Anyone wanna spar?

Mirai

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Sure I dont mind making it official. I'll take the first move. Tomoe has her katana strapped to her left waist, a quiver of a wide variety of arrows, a long bow over her shoulder.


Keeping the formalities to a minimum - Tomoe whom was at a mid ranged distance away from er enemy gave a simple nod, while activating her sound sensing ability. This action would go unnoticed from the enemy should he lack the capacities of being able to do so. The world become full of color, ad many of the sounds she was aware of would glow, even if faintly.

Carrying onto her actual offensive action - Tomoe would reach into her ninja pouch, taking on regular kunai. On the holy circular ring was an explosive note tied to it. She would, once again channel her own Ototon chakra into the explosive. The path of the blade was aimed to only only deal the burst of damage - the sound chakra would react in kind - influencing the sound far more.

This would leave Panthalass disorganised as his ears was assaulted by the high pitch sound but also the explosion dealing some burning damage. Tomoe simly remained quiet through the whole ordeal.

(Ototon: Ongaku no Kodou ) Sound Release: Heartbeat of Music
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( - 5 per turn)
Damage: N/A
Description: Heartbeat of Music is a unique sound sensing technique, which works relatively close to it's parent technique Sound Release: Inner Sonar Skill revolving releasing sound waves into the surrounding area(aka using inaudible sound that is passively emitted from the user and bouncing off of objects.) but also on a psychological state of synesthesia; though Chromesthesia to be more precise. Chromesthesia or or sound-to-color synesthesia is a type of synesthesia in which heard sounds automatically and involuntarily evoke an experience of color. What this technique does is through the use of Sound Release, the user will knead a certain amount of chakra into their body in order to produce a frequency that replicates the effects mentioned above. The frequency will travel from the ears and into the brain - allowing certain sounds when heard to “illuminate” as certain color, allowing the user a unique form of sensory such as when rushing water is heard it will appear as a bright blue coloration towards the user, or the crackling sound of flames will appear as fiery red color or the voices of certain people etc though this isn’t always true. There are times when certain people with this condition will see the color differently from others, though this is merely cosmetic in terms of the actual technique though it will help the user identify the elemental nature of techniques based on their coloration - allowing for some cosmetic usage between each user. Though certain objects might remain silent in nature, the rebounding sound waves will still "locate" the object of interaction and will be seen as dull grey coloration instead. It should also be noted that despite the visual and auditory phenomenon, it does not hinder the user's perception of their surroundings etc whatsoever. This technique lasts the same duration of Inner Sonar Skill (6 turns max) though it can be deactivated at any given time.

(Ototon: Banshī no sensō Kurai) - Sound Release: Banshee's War Cry
Type: Offensive | Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40*+ 20= 60 (HAET)
Description: The user infuses any object capable of exploding, detonating, etc, or able to create an exploding sound with a coating of sound chakra. Objects coated by this technique gain a distinct sound that is easily heard. Once contact is made with another object (such as an opponent's technique, a landmark, etc) the infused object would explode like normal (unless it's an object that requires no physical contact to create an explosive sound, such as an explosive tag or smoke bomb). However, the infusion of sound amplifies the sound waves released in order to produce a screeching sound that can affect those who hear it. The effects created by the amplified sound waves vary by distance. If the target is within short range of an explosion they will experience deafness and moderate disorientation for two turns. If the target is within mid-range of the explosion they will experience deafness and have a mild headache for a single turn. If the target is long range from the explosion, there are no adverse effects. The user is capable of negating these adverse effects by coating his own ears within sound chakra. This will effect all targets within range of the explosion, with the exception of the user.
Notes & Restrcitions:
Note: Can only be used four times, however, it cannot be used consecutively.*
Note: Can only be taught by EdwardSam
 

Panthalassa

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Sure I dont mind making it official. I'll take the first move. Tomoe has her katana strapped to her left waist, a quiver of a wide variety of arrows, a long bow over her shoulder.


Keeping the formalities to a minimum - Tomoe whom was at a mid ranged distance away from er enemy gave a simple nod, while activating her sound sensing ability. This action would go unnoticed from the enemy should he lack the capacities of being able to do so. The world become full of color, ad many of the sounds she was aware of would glow, even if faintly.

Carrying onto her actual offensive action - Tomoe would reach into her ninja pouch, taking on regular kunai. On the holy circular ring was an explosive note tied to it. She would, once again channel her own Ototon chakra into the explosive. The path of the blade was aimed to only only deal the burst of damage - the sound chakra would react in kind - influencing the sound far more.

This would leave Panthalass disorganised as his ears was assaulted by the high pitch sound but also the explosion dealing some burning damage. Tomoe simly remained quiet through the whole ordeal.

