(183) Misha The Ravenous vs Banri Uzumaki

Shady Doctor

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Misha's and the Cubs abilities include the following:

Misha can use Water Release up to S rank, Earth Release up to S rank, has an innate damage reduction of sixty from any technique that hits her and 300 health. Misha moves at thrice the speed of a Sage Ranked shinobi. She is fifteen feet tall and weighs roughly one-thousand pounds. She has with her three cubs, each being five meters tall, weighing five-hundred pounds. They can use Water Release up to A-rank and Earth Release up to A-rank. They each have 150 health, a damage reduction of forty ( 40 ) damage from any technique that hits them and can move at twice the speed of a Sage Ranked shinobi. When together they can use four moves per turn.
 

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*ROOOOOOOAAAAAAAAAAARRRRRRRRRR*

Misha was merely feasting on what was her buffet of Salmon within the Lake, when yet again someone set foot on her territory. The humans. They couldn't respect boundary, and from slaughteting them by the dozens, she had developed a ripe sweet tooth for their brittle flesh. As usually, Misha attacked first, as soon as she saw the red-head. She'd let off another echoing roar as she slammed her front paws on to the icy ground; Directly gaining a manipulation of the water below the surface. The water would raise from below, breaking the ice as it erupted into a large tidal wave that rivaled the size of a tailed beast.

The wave was aiming to directly crush Banri and Koto, though as the wave was moving towards the duo, the 3 cubs followed behind the wave also, closing in on the location of the intruders. As they were running behind the wave, 2 of the cubs released a growl from their mouths, causing the wave to glow in a unique fashion.

(Suiton: Kyojin Nami Shougeki) – Water Release: Giant Wave Crash
Type: Offensive/Defensive
Rank: A
Range: Long
Chakra: 30
Damage: (60 +20 +20) 100
Description: The user gathers a large amount of water that can then be used to crash into the opponent. It is strong enough to push back Killer bee in Eight tales form.

Note: Requires a water source.

Gentle growl of a protective cub x2
Type: Offensive/Defensive
Rank: B
Range: N/A
Chakra: 20
Damage: (+20)
Description: The cubs of Misha have grown unique abilities to supplement her in battle. This ability is s small growl that releases chakra into her techniques and boost them while also stripping away the elemental weakness of the technique it is used on. Techniques effected by this would glow as if they had a light resonating within them.
 

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With Misha suddenly appearing and attacking the Duo, the two had become the prey themselves. Or at least that's what she thought. These two were no good though. They loved to indulge in the hunt, especially if the target was powerful. Sensing both the massive water wave and the cubs running behind it, Banri would immediately act; Along with Koto.

Firstly, Banri would erupt a vast amount of chakra chains from his back. This was something gifted to him from being the direct head of the remaining Uzumaki clan. These chains were accompanied by a Passive seal that created a skin tight Moondust barrier around them, essentially boosting their overall lethality upon being created. This, of course, was naturally boosted by sage mode also. Manipulating the chains, Banri created a makeshift wall or "wave" identical to the one created by Misha, but his crafted of chains. This wave of chains would easily overpower the water, continuing forth as they aimed to stab and skewer anything in the way. This would directly be the cubs that were right behind the water wave that were going to be hit first, taking on the full force of the chains as the stabbed through them and carried them back to their mother.

"Now, now. You sit your little asses down for a sec..... Geez. Eehohohohoho"

