Anyone want to battle an Aburame?

Panthalassa

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Lets go with Alucard!

Oh my... a vampire... just my luck.

My personal flies are the Lucifer Sage Flies. As a natural ability of them, I hypermorphise them into 3 different other species, them being the Behemoth Gore Fly, which give +20 damage to techniques used through them, the Female Leviathan Gorge Fly, which allow me to manipulate the swarm with both Aburame and Water techniques, are strong against Water and Organic Elements and absorb chakra at a 4x rate, and Hermaphrodite Murmur Antithesis Fly, strong against Energy and Physical Combined Elements ( Lava, Storm, etc) and neutral chakra ( Yin/Yang, Samurai, Leaf Dragon God ).

( 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 ♆ Corpusgigan bestia ) Fly Summoning ♆ Behemoth Gores
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Corpusgigan bestia, common name Behemoth Gores, are a species of flies with gigantic dimensions and thick and impenetrable exoskeletons. They are summoned in a gargantuan half the size of a average monarch summon. Each of the gigantic flies are around the size of an elephant, and have a very robust and thick skin with spiked protrusions and hideous teeth. Due to their sheer strength, they are noticeably more resilient to damage than normal flies. Any Aburame techniques used through the Behemoth Gore swarm has a +20 damage buffer, essentially increase the overall power of the technique when clashing with ninjutsu and taijutsu. The Behemoth Gores store their eggs within their own gullets. When they're near an uncouth target, they will open their mandible and deposit the eggs directly inside the victim, through a extensible proboscis ( a 3 meter tube-like mouth with a ring of jagged teeth ). The eggs will then have an accelerated growth spur, eccloding into horrible fat maggots with spiked mouths, that will devour and essentially burst through their host, fit to their name. The Behemoth Gores are capable of doing this directly onto other organic substances, the ground and other earthen features or water sources, creating a clot of giant eggs or maggots that will then travel up to mid-range from the point of deposition, before exploding outwards in an eruption of slime and maggots. The main ability of these flies is the ability to compress and decompress, similar to Akimichi. They're gigantic flies that can be compressed up to the size of tiny little flies, 1mm in size. When summoned they can appear in compressed form or original form. The form compression is a passive ability that costs no chakra from the user and require one of the three moves per turn.

Note: Egg deposition can be used by individual Gores up to 3 times, counting as an A rank technique (with no inherent damage buffer), or up to 1 time by the whole swarm, counting as an S rank, throughout their stay in the field.
Note: Can't be manipulated by Forbidden Ranked Aburame Techniques.
Note: Behemoth Gores last 3 in the field.
Note: Pharaoh Scythes' techniques perfomed with Gore chitin will also have the same damage boost.

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(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 ♆ 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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Well... you can go first...
 

Skorm

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Lets go with Alucard!

Oh my... a vampire... just my luck.

My personal flies are the Lucifer Sage Flies. As a natural ability of them, I hypermorphise them into 3 different other species, them being the Behemoth Gore Fly, which give +20 damage to techniques used through them, the Female Leviathan Gorge Fly, which allow me to manipulate the swarm with both Aburame and Water techniques, are strong against Water and Organic Elements and absorb chakra at a 4x rate, and Hermaphrodite Murmur Antithesis Fly, strong against Energy and Physical Combined Elements ( Lava, Storm, etc) and neutral chakra ( Yin/Yang, Samurai, Leaf Dragon God ).

( 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 ♆ Corpusgigan bestia ) Fly Summoning ♆ Behemoth Gores
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Corpusgigan bestia, common name Behemoth Gores, are a species of flies with gigantic dimensions and thick and impenetrable exoskeletons. They are summoned in a gargantuan half the size of a average monarch summon. Each of the gigantic flies are around the size of an elephant, and have a very robust and thick skin with spiked protrusions and hideous teeth. Due to their sheer strength, they are noticeably more resilient to damage than normal flies. Any Aburame techniques used through the Behemoth Gore swarm has a +20 damage buffer, essentially increase the overall power of the technique when clashing with ninjutsu and taijutsu. The Behemoth Gores store their eggs within their own gullets. When they're near an uncouth target, they will open their mandible and deposit the eggs directly inside the victim, through a extensible proboscis ( a 3 meter tube-like mouth with a ring of jagged teeth ). The eggs will then have an accelerated growth spur, eccloding into horrible fat maggots with spiked mouths, that will devour and essentially burst through their host, fit to their name. The Behemoth Gores are capable of doing this directly onto other organic substances, the ground and other earthen features or water sources, creating a clot of giant eggs or maggots that will then travel up to mid-range from the point of deposition, before exploding outwards in an eruption of slime and maggots. The main ability of these flies is the ability to compress and decompress, similar to Akimichi. They're gigantic flies that can be compressed up to the size of tiny little flies, 1mm in size. When summoned they can appear in compressed form or original form. The form compression is a passive ability that costs no chakra from the user and require one of the three moves per turn.

Note: Egg deposition can be used by individual Gores up to 3 times, counting as an A rank technique (with no inherent damage buffer), or up to 1 time by the whole swarm, counting as an S rank, throughout their stay in the field.
Note: Can't be manipulated by Forbidden Ranked Aburame Techniques.
Note: Behemoth Gores last 3 in the field.
Note: Pharaoh Scythes' techniques perfomed with Gore chitin will also have the same damage boost.

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(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 ♆ 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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Well... you can go first...
Is this official? If it its, i have a few calls to make >_>


( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.


(Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

(Darkiscie)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm

Alucard was standing facing a ninja he had absolute no knowledge about. He scanned the environment with his passive chakra sensory[ref1] and his golden/cyan Tenseigan through his yellow-tinted glasses. The opponent was strange, crawling with bugs underneath their skin, almost like someone else he knew..

Vampire? That's.. a new one.

Alucard would assume his opponent would use the bugs inside their skin as means of attack and or defense, almost like a sand variant. There was no better way of killing organic matter than fire he thought to himself, but then again it could be something they had already thought about. After a few seconds of deciding what he would do against his opponent, he had decided and ended up weaving a few handseals as he concentrated his Dead Bone Pulse release infused with the spiritual Yin style to end up creating the Ghoulspine chakra. He created a wire of the chakra and formed it into a net, resembling garotte wires and sent it flying towards his opponent. The wires were completely intangible and could not be interacted upon by any physical mediums whatsoever and caused spiritual damage to the opponent as they - in their minds - where chopped up into many pieces.

(Worutā) - Walter
Type: Offensive/Defensive/Supplementary
Rank: B - S (A)
Range: Short-Long
Chakra: 40 - 60 (50)
Damage: 80 - 120 (100)
Description: Alucard weaves the necessary amount of seals(depending on rank used) and unleashes chakra throughout his body to manifest his black spectral skeleton to form into an aura around him. Depending on the mass of chakra used, the technique becomes bigger and bigger but the core concept stays the same. Alucard forms the black mass into that of a spider web with a mm thick intangible wires of the spectral skeleton. These wires cannot be interacted upon with physical mediums, much like all other Ghoulspine techniques but may be used to interact with other intangible elements such as lightning. Due to this, the technique will simply phase through physical or liquid/gaseous defenses or other object completely unhindered. For the lowest rank of the technique, Alucard can form a web the size of half his size, while scaling upwards in size by a factor of 2 for each going higher, meaning more chakra needed to be spent. The web is designed to intercept applicable techniques but most importantly it forms an arsenal dedicated to Walter C Dornez - hence the name of the technique. Using shape manipulation along with the properties of Yin the user can freely manipulate these threads and sync them together to form a phantom bird cage. On contact, this technique deals direct mental damage and will feel like a target is getting skewered by actual wires even though it is all spiritual.
Note: B-rank requires a single seal(reverse dragon) - A rank requires two seals(reverse dragon - snake) - S rank requires three seals(reverse dragon - snake - reverse tiger). B rank variant can only be used 4 times per battle.
Note: A rank can be used 3 times per battle with a two turn cooldown between usages, S rank twice, with a three turn cooldown in between usages.
Note: After using A rank version, the user cannot use Yin or other ghoulspine techniques above A rank for two turns. After using S ranked version the user cannot use Yin or other ghoulspine techniques at all for 2 turns.