(Ototon: Ongaku no Kodou ) Sound Release: Heartbeat of Music
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( - 5 per turn)
Damage: N/A
Description: Heartbeat of Music is a unique sound sensing technique, which works relatively close to it's parent technique Sound Release: Inner Sonar Skill revolving releasing sound waves into the surrounding area(aka using inaudible sound that is passively emitted from the user and bouncing off of objects.) but also on a psychological state of synesthesia; though Chromesthesia to be more precise. Chromesthesia or or sound-to-color synesthesia is a type of synesthesia in which heard sounds automatically and involuntarily evoke an experience of color. What this technique does is through the use of Sound Release, the user will knead a certain amount of chakra into their body in order to produce a frequency that replicates the effects mentioned above. The frequency will travel from the ears and into the brain - allowing certain sounds when heard to “illuminate” as certain color, allowing the user a unique form of sensory such as when rushing water is heard it will appear as a bright blue coloration towards the user, or the crackling sound of flames will appear as fiery red color or the voices of certain people etc though this isn’t always true. There are times when certain people with this condition will see the color differently from others, though this is merely cosmetic in terms of the actual technique though it will help the user identify the elemental nature of techniques based on their coloration - allowing for some cosmetic usage between each user. Though certain objects might remain silent in nature, the rebounding sound waves will still "locate" the object of interaction and will be seen as dull grey coloration instead. It should also be noted that despite the visual and auditory phenomenon, it does not hinder the user's perception of their surroundings etc whatsoever. This technique lasts the same duration of Inner Sonar Skill (6 turns max) though it can be deactivated at any given time.

(Ototon: Banshī no sensō Kurai) - Sound Release: Banshee's War Cry
Type: Offensive | Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40*+ 20= 60 (HAET)
Description: The user infuses any object capable of exploding, detonating, etc, or able to create an exploding sound with a coating of sound chakra. Objects coated by this technique gain a distinct sound that is easily heard. Once contact is made with another object (such as an opponent's technique, a landmark, etc) the infused object would explode like normal (unless it's an object that requires no physical contact to create an explosive sound, such as an explosive tag or smoke bomb). However, the infusion of sound amplifies the sound waves released in order to produce a screeching sound that can affect those who hear it. The effects created by the amplified sound waves vary by distance. If the target is within short range of an explosion they will experience deafness and moderate disorientation for two turns. If the target is within mid-range of the explosion they will experience deafness and have a mild headache for a single turn. If the target is long range from the explosion, there are no adverse effects. The user is capable of negating these adverse effects by coating his own ears within sound chakra. This will effect all targets within range of the explosion, with the exception of the user.
Notes & Restrcitions:
Note: Can only be used four times, however, it cannot be used consecutively.*
Note: Can only be taught by EdwardSam
Oh! Not one for small talk, I see!

Panthalassa exclaims, as per the small nod of his opponent, and the subsequent throwing of the explosive tags, shooting his flies forward. The flies I possess are Lucifer Sages, as they shoot out, they Hypermorphise into Leviathan Gorge Flies, Furfur Tempest Flies and Male Murmur Antithesis flies, as their inherent passive ability, before turning into a water-like liquid that soaks through the kunai and their tags, invalidating their explosion and arresting their momentum. The watery swarm forms into a set of twin dragons as they converge onto the kunai, mouthing through them before spiraling towards Tomoe, jaws wide open.

( Suiton: Tsuin Suiryudan ) -Twin Water Dragon
Rank:A
Type:Attack
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description:Two huge rushing water projectiles in the shape of a twin dragons that dont have to attack at the same time(both dragons are made at the same time but users has option to only make on attack and doesnt cost extra to keep on the field) but are a part of one jutsu.
Note: Created by Hellsbadass

(Hae Kuchiyose ♆ Aqua regina ) Fly Summoning ♆ Leviathan Gorges
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Aqua regina, common name Leviathan Gorges, are from the Stoicheophagidae family, and a sister species to the Aqua devorus, bred through the Insect Cocoon technique after multiple generations. The Water Gluttons were thus exposed to the Aburame insects and to Water chakra, and mutated into a different species. The Leviathan Gorges are very similar to the Water Gluttons in appearance, with hydrophobic hairs, the ability to breath underwater and ingest a quantity of water several times their volume, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.
The females are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Water and Organic Elements, while being weak against all others. The males, predominantly defensive, share their elemental S&W with Water itself, with the exception of Raw Chakra, Water and Organic Element, which they are strong to all the same. In a mixed swarm, the Leviathan Gorges are overall strong to Raw Chakra, Water and Organic Elements, Neutral to every element Water is strong against ( Fire, etc ) and weak against all other elements.
Similar to any Fly and Aburame insect, the Leviathan Gorges are capable of sucking chakra, reference being the Kikaichu. While the males are equal, the females possess a long hypodermic needle proboscis, which they use to pierce through cloth, leather and skin, and utilize their connection with Water to retrieve a higher intake of chakra, enhanced by the Water's properties displayed in techniques like Water Grudge Rain. Any technique that describes the absorption of chakra is multiplied by 4. In a mixed swarm, the Leviathan Gorges are overall 2 times as efficient as average Kikaichu in chakra absorption.
Their last ability, which is shared in both male and female Leviathan Gorges, they are intimately related to the Water element. This means they can exist and freely change from insect form to mist/water form and can be manipulated in both forms with Aburame and Water techniques, not just Aburame techniques, giving the swarm a great versatility and manoeuvrability. Technique that materialize water, or are spat/produced from the user will behave slightly differently, as the swarm of Leviathan Gorges will first move to the point of release, close to the mouth or somewhere else in the terrain, and then move according to the description. Turning from water/mist to insect does not count as a jutsu, as the swarm's own dynamic and social behaviour is already similar to free-flowing water, with some researchers equating the behaviour of some social insects, namely fire ants, to actual liquids. Every elemental property maintains, it is never truly water and thus can't be manipulated by anyone other than the user ( or drank ).

