsu two turns or more in a row will have the second and each subsequent instance count as a move.
Last 4 turns.
Can only be summoned 1x per event.






Chakra
3065 -5-5-90-30
2935

Health
200

SCS 2400
SCC 150
A reminder that you are affected for 3 more turns by
Nammu Duranki: Hajimari no Kyō wo Ageyo) – Nammu Duranki: Yell the Shout of Beginning (Passive)
Type: Offensive
Rank: A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: An ability cast through Tiamat’s voice, although not to be confused with Sound Ninjutsu, a spell which hinders the chakra circulatory systems of all enemy targets within the same landmark. Once cast, a powerful curse carried within the spell flushes the bodies of enemy combatants, interfering with their internal chakra flow. Similar to how casting a Genjutsu causes irregular low in the chakra of a target, the curse of this ability hinders one’s ability to control and manipulate their chakra, affecting the use of techniques requiring it. Those afflicted have the chakra cost of their techniques increased by 50% of their original cost. This does not add additional chakra into the technique being used, simply increasing the strain on one’s reserves. Yell the Shout of Beginning is a passive skill, and stacks with multiple uses and other Dirges. This technique persists for five turns, and the duration refreshes when it is cast again. It can be dispelled through powerful Medical Ninjutsu two ranks higher than it or Yang, or Yin-Yang Release techniques.

Nana had reached the land and saw Mother in all her glory, and it was then that the world around her turned to glass, with a bright red shine to it. As she looked around she saw a serpent demon looking towards her, and enraged that this one would try keep her from Mother. She cleared all thought from her head in an effort to prevent other distractions, focusing on her energies as she then gathered up all her energy and launched it at the demon. Although the demon was a distance away at 10m, due to the sheer size of the technique itself, it would cover the range easily. On top of this, the sheer power that came from her would also tear her muscles a bit, causing her damage. This would be sufficient to break her from the genjutsu that was affecting her that would then cease to be returning to normal. The attack itself was aimed to crush the demon, as Nana caused her fist to push straight through its heart, dealing critical damage.

Pushing the body of the demon down, Nana would then pull from the Sea of Life that Mother had created and cause it to envelop them both, suffocating the Demon as it had no effect on Nana. The chakra useage itself would then cloak Nana in a cover of chakra that would protect her from incoming damage.

( Sempai Oshie: Roku Sacchi ) Elder teachings: Sixth Sense
Type: Supplementary
Rank: S
Range: Short
Chakra cost: ( -10 per turn to keep active )
Damage points: N/A
Description: Elder teachings: Sixth Sense is a skill known only to those who have achieved mastery in meditation and fighting arts. The user unlocks the Sixth Sense, which is also known as a clear state of mind where the user eliminates the factors clouding the mind such as fear and regret, thus allowing the user to be able to increase their reaction to incoming Taijutsu attacks and not fear death, making the user possible to react fast to the attacks. This increases the user's reaction speed by x2, giving them heightened senses to attacks.
Note: Can only be used two times
Note: Lasts four turns
(Final jutsu to be restricted)
( Korai Oshie Tenrai Shiden: Yatsuatari Ryuuza ) – Ancient Teachings of the Divine Masters: Outburst of Draco Constellation.
Rank: Forbidden
Type: Offensive
Range: Mid - Long
Chakra cost: 50+25=75
Damage points: 90+45=135 (double for crit) (- 30 damage to user)
Description: This is a technique in which the user concentrates a massive amount of energy throughout their entire body and then they release it, creating a red aura that surrounds the user's arms. The user will then burst at the enemy, appearing like a red flash and then strike the target with a duel fist strike that uses the pressure of the aura to act as a weight that crashes down on the enemy with the motion of the physical attack to crush them into the ground. As the target smashes onto the ground, the red aura of chakra erupts into a large dragon head that roars with fury and deals a devastating attack.
Note: Must activate Sixth Sense before use
Note: Using this technique relinquishes the effects of sixth sense and leaves the user tired, thus restricting their next turn to two techniques
(Seimei no Umi: Tanjō no Mukō) – Sea of Life: Birth of Void
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 30 – 50
Damage: 60 – 100
Description: Birth of Void is a forced ejection of material from the Sea of Life from either the user’s mouth, or a source of Sea external to the user’s body. From the user it comes in the form of streams or blasts of black mud, but when used from an external source the shaping allowed can be vastly improved, allowing for an array of objects that is limited only to the user’s imagination and the quantity of material manipulated. Manipulation of the Sea of Life carries considerable physical force, able to punch through physical obstacles as if it was solid itself given its high density. The Sea of Life, when used by a Child of Tiamat, carries with it a lessened version of the Amino-Geis. In the case of Birth of Void, the Amino-Geis will take place over two turns in which the target must, in total and can occur over multiple technique usages, surge 100 cahkra through their body. Should the target fail, they too will fall under the Amino-Geis and become a Child of Tiamat. Birth of Void, like all Sea of Life techniques, plays neutrally with all elemental natures.
(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles (ref)
Type:
Weapon
Rank: S
Range: Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.
The final ability of the Gauntlets is to combine both previous abilities at the cost of being able to use them for the turn. Called Genei-Jin the user is able to control the chakra while taking advantage of the sonar. With the chakra shape of the user and the sonar sensing of the gauntlets, the user can send forth the chakra image to strike an opponent copying a taijutsu move that the user performs that turn. Doubling the cost of the move performed, the chakra shadow performs an exact duplicate of the move used (This does not copy damage boosts used on the previous move). This ability can only be performed every other turn, and when used, the user forgoes both shield and sonar for that turn. The chakra image of the user is also not invisible and can be seen by the naked eye.
 

Priest

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Messages
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A reminder that you are affected for 3 more turns by
Nammu Duranki: Hajimari no Kyō wo Ageyo) – Nammu Duranki: Yell the Shout of Beginning (Passive)
Type: Offensive
Rank: A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: An ability cast through Tiamat’s voice, although not to be confused with Sound Ninjutsu, a spell which hinders the chakra circulatory systems of all enemy targets within the same landmark. Once cast, a powerful curse carried within the spell flushes the bodies of enemy combatants, interfering with their internal chakra flow. Similar to how casting a Genjutsu causes irregular low in the chakra of a target, the curse of this ability hinders one’s ability to control and manipulate their chakra, affecting the use of techniques requiring it. Those afflicted have the chakra cost of their techniques increased by 50% of their original cost. This does not add additional chakra into the technique being used, simply increasing the strain on one’s reserves. Yell the Shout of Beginning is a passive skill, and stacks with multiple uses and other Dirges. This technique persists for five turns, and the duration refreshes when it is cast again. It can be dispelled through powerful Medical Ninjutsu two ranks higher than it or Yang, or Yin-Yang Release techniques.

Nana had reached the land and saw Mother in all her glory, and it was then that the world around her turned to glass, with a bright red shine to it. As she looked around she saw a serpent demon looking towards her, and enraged that this one would try keep her from Mother. She cleared all thought from her head in an effort to prevent other distractions, focusing on her energies as she then gathered up all her energy and launched it at the demon. Although the demon was a distance away at 10m, due to the sheer size of the technique itself, it would cover the range easily. On top of this, the sheer power that came from her would also tear her muscles a bit, causing her damage. This would be sufficient to break her from the genjutsu that was affecting her that would then cease to be returning to normal. The attack itself was aimed to crush the demon, as Nana caused her fist to push straight through its heart, dealing critical damage.