(Chakurachēn) Chakra Chains
Type: Supplementary/Offensive/Defensive
Rank: C-Rank to Forbidden
Range: Short-Long
Chakra: 15-70 (40 + 10) 50
Damage: 30-120 (80 + 20 + 30) 130
Description:
Known by some members of the Uzumaki clan, this technique is the manifestation of the strongest of chakras within the clan and not a simple Ninjutsu technique. The user is able to focus and materialize chains from their body that can be used for various purposes. However, what makes it a technique that goes beyond the normal Ninjutsu category is that the user can manifest these chains in reality, using them to attack, defend or restrict a given target but can also manifest these chains in his mind, in a purely spiritual field. This enables the technique to act as defense against mental attacks (Genjutsu, Yamanaka Clan techniques, etc) by using the spiritual manifestation of the chains to "attack" the mental intrusion and dispel it. It was this ability that allowed Uzumaki Kushina and Uzumaki Mito to serve as perfect vessels for the Bijuu Kurama, as they could use it to restrict the 9 Tails Demon Fox inside their bodies. When manifested as a Ninjutsu attack, it has both great range and strength. The chains can be used to attack (each chain ends in a kunai-like spear which can be used to pierce a target as a spear or the chains can be used to slam into the target or surround it and "crush" it) or defend (using the same methods) against enemies and techniques but its main purpose is to restrict and contain targets. The restriction effect is achieved partially due to two aspects: their physical strength (which restricts the target physically, preventing it from moving) and their inherent "sealing property". This property enables the chains to have a restriction effect that goes beyond the physical restriction, preventing the target from being summoned, teleporting, etc. This effect can be boosted to a full sealing effect (including the targets ability to mold chakra, etc) if the user spends additional chakra. The effect isn't a sealing technique, however, because it will only work while the user fuels it with chakra, unlike normal seals.
Note: Can only be used by Advanced Uzumaki Clan bios and Canon Uzumaki bios seen using it
Note: To use the sealing effect, the user must pay an additional amount of chakra equal to the strength he wishes to attribute to the effect; counts as a move
Note: Forbidden Rank usage will lead to a 4 turn cold down time before the technique can be used again; costs 70 chakra, carries a potential 120 damage points, only usable with the physical manifestation.
Note: Spiritual usage can counter genjutsu, yamanaka techniques and other similar mental intrusion techniques up to the same rank

( Īsutandoragon no shizukesa ) | Tranquility of The Eastern Dragon [Moon Dust] [Passive]
Type: Supplementary
Rank: B
Range:
Chakra: 20 [+10 to jutsu]
Damage: +20
Description: Tranquility of The Eastern Dragon is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Tranquility focuses on elemental chakras to enhance the overall effectiveness of the chains. Through the use of additional chakra when deploying the chains, the user is able to passively mark his chains with kanji of a chosen element [to be specifically posted which element in bio] to enhance them to fit their needs. The kanji would instantly erect a barrier that is skin tight on the chains, possessing the inherit properties of said element. This can range from being a basic element, to an advanced element or CE, which effectively raises the rank of the chains when used. This is something that CAN be applied to the chains but doesn't HAVE to be applied every use, seeing as the chains would also take on the weaknesses of said element and wouldn't always be needed.

On the other hand, at the cost of a move and 20 chakra, the user can switch the kanji seal to a new element (losing the old seal). This would happen within the same time frame of the chains due to the nature of this technique, being unusable on its own.

Note: Can only be used on chains up to S rank.
Note: For S rank seals the user will need to perform an additional hand seal when forming the chains or swapping the seal. Can only be used to apply S rank seals 3 times better battle, with two turns between uses.

At the same time as Banri doing his thing, Koto would be attempting a different approach to these sort of things, as usual. She'd create a telepathic link between herself, Misha and Banri; Allowing them all to share not only a mental link for conversation, but convey each others feelings and such all at once.

"M-Misha.... Why are you.... What has hurt and changed you? I can feel that there's another you deep in there. But - "

(Shindenshin no Jutsu) - Mind Body Transmission Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-10 per person)
Damage: N/A
Description: This is a technique that allows Yamanaka members to communicate with people telepathically. Using this technique, the Yamanaka may also act as a medium for persons to communicate with one another telepathically; this is done through establishing physical contact with the person. The user can communicate with multiple people at once and the targets can also communicate with one another while the technique is in effect. This technique is not limited to just transmitting thoughts, Images such as memories or even strong feelings can be conveyed through this method. The more people that are connection through this technique however, the more a physical strain is put on the user, forcing them to keep the connection going for shorter periods to otherwise avoid sustaining injuries.
Note: The user may use this technique on as many members as their chakra allows. However, should the connection exceed more than 5 people, the duration of the technique shortens.
Note: The user is able to telepathically communicate to anybody within their range of sensory (sensory technique must be active) and can last for 5 turns consecutively. If the number of persons linked through this technique exceed 5, then then the technique lasts 4 turns. Beyond 10 members and the technique only lasts 2 turns.
Note: If used on more than 5 people the user must wait 3 turns before re-use.
 

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Misha pushed back against the intrusion as flashes of her past self, more like memories rushed through her mind. She had raised numerous cubs over the years and as the man tried to probe her mind to find her good nature that's what he would see. Then he would see what had twisted and warped her, a memory of a dark-robed man approaching her cave and providing her with food.