After having used his Ghoulspine technique, Alucard would continue and gathered up his chakra once again. It was time for his latest combo, the chaos style as he himself would call it. He started off by weaving two handseals(with another seal added) and gathered up his Krypton chakra from his body and created a massive liquid vortex of immensely cold krypton. However, this time he would infuse the liquid with his Bismuth release as well, increasing the volume of the vortex and also give it a scorching hot interior layer, coated with the liquid krypton. The mixture would smash into materials starting with a sub-zero freezing temperature, only to be followed up with a scorching hot molten metal. Due to the infusion, the original technique gained extra damage.

(Kuriputon: Feruinta | Liquid Krypton Release: Felwinter)
Type: Offensive/Defensive/Supplementary
Rank: D-S (A)
Range: Short-Long
Chakra: 10-40(-10 per turn when sustained)(30)
Damage: 20-80 (60) + 20 = 80
Description: Felwinter is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the Krypton release. It can be created from existing sources(air) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid Krypton. The force of the torrent of the ultra cold liquid will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid Krypton may be enough for some occasions too. Through this technique, the user will be able to create small or large torrents of the liquid Krypton, create a huge "sea" of the ultra cold liquid or manipulate pre-existing liquid Krypton to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Krypton Above A-rank after using S-rank version in the same turn and next.


(Bisumaton: Shakunetsu no Aibu | Bismuth Release: Scorching Caress)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Scorching Caress is an infusion technique designed in order to amplify the nature of other techniques. Namely the addition of molten bismuth into other solid material and or into liquids. The user will forge a sole hand seal while in the process of making another technique (aka done in the same timeframe). Once this is triggered, the original technique – which this applies namely to solid elements such as earth/earth-based CE/AE that normally melts under the sheer heat of molten bismuth. The additional infusion of chakra therefore causes the solid material to melt down, becoming an amalgamation of the element and liquid bismuth however in the case of liquids, it instead superheats the liquid in question by infusing a mass amount bismuth into it. This in turn allows the technique to operate as it was originally intended to do but with some key differences, the first is technique now its mixed with the bismuth (in the case of solids), though it doesn’t gain its strength and weaknesses, nor can the Bismuth within the targeted technique(s) be manipulated by the user in any way, and also an increased in potency.This potency is namely an increase in the techniques defensive and offensive capabilities, alas offensive techniques gain an additional increase in rank by +1 for A rank and below techniques, while S rank and above gain a +20 DMG increase. Defensive techniques gain the same type of boons however in the case of S ranks, it gains the ability to defend against techniques one rank higher than normal instead. It also comes at sustained cost of 10 chakra points per turn in order to keep the applied technique in its molten state. This technique can only be used four times per battle, with a two turn cooldown between uses.

He looked out on the terrain with his dojutsu for the results of his efforts.

Warmup has begun..

Yin/Yang Specialist
The user becomes able to specialize in both component elements of Yin-Yang with their benefits under one Extra Specialty and becomes able to passively sense chakra and it's nature.


Chakra: 2,600 - 10 - 50 - 30 - 20 = 2,490
HP: 160
Speed: 10
Tracking: 10 * [4+4] = 80​
 

Panthalassa

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Is this official? If it its, i have a few calls to make >_>


( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.


(Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

(Darkiscie)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm

Alucard was standing facing a ninja he had absolute no knowledge about. He scanned the environment with his passive chakra sensory[ref1] and his golden/cyan Tenseigan through his yellow-tinted glasses. The opponent was strange, crawling with bugs underneath their skin, almost like someone else he knew..

Vampire? That's.. a new one.

Alucard would assume his opponent would use the bugs inside their skin as means of attack and or defense, almost like a sand variant. There was no better way of killing organic matter than fire he thought to himself, but then again it could be something they had already thought about. After a few seconds of deciding what he would do against his opponent, he had decided and ended up weaving a few handseals as he concentrated his Dead Bone Pulse release infused with the spiritual Yin style to end up creating the Ghoulspine chakra. He created a wire of the chakra and formed it into a net, resembling garotte wires and sent it flying towards his opponent. The wires were completely intangible and could not be interacted upon by any physical mediums whatsoever and caused spiritual damage to the opponent as they - in their minds - where chopped up into many pieces.

(Worutā) - Walter
Type: Offensive/Defensive/Supplementary
Rank: B - S (A)
Range: Short-Long
Chakra: 40 - 60 (50)
Damage: 80 - 120 (100)
Description: Alucard weaves the necessary amount of seals(depending on rank used) and unleashes chakra throughout his body to manifest his black spectral skeleton to form into an aura around him. Depending on the mass of chakra used, the technique becomes bigger and bigger but the core concept stays the same. Alucard forms the black mass into that of a spider web with a mm thick intangible wires of the spectral skeleton. These wires cannot be interacted upon with physical mediums, much like all other Ghoulspine techniques but may be used to interact with other intangible elements such as lightning. Due to this, the technique will simply phase through physical or liquid/gaseous defenses or other object completely unhindered. For the lowest rank of the technique, Alucard can form a web the size of half his size, while scaling upwards in size by a factor of 2 for each going higher, meaning more chakra needed to be spent. The web is designed to intercept applicable techniques but most importantly it forms an arsenal dedicated to Walter C Dornez - hence the name of the technique. Using shape manipulation along with the properties of Yin the user can freely manipulate these threads and sync them together to form a phantom bird cage. On contact, this technique deals direct mental damage and will feel like a target is getting skewered by actual wires even though it is all spiritual.
Note: B-rank requires a single seal(reverse dragon) - A rank requires two seals(reverse dragon - snake) - S rank requires three seals(reverse dragon - snake - reverse tiger). B rank variant can only be used 4 times per battle.
Note: A rank can be used 3 times per battle with a two turn cooldown between usages, S rank twice, with a three turn cooldown in between usages.
Note: After using A rank version, the user cannot use Yin or other ghoulspine techniques above A rank for two turns. After using S ranked version the user cannot use Yin or other ghoulspine techniques at all for 2 turns.

After having used his Ghoulspine technique, Alucard would continue and gathered up his chakra once again. It was time for his latest combo, the chaos style as he himself would call it. He started off by weaving two handseals(with another seal added) and gathered up his Krypton chakra from his body and created a massive liquid vortex of immensely cold krypton. However, this time he would infuse the liquid with his Bismuth release as well, increasing the volume of the vortex and also give it a scorching hot interior layer, coated with the liquid krypton. The mixture would smash into materials starting with a sub-zero freezing temperature, only to be followed up with a scorching hot molten metal. Due to the infusion, the original technique gained extra damage.

(Kuriputon: Feruinta | Liquid Krypton Release: Felwinter)
Type: Offensive/Defensive/Supplementary
Rank: D-S (A)
Range: Short-Long
Chakra: 10-40(-10 per turn when sustained)(30)
Damage: 20-80 (60) + 20 = 80
Description: Felwinter is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the Krypton release. It can be created from existing sources(air) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid Krypton. The force of the torrent of the ultra cold liquid will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid Krypton may be enough for some occasions too. Through this technique, the user will be able to create small or large torrents of the liquid Krypton, create a huge "sea" of the ultra cold liquid or manipulate pre-existing liquid Krypton to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Krypton Above A-rank after using S-rank version in the same turn and next.