Pushing the body of the demon down, Nana would then pull from the Sea of Life that Mother had created and cause it to envelop them both, suffocating the Demon as it had no effect on Nana. The chakra useage itself would then cloak Nana in a cover of chakra that would protect her from incoming damage.

( Sempai Oshie: Roku Sacchi ) Elder teachings: Sixth Sense
Type: Supplementary
Rank: S
Range: Short
Chakra cost: ( -10 per turn to keep active )
Damage points: N/A
Description: Elder teachings: Sixth Sense is a skill known only to those who have achieved mastery in meditation and fighting arts. The user unlocks the Sixth Sense, which is also known as a clear state of mind where the user eliminates the factors clouding the mind such as fear and regret, thus allowing the user to be able to increase their reaction to incoming Taijutsu attacks and not fear death, making the user possible to react fast to the attacks. This increases the user's reaction speed by x2, giving them heightened senses to attacks.
Note: Can only be used two times
Note: Lasts four turns
(Final jutsu to be restricted)
( Korai Oshie Tenrai Shiden: Yatsuatari Ryuuza ) – Ancient Teachings of the Divine Masters: Outburst of Draco Constellation.
Rank: Forbidden
Type: Offensive
Range: Mid - Long
Chakra cost: 50+25=75
Damage points: 90+45=135 (double for crit) (- 30 damage to user)
Description: This is a technique in which the user concentrates a massive amount of energy throughout their entire body and then they release it, creating a red aura that surrounds the user's arms. The user will then burst at the enemy, appearing like a red flash and then strike the target with a duel fist strike that uses the pressure of the aura to act as a weight that crashes down on the enemy with the motion of the physical attack to crush them into the ground. As the target smashes onto the ground, the red aura of chakra erupts into a large dragon head that roars with fury and deals a devastating attack.
Note: Must activate Sixth Sense before use
Note: Using this technique relinquishes the effects of sixth sense and leaves the user tired, thus restricting their next turn to two techniques
(Seimei no Umi: Tanjō no Mukō) – Sea of Life: Birth of Void
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 30 – 50
Damage: 60 – 100
Description: Birth of Void is a forced ejection of material from the Sea of Life from either the user’s mouth, or a source of Sea external to the user’s body. From the user it comes in the form of streams or blasts of black mud, but when used from an external source the shaping allowed can be vastly improved, allowing for an array of objects that is limited only to the user’s imagination and the quantity of material manipulated. Manipulation of the Sea of Life carries considerable physical force, able to punch through physical obstacles as if it was solid itself given its high density. The Sea of Life, when used by a Child of Tiamat, carries with it a lessened version of the Amino-Geis. In the case of Birth of Void, the Amino-Geis will take place over two turns in which the target must, in total and can occur over multiple technique usages, surge 100 cahkra through their body. Should the target fail, they too will fall under the Amino-Geis and become a Child of Tiamat. Birth of Void, like all Sea of Life techniques, plays neutrally with all elemental natures.
(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles (ref)
Type:
Weapon
Rank: S
Range: Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.
The final ability of the Gauntlets is to combine both previous abilities at the cost of being able to use them for the turn. Called Genei-Jin the user is able to control the chakra while taking advantage of the sonar. With the chakra shape of the user and the sonar sensing of the gauntlets, the user can send forth the chakra image to strike an opponent copying a taijutsu move that the user performs that turn. Doubling the cost of the move performed, the chakra shadow performs an exact duplicate of the move used (This does not copy damage boosts used on the previous move). This ability can only be performed every other turn, and when used, the user forgoes both shield and sonar for that turn. The chakra image of the user is also not invisible and can be seen by the naked eye.
Mind me if I ask you some Q?
 

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
A reminder that you are affected for 3 more turns by
Nammu Duranki: Hajimari no Kyō wo Ageyo) – Nammu Duranki: Yell the Shout of Beginning (Passive)
Type: Offensive
Rank: A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: An ability cast through Tiamat’s voice, although not to be confused with Sound Ninjutsu, a spell which hinders the chakra circulatory systems of all enemy targets within the same landmark. Once cast, a powerful curse carried within the spell flushes the bodies of enemy combatants, interfering with their internal chakra flow. Similar to how casting a Genjutsu causes irregular low in the chakra of a target, the curse of this ability hinders one’s ability to control and manipulate their chakra, affecting the use of techniques requiring it. Those afflicted have the chakra cost of their techniques increased by 50% of their original cost. This does not add additional chakra into the technique being used, simply increasing the strain on one’s reserves. Yell the Shout of Beginning is a passive skill, and stacks with multiple uses and other Dirges. This technique persists for five turns, and the duration refreshes when it is cast again. It can be dispelled through powerful Medical Ninjutsu two ranks higher than it or Yang, or Yin-Yang Release techniques.

Nana had reached the land and saw Mother in all her glory, and it was then that the world around her turned to glass, with a bright red shine to it. As she looked around she saw a serpent demon looking towards her, and enraged that this one would try keep her from Mother. She cleared all thought from her head in an effort to prevent other distractions, focusing on her energies as she then gathered up all her energy and launched it at the demon. Although the demon was a distance away at 10m, due to the sheer size of the technique itself, it would cover the range easily. On top of this, the sheer power that came from her would also tear her muscles a bit, causing her damage. This would be sufficient to break her from the genjutsu that was affecting her that would then cease to be returning to normal. The attack itself was aimed to crush the demon, as Nana caused her fist to push straight through its heart, dealing critical damage.

Pushing the body of the demon down, Nana would then pull from the Sea of Life that Mother had created and cause it to envelop them both, suffocating the Demon as it had no effect on Nana. The chakra useage itself would then cloak Nana in a cover of chakra that would protect her from incoming damage.