Note: Leviathan Gorges replace Panthalassa's cannon Parasitic Destruction Bugs ( Kikaichu ). To him, they don't count as a summon and there's a constant colony of them inhabiting his body and habitations.
Note: Other signers of the contract must summon the Leviathan Gorges, and they last 4 turns in the field.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use Water jutsu, they can only be manipulated as such.
Note: Must be posted at the beginning of a fight for reference or listed in the user's bio.

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( Hae Kuchiyose ♆ Milemorpha crypta) Fly Summoning ♆ Lucifer's Sages
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: When the very first Matriarch of the Flies came ipon the Earth, it is said she spawned most of the diversity in their race. But the key to do so was a small species of flies that possessed within them the ancient DNA of the whole class. These androgynous and hermaphrodithic species of flies are blank in their phenotypic expression, with no pigments, which gives them a very translucent skin that showcases all their organs. They are extremely sensitive to the Aburame's Insect Cocoon Technique evolution inducing powers, developing an ability of Hypermorphosis, where the user combines the Transformation Technique and the Insect Cocoon to rapidly evolve into any species (including the different genders of each species), and mimic their adaptative chracterestics. This Aburame technique is A rank, and costs 30 chakra. When not under the influence of Hypermorphosis, the flies share their W&S with Kikachu, thus weak to everthing except Basic Chakra and Organic Elements. When Hypermorphosed into a certain species, they inherit their strengths. In mixed-species swarms, the Hypermorphosis is positively adaptative.

Note: Can only have 3 simultaneous species hypermetamorphorsed.
Note: Hypermorphosis lasts 2 turns, where they can change into any fly species, after which the flies revert back to their base form for 1 turn before it can be used again. Unless they've been killed. The Holder of the Contract needs only to replenish the chakra cost every 2 turns, no need to wait a turn.
Note: Aburame users for more than 6 months can cut the cost by a third ( 20 ). Combined with having the Fly contract for 6 months allows one to use the Hypermorphosis Technique for a third of the chakra ( 10 ).
Note: The Lucifer Sage Flies have replaced Panthalassa's Leviathan Gorges, so they are his personal insects henceforth. This has to be stated in the begining of the battle or in the user's bio. Other users can only summon them once per battle up to 4 turns.
Note: Once per battle, one can have up to 5 species hypermetamorphorsed (lasting 2 turns). Afterwards, the user cannot perform Hypermetamorphorsis for 2 turns.

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(Hae Kuchiyose ♆ Tonitrum rex ) Fly Summoning ♆ Furfur's Tempests
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Tonitrum rex, common name Furfur Tempests, are from the Stoicheophagidae family, and a sister species to the Tonitrum devorus, bred through the Insect Cocoon technique after multiple generations. The Lightning Gluttons were thus exposed to the Aburame insects and to Panthalassa's radioactive Panthalassic Water chakra, and mutated into a different species, as they were bread within the highly energectic environments they're usually reside in. The Furfur Tempests are very similar to the Lightning Gluttons in appearance, with microscopic hairs that resist high currents and heat, and are capable or harnessing electricity and radiation, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.

The males are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Lightning and Organic Elements, while being weak against all others, with the difference of being also Strong against any type or Current or Radioactive element composed of Lightning. The females, predominantly defensive, share their elemental S&W with Lightning itself, with the exception of Raw Chakra, Lightning and Organic Element, which they are strong to all the same, in addition to Current and Radioactivity elements composed of Lightning. In a mixed swarm, the Furfur Tempests are overall strong to Raw Chakra, Lightning, Current and Radioactivity elements composed of Lightning and Organic Elements, Neutral to every element Lightning is strong against ( Earth, etc ) and weak against all other elements.

The sexual dimorphism appears in their main ability as well. Similar to Positive and Negative currents, the Furfur Tempests's microscopic hairs are architecturally design to be one or the other, with the Male being akin to a Positive battery, and a Lightning Rod, attracting to itself any sort of Raiton current where he can easily feed. Lightning and other Current elements that pass in the vicinity of a Male Furfur Tempests Swarm, within 2 meters, will be wholly pulled towards them. They have a higher electromagnetic pull around them, and this messes with their ability to gather radioactivity of any other sort, and actually deflect Radioactivity, making their diet a little lighter on that aspect. The females though, are akin to a Negative battery, and a Lightning Deflector, repulsing current and deflecting around them any sort of Raiton current which makes them harder to feed. Conversely, they attract to themselves any sort of Radioactivity and easily feed from it. Any Radiation from Radioactive elements within 2 meters will be pulled towards the Female Furfur Tempests Swarm where it can feed. These abilities are exact opposites and passive. The species strives due to the cooperation of male and females. In Neutral Swarms, these abilities can be swapped at will, once per turn at max, allowing the Swarm to Repel Lightning and Attract Radioactivity or Attract Lightning and Repel Radioactivity, and in turn is what allows the flies to have their full diet.