(Bisumaton: Shakunetsu no Aibu | Bismuth Release: Scorching Caress)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Scorching Caress is an infusion technique designed in order to amplify the nature of other techniques. Namely the addition of molten bismuth into other solid material and or into liquids. The user will forge a sole hand seal while in the process of making another technique (aka done in the same timeframe). Once this is triggered, the original technique – which this applies namely to solid elements such as earth/earth-based CE/AE that normally melts under the sheer heat of molten bismuth. The additional infusion of chakra therefore causes the solid material to melt down, becoming an amalgamation of the element and liquid bismuth however in the case of liquids, it instead superheats the liquid in question by infusing a mass amount bismuth into it. This in turn allows the technique to operate as it was originally intended to do but with some key differences, the first is technique now its mixed with the bismuth (in the case of solids), though it doesn’t gain its strength and weaknesses, nor can the Bismuth within the targeted technique(s) be manipulated by the user in any way, and also an increased in potency.This potency is namely an increase in the techniques defensive and offensive capabilities, alas offensive techniques gain an additional increase in rank by +1 for A rank and below techniques, while S rank and above gain a +20 DMG increase. Defensive techniques gain the same type of boons however in the case of S ranks, it gains the ability to defend against techniques one rank higher than normal instead. It also comes at sustained cost of 10 chakra points per turn in order to keep the applied technique in its molten state. This technique can only be used four times per battle, with a two turn cooldown between uses.

He looked out on the terrain with his dojutsu for the results of his efforts.

Warmup has begun..

Yin/Yang Specialist
The user becomes able to specialize in both component elements of Yin-Yang with their benefits under one Extra Specialty and becomes able to passively sense chakra and it's nature.


Chakra: 2,600 - 10 - 50 - 30 - 20 = 2,490
HP: 160
Speed: 10
Tracking: 10 * [4+4] = 80​
Oh god.
It is your choice, I don't really understand the difference between official and unnoficial. You'll most likely win this battle so I'll leave that to you!

Okay so, you have a lot of stuff... hard to decifer stuff... my flies would be weak to intangible Yin techniques, but Ghoulspine, to my understanding, is neutral to everything, since it Bone Manipulation altered through Yin chakra. That will place it in the realm of Neutral Elements, which means my flies have an elemental advantage towards it. As for Bismuth, it is an increadibly hot liquid, so akin to Lava, making it also elementally weaker than my flies, on the other hand, Krypton is extremely cold so it is technically an anti-energy but has a physical and energy relation nonetheless, same as Ice, which would make it weaker than my flies as well. Am I correct in my assessment?

What in the world?!?

As the ghoulspine appears, the bugs begin the pulsate with the amount of foul chakra and potential damage that it carries. This is going to be a very though opponent no doubt. Panthalassa gathers his bugs and flashes them forward, exuding them outwards like a rising tidal wave that grows all around and bellow himself rising him upwards into a disastrous bowl that will tip forward as a massive all around swarm tsunami of devastation, while infusing more chakra than needed to have them immediately shed their carapaces and gain a higher defence property.

(EDITOR NOTE: Seeing as your elemental combo shouldn't take too long to perform, I believe this boosted technique would serve as a counter to it aswell, but I understand the new rules and clarifications on timeframe issues might mess with that. I invisioned the rising tsunami as a encompassing technique for both Ghoulspine and Bismuth/Krypton combo, so:
1. Ghoulspine -> Boosted Bug Tsunami Rising like a barrier -> Bismuth/Krypton Combo -> Boosted Tsunami crashes down towards you (first ofensive action?) -> Your turn begins
But you can decide on timeframe issues and go:
2. Ghoulspine -> Boosted Bug Tsunami -> Your turn begins
I'm saying this because I don't fully understand the way timeframe works now, teach me master)

( Suiton: Kujo Tsunami Nami ) Water Release: Destructive Tsunami Wave
Rank: s
Type: attack
Range: Short-long
Chakra Cost: 70
Damage Points: 100 (120 from Behemoth Gore Swarm)
Description: it?s a mixture of Suiton:Baku Shuishouha)-Water Style:Bursting Water Wave, the user creates a Huge tsunami while performing the bursting wave, that can level the entire area. It moves at high speeds, can break the opponents bones, and drown them in the water . variations : mud (the wave is mixed wit earth to create a mud tsunami wave, after its over the mud hardens and bury the opponent in mud) lightning ( the wave is mixed wit lightning and it can shock a large army)
Note: Created by Hellsbadass

( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Exuviae
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra Cost: 20 ( +20 = 40 )
Damage Points: N/A (Defense wise: 120 (initial strength) + 20 ( +1 rank for Exuviae) + 40 damage ( +20 chakra Boosted Exuviae ) = 180 damage defense against your 180 damage combo )
Description: Exuviae is a variant of the Insect Cocoon technique, applying the same principles of the concept by focusing chakra through the user's insects and accelerate their growth. The user will signal any active swarm , and nourish the insects with chakra, which will induce the rapid shedding and regeneration of their exoskeleton, multiplying the perceived amount of insects inside the swarm. These will be lifeless, but will behave like a barrier that will instantaneously protect the swarm from any one encounter, by doubling the defence properties of the insects by one rank ( Aburame Insects are normally weak to Elemental Ninjutsu besides Wood and other soft biological elements and strong to Raw Chakra ). This defense last the turn it is used or a single encounter, regardless of the difference in power ( stronger than the Exuviae Swarm will kill the swarm, weaker will neutralise the exoskeleton barrier ). Alternatively, due to the workings of the technique, the user is able to produce more chakra than the stated in the description of this technique, for a more direct approach against an opponent's technique, paying the chakra difference between the Swarm technique and the stronger opponent technique, plus an added +10 chakra, giving the swarm a defensive edge against boosted ninjutsu ( stat bonus, incremented combos, etc ). This will equalize the Exuviae Swarm, neutralizing the exoskeleton barrier and the opponent technique and carrying on the swarm itself, albeit weaker.

Note: Can only be used once every three turns.
Note: Boosted Exuviae can only be used three times.
Note: Boosted Exuviae is reliant on how much chakra the user spends on the technique, and works for any usage that would require more than 20 chakra ( which is the default cost of Exuviae, for the regular usage ) to equalize.
Note: Exuviae simply increases the defensive properties, not the damage output of any swarm technique.
Note: Alternative usage maxes out at +40 damage above an S rank.
Note: Can only be used by Aburame Clansmen.

Upon contact with your technique, the flies passively drain chakra from it, absorbing as much chakra as you spent on it from the technique itself. This is a passive tehcnique that explains how technique interaction will behave in this battle.

( Aburame no Hijutsu: Kaushigai ) Insect Secret Technique: Scavenging
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20 ( 5 )
Damage Points: N/A
Description: Scavenging is a passive technique where the user introduces a new mechanism within any insect technique he performs. While they're moving as a swarm, they have a very natural flow that gives the construct a great flexibility. What Scavenging does is insert a pulsation spin across the swarm, using flight patterns and wing motions. When it happens, the swarms become more conspicuous, as the light shimmers slightly across the construct with each pulsation, but it greatly increases the swarm's chakra absorption technique, as it evenly splits apart the chakra and distributes it mechanically across the whole construct, for a more efficient absorption, almost like a drill that then redistributes the splintered chakra throughout a greater number of mouths. There are two practical effects to this, the first is that, when an opposing technique happens to collide with a construct, and the swarm overpowers it ( following the same S&W, as Scavenging does not increase the damage or resistance of the construct ), then the drilling pulse will split the defeated technique and absorb the chakra used to produce it throughout the swarm. The second effect is that when affecting a living organism directly, it will double the amount of chakra stolen.