( Sempai Oshie: Roku Sacchi ) Elder teachings: Sixth Sense
Type: Supplementary
Rank: S
Range: Short
Chakra cost: ( -10 per turn to keep active )
Damage points: N/A
Description: Elder teachings: Sixth Sense is a skill known only to those who have achieved mastery in meditation and fighting arts. The user unlocks the Sixth Sense, which is also known as a clear state of mind where the user eliminates the factors clouding the mind such as fear and regret, thus allowing the user to be able to increase their reaction to incoming Taijutsu attacks and not fear death, making the user possible to react fast to the attacks. This increases the user's reaction speed by x2, giving them heightened senses to attacks.
Note: Can only be used two times
Note: Lasts four turns
(Final jutsu to be restricted)
( Korai Oshie Tenrai Shiden: Yatsuatari Ryuuza ) – Ancient Teachings of the Divine Masters: Outburst of Draco Constellation.
Rank: Forbidden
Type: Offensive
Range: Mid - Long
Chakra cost: 50+25=75
Damage points: 90+45=135 (double for crit) (- 30 damage to user)
Description: This is a technique in which the user concentrates a massive amount of energy throughout their entire body and then they release it, creating a red aura that surrounds the user's arms. The user will then burst at the enemy, appearing like a red flash and then strike the target with a duel fist strike that uses the pressure of the aura to act as a weight that crashes down on the enemy with the motion of the physical attack to crush them into the ground. As the target smashes onto the ground, the red aura of chakra erupts into a large dragon head that roars with fury and deals a devastating attack.
Note: Must activate Sixth Sense before use
Note: Using this technique relinquishes the effects of sixth sense and leaves the user tired, thus restricting their next turn to two techniques
(Seimei no Umi: Tanjō no Mukō) – Sea of Life: Birth of Void
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 30 – 50
Damage: 60 – 100
Description: Birth of Void is a forced ejection of material from the Sea of Life from either the user’s mouth, or a source of Sea external to the user’s body. From the user it comes in the form of streams or blasts of black mud, but when used from an external source the shaping allowed can be vastly improved, allowing for an array of objects that is limited only to the user’s imagination and the quantity of material manipulated. Manipulation of the Sea of Life carries considerable physical force, able to punch through physical obstacles as if it was solid itself given its high density. The Sea of Life, when used by a Child of Tiamat, carries with it a lessened version of the Amino-Geis. In the case of Birth of Void, the Amino-Geis will take place over two turns in which the target must, in total and can occur over multiple technique usages, surge 100 cahkra through their body. Should the target fail, they too will fall under the Amino-Geis and become a Child of Tiamat. Birth of Void, like all Sea of Life techniques, plays neutrally with all elemental natures.
(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles (ref)
Type:
Weapon
Rank: S
Range: Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.
The final ability of the Gauntlets is to combine both previous abilities at the cost of being able to use them for the turn. Called Genei-Jin the user is able to control the chakra while taking advantage of the sonar. With the chakra shape of the user and the sonar sensing of the gauntlets, the user can send forth the chakra image to strike an opponent copying a taijutsu move that the user performs that turn. Doubling the cost of the move performed, the chakra shadow performs an exact duplicate of the move used (This does not copy damage boosts used on the previous move). This ability can only be performed every other turn, and when used, the user forgoes both shield and sonar for that turn. The chakra image of the user is also not invisible and can be seen by the naked eye.
So as agreed via VM, you are hit by the chloroform and you did not break out of the genjutsu.




Medusa looked with utter irritation at the freak abomination. It seems to be trying to move while in Medusa's genjutsu and it even tried to launch something from its hands which failed woefully and it would end up pummeled into the ground by Medusa's thousand needles. The chloroform would escape into the beast's blood stream, brain and body and would be knocked out. It would nonetheless have received mental damage from the genjutsu which knocks it out even more.
A rear specimen, although naive and has bad coordination. Must have been as a result of its zombification.

Medusa would clap her hands and cause a coffin to open from an open portal and ghostly arms would pull the puppet in and the door shuts off to the real world and the portal vanishes, ending the story of Nana. Nah?

At the same time, Crona would give life to the surrounding air, filling up Medusa wings and lifting her upwards like an Angel even though Medusa could fly by herself. She does not want to be left out doing nothing. This would further increase their distance from to the ground to mid-range.

Crona: Show off!
Don't make me make you clean up the bloody mess
Crona: You still owe me though


( Kinjutsu: Edo Fūmetsu ) - Forbidden Technique: Impure World Seal Destruction
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user claps their hands, causing a coffin, much like the ones used in Impure World Reincarnation, to erupt from a portal near the opponent. The coffin opens up, and ghostly arms reach out from the coffin and catch the opponent. If they successfully catch the opponent, he will be immobilized and unable to react. The arms drag him into the coffin and take him to the netherworld, a dimension separate from reality and which can only be escaped from via Space/Time techniques.
Note: The arms reach only up to short range of the coffin's position and lack kinetic force.
Note: This technique can only be used twice per battle.


( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.




Chakra
2935 -5-5-40
2885

Health
200

SCS 2400
SCC 160
 
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Zatanna

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So as agreed via VM, you are hit by the chloroform and you did not break out of the genjutsu.




Medusa looked with utter irritation at the freak abomination. It seems to be trying to move while in Medusa's genjutsu and it even tried to launch something from its hands which failed woefully and it would end up pummeled into the ground by Medusa's thousand needles. The chloroform would escape into the beast's blood stream, brain and body and would be knocked out. It would nonetheless have received mental damage from the genjutsu which knocks it out even more.
A rear specimen, although naive and has bad coordination. Must have been as a result of its zombification.

Medusa would clap her hands and cause a coffin to open from an open portal and ghostly arms would pull the puppet in and the door shuts off to the real world and the portal vanishes, ending the story of Nana. Nah?

At the same time, Crona would give life to the surrounding air, filling up Medusa wings and lifting her upwards like an Angel even though Medusa could fly by herself. She does not want to be left out doing nothing. This would further increase their distance from to the ground to mid-range.

Crona: Show off!
Don't make me make you clean up the bloody mess
Crona: You still owe me though


( Kinjutsu: Edo Fūmetsu ) - Forbidden Technique: Impure World Seal Destruction
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user claps their hands, causing a coffin, much like the ones used in Impure World Reincarnation, to erupt from a portal near the opponent. The coffin opens up, and ghostly arms reach out from the coffin and catch the opponent. If they successfully catch the opponent, he will be immobilized and unable to react. The arms drag him into the coffin and take him to the netherworld, a dimension separate from reality and which can only be escaped from via Space/Time techniques.
Note: The arms reach only up to short range of the coffin's position and lack kinetic force.
Note: This technique can only be used twice per battle.


( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.




Chakra
2935 -5-5-40
2885

Health
200

SCS 2400
SCC 160
ok, just wanna double check something really quick before proceeding
 

Zatanna

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The Needles peirced into Nana's flesh as they stabbed into her, then melted away. The mirror glass world vanished, the gen itseelf broken by the Needles.
As Medusa Clapped her hands, Nana made the huge expanse of Sea of Life Rise up from below Medusa as she rose, much like a wave. As the wave rose, Nana raced, running upwards along it while the wave crested and crashed down upon medusa from behind above her. To Medusa, the Wave would come from below, creating a ramp up towards he which Nana was running. The lip of the wave rose from above Medusa then crashed down from above her as soon as it hit head height. The Wave itself would start out forming as soon as Medusa was 5m above the air, while Nana ran up with her increased speed, striking Medusa in the heart with a punch at the same time the wave engulfed her.

Additionally while running along the Sea of Life wave, she would also be healing up from the Sea of Life.