Their last ability, which is shared in both male and female Furfur Tempests, they are intimately related to the Lightning element, and can produce lightning and radioactivity produced through their diet. This gives their bit a numbing and highly painful bite similar to electrocution. Their venom-like spit allows them to carve through the earth effortlessly, allowing them to "fly" underground as if they were on the air, but most importantly, this electrical bite shocks the chakra into flowing harder. This is similar to poisoning, and it allows the fly to suck 6 times more chakra than normal, because the body will be more free-flowing, with some researchers equating the behavior of this spit to other hemophilic venoms, but targeting the chakra system.

Note: They last 4 turns in the field, and can only be summoned 2 times per battle.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use Lightning nor Radiation jutsu.

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( Hae Kuchiyose ♆ Perniger albidus ) Fly Summoning ♆ Murmur's Antithesis
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Perniger albidus, common name Murmur's Antithesis, are a species of flies that used to be a contradiction within Zaebub. They're small, completely jet-black flies, with a thick yet light carapace, similar to that of a scarab, and multiple encrusted microscopic black jewels. But the contradiction was, only male existed. No one knew where the Murmur Antithesis Fly came from, or how could it maintain it's unigender colony. It was only when Panthalassa arrived at Zaebub that the mystery was solved. The male specimen anchors it's existence in the living realm, becoming a being of physicality, while the female specimen of the species seemingly dies at birth, but its chakra anchors their existence in the soul realm, and can be summoned through the contract and through chakra. When Panthalassa attempted to focus his chakra to summon the female specimens, he was capable of summoning bright white flies, similar to their male counterpart, but composed of just energy, with ragged yet elegant wings that made them seem like silky threads across their body.

The Murmur Antithesis flies are defensive species. Their only abilities rely on Elemental Interaction. The physical males are strong against all physical elements, Wind, Water, Earth, and advanced physical elements, in addition to Biological elements and Raw Chakra ( in the sense that they still feed on chakra ), including Yang Release and Taijutsu, but have a double weakness against energy elements, Fire, Lightning and advanced energy elements, Basic Ninjutsu and alternate Energies, like Bijuu chakra, Senjutsu chakra, Yin chakra, etc. The spiritual females are the exact opposite, they're strong against energy elements, including the ability to go through physical objects and retrieve the chakra within directly, making them strong against Genjutsu, and have a double weakness against physical elements. Both are weak against physical and energy combination, elements that are both, like Lava, Storm, etc, and Yin and Yang Release.

The way they reproduce is by having a female possess a male. When this combination happens, the fly undergoes a biological transformation not unlike a metamorphosis, where it becomes one individual, hermaphrodite, and is already pregnant with eggs. These new gendered flies appear in various patterns of black and white, but are all quite frail, with a double weakness to most elements, with the exception of Raw Chakra ( which they still feed on ), and elements that are both Physical and Energy, like Lava, Storm and Yin and Yang Release. Elements that are also naturally Neutral are also weak against this hermaphroditic fly, such as the displaced wind created from Leaf Dragon God and the Samurai Kenjutsu. An interesting relationship that they have is with Gravity, and gravity manipulation, in the sense that they can create a barrier of pure focused chakra around themselves and the user, to counteract the physical damage caused by the techniques, though with techniques such as shinra tensei, they behave differently:

When exposed to a Shinra Tensei attack, they will actively create an orb around the user, with a 50 cm radius margin. This orb will be merely protective, and will require the user to spend the same chakra as the technique used. This protection orb will create a cushion against all damage taken directly and indirectly against the technique, but will still be pushed around. It's a purely defensive reactive counter to Shinra Tensei manipulation and similar techniques, and will count as a move and can only be used once, in the Aburame category.

Note: The user can only summon one gender, be it Male, Female or Hermaphrodite.
Note: They last 3 turns in the field, and can only be summoned 1 time per battle.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use any Ninjutsu, or any of the elements that they're strong or weak against. All abilities used through this summon count as one of the users three jutsu per turn.
Note: Through techniques such as " Lucifer's Sages" the user can only use the traits of one gender at any given time.
Note: No summons for two turns after this species disperses.

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Mirai

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My Lord these things again @__@ well let's give this a shot.



Witnessing the flies morph into the water dragons and consuming the sound infused explosive marked tag - Tomoe found this situation rather unpleasant as she now opted to new tactic of which she had been working on. Realizing the approaching water, thanks to her currently active sound sensing ability she would bite her thumb while proceeding to jump backwards and weaving the needed hand seals. This would cause several members of the Genzai Clan to be "materialize" into the battle field though as she was performing the ritual she would have sacrificed a small amount of additional chakra in order to alert the summons a head time of the impending danger to come. Once they all landed, Tomoe was on the back of Inma - whom which dashed towards his left side while Kuroi reminded on Tomoe's shoulder would attack on his own, as he hissed.

The hiss would be the trigger to a rather unique illusion, as a vast amount of snakes would begin to form from around the target, slithering around his very person as the reptiles of sin violently constricted his bodily movements rendering him immobile. Tomoe would also draw her bow, allowing for her to fire off five explosive tagged arrows all the while keeping at mid range.