Note: This technique's cost is distributed through its duration, 5 chakra every 2 turns. Thus, this technique last 8 turns.
Note: Aburame that have their biography for more than 6 months and have mastered all the Aburame techniques can spend chakra every 3 turns. Thus, this technique would last 12 turns.
Note: Requires 3 turns cool down between usages.
Note: Can only be used 3 times.

Chakra Count: 2000 - 70 - 40 - 5 = 1885
(My bio was approved before the new RP rules, so I'm not sure of my initial chakra. Jonin has 1600 but I'll have Lifeline thus 2000, even though it's pending approval it's merely an update to the new rules. You decide. )
 
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Oh god.
It is your choice, I don't really understand the difference between official and unnoficial. You'll most likely win this battle so I'll leave that to you!

Okay so, you have a lot of stuff... hard to decifer stuff... my flies would be weak to intangible Yin techniques, but Ghoulspine, to my understanding, is neutral to everything, since it Bone Manipulation altered through Yin chakra. That will place it in the realm of Neutral Elements, which means my flies have an elemental advantage towards it. As for Bismuth, it is an increadibly hot liquid, so akin to Lava, making it also elementally weaker than my flies, on the other hand, Krypton is extremely cold so it is technically an anti-energy but has a physical and energy relation nonetheless, same as Ice, which would make it weaker than my flies as well. Am I correct in my assessment?

What in the world?!?

As the ghoulspine appears, the bugs begin the pulsate with the amount of foul chakra and potential damage that it carries. This is going to be a very though opponent no doubt. Panthalassa gathers his bugs and flashes them forward, exuding them outwards like a rising tidal wave that grows all around and bellow himself rising him upwards into a disastrous bowl that will tip forward as a massive all around swarm tsunami of devastation, while infusing more chakra than needed to have them immediately shed their carapaces and gain a higher defence property.

(EDITOR NOTE: Seeing as your elemental combo shouldn't take too long to perform, I believe this boosted technique would serve as a counter to it aswell, but I understand the new rules and clarifications on timeframe issues might mess with that. I invisioned the rising tsunami as a encompassing technique for both Ghoulspine and Bismuth/Krypton combo, so:
1. Ghoulspine -> Boosted Bug Tsunami Rising like a barrier -> Bismuth/Krypton Combo -> Boosted Tsunami crashes down towards you (first ofensive action?) -> Your turn begins
But you can decide on timeframe issues and go:
2. Ghoulspine -> Boosted Bug Tsunami -> Your turn begins
I'm saying this because I don't fully understand the way timeframe works now, teach me master)

( Suiton: Kujo Tsunami Nami ) Water Release: Destructive Tsunami Wave
Rank: s
Type: attack
Range: Short-long
Chakra Cost: 70
Damage Points: 100 (120 from Behemoth Gore Swarm)
Description: it?s a mixture of Suiton:Baku Shuishouha)-Water Style:Bursting Water Wave, the user creates a Huge tsunami while performing the bursting wave, that can level the entire area. It moves at high speeds, can break the opponents bones, and drown them in the water . variations : mud (the wave is mixed wit earth to create a mud tsunami wave, after its over the mud hardens and bury the opponent in mud) lightning ( the wave is mixed wit lightning and it can shock a large army)
Note: Created by Hellsbadass

( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Exuviae
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra Cost: 20 ( +20 = 40 )
Damage Points: N/A (Defense wise: 120 (initial strength) + 20 ( +1 rank for Exuviae) + 40 damage ( +20 chakra Boosted Exuviae ) = 180 damage defense against your 180 damage combo )
Description: Exuviae is a variant of the Insect Cocoon technique, applying the same principles of the concept by focusing chakra through the user's insects and accelerate their growth. The user will signal any active swarm , and nourish the insects with chakra, which will induce the rapid shedding and regeneration of their exoskeleton, multiplying the perceived amount of insects inside the swarm. These will be lifeless, but will behave like a barrier that will instantaneously protect the swarm from any one encounter, by doubling the defence properties of the insects by one rank ( Aburame Insects are normally weak to Elemental Ninjutsu besides Wood and other soft biological elements and strong to Raw Chakra ). This defense last the turn it is used or a single encounter, regardless of the difference in power ( stronger than the Exuviae Swarm will kill the swarm, weaker will neutralise the exoskeleton barrier ). Alternatively, due to the workings of the technique, the user is able to produce more chakra than the stated in the description of this technique, for a more direct approach against an opponent's technique, paying the chakra difference between the Swarm technique and the stronger opponent technique, plus an added +10 chakra, giving the swarm a defensive edge against boosted ninjutsu ( stat bonus, incremented combos, etc ). This will equalize the Exuviae Swarm, neutralizing the exoskeleton barrier and the opponent technique and carrying on the swarm itself, albeit weaker.

Note: Can only be used once every three turns.
Note: Boosted Exuviae can only be used three times.
Note: Boosted Exuviae is reliant on how much chakra the user spends on the technique, and works for any usage that would require more than 20 chakra ( which is the default cost of Exuviae, for the regular usage ) to equalize.
Note: Exuviae simply increases the defensive properties, not the damage output of any swarm technique.
Note: Alternative usage maxes out at +40 damage above an S rank.
Note: Can only be used by Aburame Clansmen.

Upon contact with your technique, the flies passively drain chakra from it, absorbing as much chakra as you spent on it from the technique itself. This is a passive tehcnique that explains how technique interaction will behave in this battle.

( Aburame no Hijutsu: Kaushigai ) Insect Secret Technique: Scavenging
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20 ( 5 )
Damage Points: N/A
Description: Scavenging is a passive technique where the user introduces a new mechanism within any insect technique he performs. While they're moving as a swarm, they have a very natural flow that gives the construct a great flexibility. What Scavenging does is insert a pulsation spin across the swarm, using flight patterns and wing motions. When it happens, the swarms become more conspicuous, as the light shimmers slightly across the construct with each pulsation, but it greatly increases the swarm's chakra absorption technique, as it evenly splits apart the chakra and distributes it mechanically across the whole construct, for a more efficient absorption, almost like a drill that then redistributes the splintered chakra throughout a greater number of mouths. There are two practical effects to this, the first is that, when an opposing technique happens to collide with a construct, and the swarm overpowers it ( following the same S&W, as Scavenging does not increase the damage or resistance of the construct ), then the drilling pulse will split the defeated technique and absorb the chakra used to produce it throughout the swarm. The second effect is that when affecting a living organism directly, it will double the amount of chakra stolen.

Note: This technique's cost is distributed through its duration, 5 chakra every 2 turns. Thus, this technique last 8 turns.
Note: Aburame that have their biography for more than 6 months and have mastered all the Aburame techniques can spend chakra every 3 turns. Thus, this technique would last 12 turns.
Note: Requires 3 turns cool down between usages.
Note: Can only be used 3 times.

Chakra Count: 2000 - 70 - 40 - 5 = 1885
(My bio was approved before the new RP rules, so I'm not sure of my initial chakra. Jonin has 1600 but I'll have Lifeline thus 2000, even though it's pending approval it's merely an update to the new rules. You decide. )
Alucard witnessed as his Ghoulspine technique was intercepted. He raised his right eyebrow ever so calmly upon witnessing the opponents technique about to wash over him. If Ghoulspine was intercepted.. He raised his right arm in the direction of the tidal wave and gathered up his chakra to send an ultimate wave of unstoppable forces that would carve itself through the wave as it was manifested out of pure gravity. The tidal wave and the gravitational force were both collapsing onto the opponent now at once.