He came back every day for a week, providing Misha with tainted meals, but it was easy food, no animal would deny that. She was a kind sort, so she trusted this man but then day after day more and more she lost her mind. Each progressive meal never seemed to be enough to satiate her hunger as her mind became more violent. Then as quickly as he appeared the dark-cloaked man vanished.

However, as this progressed inside her mind she had to react to what was being done to her cubs. When the chains ripped through the water, she channeled chakra into the ground as several bear-shaped earthen heads rose from the ground. Without pause, she swelled another pulse of chakra into the technique increasing its collective weight. The earthen defense/attack rushed forward combating the chains and protecting her cubs as she stood back still connected to the animated ground it was birthed from.

That was all she had truly, her cubs, a mother protecting everything she had in this world.

( Doton: Inukai Takeru no Mikoto ) - Earth Style: Inukai Takeru no Mikoto
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80 ( +40 Added Weight ) ( +20 Cub ) = 140
Description: A technique where the user creates ferocious canine chakra avatars from the land itself. They will pursue their targets relentlessly in order to clamp down on them with their jaws, restraining and crushing them, and their speed is so great that they were even able to catch Sage ranked Ninja. The user can also transmit elemental jutsu through the body of one of the canines after it grasps a target, causing it to travel the length of its body at normal speeds until it erupts from the mouth.
(Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+40 if used to add damage)
Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks.
Note: The weight change lasts 2 turns or until countered.
One cub the one on the left reacted by hunching down and growling toward his mother's technique as it formed. This caused it to radiate a glowing aura as it grew in size blasting through the chains and aiming straight for the shinobi that had formed the chains. The mouths of the earthen-bear heads lashed out as if to try and gobble up their enemy. It was hard for her to use and mold chakra but whatever she had been fed had given her strange powers.

Gentle Growl of a Protective Cub
Type: Offensive/Defensive
Rank: B
Range: N/A
Chakra: 20
Damage: (+20)
Description: The cubs of Misha have grown unique abilities to supplement her in battle. This ability is s small growl that releases chakra into her techniques and boost them while also stripping away the elemental weakness of the technique it is used on. Techniques effected by this would glow as if they had a light resonating within them.
Another of the cubs, on the right, would cause the ground below their enemies to turn to a muddy-swamp.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
 
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With the beast suddenly creating an attack that even over powered the chains, Banri would scoff at the power it held whilst taking a different route. At this point one of the cubs had created a swamp below the duo, so they knew they needed to react accordingly. Banri would perform a brisk flick of the wrist, using his mastery of water to create a huge Hydra that erected between him and the swamp. The hydra was massive in size, and took on 2 extra unique properties. One was giving it a chakra absorbing perk, while the other gave it perks of dream sand; Which also gave it a glittering like shimmer when looked at. A single hydra head (each as big as the water dragon) would lift Banri and Koto away from the swamp while the other 6 were attacking/defending for them. A single head would go directly at the earth creatures, absorbing them upon contact (by using one of the heads to basically "eat" it), but all the other heads would come from numerous angles (sides, top etc) to crash into Misha directly. This would not only directly damage Misha, but infect her with dream sand effects.

(Suiton: Hidora Taihō) - Water Release: True Hydra Cannon
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: [40 + 20 + 10] 70
Damage: [80 + 20 + 30] 130
Description: The user forms the Ram, Snake, and Boar handseals and calls forth a great amount of water from the ground nearby which takes the form of a large hydra with seven heads that attacks enemies with their sharp teeth and heads while also defending the user. Each hydra head is the same size of the Water Dragon Jutsu and can reach up to mid-range. They can also fire spiraling streams of pressurized water from their mouths at the enemy, crushing them with the immense force of the water. This counts as an additional move of the user and is A-rank in strength. The body of the hydra is 8 meters tall and has reptilian limbs allowing it to travel but it cannot move very fast on land. In water, however, it can move as fast as a running ninja.
-Usable once per battle
-Lasts for 3 turns
-No other S-rank or higher water jutsu this turn or next
-The hydra can also be created from a large water source.