Kuchiyose no Jutsu: Genzai Ichizoku (Summoning Technique: Clan of Original Sin)
Type: Summon
Rank: A
Range: Short
Chakra Cost: 35
Description: This summoning technique summons a member of the Genzai clan. The Genzai clan is a small clan of caracals within the Sanctuary that possess the ability to utilize Sound Release techniques. Caracals have always had the ability to manipulate their chakra through their voices to cast genjutsu. The Genzai Clan expanded on this ideal and trained in the arts of sound manipulation through their voices; thus allowing them to use no only stronger genjutsu but actual ninjutsu techniques as well. There are currently 4 members of the Ganzai clan; all of whom are branded with the Kanji of their clan’s name on their forehead. The members are: Nanazai, Zaigen, Kuroi Katamimi, and Inma. The Genzai Clan received their name for utilizing skills through their voices as is the original way of the clan. To summon a member of the Genzai, the user must draw blood and make the seals of the summoning technique. However, instead of appearing in a cloud of smoke, it will appear as if they materialized out of thin air like a genjutsu.

Nanazai (Seven Sins): Is the leader of the Genzai clan. Though his name symbolizes the seven deadly sins, he is ironically much of a saint. Personality wise, Nanazai is very Sage like and it is to be expected as he is one of the Sages in the Caracal Sanctuary. He is very wise, level headed, and is very rarely judgmental of others. He is a pacifist by nature but he holds loyalty to the contract holders and is never hesitant to comply with his summoner. As a Sage Caracal Nanazai’s build is significantly larger than most caracals. He has the build of an adolescent lion male around the ages of 2-4 years of age. Nanazai can use non-sound genjutsu up to S-rank thrice per battle (A-ranked throughout) and use sound based gen and ninjutsu of any rank throughout the battle (within restrictions)

Zaigen (Sin): Sin is a member of the Ganzai and is usually referred to as the second to Nanazai. This is mainly because of Sin’s experience and superior skill amongst the Caracals. Sin is considered “the normal one” of the four as Nanazai is generally seen as stoic and the other two have odd personalities. Zaigen is an average sized, adult male Caracal. He can use non-sound genjutsu of A-rank throughout the battle and up sound based genjutsu and ninjutsu of up to S-rank throughout the battle (within restrictions)

Kuroi Katamimi (Black Ear): Black Ear is the youngest member of the Genzai clan. He is known as the prodigy son of the Genzai clan for his exceptional skills in genjutsu and sound techniques. He is only a kitten and is relatively pocket sized. He has a unique physical trait of his right ear being completely black, thus the name he was given. Black Ear can speak at his age but is extremely shy and usually only communicates to his summoner and other members of his clan. Black Ear can use non-sound genjutsu of B-rank and below and use Sound based gen and ninjutsu of A-rank throughout the battle (within restriction)

Inma (Yin): Yin is the last member of the Genzai clan. Inma has a very bad habit of speaking his mind freely without any filter often leading to the misunderstanding of him being an intentionally rude individual. His personality is dismal and socially awkward. Outside of the clan he is not much he has very little friends. Despite his personality, he is accepted by his clan and the other Sages of the sanctuary. Yin is the an average sized male caracal but his facial expression and posture make him appear as though he’s sleep deprived. Inma can use non-sound based genjutsu B-ranked and below throughout the battle and Sound based gen and ninjutsu of A-ranked throughout the battle (within restriction

Note: This technique can only be used twice per battle.
Note: Nanazai can stay on the field no longer than 4 turns while Zaigen can only stay on the field for 5 turns.
Note: Kuroi and Inma are the only two members of the clan that can be summoned together and fight on the field together.
Note: Kuroi Katamimi and Inma can stay on the field until forcibly sent back to the sanctuary or the jutsu is released up to a maximum of 6 turns.
Note: In order to summon any member of the Genzai clan, the user must know Sound Release themselves. To summon Nanazai and Sin, they must have mastered Sound Release.
Note: When any of them uses regular genjutsu, they substitute the normal handseals done by a ninja by body postures and movement; poses that they perform and sustain with their bodies for the same length of time needed for a regular ninja to originally perform the Genjutsu.

Dōbutsu Geijutsu: Koyōte o Nogaremasu) - Animal Arts: Escape the Coyote
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (+5 per animal the summoning technique contains)
Damage: N/A
Description: It is not uncommon to summon an animal in order to ride them to evade an incoming enemy technique, but sometimes, it is of such large scale that it becomes nearly impossible to escape. This technique serves the purpose of enhancing this specific manner of escaping attacks when performing a summoning technique. This is done by allowing the animal(s) in said summoning technique to possess greater speed for a brief moment upon being summoned. When under the process of performing an animal summoning technique, the user simply invests an additional amount of chakra depending on the amount of animals contained in said summoning technique alongside the chakra spent to perform the summoning technique itself. This extra chakra serves as helpful fuel aswell as a signal for the animal(s) that are being summoned, informing them that they would have to move at exceedingly fast speed for the first few moments when appearing at the battlefield. The user's additional chakra, aswell as the chakra the animal(s) from the summoning technique spend on themselves would be specifically focused on the animal(s)' body parts that helps their movement, allowing them to achieve this sudden high speed upon entering the battlefield. With this sudden speed, the animal(s) would be able to move away or arc around and even behind the enemy aswell as evading the harmful technique at a speed slightly above the speed of a crossbow bolt. A delayed trail of dust/water would be left behind if the animal(s) ran on ground/water surface. This being purely supplementary, the summoned animal(s) would have to maintain a mid-range distance away from the enemy shinobi once behind them or once they've simply evaded the incoming attack. If the summoning technique contains more than one animal, then both can move independently from one another. Alongside their animal summons, the user is capable of escaping the likes of "Fire release: Great Fire Majestic Annihilation", "Earth Release: Mountain Smash" and other large scaled attacks at great speed. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an animal summoning technique. This technique only serves the purpose of improving the evasion ability that is already existent without the use of "Escape the Coyote".