...Back at you..

( Tensei Suiryoku ) - Reincarnation Thrust
Rank: S
Type: Supplementary/Defense/Attack
Range: Short - Mid
Chakra: 40
Damage: 40 - 160
Description: The user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again.
Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.
Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use any gravitational related techniques for the remainder of the fight and is unable to mold chakra for techniques above A-Rank for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be blocked or stopped. However, the enemies can still use techniques that prevent or reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped or directly countered, enemies can still manage to survive if they logically counter.
Note: Can only be used by Tenseigan Bios.

He then looked towards the devastating debacle that was now engulfing his opponent. His Tenseigan would reveal the results of his jutsu, had he won already..?
 
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Panthalassa

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Alucard witnessed as his Ghoulspine technique was intercepted. He raised his right eyebrow ever so calmly upon witnessing the opponents technique about to wash over him. If Ghoulspine was intercepted.. He raised his right arm in the direction of the tidal wave and gathered up his chakra to send an ultimate wave of unstoppable forces that would carve itself through the wave as it was manifested out of pure gravity. The tidal wave and the gravitational force were both collapsing onto the opponent now at once.

...Back at you..

( Tensei Suiryoku ) - Reincarnation Thrust
Rank: S
Type: Supplementary/Defense/Attack
Range: Short - Mid
Chakra: 40
Damage: 40 - 160
Description: The user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again.
Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.
Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use any gravitational related techniques for the remainder of the fight and is unable to mold chakra for techniques above A-Rank for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be blocked or stopped. However, the enemies can still use techniques that prevent or reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped or directly countered, enemies can still manage to survive if they logically counter.
Note: Can only be used by Tenseigan Bios.

He then looked towards the devastating debacle that was now engulfing his opponent. His Tenseigan would reveal the results of his jutsu, had he won already..?
Seeing as the Bismuth/Krypton combo did not come to be, as per the effect of Scaveging that I posted before, 50 chakra is absorbed from the Ghoulspine technique. 45 chakra for me, 5 for my insects.
Damn.... where's the usage limit on those Gravity pulls?!?!?!

Panthalassa first feels the flies screeching to the eery chakra, and then, like a giant wave, the front edge of the bug tsunami pushes forward, in unbeliable speed. Gravity. Taking advantage of the omni-directinal spread of his previous technique, the back edge of the wave would be somewhere past the limits of Long range. Without waiting to be engolfed by both the Gravity and the propelled flies, Panthalassa himself turns into flies, and the single swarm gets pushed around towards mid-range.

(Hijutsu: Haku Sakini) Secret Technique: Fade Away
Rank: A
Type: Supplementary/Defensive
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Description: The user gains the ability to merge himself into the shroud/swarm of insects around the battlefield and capable of appearing out from any part of the insect swarm.

Note: Can only be used 3 times per battle.
Note: This is similar to Kimimaro's “Sawarabi no Mai - Dance of the Young Ferns”
Note: Must be a member of the Aburame Clan.
Note: Created by DopeyDwarf and McKnockout

Either allowing me to bypass the damage altogether, out of the range of the Gravitational Push, or at least allowing me to cushion the physical damage from external sources, so that I can take a hit to my health but still manage to survive and keep on battling. When Panthalassa re-emerges, he appears in 3 different places, one Long-range from you, directly behind where he previously was, and two at either side, mid-range from eachother, also long range from you. I'm actually the one to your right, but I'm sure your Tenseye is able to spot that.

( 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.

What was that?!?!

All 3 say at the same time!


Chakra Count: 1890 - 5 - 30 - 20 = 1835 + 45 = 1880 ( +5 Chakra for my Flies )
 

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Seeing as the Bismuth/Krypton combo did not come to be, as per the effect of Scaveging that I posted before, 50 chakra is absorbed from the Ghoulspine technique. 45 chakra for me, 5 for my insects.
Damn.... where's the usage limit on those Gravity pulls?!?!?!

Panthalassa first feels the flies screeching to the eery chakra, and then, like a giant wave, the front edge of the bug tsunami pushes forward, in unbeliable speed. Gravity. Taking advantage of the omni-directinal spread of his previous technique, the back edge of the wave would be somewhere past the limits of Long range. Without waiting to be engolfed by both the Gravity and the propelled flies, Panthalassa himself turns into flies, and the single swarm gets pushed around towards mid-range.

(Hijutsu: Haku Sakini) Secret Technique: Fade Away
Rank: A
Type: Supplementary/Defensive
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Description: The user gains the ability to merge himself into the shroud/swarm of insects around the battlefield and capable of appearing out from any part of the insect swarm.

Note: Can only be used 3 times per battle.
Note: This is similar to Kimimaro's “Sawarabi no Mai - Dance of the Young Ferns”
Note: Must be a member of the Aburame Clan.
Note: Created by DopeyDwarf and McKnockout

Either allowing me to bypass the damage altogether, out of the range of the Gravitational Push, or at least allowing me to cushion the physical damage from external sources, so that I can take a hit to my health but still manage to survive and keep on battling. When Panthalassa re-emerges, he appears in 3 different places, one Long-range from you, directly behind where he previously was, and two at either side, mid-range from eachother, also long range from you. I'm actually the one to your right, but I'm sure your Tenseye is able to spot that.

( 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.

What was that?!?!

All 3 say at the same time!


Chakra Count: 1890 - 5 - 30 - 20 = 1835 + 45 = 1880 ( +5 Chakra for my Flies )
Y u no play tennis T_______T Let's get some battle music. I remember you liked this one u_u.

You must be registered for see medias


Alucard would notice with his Yin/Yang chakra sensory and his Tenseigan that the man had worked to relocate himself behind the tsunami and gravity wave that came towards him with full might. It would seem like the bugs inside the wave would be crushed by the forces of the gravity as it, itself lacked chakra and could not be eaten by them. It was their weakness, he thought to himself. Chakra-less techniques. Well if that's the case, CQC combat had to be the deal now. Alucard gathered up his chakra. He hesitated while doing it, close quarters was not his typical memo, but it was required in this situation he thought. Before his opponent would be able to proceed, taking shelter from the gravity wave, Alucard would rush towards him while activating his Tenseigan Chakra mode along for an immediate speed bonus. The speed would allow him to flank the man, untraceable and run past him only to appear behind the man about 5 meters away. Along with the chakra mode, his Puppet cursed spheres would float around his back like a clockwork. He didn't activate the mode for those though, only so he could blast his opponent with brute force of Taijutsu. As he was in his mode, behind his opponent, Alucard would strike the target with a powerful kick to their back(since he was behind him). The kick would break the opponents back as it would not just be empowered by Alucards chakra mode, but also through a rock release technique that amped up the power of his kick, making it solidify and make his knee form into a miniature mountain.

( Tenseigan Chakura Mōdo ) - Reincarnation Eye Chakra Mode
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. Upon activating this form the user gains a cyan-coloured chakra shroud with six magatama markings on his collar, dark markings over his eyebrows and lower eyelids, and a single horn shaped like Kaguya's extending from his forehead. The shroud constantly radiates flickering flames of chakra, and the user's clothing and hair continuously billow upwards.The user also gains access to six spheres created from the Pupet Cursing Technique in their offensive use, turning them into glowing cyan orbs that can be used by shaping them into smaller orbs to launch high-speed barrage attacks and explosions. The user's strength is significantly increased adding +30 to his Ninjutsu and Taijutsu techniques. Their speed is also greatly increased to the point in which he surpasses the Raikage while in the second stage of Lightning Release Armor.
Note: Can only be used twice per battle, each use lasting 6 turns. After using, the user must wait at least 3 additional turns before using again.
Note: Can only be used by Custom Otsutsuki Bios with the Tenseigan.
Note: Requires Tenseigan active.