(Seimei no Umi: Tanjō no Mukō) – Sea of Life: Birth of Void
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 30 – 50
Damage: 60 – 100
Description: Birth of Void is a forced ejection of material from the Sea of Life from either the user’s mouth, or a source of Sea external to the user’s body. From the user it comes in the form of streams or blasts of black mud, but when used from an external source the shaping allowed can be vastly improved, allowing for an array of objects that is limited only to the user’s imagination and the quantity of material manipulated. Manipulation of the Sea of Life carries considerable physical force, able to punch through physical obstacles as if it was solid itself given its high density. The Sea of Life, when used by a Child of Tiamat, carries with it a lessened version of the Amino-Geis. In the case of Birth of Void, the Amino-Geis will take place over two turns in which the target must, in total and can occur over multiple technique usages, surge 100 cahkra through their body. Should the target fail, they too will fall under the Amino-Geis and become a Child of Tiamat. Birth of Void, like all Sea of Life techniques, plays neutrally with all elemental natures.
(1000m Panchi) 100m Punch
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: 80
Description:
This technique is both terribly simple and terribly dangerous. The user concentrates their chakra into their fist and simply lands a devastating full punch blow on the target, sending him flying to at least 1000 metres away from where the user is (if nothing is in between). In most cases, if successful the technique is fatal. In addition the technique can also be used to defend against solid ninjutsu attacks such as Earth. If the user punches the ground, the chakra released from the huge strength the technique packs will produces a massive shockwave that shatters and crushes the earth up to mid range, leaving behind an enormous crater. The technique is so powerful it can be used against boss summons or gigantic enemies with no noticeable result change.

Note: Can only be used by Sakura or Tsunade bios.
(Mukomareta Oshoku) – Voidborne Corruption (note, not a technique being used but a passive that applies to Child of Tiamat)
Type: Supplementary
Rank: A Range: N/A
Chakra: N/A
Damage: N/A
Description: The blood which courses through a Child of Tiamat’s veins is diluted from the mud that composes the Sea of Life. Despite its diluted state the corruption it carries is still potent, and affords the user an innate connection to the Sea of Life. When the user is in contact with the Sea of Life they will, passively, heal 20 damage per turn. This regeneration is potent, albeit somewhat slow; this can progressively heal all wounds the user’s body suffers from as long as they are physical in nature, i.e. not spiritual. When the user bleeds, the corruption seeps from their wounds in the place of normal blood. Those who are not Children of Tiamat suffer from the corrupting influence of the blood and experience a burning sensation. This is not a thermal wound, rather it is more akin to radiation altering the cellular structure of one’s body. This damage is irreversible and inflicts a total of 30 damage over a period of three turns. Once the turns have passed the victim can be healed as normal. Within the first moments of the blood touching the target, the victim will experience a dizziness and sluggishness that reduces their speed by 50% of its current level.
 

Priest

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The Needles peirced into Nana's flesh as they stabbed into her, then melted away. The mirror glass world vanished, the gen itseelf broken by the Needles.
As Medusa Clapped her hands, Nana made the huge expanse of Sea of Life Rise up from below Medusa as she rose, much like a wave. As the wave rose, Nana raced, running upwards along it while the wave crested and crashed down upon medusa from behind above her. To Medusa, the Wave would come from below, creating a ramp up towards he which Nana was running. The lip of the wave rose from above Medusa then crashed down from above her as soon as it hit head height. The Wave itself would start out forming as soon as Medusa was 5m above the air, while Nana ran up with her increased speed, striking Medusa in the heart with a punch at the same time the wave engulfed her.

Additionally while running along the Sea of Life wave, she would also be healing up from the Sea of Life.

(Seimei no Umi: Tanjō no Mukō) – Sea of Life: Birth of Void
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 30 – 50
Damage: 60 – 100
Description: Birth of Void is a forced ejection of material from the Sea of Life from either the user’s mouth, or a source of Sea external to the user’s body. From the user it comes in the form of streams or blasts of black mud, but when used from an external source the shaping allowed can be vastly improved, allowing for an array of objects that is limited only to the user’s imagination and the quantity of material manipulated. Manipulation of the Sea of Life carries considerable physical force, able to punch through physical obstacles as if it was solid itself given its high density. The Sea of Life, when used by a Child of Tiamat, carries with it a lessened version of the Amino-Geis. In the case of Birth of Void, the Amino-Geis will take place over two turns in which the target must, in total and can occur over multiple technique usages, surge 100 cahkra through their body. Should the target fail, they too will fall under the Amino-Geis and become a Child of Tiamat. Birth of Void, like all Sea of Life techniques, plays neutrally with all elemental natures.
(1000m Panchi) 100m Punch
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: 80
Description:
This technique is both terribly simple and terribly dangerous. The user concentrates their chakra into their fist and simply lands a devastating full punch blow on the target, sending him flying to at least 1000 metres away from where the user is (if nothing is in between). In most cases, if successful the technique is fatal. In addition the technique can also be used to defend against solid ninjutsu attacks such as Earth. If the user punches the ground, the chakra released from the huge strength the technique packs will produces a massive shockwave that shatters and crushes the earth up to mid range, leaving behind an enormous crater. The technique is so powerful it can be used against boss summons or gigantic enemies with no noticeable result change.

Note: Can only be used by Sakura or Tsunade bios.
(Mukomareta Oshoku) – Voidborne Corruption (note, not a technique being used but a passive that applies to Child of Tiamat)
Type: Supplementary
Rank: A Range: N/A
Chakra: N/A
Damage: N/A
Description: The blood which courses through a Child of Tiamat’s veins is diluted from the mud that composes the Sea of Life. Despite its diluted state the corruption it carries is still potent, and affords the user an innate connection to the Sea of Life. When the user is in contact with the Sea of Life they will, passively, heal 20 damage per turn. This regeneration is potent, albeit somewhat slow; this can progressively heal all wounds the user’s body suffers from as long as they are physical in nature, i.e. not spiritual. When the user bleeds, the corruption seeps from their wounds in the place of normal blood. Those who are not Children of Tiamat suffer from the corrupting influence of the blood and experience a burning sensation. This is not a thermal wound, rather it is more akin to radiation altering the cellular structure of one’s body. This damage is irreversible and inflicts a total of 30 damage over a period of three turns. Once the turns have passed the victim can be healed as normal. Within the first moments of the blood touching the target, the victim will experience a dizziness and sluggishness that reduces their speed by 50% of its current level.
Please post your chakra information and health



Crona would continue to fuel Medusa's wings upwards while Medusa reacts to the puppet. She can sense the puppet and her chakra and the moment the black substance they all know to be untouchable began to rise below her, Medusa would focus her fire elemental chakra into her tail snake which is acting as an extra arm and deliver a punch towards the mud. The punch would release two large streams of fire that equals the size of the wave. The streams would cojoin and blast through the wave and the puppet, plummeting Nana into the ground while making her surfer intense burn.

The fire fists would be enhanced by Ar's sage kata and with Medusa making the ram handseal with her real hands, she would seal the hungry ghost into the the fire fists. This would reduce Nana's jutsu by a rank, making the fist able to overcome the mud and attack Nana at the same time. Also the tether would be so that all of Nana's technique would continually be reduced by a rank for a period of time.