Note: Cannot be used on summoning techniques containing 3 or more animals
Note: Cannot be used on summoning techniques that are, by themselves, initially extremely slow or immobile.
Note: Although extremely fast, most shinobi of kage rank or above can easily track the animal.



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

Panthalassa

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My Lord these things again @__@ well let's give this a shot.



Witnessing the flies morph into the water dragons and consuming the sound infused explosive marked tag - Tomoe found this situation rather unpleasant as she now opted to new tactic of which she had been working on. Realizing the approaching water, thanks to her currently active sound sensing ability she would bite her thumb while proceeding to jump backwards and weaving the needed hand seals. This would cause several members of the Genzai Clan to be "materialize" into the battle field though as she was performing the ritual she would have sacrificed a small amount of additional chakra in order to alert the summons a head time of the impending danger to come. Once they all landed, Tomoe was on the back of Inma - whom which dashed towards his left side while Kuroi reminded on Tomoe's shoulder would attack on his own, as he hissed.

The hiss would be the trigger to a rather unique illusion, as a vast amount of snakes would begin to form from around the target, slithering around his very person as the reptiles of sin violently constricted his bodily movements rendering him immobile. Tomoe would also draw her bow, allowing for her to fire off five explosive tagged arrows all the while keeping at mid range.

Kuchiyose no Jutsu: Genzai Ichizoku (Summoning Technique: Clan of Original Sin)
Type: Summon
Rank: A
Range: Short
Chakra Cost: 35
Description: This summoning technique summons a member of the Genzai clan. The Genzai clan is a small clan of caracals within the Sanctuary that possess the ability to utilize Sound Release techniques. Caracals have always had the ability to manipulate their chakra through their voices to cast genjutsu. The Genzai Clan expanded on this ideal and trained in the arts of sound manipulation through their voices; thus allowing them to use no only stronger genjutsu but actual ninjutsu techniques as well. There are currently 4 members of the Ganzai clan; all of whom are branded with the Kanji of their clan’s name on their forehead. The members are: Nanazai, Zaigen, Kuroi Katamimi, and Inma. The Genzai Clan received their name for utilizing skills through their voices as is the original way of the clan. To summon a member of the Genzai, the user must draw blood and make the seals of the summoning technique. However, instead of appearing in a cloud of smoke, it will appear as if they materialized out of thin air like a genjutsu.

Nanazai (Seven Sins): Is the leader of the Genzai clan. Though his name symbolizes the seven deadly sins, he is ironically much of a saint. Personality wise, Nanazai is very Sage like and it is to be expected as he is one of the Sages in the Caracal Sanctuary. He is very wise, level headed, and is very rarely judgmental of others. He is a pacifist by nature but he holds loyalty to the contract holders and is never hesitant to comply with his summoner. As a Sage Caracal Nanazai’s build is significantly larger than most caracals. He has the build of an adolescent lion male around the ages of 2-4 years of age. Nanazai can use non-sound genjutsu up to S-rank thrice per battle (A-ranked throughout) and use sound based gen and ninjutsu of any rank throughout the battle (within restrictions)

Zaigen (Sin): Sin is a member of the Ganzai and is usually referred to as the second to Nanazai. This is mainly because of Sin’s experience and superior skill amongst the Caracals. Sin is considered “the normal one” of the four as Nanazai is generally seen as stoic and the other two have odd personalities. Zaigen is an average sized, adult male Caracal. He can use non-sound genjutsu of A-rank throughout the battle and up sound based genjutsu and ninjutsu of up to S-rank throughout the battle (within restrictions)

Kuroi Katamimi (Black Ear): Black Ear is the youngest member of the Genzai clan. He is known as the prodigy son of the Genzai clan for his exceptional skills in genjutsu and sound techniques. He is only a kitten and is relatively pocket sized. He has a unique physical trait of his right ear being completely black, thus the name he was given. Black Ear can speak at his age but is extremely shy and usually only communicates to his summoner and other members of his clan. Black Ear can use non-sound genjutsu of B-rank and below and use Sound based gen and ninjutsu of A-rank throughout the battle (within restriction)

Inma (Yin): Yin is the last member of the Genzai clan. Inma has a very bad habit of speaking his mind freely without any filter often leading to the misunderstanding of him being an intentionally rude individual. His personality is dismal and socially awkward. Outside of the clan he is not much he has very little friends. Despite his personality, he is accepted by his clan and the other Sages of the sanctuary. Yin is the an average sized male caracal but his facial expression and posture make him appear as though he’s sleep deprived. Inma can use non-sound based genjutsu B-ranked and below throughout the battle and Sound based gen and ninjutsu of A-ranked throughout the battle (within restriction

Note: This technique can only be used twice per battle.
Note: Nanazai can stay on the field no longer than 4 turns while Zaigen can only stay on the field for 5 turns.
Note: Kuroi and Inma are the only two members of the clan that can be summoned together and fight on the field together.
Note: Kuroi Katamimi and Inma can stay on the field until forcibly sent back to the sanctuary or the jutsu is released up to a maximum of 6 turns.
Note: In order to summon any member of the Genzai clan, the user must know Sound Release themselves. To summon Nanazai and Sin, they must have mastered Sound Release.
Note: When any of them uses regular genjutsu, they substitute the normal handseals done by a ninja by body postures and movement; poses that they perform and sustain with their bodies for the same length of time needed for a regular ninja to originally perform the Genjutsu.