(Arashikyojin) – Storm Giant’s Signet [Reference]
Type: Artifact
Rank: S
Range: Short
Chakra: N/A
Damage: N/A (+1 Rank Suiton)
Description: A ring traditionally worn on the left thumb; the ring is a relic from the Northern peoples of Kael Drakkel in the Glacier Mount. It is fashioned out of an indestructible blue stone that augments the user’s water manipulation skills. All Water techniques of the user’s are strengthened by one rank, up to A-Rank. S-Rank and above techniques are augmented by an additional 10 damage. Once every four turns the user can further manipulate their water techniques through an infusion from the ring, granting them properties akin to that of the Grudge Rain Technique. This causes the user’s techniques to gain chakra absorptive properties, capable of consuming the chakra in techniques of equivalent chakra, rather than in damage. This infusion relinquishes the traditional damage boost, opting for a boost of 20 chakra instead. When the water technique directly strikes a living target with a chakra pool, it will drain 100 chakra per full turn of contact. After using this infusion, the ring's abilities are deactivated for a period of two turns.

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S (A)
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.

All the while, Koto would use a mental technique to control misha to a point. Getting into the beasts mental, she'd cause Misha to scrape her own eyes out, blinding her while she stood right in the way of the incoming attack, with no attempts to move nor evade.

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

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As the dragon heads whipped toward their mother the cubs could do much as she was standing motionless.

In unison, three cubs each spit out three earthen bullets toward their opponent. It seemed the animals were pretty cornered.

(Iwadeppō no Jutsu) - Earth Release: Rock Gun Technique x3
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing the Monkey Hand seal, the user expels a bullet size chunk of rock from his mouth. After they are fired, the chunks expand into huge boulders capable of causing short range destruction.
They couldn't stop their mother from seemingly gouging at her own eyes in pain and frustration.

Then she was struck by the technique almost full-on, only taking a reduction due to her hearty nature.

Misha

Health:

300 - 70 ( 130 - 60 ) = 230

Cubs

Health:

x4 at 150
 
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Seems the beasts were retreating a bit. From the connection Koto kept teathered, Banri could tell that they now feared the Red Riot. It was what he wanted. What was needed for these lands. An animal had to be tamed. With the earth bullets being shot, the hydra uses a single head to intercept them all, absorbing them and leaving them useless. All the while, the other heads bar the one carrying the duo would blitz towards the beast to deal full force damage with nothing to stop them. The heads would move in a downward diving arc in order to coincide with what Banri was doing.

Banri had his hyrda head lower him to the ground where he could touch, thus activating a technique. This was a stronger version of what the cub did, but opposite basically. Banri would lift the cubs and Misha 50m upwards in a sweepingly fast motion, though the technique was modified. The earth would be coated with moon dust, thus would immediately damage all four of the foes while they were rose in a blitzing speed. The fast pace of the rising earth pinned the four to the damaging earth, thus made it near impossible to avoid in this situation.

( Mūndasuton: Nīru āmusutorongu ) | Moondust: Neil Armstrong
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: N/A [+10]
Damage: N/A [+20/Depends on Technique]
Description: This technique is a simple infusion type ability in which the infusion of Mūndasuton would supplement and strength future earthen techniques. By simply adding an additional hand seal to earth style techniques being used, the user will add an extra portion of chakra into them in order to apply a "shroud" of Moon dust to them. The Moon Dust would shroud the earthen technique in a way that it wouldn't actually touch it, floating along with it about a centimeter or so. This rough shroud would give the technique additional damage due to the aggressive nature of Mūndasuton, but also give off the effects of Mūndasuton; This includes shutting down technologies and sticking to things that comes into contact with it. When activated this way, it would last 3 turns, applying the additional chakra to earth techniques as needed, though can only be used 3x max. A second variant of this is used on non damaging or defensive style earth techniques. By adding the shroud of Mūndasuton to these type of techniques, the user is able to make the technique damaging. The damage given to said technique would be directory proportional to their rank; I.e. S-ranks will carry 80 damage. A-ranks 60 damage. Etc. This variant is A-rank and can only be used 4x, on 1 Technique per use and can't be used while the B-rank variant is active. Affected Earth techniques retain the S/W of regular Earth Release.

(Doton: Daichidōkaku) - Earth Release: Great Moving Earth Core
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A (80 + 30)110
Description: This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. The user will slam his hands on the ground which he can then lower or raise the ground up to 100 meters in a large section. The rise will be fast enough to pin enemies to the ground, restricting their movements as they struggle to get up and the drop will be fast enough to leave almost all enemies without a footing (albeit not airborne). Because of the large chakra needed to alter such a large area of the terrain, the user will be able to use it only a limited number of times.
Note: Can only be used twice.