(Yuukai Hi Kobushi) Intertwined Flame Fist
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40 (+20 +50)
Damage Points:80 +20
Description: The user focuses fire chakra into his/her hand and builds is up over time. The user then breathes in deeply while winding back his/her fist. A strong punch is delivered into the air in front of them. Using precise timing the user releases 2 large streams of fire. Using their chakra control. They manipulate the fire stream to spiral around each other and once they are about to hit the enemy both of the streams of fire conjoin into only large blast in the shape of a first that completely incinerates the enemy. After this taijutsu technique is complete, the user's first is left steaming and smoking from its power and thus cannot use they hand for the rest of the turn.
Restrictions:
- can be taught by Daemon
- can only be used 2 times per battle.
- No fire elemental taijutsu can be used in the same turn.


The Witch's Legacy ⇝ Majo no Isan
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-5 per turn)
Damage: N/A
Description:
The Witch's Legacy was forged by the first witches coven, stolen by Medusa, one of the Gorgon's sisters and modified while she was in Ryuichi cave. Medusa studied it for years before making her own modification to it. The Witch's Legacy is a pair of silver colored bracelets which can be worn on both arms. It is composed of an hybrid of organic and inorganic material that are extremely rich in Jugo's genes and nature energy. Also, it is particularly very durable and impervious to foreign chakra infusion or control. Majo no Isan can not be directly used offensively. Each pair of "The Witch's Legacy" has its own unique name and abilities. Ar and Em are the physical and spiritual aspect of "The Witch's Legacy". While Em is the bracelet on the right arm, Ar is the bracelet on the left arm.

"Ar"
The Witch's Legacy is rich in nature energy and due to its composition of Jugo's dna, it continually absorbs nature energy from the surrounding and feeds it to the user. Ar takes the physical aspect of the natural energy while amplifying and refining it for specifics effects that only affects anything physical within the user. Ar would affect the user's strength and vigor, using natural energy to increase muscle tone and flexibility. It would also increase the user's bone density and physical balance. This would in turn, increase agility, speed, strength and endurance. The user's body speed and reaction would increase 2 folds, though the speed would not stack with other speed multipliers. An active ability of Ar however, is the ability to add "sage kata" to one's taijutsu by releasing a 1m aura of absorbed natural energy to surround the attacking limb, adding +20 to the Taijutsu attack. This would take a move slot though used in the timeframe of the taijutsu attack in question. Would leech 20 chakra from the user and can only be used once every 2 turns twice per battle. Having used Sake Kata, one would be unable to perform above A-rank taijutsu the next turn.

"Em"
Em takes the spiritual aspect of the natural energy while amplifying and refining it for specific within the user. Em would take some of the saturation of natural energy (10 per turn), gotten from the passive absorption of natural energy via Jugo’s DNA and convert them to refined sage chakra, storing it within itself and may be added when the user enters sage mode. Once the user initiates sage mode however, sage chakra conversion could not be used to add sage chakra to the user again. Conversion leeches 5 chakra per turn from the user's native chakra. Actively, Em can be used to break genjutsu up-to S-rank once every two turns twice per battle. Instead of channeling the chakra to boost a ninjutsu, the chakra can be actively channeled into the chakra system, acting as a surge to free one from genjutsu. This would take a move slot though can be used in the same timeframe as another jutsu since the user is not directly using his chakra for the surge.

NOTE
Sage Kata and Surge are active abilities of The Witch's Legacy and they follow their respective restrictions as mentioned.
Should anyone apart from Priest tries to wear the bracelets, it would petrify them.


(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.


( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation(ref)
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.


(Kagura Shingan) Mind's Eye of Divine Entertainment
Type: Supplementary
Rank: S-rank
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This ability, unique to Uzumaki Karin, is a much more advanced sensing ability than the normal Chakra Sensing technique. This ability allows Karin to find, sense, and track individuals through their chakra over vast range that exceeds 10 kms and allows her to see up to 6 landmarks away, including over oceans. This is done by focusing and opening the mind's eye, which Karin has active at all times. The ability extends to telling when a person is lying from the fluctuations in a person's chakra made from dishonest emotions or detecting if someone, including herself, is under a genjutsu, or even if someone is molding chakra for a technique. It can also detect diseases and other harmful effects the user or those within range might be under the effect off. Also by focusing on a particular chakra, Karin can perceive its location and movement with great detail. Even normal chakra suppression techniques are ineffective to hide from this ability.
Note: Its an exclusive ability of Uzumaki Karin bios and is active at all times.





Chakra
2885 -5-5-110
2765

Health
200

SCS 2400
SCC 170
 

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,683
Kin
4,926💸
Kumi
18,043💴
Trait Points
40⚔️
Please post your chakra information and health



Crona would continue to fuel Medusa's wings upwards while Medusa reacts to the puppet. She can sense the puppet and her chakra and the moment the black substance they all know to be untouchable began to rise below her, Medusa would focus her fire elemental chakra into her tail snake which is acting as an extra arm and deliver a punch towards the mud. The punch would release two large streams of fire that equals the size of the wave. The streams would cojoin and blast through the wave and the puppet, plummeting Nana into the ground while making her surfer intense burn.

The fire fists would be enhanced by Ar's sage kata and with Medusa making the ram handseal with her real hands, she would seal the hungry ghost into the the fire fists. This would reduce Nana's jutsu by a rank, making the fist able to overcome the mud and attack Nana at the same time. Also the tether would be so that all of Nana's technique would continually be reduced by a rank for a period of time.


(Yuukai Hi Kobushi) Intertwined Flame Fist
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40 (+20 +50)
Damage Points:80 +20
Description: The user focuses fire chakra into his/her hand and builds is up over time. The user then breathes in deeply while winding back his/her fist. A strong punch is delivered into the air in front of them. Using precise timing the user releases 2 large streams of fire. Using their chakra control. They manipulate the fire stream to spiral around each other and once they are about to hit the enemy both of the streams of fire conjoin into only large blast in the shape of a first that completely incinerates the enemy. After this taijutsu technique is complete, the user's first is left steaming and smoking from its power and thus cannot use they hand for the rest of the turn.
Restrictions:
- can be taught by Daemon
- can only be used 2 times per battle.
- No fire elemental taijutsu can be used in the same turn.


The Witch's Legacy ⇝ Majo no Isan
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-5 per turn)
Damage: N/A
Description:
The Witch's Legacy was forged by the first witches coven, stolen by Medusa, one of the Gorgon's sisters and modified while she was in Ryuichi cave. Medusa studied it for years before making her own modification to it. The Witch's Legacy is a pair of silver colored bracelets which can be worn on both arms. It is composed of an hybrid of organic and inorganic material that are extremely rich in Jugo's genes and nature energy. Also, it is particularly very durable and impervious to foreign chakra infusion or control. Majo no Isan can not be directly used offensively. Each pair of "The Witch's Legacy" has its own unique name and abilities. Ar and Em are the physical and spiritual aspect of "The Witch's Legacy". While Em is the bracelet on the right arm, Ar is the bracelet on the left arm.