Dōbutsu Geijutsu: Koyōte o Nogaremasu) - Animal Arts: Escape the Coyote
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (+5 per animal the summoning technique contains)
Damage: N/A
Description: It is not uncommon to summon an animal in order to ride them to evade an incoming enemy technique, but sometimes, it is of such large scale that it becomes nearly impossible to escape. This technique serves the purpose of enhancing this specific manner of escaping attacks when performing a summoning technique. This is done by allowing the animal(s) in said summoning technique to possess greater speed for a brief moment upon being summoned. When under the process of performing an animal summoning technique, the user simply invests an additional amount of chakra depending on the amount of animals contained in said summoning technique alongside the chakra spent to perform the summoning technique itself. This extra chakra serves as helpful fuel aswell as a signal for the animal(s) that are being summoned, informing them that they would have to move at exceedingly fast speed for the first few moments when appearing at the battlefield. The user's additional chakra, aswell as the chakra the animal(s) from the summoning technique spend on themselves would be specifically focused on the animal(s)' body parts that helps their movement, allowing them to achieve this sudden high speed upon entering the battlefield. With this sudden speed, the animal(s) would be able to move away or arc around and even behind the enemy aswell as evading the harmful technique at a speed slightly above the speed of a crossbow bolt. A delayed trail of dust/water would be left behind if the animal(s) ran on ground/water surface. This being purely supplementary, the summoned animal(s) would have to maintain a mid-range distance away from the enemy shinobi once behind them or once they've simply evaded the incoming attack. If the summoning technique contains more than one animal, then both can move independently from one another. Alongside their animal summons, the user is capable of escaping the likes of "Fire release: Great Fire Majestic Annihilation", "Earth Release: Mountain Smash" and other large scaled attacks at great speed. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an animal summoning technique. This technique only serves the purpose of improving the evasion ability that is already existent without the use of "Escape the Coyote".

Note: Cannot be used on summoning techniques containing 3 or more animals
Note: Cannot be used on summoning techniques that are, by themselves, initially extremely slow or immobile.
Note: Although extremely fast, most shinobi of kage rank or above can easily track the animal.



( Genjutsu: Oshitsubusu Hebi Kubire ) - Illusion Technique: Crushing Snake Constriction
Rank: B
Type: Offensive, Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Description: The user puts the opponent into a genjutsu which has snakes appear beneath the opponent to constrict them and with the users command, they crush the opponent. In reality, the opponent is immobilized and takes damage due to the stress on his mind
It's ever a marvellous sight seeing the dragons miss as the enemy appears through a veil like illusion. With a mental sign, the dragons part ways and ravage through the ground, half-liquid half swarm, chasing after the fleeing caracals. The half-swarm part, drier, lifts up a cloud of debris and dust, creating a visual barrier to drown the battlefield in darknesss.

Damn... a Genjutsu user...

He says, not a second before snakes shoot out of the ground to encase him. Unsurprisingly, the flies still within his body react to the foreign chakra in his body, while the tactual pressure he feels surrounding his body does not extend to his colonies, making a disparing sensory experience. Supressing the Removal of Sin automatic defense, Panthalassa instead opts to have his flies bite him beneath the armpit, severing the Genjutsu while also severing the continued control of the Dragon technique, now behaving as projectile that is linearly persuing the enemy in a non-changeable arch, while throwing him off his aim as he gets knocked over with the dragongs and their debris.

(Hijutsu no Aburame: Gaijo no Zaigo) Aburame Secret Technique: Removal of Sin
Type: Defense
Rank: S
Range: Short-Long
Chakra: 40 (+10 if used on a friend)
Damage: N/A
Description On the users command or simply because the aburame's kikaichu are self active, the aburame bugs will, being connected to the users chakra flow, know when their hosts chakra flow is interrupted. They will simply proceed to suck any foreign chakra from the hosts body or from a friend's body (After having correctly figured their friend is in a Genjutsu) with extreme precision; (Ninpo: Mushi Genjutsu) - Ninja Art: Insect Illusion Technique is a technique that can be compared to this one in the sense of sucking chakra from a ninjas body. Having trained with Aburame bugs and several Aburame members, having sparred with Uchiha's, developed this concept in order to defend against their never-ending stock of Genjutsu. The Kikaichu, after having sucked the foreign chakra from the selected system, will proceed to unlatch from the target and die.

Note: Can't be used to suck an opponent's chakra at all
Note: The Kikaichu have been proven to be self reliable when protecting its host, so there's no need to command them to perform this action unless it's relieving their friend from a Genjutsu.
Note: Requires extreme control, therefore this technique can't be used with any other Aburame jutsu in the same turn.
Note: Must wait 2 turns in between uses
Note: Removes chakra up to S- Rank
Note: Usable twice per battle
Note: must be stated in the special abilities of the user's biography.
Note: Can not be used offensively

That's a cheap ability!!