On the other hand, koto used a technique to directly damage Misha's mind while limiting her overall ability to perform. This would leave Misha and the cubs instantly damaged from below, the hydra coming to damage from above and misha being directly damaged mentally all at once.

(Shintendou no Jutsu) – Mind Body Confusion Technique
Rank: A - S (S)
Type: Supplementary
Range: Short - Mid
Chakra cost: 30 - 40 (-10/15 per turn)
Damage points: 60 - 80 (80)
Description: This technique causes damage to all foes on the battlefield as well as confuses the main target. This is unique technique within the Yamanaka as it deals with causing mental damage as opposed to actually controlling another's body or will. This technique can be directed at multiple targets though the power would be divided among them. The damage translates into a blaring migraine that causes opponent's minds senses to become fuzzy affecting their ability to react to movements (negating chakra based sensory and heightened base 5 senses) and perform techniques (Above S-rank or A-rank depending on the rank of the technique). When performing this technique, however, Yamanaka are limited to performing only A-rank techniques and below. As well, the more targets under this technique's effects, the stronger, the shorter the duration of the technique. Against one person the technique lasts 3 turns. For every target double the number, the turn duration decreases by 1 meaning this technique can be cast on a maximum of 4 people at any given time.
Note: This technique can only be performed 4 times per battle with a cool down of 3 turns in between each use. S-rank usage of this technique can only be performed twice

Dream Sand Effects:

D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 1/4 due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear extremely small sounds, wouldn't be able to see further than mid range or make out colors (basically color blind).

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into paralysis. After 2 more turns of exposure, they'd fall unconscious. 2 turns after that, they'd experience a painful death, usually a heart attack or organ failure being the case.
 

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Each of the animals roared out in pain as they were pushed upward their feet touching the ground that now hurt them. Then all of the cubs were crushed below the hydra as the effects of the hallucinogens set in for Misha. Over and over she watched her babies die in front of her the colors and splatters of blood twisting and rushing around her. She released water from her mouth in a rapid torrent as she tried to clean and clear up the world around her. It was to no avail the colors blurred together and she whimpered in agony as she could do nothing to stop it backing away from the shinobi almost falling from the precipice of the elevated ground.​
(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique

Misha

Health:

230 - 80 ( Confusion ) = 150
150 - 50 ( Moving Core ) = 100
100 - 70 ( Hydra ) = 30

Cubs

Health:

150 - 70 ( Moving Core ) = 80 each
80 - 90 ( Hydra ) = 0, all dead
 

Shady Doctor

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Just like that, Banri had basically defeated Misha and claimed the bounty. He was already cheesing hard and happy as shit. So happy that he immediately pulled out numerous bottles of sake and alcohol and began drinking like a fiend out of celebration. The hydra would protect Banri as he drank, absorbing the water Misha was wildly lashing out with. Pretty soon and quickly, the alcohol hit Banri hard and he entered a style of combat that he all too often reached in bars. Drunken monkey mode. As he staggered around, he'd see Misha and remember what he was here for; Which caused him to drunkenly blitz her. Banri swiftly uppercuts the monster while leaning backwards and extending his right leg, kicking it in the groins as well. He then turns his right hand over (palm facing outwards) and punches the bear in the stomach as he leans back forward, head butting her at the same time, busting both their foreheads from the impact. As this happens, Banri stumbles to his forward and slightly to the left of the enemy, ending up behind her and to her right by a few inches. He then falls forward, swinging his right leg backwards as he does so, hitting the enemy in the crouch once more. As Banri hit’s the ground, he rolls forward and drunkenly rises and turns facing the bear once more.

"*hiccup* C- come on big *hiccup* bish...."

Drunken Fist Style: Drunken Monkey Mode | Suiken: Hebereke Seiyuuki Mo-do
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A
Damage Points: N/A (-20 to user after using)
Description: The user drinks large amounts of sake, and several more bottles of other types of alcohol and drinks those very quickly, becoming severely intoxicated and begins to stagger in his movements and becomes completely unpredictable. His movements become so wild and random that it would take a 3 Tomoe Sharingan to accurately predict his movements. Due to drinking such levels of alcohol, the user can stay in DrunkenMonkey Mode for up to three turns and can activate this*modetwice a battle. After sobering up the first time, the user is left with a severe headache that restricts his concentration and limits him from using taijutsu higher than A-rank for 2 turns. After using the second time, the user’s headache is worsened to the point that he cannot use any ninjutsu of higher than A rank and taijutsu of higher than B rank, each for three turns and he is left feeling very sick and with large amounts of fatigue, causing him to be able to perform only two jutsus per turn for three turns.
*Can only be used twice and can't be used with any other mode*
*Can only use*Drunken*Fist jutsu and taijutsu in this form*
*Lasts up to*three turns*
*After first turn, user is only able to use taijutsu of A-rank and below for two turns*
*After using second turn, user is only able to use taijutsu of B-rank and below and ninjutsu of A-rank and below for three turns and can only use two jutsus per turn the second time*
*User sobers up from taking strong damage*(attacks of A-rank and higher)