"Ar"
The Witch's Legacy is rich in nature energy and due to its composition of Jugo's dna, it continually absorbs nature energy from the surrounding and feeds it to the user. Ar takes the physical aspect of the natural energy while amplifying and refining it for specifics effects that only affects anything physical within the user. Ar would affect the user's strength and vigor, using natural energy to increase muscle tone and flexibility. It would also increase the user's bone density and physical balance. This would in turn, increase agility, speed, strength and endurance. The user's body speed and reaction would increase 2 folds, though the speed would not stack with other speed multipliers. An active ability of Ar however, is the ability to add "sage kata" to one's taijutsu by releasing a 1m aura of absorbed natural energy to surround the attacking limb, adding +20 to the Taijutsu attack. This would take a move slot though used in the timeframe of the taijutsu attack in question. Would leech 20 chakra from the user and can only be used once every 2 turns twice per battle. Having used Sake Kata, one would be unable to perform above A-rank taijutsu the next turn.

"Em"
Em takes the spiritual aspect of the natural energy while amplifying and refining it for specific within the user. Em would take some of the saturation of natural energy (10 per turn), gotten from the passive absorption of natural energy via Jugo’s DNA and convert them to refined sage chakra, storing it within itself and may be added when the user enters sage mode. Once the user initiates sage mode however, sage chakra conversion could not be used to add sage chakra to the user again. Conversion leeches 5 chakra per turn from the user's native chakra. Actively, Em can be used to break genjutsu up-to S-rank once every two turns twice per battle. Instead of channeling the chakra to boost a ninjutsu, the chakra can be actively channeled into the chakra system, acting as a surge to free one from genjutsu. This would take a move slot though can be used in the same timeframe as another jutsu since the user is not directly using his chakra for the surge.

NOTE
Sage Kata and Surge are active abilities of The Witch's Legacy and they follow their respective restrictions as mentioned.
Should anyone apart from Priest tries to wear the bracelets, it would petrify them.


(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.


( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation(ref)
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.


(Kagura Shingan) Mind's Eye of Divine Entertainment
Type: Supplementary
Rank: S-rank
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This ability, unique to Uzumaki Karin, is a much more advanced sensing ability than the normal Chakra Sensing technique. This ability allows Karin to find, sense, and track individuals through their chakra over vast range that exceeds 10 kms and allows her to see up to 6 landmarks away, including over oceans. This is done by focusing and opening the mind's eye, which Karin has active at all times. The ability extends to telling when a person is lying from the fluctuations in a person's chakra made from dishonest emotions or detecting if someone, including herself, is under a genjutsu, or even if someone is molding chakra for a technique. It can also detect diseases and other harmful effects the user or those within range might be under the effect off. Also by focusing on a particular chakra, Karin can perceive its location and movement with great detail. Even normal chakra suppression techniques are ineffective to hide from this ability.
Note: Its an exclusive ability of Uzumaki Karin bios and is active at all times.





Chakra
2885 -5-5-110
2765

Health
200

SCS 2400
SCC 170
Ah sorry my bad ill add in now.

Also one quick q just before reply


As Nana was running upwards of the wave, her opponent would punch forward after performing a seal, as fire was launched from her fist. The fire would punch through the wave then aiming to come towards Nana. Thankfully Nana had plentiful of material to draw from as the landmark itself was contaminated with the Sea of Life. Nana controlled the sea of life that was within the landmark, rising it up below her, and formed a cylinder that rose from the ground, allowing Nana to run along it. She would be not even a blur to Medusa, moving faster than Medusas Body could keep up. While the Cylinder rose and put Nana into short range of her opponent, while it was hollow in the middle, the fire would pass straight through the middle, with Nana then closing it up as the fire hit the ground, turning it into a straight Pole like construction. As it slammed into Medusa from below, Nana would at the same time strike forward with her punch, directly through Medusa's chest, striking at her heart. As Nana would raise the Sea of Life, and Strike forward with her punch, the chakra used from the Sea of Life technique would form into a chakra image of Nana and copy her punch forward from directly behind Medusa. Because Nana was also inconstant contact with the Sea of Life, she would also be passively healed.

(Seimei no Umi: Tanjō no Mukō) – Sea of Life: Birth of Void
Type: Offensive, Defensive, Supplementary
Rank: B – S (A)
Range: Short – Long
Chakra: 30 – 40x2=80
Damage: 60 – 100 (80)
Description: Birth of Void is a forced ejection of material from the Sea of Life from either the user’s mouth, or a source of Sea external to the user’s body. From the user it comes in the form of streams or blasts of black mud, but when used from an external source the shaping allowed can be vastly improved, allowing for an array of objects that is limited only to the user’s imagination and the quantity of material manipulated. Manipulation of the Sea of Life carries considerable physical force, able to punch through physical obstacles as if it was solid itself given its high density. The Sea of Life, when used by a Child of Tiamat, carries with it a lessened version of the Amino-Geis. In the case of Birth of Void, the Amino-Geis will take place over two turns in which the target must, in total and can occur over multiple technique usages, surge 100 cahkra through their body. Should the target fail, they too will fall under the Amino-Geis and become a Child of Tiamat. Birth of Void, like all Sea of Life techniques, plays neutrally with all elemental natures.

(1000m Panchi) 100m Punch
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: 80+20=100
Description:
This technique is both terribly simple and terribly dangerous. The user concentrates their chakra into their fist and simply lands a devastating full punch blow on the target, sending him flying to at least 1000 metres away from where the user is (if nothing is in between). In most cases, if successful the technique is fatal. In addition the technique can also be used to defend against solid ninjutsu attacks such as Earth. If the user punches the ground, the chakra released from the huge strength the technique packs will produces a massive shockwave that shatters and crushes the earth up to mid range, leaving behind an enormous crater. The technique is so powerful it can be used against boss summons or gigantic enemies with no noticeable result change.

Note: Can only be used by Sakura or Tsunade bios.
(1000m Panchi) 100m Punch
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: 80
Description:
This technique is both terribly simple and terribly dangerous. The user concentrates their chakra into their fist and simply lands a devastating full punch blow on the target, sending him flying to at least 1000 metres away from where the user is (if nothing is in between). In most cases, if successful the technique is fatal. In addition the technique can also be used to defend against solid ninjutsu attacks such as Earth. If the user punches the ground, the chakra released from the huge strength the technique packs will produces a massive shockwave that shatters and crushes the earth up to mid range, leaving behind an enormous crater. The technique is so powerful it can be used against boss summons or gigantic enemies with no noticeable result change.

Note: Can only be used by Sakura or Tsunade bios.
(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles (ref)
Type:
Weapon
Rank: S
Range: Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.
The final ability of the Gauntlets is to combine both previous abilities at the cost of being able to use them for the turn. Called Genei-Jin the user is able to control the chakra while taking advantage of the sonar. With the chakra shape of the user and the sonar sensing of the gauntlets, the user can send forth the chakra image to strike an opponent copying a taijutsu move that the user performs that turn. Doubling the cost of the move performed, the chakra shadow performs an exact duplicate of the move used (This does not copy damage boosts used on the previous move). This ability can only be performed every other turn, and when used, the user forgoes both shield and sonar for that turn. The chakra image of the user is also not invisible and can be seen by the naked eye.
(Mukomareta Oshoku) – Voidborne Corruption
Type: Supplementary
Rank: A Range: N/A
Chakra: N/A
Damage: N/A
Description: The blood which courses through a Child of Tiamat’s veins is diluted from the mud that composes the Sea of Life. Despite its diluted state the corruption it carries is still potent, and affords the user an innate connection to the Sea of Life. When the user is in contact with the Sea of Life they will, passively, heal 20 damage per turn. This regeneration is potent, albeit somewhat slow; this can progressively heal all wounds the user’s body suffers from as long as they are physical in nature, i.e. not spiritual. When the user bleeds, the corruption seeps from their wounds in the place of normal blood. Those who are not Children of Tiamat suffer from the corrupting influence of the blood and experience a burning sensation. This is not a thermal wound, rather it is more akin to radiation altering the cellular structure of one’s body. This damage is irreversible and inflicts a total of 30 damage over a period of three turns. Once the turns have passed the victim can be healed as normal. Within the first moments of the blood touching the target, the victim will experience a dizziness and sluggishness that reduces their speed by 50% of its current level.