He shouts, as 2 humanoid swarms ooze from his back, creating three replicas of the original Panthalassa, shooting forward to grab the arrows with their hands and arms, drowing them through their half-liquid arms, soaking the tags and arresting their momentum.

( Suiton/Aburame no Jutsu: Bunshin ) Water/Insect Technique: Cloning
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Aburame/Water Clone is step forward from the Bug and the Water Clone. It is composed of a swarm of insects and a nutritive syrup-like liquid. Insect eggs are incubated in the core of the clone, which allow for more and more insects to shoot out from within, similar to the actual Aburame host, and are used in insect techniques. When a physical object pierces through the clone, it can swarm around it, while the syrup turns into a thick mist, carrying the eggs. Similar to a Shadow Clone, this clone is capable of using Aburame and Aburame-related techniques ( Ex: Pharaoh Sickles CFS ), as well as use Water chakra for Elemental Ninjutsu, besides the non-Elemental Ninjutsu, Taijutsu and Genjutsu. It does not have access to any other elemental chakra, and can't perform techniques above S rank. When physical contact occurs, the clone is capable of oozing out the syrup liquid which will pin down the target, while the insects drain their chakra. Due to the nutritive aspect of the syrup, when in physical contact, the insects drain around x8 as much chakra as the average insect ( 112 chakra ), though it is dependent on the number of clones in place. If the user created 4 clones, then each will drain around x2 ( 28 chakra ).

Note: Can only be used 3 times per battle.
 
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Mirai

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"We got company! " Kuroi said, as the water dragon continued to follow the trio, much to Tomoe's annoyance, however the Caracal would continue in his movement outside of the mid range perimeter. Tomoe would instead of reaching for her bow as she intended would weave a single hand seal - causing a vast amount of golden prana to encase the dragon, instantly absorbing it as it turns into Prana - also absorbing any of the flies within the dragon as they are freezed to death instantly. Inma on the other hand would activate his own ability clapping his paws , as he hissed himself releasing a hindering sound wave to move towards the Aburame. This would cause the muscles in his body to seize up all motion and paralyzing him in his place while leaving Tomoe and Kuroi fine as the Caracal modulated the sound in order to passively provide protection.


Lastly, Kuroi would move his paw while also hissing. From the ground, a vast furry of feral Caracals would spawn to life, with nothing more then malice intent - as the fangs of the felines sank into the skin of Panthalass, the weight and pressure they placed on him. It was so surreal...as the blood oozes from his very own veins. All that was left was the vast amount of Prana that Tomoe molded into the shape of a spear after sealing the water dragon away as it continues to his body, stabbing into his heart and ending their encounter brief. All but is left, is a monument frozen forever. "In the art of war, victory is all that matters. There is no shame in utilizing the tools we have been blessed with, and so if we should abstain from using them. That's nothing but a fools ideal. " she said in a monotone...to a potentially frozen body.
(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S (S)
Range: Short-Long
Chakra Cost: 10-40 (40)
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every three turns and no Prana in the user’s next turn.


Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. This technique can last a maximum of three turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice times per battle and no Prana in the user’s next turn.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

( Ototon: Midasu no koe ) Sound Release: The voice of Midas
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user charges sound chakra into each of their hands and slams them together, creating a sound similar to two heavy golden cymbals crashing together. As the hands slam together, it releases a high pitched, high frequency sound wave, resonating in the enemies ear, and causing muscle paralysis upon hearing it. As the loud sound happens, it creates an echoing amongst the field, trapping any who hear it under paralysis, causing slight pain to them, causing their ear drums to bleed. Paralysis lasts one turn but the user cannot use any other sound techniques for 2 turns after using it
(Ototon: Rentai no Shinfonii) - Sound Release: Symphony of Solidarity
Rank: C
Type: Supplementary
Range: N/A
Chakra Cost: (× - 5; x equaling the amount of allies applied towards.)
Damage points: N/A
Description: Symphony of Solidarity is a passive technique that is activated before use of a certain Sound based techniques; namely those of high frequency. What it does in essence to this; is through manipulation of chakra the user will tune the pitch of their sound chakra just before they release it and with an additional infusion of chakra the user will modify the frequency. This allows the user a higher degree od control of whom their sound waves effect in a negative way avoiding having to harm allies and thus making using techniques such as Voice of Midas without fear of friendly fire. It does not make them "immune" to the sound per say; what it does through the additional chakra is create a concept within the sound wave to have a "rest" within it as normal music where the musician seizes playing for brief moments. These "rests" in turns of the frequency will be released first to the targeted allies creating intangible muffs around their ears; to block out the remains of the frequency while leaving the targets unprotected. While passive in nature, this can only be used once per turn lasting for the duration of the technique it is applied towards.

(Genjutsu: Hyakujuu ) Illusion Technique: Animalia
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/a
Description: By preforming 1 handseal, the user is able to cast an illusion where the opponent will feel a great amount of animals of any chosen size, within some limit , around himself. The illusion will manifest itself as body parts, whole animals, living or dead, attacking the user or standing still. While it can create any animal, it is more frequently used to summon animal specimens of one's summoning contract. Blood can be added to further reinstate the realism of the illusion
N.B - All three are done in the same TF, and before your use of Cloning.
 
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