(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.

(Rīfu Oshitsubusu Bōfū) Leaf Crushing Storm
Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60 + 30 + 40 = 130
Description: The user strikes the enemy with a powerful knee to the stomach, causing them to double over and he finishes with a strong elbow from the alternating arm to the back of the head. If successful, it will render the target unconscious for 2 turns.
 
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Panthalassa

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Y u no play tennis T_______T Let's get some battle music. I remember you liked this one u_u.

You must be registered for see medias


Alucard would notice with his Yin/Yang chakra sensory and his Tenseigan that the man had worked to relocate himself behind the tsunami and gravity wave that came towards him with full might. It would seem like the bugs inside the wave would be crushed by the forces of the gravity as it, itself lacked chakra and could not be eaten by them. It was their weakness, he thought to himself. Chakra-less techniques. Well if that's the case, CQC combat had to be the deal now. Alucard gathered up his chakra. He hesitated while doing it, close quarters was not his typical memo, but it was required in this situation he thought. Before his opponent would be able to proceed, taking shelter from the gravity wave, Alucard would rush towards him while activating his Tenseigan Chakra mode along for an immediate speed bonus. The speed would allow him to flank the man, untraceable and run past him only to appear behind the man about 5 meters away. Along with the chakra mode, his Puppet cursed spheres would float around his back like a clockwork. He didn't activate the mode for those though, only so he could blast his opponent with brute force of Taijutsu. As he was in his mode, behind his opponent, Alucard would strike the target with a powerful kick to their back(since he was behind him). The kick would break the opponents back as it would not just be empowered by Alucards chakra mode, but also through a rock release technique that amped up the power of his kick, making it solidify and make his knee form into a miniature mountain.

( Tenseigan Chakura Mōdo ) - Reincarnation Eye Chakra Mode
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. Upon activating this form the user gains a cyan-coloured chakra shroud with six magatama markings on his collar, dark markings over his eyebrows and lower eyelids, and a single horn shaped like Kaguya's extending from his forehead. The shroud constantly radiates flickering flames of chakra, and the user's clothing and hair continuously billow upwards.The user also gains access to six spheres created from the Pupet Cursing Technique in their offensive use, turning them into glowing cyan orbs that can be used by shaping them into smaller orbs to launch high-speed barrage attacks and explosions. The user's strength is significantly increased adding +30 to his Ninjutsu and Taijutsu techniques. Their speed is also greatly increased to the point in which he surpasses the Raikage while in the second stage of Lightning Release Armor.
Note: Can only be used twice per battle, each use lasting 6 turns. After using, the user must wait at least 3 additional turns before using again.
Note: Can only be used by Custom Otsutsuki Bios with the Tenseigan.
Note: Requires Tenseigan active.

(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.

(Rīfu Oshitsubusu Bōfū) Leaf Crushing Storm
Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60 + 30 + 40 = 130
Description: The user strikes the enemy with a powerful knee to the stomach, causing them to double over and he finishes with a strong elbow from the alternating arm to the back of the head. If successful, it will render the target unconscious for 2 turns.
Love that song, brings me back!

Since you took quite a lot of liberty to use that taijutsu, I'm going to explore the hell out of it!!

With the sudden burst of speed, the flies' tracking falters intermittently, though enough information passes to know that you're crossing long range into close quarters like a speeding train wreck, his preparation will no work and he'll have to think fast.

No Bueno!

As he emerges from the swarm, the hairs and flies off his back tremble, a kick, a punch, whatever, he takes a page from his opponent book and just repels his opponent altogether.

Breaking the taijutsu technique in half, Panthalassa responds to the first move, a knee thrust directed at his back, by pulsating his flies outwards, in a full body blast sphere that connects with the extending knee and pushes you outwards, while the flies drain your Chakra and stamina to impede you from completing the full taijutsu technique, aka the second move, the elbow strike.


( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80 (100)
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

Pushing you back to mid range. Right after pushing the bugs outwards, Panthalassa creates two clones with the same technique as I posted in the previous turn, each throwing two kunais towards you from my pouches at either side

CHAKRA: 1900 - 40 - 20 = 1840
 

Skorm

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Love that song, brings me back!

Since you took quite a lot of liberty to use that taijutsu, I'm going to explore the hell out of it!!

With the sudden burst of speed, the flies' tracking falters intermittently, though enough information passes to know that you're crossing long range into close quarters like a speeding train wreck, his preparation will no work and he'll have to think fast.

No Bueno!

As he emerges from the swarm, the hairs and flies off his back tremble, a kick, a punch, whatever, he takes a page from his opponent book and just repels his opponent altogether.

Breaking the taijutsu technique in half, Panthalassa responds to the first move, a knee thrust directed at his back, by pulsating his flies outwards, in a full body blast sphere that connects with the extending knee and pushes you outwards, while the flies drain your Chakra and stamina to impede you from completing the full taijutsu technique, aka the second move, the elbow strike.


( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80 (100)
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

Pushing you back to mid range. Right after pushing the bugs outwards, Panthalassa creates two clones with the same technique as I posted in the previous turn, each throwing two kunais towards you from my pouches at either side

CHAKRA: 1900 - 40 - 20 = 1840
Sorry for late response, got busy busuy busy x_x.


Good - Alucard thought to himself. His opponent wasn't completely helpless even when he speed bursted him. Before he was able to perform his Taijutsu move, his opponent would perform a full-body surge in order to make sure to hit him. Just as planned, Alucard would gather up his Yang energy which would torch up both of his palms and form white tiger avatars around them. He dived into the opponents technique and slammed it with his Yang chakra, making it cease to exist as the chakra levels necessary for sustaining the opponents technique would triple due to them being hit. However, he didn't stop there, he would continously hit his opponent left and right(4 times total) until they would basically be unable to perform techniques unless massive amounts of chakra was used. Not only that, their muscles would be torn as well, reducing their speed by one quarter as well as their chakra reserves being removed by 50% as well as a total stop of S-ranks and above techniques. Indeed, Alucard would take damage from the opponents move at first, but his Ghoulspine speciality[ref] would render the hit less damaging, nerfing it one rank as well as provide a damage reduction. His Shikotsumyaku Kekkei Genkai would also allow him to regenerate the health he lost(he loses 50hp).

( Yoton: Byako ) - Yang Release: White Tiger
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-40 per turn)
Damage points: N/A (+30)
Description: The user gathers Yang energy into his arms and hands, creating pseudo sentient white tiger heads. Due to the Yang energy, the arms become incredibly hot, causing steam emanate from them. The tiger heads roar when the user attacks and releases the dense steam as a result. In spite of the menacing appearance of the tigers, the strikes do not cause bone crushing or outwardly physical harm. Each strike onto the target causes a massive release of yang chakra into the body, which causes an imbalance of Yang energy. The imbalance results in the target's inability to mold chakra sufficiently for techniques. A single strike from this technique is all that is required to imbalance one's chakra. Targets afflicted by this imbalance become incapable of using techniques unless they spend 3x the amount chakra ordinarily required. However, excessive amounts of chakra from this technique (one turn of contact or a total of 4 completed strikes) results in a more degrading consequence. The incoming chakra becomes so great that it literally begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 50% as well as cause their body such tremendous physical pain due to the excess physical energy in their body. Their muscles begin to tear resulting in their movement speed being reduced by 1/4th. Other Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang release energy due to their training and thus, will not lose any speed and will only lose 25% of their chakra. Senjutsu surges of equivalent chakra or infusions of those ranks will negate the side effects of this Jutsu, allowing it to be ended prematurely. Should two or more strikes land, the amount of chakra needed to break it will increase likewise, requiring 20 more chakr.
Note: One strike prevents the use of techniques S-rank and above and requires 3x the normal cost for techniques A-rank and below. Yin-Yang Release users can use S-rank at 3x the cost due to their elevated control. The use of Yin Release and genjutsu above A-rank becomes impossible after 2 strikes. All matter of genjutsu becomes unusable after 4 strikes.
Note: The technique ends when the user calls for it or after they've made 4 successive strikes, whichever comes first. While the jutsu is active, the user cannot use Yin Release or non-elemental ninjutsu.
Note: Usable twice per battle and with a 4 turn cool down.