Health
300-50=250 (chloroform)
250+20=270 (1st turn healing)
270+20=290 (this turn healing)

Chakra
2000-75=1925
1925-50=1875
1875-80=1795
 
Last edited:

Priest

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Messages
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Ah sorry my bad ill add in now.

Also one quick q just before reply


As Nana was running upwards of the wave, her opponent would punch forward after performing a seal, as fire was launched from her fist. The fire would punch through the wave then aiming to come towards Nana. Thankfully Nana had plentiful of material to draw from as the landmark itself was contaminated with the Sea of Life. Nana controlled the sea of life that was within the landmark, rising it up below her, and formed a cylinder that rose from the ground, allowing Nana to run along it. She would be not even a blur to Medusa, moving faster than Medusas Body could keep up. While the Cylinder rose and put Nana into short range of her opponent, while it was hollow in the middle, the fire would pass straight through the middle, with Nana then closing it up as the fire hit the ground, turning it into a straight Pole like construction. As it slammed into Medusa from below, Nana would at the same time strike forward with her punch, directly through Medusa's chest, striking at her heart. As Nana would raise the Sea of Life, and Strike forward with her punch, the chakra used from the Sea of Life technique would form into a chakra image of Nana and copy her punch forward from directly behind Medusa. Because Nana was also inconstant contact with the Sea of Life, she would also be passively healed.

(Seimei no Umi: Tanjō no Mukō) – Sea of Life: Birth of Void
Type: Offensive, Defensive, Supplementary
Rank: B – S (A)
Range: Short – Long
Chakra: 30 – 40x2=80
Damage: 60 – 100 (80)
Description: Birth of Void is a forced ejection of material from the Sea of Life from either the user’s mouth, or a source of Sea external to the user’s body. From the user it comes in the form of streams or blasts of black mud, but when used from an external source the shaping allowed can be vastly improved, allowing for an array of objects that is limited only to the user’s imagination and the quantity of material manipulated. Manipulation of the Sea of Life carries considerable physical force, able to punch through physical obstacles as if it was solid itself given its high density. The Sea of Life, when used by a Child of Tiamat, carries with it a lessened version of the Amino-Geis. In the case of Birth of Void, the Amino-Geis will take place over two turns in which the target must, in total and can occur over multiple technique usages, surge 100 cahkra through their body. Should the target fail, they too will fall under the Amino-Geis and become a Child of Tiamat. Birth of Void, like all Sea of Life techniques, plays neutrally with all elemental natures.

(1000m Panchi) 100m Punch
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: 80+20=100
Description:
This technique is both terribly simple and terribly dangerous. The user concentrates their chakra into their fist and simply lands a devastating full punch blow on the target, sending him flying to at least 1000 metres away from where the user is (if nothing is in between). In most cases, if successful the technique is fatal. In addition the technique can also be used to defend against solid ninjutsu attacks such as Earth. If the user punches the ground, the chakra released from the huge strength the technique packs will produces a massive shockwave that shatters and crushes the earth up to mid range, leaving behind an enormous crater. The technique is so powerful it can be used against boss summons or gigantic enemies with no noticeable result change.

Note: Can only be used by Sakura or Tsunade bios.
(1000m Panchi) 100m Punch
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: 80
Description:
This technique is both terribly simple and terribly dangerous. The user concentrates their chakra into their fist and simply lands a devastating full punch blow on the target, sending him flying to at least 1000 metres away from where the user is (if nothing is in between). In most cases, if successful the technique is fatal. In addition the technique can also be used to defend against solid ninjutsu attacks such as Earth. If the user punches the ground, the chakra released from the huge strength the technique packs will produces a massive shockwave that shatters and crushes the earth up to mid range, leaving behind an enormous crater. The technique is so powerful it can be used against boss summons or gigantic enemies with no noticeable result change.

Note: Can only be used by Sakura or Tsunade bios.
(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles (ref)
Type:
Weapon
Rank: S
Range: Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.
The final ability of the Gauntlets is to combine both previous abilities at the cost of being able to use them for the turn. Called Genei-Jin the user is able to control the chakra while taking advantage of the sonar. With the chakra shape of the user and the sonar sensing of the gauntlets, the user can send forth the chakra image to strike an opponent copying a taijutsu move that the user performs that turn. Doubling the cost of the move performed, the chakra shadow performs an exact duplicate of the move used (This does not copy damage boosts used on the previous move). This ability can only be performed every other turn, and when used, the user forgoes both shield and sonar for that turn. The chakra image of the user is also not invisible and can be seen by the naked eye.
(Mukomareta Oshoku) – Voidborne Corruption
Type: Supplementary
Rank: A Range: N/A
Chakra: N/A
Damage: N/A
Description: The blood which courses through a Child of Tiamat’s veins is diluted from the mud that composes the Sea of Life. Despite its diluted state the corruption it carries is still potent, and affords the user an innate connection to the Sea of Life. When the user is in contact with the Sea of Life they will, passively, heal 20 damage per turn. This regeneration is potent, albeit somewhat slow; this can progressively heal all wounds the user’s body suffers from as long as they are physical in nature, i.e. not spiritual. When the user bleeds, the corruption seeps from their wounds in the place of normal blood. Those who are not Children of Tiamat suffer from the corrupting influence of the blood and experience a burning sensation. This is not a thermal wound, rather it is more akin to radiation altering the cellular structure of one’s body. This damage is irreversible and inflicts a total of 30 damage over a period of three turns. Once the turns have passed the victim can be healed as normal. Within the first moments of the blood touching the target, the victim will experience a dizziness and sluggishness that reduces their speed by 50% of its current level.

Health
300-50=250 (chloroform)
250+20=270 (1st turn healing)
270+20=290 (this turn healing)

Chakra
2000-75=1925
1925-50=1875
1875-80=1795
Medusa would be aware of all of Nana's actions. He moment she focuses her chakra and when she executes a technique. She knows she has to find a foothold before she can get close to her. What she can actually do at most is continue to spam and exploit the life out of the mud technique.