Drunken Monkey Style: Vodka’s Miscreant| Hebereke Seiyuuki Youshiki: Uxokka Hitodenashi
Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 40 + 30
Description: The user uppercuts the enemy while leaning backwards and extending his right leg, kicking him in the groins as well. He then turns his right hand over (palm facing outwards) and punch the enemy in the stomach as he leans back forward, head butting the target at the same time, busting both their foreheads from the impact. As this happens, the user stumbles to his forward and slightly to the left of the enemy, ending up behind him and to his right by a few inches. He then falls forward, swinging his right leg backwards as he does so, hitting the enemy in the crouch once more. As the user hit’s the ground, he rolls forward and drunkenly rises and turns facing the target once more.
*Can only be used three times*
*Can only be used in Drunken Monkey Mode*
 

Howard

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The bear tried to yell out in pain but let's be honest it just got kicked in the junk.

Rororoaoroar-...a-...oooor

Even with the damage resistance, all it could muster was a half-formed grunting whimper.

It released earth all around it trying to guard itself against another attack like that but it would most likely be folly.

The beast was surrounded in stone armor, giving it a harsh and rugged appearance but internally it was on its last legs.

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

Health:

30 - 10 ( 70 - 60 ) = 20​
 
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Shady Doctor

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With Misha covering herself in Armor, it was a clear sign to Banri that she was on her last leg and was trying to defend herself. Seeing the armor was earthen, Banri simply takes out a sword handle that passively turned into what is known as "Dream Eater". With a single swing of the large white sword, Dream Eater would use its Feast ability to eat the armor while it simultaneously used its Reshape ability to turn into a bladed whip. This bladed whip would wrap around Misha's neck and behead her as the armor is eaten/sealed.

( Dorīmuītā ) - Dream Eater
Type: Weapon
Rank: A
Range: Short - Mid
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element in order to passively increase Yumeton techs by a rank. It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.

Reshape (A-Rank)
Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is A-rank/(60 + 30) damage, though the shape is retained until changed again. This would take up a move slot when used.


Plague (D-rank)
Plague is a passive ability caused by a seal on the blade that is continuously active; By a minute chakra drainage directly from the user, as long as the weapon is on their person. Using the chakra it drains from the user (-5 per turn), the plague seal releases minute amounts of Yumeton into the air, effecting up to Short range from the sword. The amount of Yumeton is so small that it simply looks like a faint mist or glimmer is within the range of the user and illuminating from the sword itself. This has no attack or defensive abilities other that introducing the Yumeton into the body of others by smell or touch. This has no major effects or drawbacks or people, simply effecting them with D-rank effects of Yumeton listed in "True colors". After every 6 turns of someone being exposed to the Yumeton, the rank of effects would go up by 1 rank; So after 24 turns someone would suffer the effects of S-rank Yumeton exposure.

Feast (A-rank)
The feast seal is a seal that gives the weapon the ability to "eat" through certain techniques. When faced with an elemental ability that is composed of an element that Yumeton is composed of (Earth/Fire/Water), the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on by eating said element. This seal is able to seal up to S-rank techniques of said elements (Earth/Fire/Water). It can only be used 4x per battle and can be activated directly in the same timeframe as the "Reshape" ability, but still costing a move. This also requires a 2 turn cool down between uses.

The sword is usually in a "sheathed" mode, being simply a crystalline handle to be carried around with ease. By simply beginning the passive -5 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done.

Note: A person can only be affected by the S-rank effects of the sword by physical contact with the blade

@Howard
 

Howard

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The bear, well its body flopped down to the ground as blood sprayed forward.

The head bounced once, before falling off the sheer cliff that had been formed splattering on the ground like a watermelon.
 
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