With the White Tiger technique completed, Alucards opponent would start to crumble. Unless they had sage chakra, they could not do anything about the situation. Alucard smirked and gathered up his chakra once again, having now retreated somewhat to mid-range. With a flick of the wrist, Alucard would now, confident with being victorious, gather up his chakra once again. He could not decide completely on how to end it all, but he had some tormenting ideas. He would place his opponent in a genjutsu where they would see endless darkness in all directions.

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

He was now in full play mode with his victim. He would gather up his chakra and create a swamp underneath them that they would sink into. The bottom of the swamp was high enough for the opponent to stand up with their head just above the surface. The bottom would, however, let go after a few minutes and give the opponent the sensation of a slow drowning process.

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden(A)
Range: Short - Long
Chakra: 30 - 50
Damage: N/A (60) + 30
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 thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.

Ghoulspine Specialist
If the user specialises in the CFS, they will receive be granted extra shielding against not just against additional elements but also mind altering techniques and have any technique that hits them be debuffed and loses one rank in potential(this is due to another prospect of Yin release that makes debuffs applicable through either chakra tethers such as hungry ghost) In this case it is the complex formation of Yin shielding that is circulating across the users skeleton that creates this debuff.
Additional restriction is that the visual genjutsu effects only takes place once the users skeleton has touched them and infused them with their chakra.
 

Panthalassa

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Sorry for late response, got busy busuy busy x_x.


Good - Alucard thought to himself. His opponent wasn't completely helpless even when he speed bursted him. Before he was able to perform his Taijutsu move, his opponent would perform a full-body surge in order to make sure to hit him. Just as planned, Alucard would gather up his Yang energy which would torch up both of his palms and form white tiger avatars around them. He dived into the opponents technique and slammed it with his Yang chakra, making it cease to exist as the chakra levels necessary for sustaining the opponents technique would triple due to them being hit. However, he didn't stop there, he would continously hit his opponent left and right(4 times total) until they would basically be unable to perform techniques unless massive amounts of chakra was used. Not only that, their muscles would be torn as well, reducing their speed by one quarter as well as their chakra reserves being removed by 50% as well as a total stop of S-ranks and above techniques. Indeed, Alucard would take damage from the opponents move at first, but his Ghoulspine speciality[ref] would render the hit less damaging, nerfing it one rank as well as provide a damage reduction. His Shikotsumyaku Kekkei Genkai would also allow him to regenerate the health he lost(he loses 50hp).

( Yoton: Byako ) - Yang Release: White Tiger
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-40 per turn)
Damage points: N/A (+30)
Description: The user gathers Yang energy into his arms and hands, creating pseudo sentient white tiger heads. Due to the Yang energy, the arms become incredibly hot, causing steam emanate from them. The tiger heads roar when the user attacks and releases the dense steam as a result. In spite of the menacing appearance of the tigers, the strikes do not cause bone crushing or outwardly physical harm. Each strike onto the target causes a massive release of yang chakra into the body, which causes an imbalance of Yang energy. The imbalance results in the target's inability to mold chakra sufficiently for techniques. A single strike from this technique is all that is required to imbalance one's chakra. Targets afflicted by this imbalance become incapable of using techniques unless they spend 3x the amount chakra ordinarily required. However, excessive amounts of chakra from this technique (one turn of contact or a total of 4 completed strikes) results in a more degrading consequence. The incoming chakra becomes so great that it literally begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 50% as well as cause their body such tremendous physical pain due to the excess physical energy in their body. Their muscles begin to tear resulting in their movement speed being reduced by 1/4th. Other Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang release energy due to their training and thus, will not lose any speed and will only lose 25% of their chakra. Senjutsu surges of equivalent chakra or infusions of those ranks will negate the side effects of this Jutsu, allowing it to be ended prematurely. Should two or more strikes land, the amount of chakra needed to break it will increase likewise, requiring 20 more chakr.
Note: One strike prevents the use of techniques S-rank and above and requires 3x the normal cost for techniques A-rank and below. Yin-Yang Release users can use S-rank at 3x the cost due to their elevated control. The use of Yin Release and genjutsu above A-rank becomes impossible after 2 strikes. All matter of genjutsu becomes unusable after 4 strikes.
Note: The technique ends when the user calls for it or after they've made 4 successive strikes, whichever comes first. While the jutsu is active, the user cannot use Yin Release or non-elemental ninjutsu.
Note: Usable twice per battle and with a 4 turn cool down.

With the White Tiger technique completed, Alucards opponent would start to crumble. Unless they had sage chakra, they could not do anything about the situation. Alucard smirked and gathered up his chakra once again, having now retreated somewhat to mid-range. With a flick of the wrist, Alucard would now, confident with being victorious, gather up his chakra once again. He could not decide completely on how to end it all, but he had some tormenting ideas. He would place his opponent in a genjutsu where they would see endless darkness in all directions.

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

He was now in full play mode with his victim. He would gather up his chakra and create a swamp underneath them that they would sink into. The bottom of the swamp was high enough for the opponent to stand up with their head just above the surface. The bottom would, however, let go after a few minutes and give the opponent the sensation of a slow drowning process.

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden(A)
Range: Short - Long
Chakra: 30 - 50
Damage: N/A (60) + 30
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 thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.

Ghoulspine Specialist
If the user specialises in the CFS, they will receive be granted extra shielding against not just against additional elements but also mind altering techniques and have any technique that hits them be debuffed and loses one rank in potential(this is due to another prospect of Yin release that makes debuffs applicable through either chakra tethers such as hungry ghost) In this case it is the complex formation of Yin shielding that is circulating across the users skeleton that creates this debuff.
Additional restriction is that the visual genjutsu effects only takes place once the users skeleton has touched them and infused them with their chakra.
OOC: I guess that's one way of muddling a time-frame! The way I'm understanding your move, Leaf Crushing Storm is interrupted by Crypsis, pushing Alucard outwards. You accept and validate this but charge White Tiger immediately after contact, to empower you to arrest your momentum mid-burst, and dive into the bug-wave created by Crypsis, 1st Strike breaking the technique, and 2nd/3rd and 4th Strike aimed towards Panthalassa, closing the distance once again. I'm thus initiating my turn after White Tiger appears on your Fists and you strike the Crypsis wave that is carrying you outwards.