Having blasted the large wave from existence, Medusa picks Nana up as she began rising another wave from beneath her directly upwards towards Medusa. Crona would once again give life to the surrounding air, wrapping the wind around Medusa's feet as jet boosters and forming and giant cannon that faces downwards towards the Nana. The jet boosters around Medusa's feet would release pressured wind while Medusa leans to her right so that the propulsion would send her 15m to her right. The giant cannon which has a 5m radius, would fire a large pressured wind towards Nana. Due to Nana standing atop the mud, she would be hit before the wind connecting with the mud. Nonetheless, Medusa would have equally evaded the mud by moving away from its target. She would have equally evaded the punch attacks intended towards her.

At the same time as Crona executing her sage jutsu, Medusa would weave hand signs and summon Fallen by her side(1m) and would be by her sides at all times, flying closely to Medusa in tandem with her movement. Immediately Fallen is summoned, it would passively activate Tearless Ending. At the same time, Medusa would use her tail snake which is acting as an extra arm to release several smoke pellets. These pellets however are filled with the generic medical poison. The pellets would detonate, covering the entire battle field and even the skies in purple poison which would even inhibit Nana's vision.


( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.


Inton: Ochi - Yin Release: Fallen
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70(15 per turn)
Damage: N/A
Description:
Fallen is a dark translucent spiritual familiar which is made entirely of Yin energy and shaped according to the user's taste. Fallen is ethereal in nature and can not physically be affected by matter but techniques that are spiritual in nature. Fallen has a passive ability called "Tearless Ending" which enables him through the use of "Change to Heaven" convert spiritual energy mixed water molecules in the air into snow. This yin infused snow falls up to long range and anyone apart from the user and allies who touches it would be infused with potent yin energy. This will immensely dampen their spiritual energy and will make them fall into deep slumber after three turns. Like Fallen, these snow would not interact with matter except they posses any kind of spiritual energy. Actively, the familiar can use yin techniques that the user is able to use while siphoning chakra from its owner to use them. The yin techniques however, are those that is not physical in nature. Fallen is able to retreat into the user, merging with him or a technique of his that is currently present at the cost of a move per turn as to hide in plain sight. However, destroying the user or the technique would end Fallen, or if 4 turns go by, whichever is shorter.
Requires six handseals to create Fallen.
Snow only falls for 4 turns
Usable twice per battle
While Tearless Ending is in play, the user is unable to use above Yang Release techniques.


(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery (ref)
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others


Med Toxin
Type: Neurological
Description and Effects: Med nin with poison specialty are able to produce a incredibly potent poison, which is capable of making the entirety of a victim's body numb just moments after inhalation and may eventually prove fatal. This toxin causes partial paralysis after exposure, reducing the victim's movement and reaction speeds by 25%. After 4 turns untreated, this will result in near total paralysis as the victim loses almost complete motor control. Will cause fainting 6 turns after exposure due to lack of oxygen.

Symptoms are:
1: Difficulty breathing, loss of balance. Effects take place after 1 turn.
2: Dizziness and mental disability; their mind becomes hazed as do the senses. Inability to perform 4 or more handseals or complex techniques. Diminished reactions and speed reduced by 25%. Effects take place after 2 turns.
3: Near complete paralysis: The target becomes almost fully paralyzed, moving at 75% their speed and their reactions reduced at the same level. Effects take place after 4 turns.
4: Knockout: Muscles shut down, the body shutting down as well causing the target to pass out. Effects take place after 6 turns.







Chakra
2765 -5-5-70
2685

Health
200

SCS 2400
SCC 180
 

Zatanna

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Joined
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Messages
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Kin
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Medusa would be aware of all of Nana's actions. He moment she focuses her chakra and when she executes a technique. She knows she has to find a foothold before she can get close to her. What she can actually do at most is continue to spam and exploit the life out of the mud technique.

Having blasted the large wave from existence, Medusa picks Nana up as she began rising another wave from beneath her directly upwards towards Medusa. Crona would once again give life to the surrounding air, wrapping the wind around Medusa's feet as jet boosters and forming and giant cannon that faces downwards towards the Nana. The jet boosters around Medusa's feet would release pressured wind while Medusa leans to her right so that the propulsion would send her 15m to her right. The giant cannon which has a 5m radius, would fire a large pressured wind towards Nana. Due to Nana standing atop the mud, she would be hit before the wind connecting with the mud. Nonetheless, Medusa would have equally evaded the mud by moving away from its target. She would have equally evaded the punch attacks intended towards her.

At the same time as Crona executing her sage jutsu, Medusa would weave hand signs and summon Fallen by her side(1m) and would be by her sides at all times, flying closely to Medusa in tandem with her movement. Immediately Fallen is summoned, it would passively activate Tearless Ending. At the same time, Medusa would use her tail snake which is acting as an extra arm to release several smoke pellets. These pellets however are filled with the generic medical poison. The pellets would detonate, covering the entire battle field and even the skies in purple poison which would even inhibit Nana's vision.


( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.


Inton: Ochi - Yin Release: Fallen
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70(15 per turn)
Damage: N/A
Description:
Fallen is a dark translucent spiritual familiar which is made entirely of Yin energy and shaped according to the user's taste. Fallen is ethereal in nature and can not physically be affected by matter but techniques that are spiritual in nature. Fallen has a passive ability called "Tearless Ending" which enables him through the use of "Change to Heaven" convert spiritual energy mixed water molecules in the air into snow. This yin infused snow falls up to long range and anyone apart from the user and allies who touches it would be infused with potent yin energy. This will immensely dampen their spiritual energy and will make them fall into deep slumber after three turns. Like Fallen, these snow would not interact with matter except they posses any kind of spiritual energy. Actively, the familiar can use yin techniques that the user is able to use while siphoning chakra from its owner to use them. The yin techniques however, are those that is not physical in nature. Fallen is able to retreat into the user, merging with him or a technique of his that is currently present at the cost of a move per turn as to hide in plain sight. However, destroying the user or the technique would end Fallen, or if 4 turns go by, whichever is shorter.
Requires six handseals to create Fallen.
Snow only falls for 4 turns
Usable twice per battle
While Tearless Ending is in play, the user is unable to use above Yang Release techniques.


(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery (ref)
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others


Med Toxin
Type: Neurological
Description and Effects: Med nin with poison specialty are able to produce a incredibly potent poison, which is capable of making the entirety of a victim's body numb just moments after inhalation and may eventually prove fatal. This toxin causes partial paralysis after exposure, reducing the victim's movement and reaction speeds by 25%. After 4 turns untreated, this will result in near total paralysis as the victim loses almost complete motor control. Will cause fainting 6 turns after exposure due to lack of oxygen.

Symptoms are:
1: Difficulty breathing, loss of balance. Effects take place after 1 turn.
2: Dizziness and mental disability; their mind becomes hazed as do the senses. Inability to perform 4 or more handseals or complex techniques. Diminished reactions and speed reduced by 25%. Effects take place after 2 turns.
3: Near complete paralysis: The target becomes almost fully paralyzed, moving at 75% their speed and their reactions reduced at the same level. Effects take place after 4 turns.
4: Knockout: Muscles shut down, the body shutting down as well causing the target to pass out. Effects take place after 6 turns.







Chakra
2765 -5-5-70
2685

Health
200

SCS 2400
SCC 180
Idk man, me moving fastwr than you, attacking woth chakraless tai vs you using chakra tech and 6 handseals?
 
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