As Alucard strikes the swarm with White Tiger, flies burst from Panthalassa and form 2 clones as intended, who immediately strike forward with the speed of a fly. The right elbow of the 1st clone, as he rises from creation, is aimed at shoulder joint of your left arm (which should be carrying the first strike aimed at Panthalssa, since you said you attack Panthalassa "left and right") pushing your arm outwards, avoiding it light the plague as it is coated in dangerous chakra. While the second clone, similary in it's genesis aims his own right elbow behind Alucard's right thigh, carrying him with his arm and, in combination with the first clone, toppling Alucard over and around, in a combined throw. Both clones have a syrupy liquid oozing out as touch you, which drains your chakra and thus energy, allowing them to more easily throw you into the ground, and overcoming your taijutsu, as the arm and hands are not allowed to touch any of them or Panthalassa himself. All of this should happen at nearly the same time, since they are pure Taijutsu moves combined with 1 ninjutsu.

( 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.[/B]

(Konoha Kaiganshō) - Leaf Rock Destroying Rise x2
Rank: B
Type: Attack
Range: short - mid
Chakra cost: N/A
Damage points: 40
Description: A taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, is even strong enough to destroy rock formations.

Crypsis drains 200 chakra
Chakra Count: 1860 + 180 = 2040 ( My flies absorb 20 = 25 )
 
Last edited:

Skorm

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OOC: I guess that's one way of muddling a time-frame! The way I'm understanding your move, Leaf Crushing Storm is interrupted by Crypsis, pushing Alucard outwards. You accept and validate this but charge White Tiger immediately after contact, to empower you to arrest your momentum mid-burst, and dive into the bug-wave created by Crypsis, 1st Strike breaking the technique, and 2nd/3rd and 4th Strike aimed towards Panthalassa, closing the distance once again. I'm thus initiating my turn after White Tiger appears on your Fists and you strike the Crypsis wave that is carrying you outwards.

As Alucard strikes the swarm with White Tiger, flies burst from Panthalassa and form 2 clones as intended, who immediately strike forward with the speed of a fly. The right elbow of the 1st clone, as he rises from creation, is aimed at shoulder joint of your left arm (which should be carrying the first strike aimed at Panthalssa, since you said you attack Panthalassa "left and right") pushing your arm outwards, avoiding it light the plague as it is coated in dangerous chakra. While the second clone, similary in it's genesis aims his own right elbow behind Alucard's right thigh, carrying him with his arm and, in combination with the first clone, toppling Alucard over and around, in a combined throw. Both clones have a syrupy liquid oozing out as touch you, which drains your chakra and thus energy, allowing them to more easily throw you into the ground, and overcoming your taijutsu, as the arm and hands are not allowed to touch any of them or Panthalassa himself. All of this should happen at nearly the same time, since they are pure Taijutsu moves combined with 1 ninjutsu.

( 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.[/B]

(Konoha Kaiganshō) - Leaf Rock Destroying Rise x2
Rank: B
Type: Attack
Range: short - mid
Chakra cost: N/A
Damage points: 40
Description: A taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, is even strong enough to destroy rock formations.

Crypsis drains 200 chakra
Chakra Count: 1860 + 180 = 2040 ( My flies absorb 20 = 25 )
With the White Tiger technique activated, Alucard would sense two concentrated forms of the swarm to his left and right. It would seem like his opponent was now getting desperate, and with pleasure he thought to himself as he could sense the movements of the clones. He cared not for their simple attacks and would simply use the puppet curse spheres formed from his Chakra Mode, to dispatch of the two clones while. The spheres would do massive physical damage, two would smash into one clone, the other two into the other clone. This allowed him to hit his main opponent still with the White Tiger technique to cripple them with four hits.

..And now what is your plan..?

( Yoton: Byako ) - Yang Release: White Tiger
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-40 per turn)
Damage points: N/A (+30)
Description: The user gathers Yang energy into his arms and hands, creating pseudo sentient white tiger heads. Due to the Yang energy, the arms become incredibly hot, causing steam emanate from them. The tiger heads roar when the user attacks and releases the dense steam as a result. In spite of the menacing appearance of the tigers, the strikes do not cause bone crushing or outwardly physical harm. Each strike onto the target causes a massive release of yang chakra into the body, which causes an imbalance of Yang energy. The imbalance results in the target's inability to mold chakra sufficiently for techniques. A single strike from this technique is all that is required to imbalance one's chakra. Targets afflicted by this imbalance become incapable of using techniques unless they spend 3x the amount chakra ordinarily required. However, excessive amounts of chakra from this technique (one turn of contact or a total of 4 completed strikes) results in a more degrading consequence. The incoming chakra becomes so great that it literally begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 50% as well as cause their body such tremendous physical pain due to the excess physical energy in their body. Their muscles begin to tear resulting in their movement speed being reduced by 1/4th. Other Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang release energy due to their training and thus, will not lose any speed and will only lose 25% of their chakra. Senjutsu surges of equivalent chakra or infusions of those ranks will negate the side effects of this Jutsu, allowing it to be ended prematurely. Should two or more strikes land, the amount of chakra needed to break it will increase likewise, requiring 20 more chakr.
Note: One strike prevents the use of techniques S-rank and above and requires 3x the normal cost for techniques A-rank and below. Yin-Yang Release users can use S-rank at 3x the cost due to their elevated control. The use of Yin Release and genjutsu above A-rank becomes impossible after 2 strikes. All matter of genjutsu becomes unusable after 4 strikes.
Note: The technique ends when the user calls for it or after they've made 4 successive strikes, whichever comes first. While the jutsu is active, the user cannot use Yin Release or non-elemental ninjutsu.
Note: Usable twice per battle and with a 4 turn cool down.

( Ningyō Noroitama ) - Puppet Cursing Technique (x4)
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80 + 30
Description: The user molds his chakra into the form of a green-coloured sphere. This sphere is held and can be seen as similar to the Rasengan in appearance. By sending it at an opponent, the user can use these spheres to temporarily take control of an opponent's body, effectively turning them into a puppet, with limitations of course. It also has tactical purposes, allowing the user to read the minds of those it enters, mentally linking to the user. These spheres can also have damaging effects, causing damage if used as an offensive sphere of chakra, similar to Rasengan. The user cannot use it for both puppet mimicry and to damage the opponent in the same turn. The user can alternatively use the offensive variant through his actual puppets, not the ones used from this jutsu.
Note: Cannot be used to force the opponents to kill or injure themselves.
Note: Only two puppets can be controlled at a time via this method and up to Kage ranked. Hold over the puppets last for only a single turn.
Note: Can only be used by Otsutsuki Clan bios.
 

Panthalassa

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With the White Tiger technique activated, Alucard would sense two concentrated forms of the swarm to his left and right. It would seem like his opponent was now getting desperate, and with pleasure he thought to himself as he could sense the movements of the clones. He cared not for their simple attacks and would simply use the puppet curse spheres formed from his Chakra Mode, to dispatch of the two clones while. The spheres would do massive physical damage, two would smash into one clone, the other two into the other clone. This allowed him to hit his main opponent still with the White Tiger technique to cripple them with four hits.

..And now what is your plan..?

( Yoton: Byako ) - Yang Release: White Tiger
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-40 per turn)
Damage points: N/A (+30)
Description: The user gathers Yang energy into his arms and hands, creating pseudo sentient white tiger heads. Due to the Yang energy, the arms become incredibly hot, causing steam emanate from them. The tiger heads roar when the user attacks and releases the dense steam as a result. In spite of the menacing appearance of the tigers, the strikes do not cause bone crushing or outwardly physical harm. Each strike onto the target causes a massive release of yang chakra into the body, which causes an imbalance of Yang energy. The imbalance results in the target's inability to mold chakra sufficiently for techniques. A single strike from this technique is all that is required to imbalance one's chakra. Targets afflicted by this imbalance become incapable of using techniques unless they spend 3x the amount chakra ordinarily required. However, excessive amounts of chakra from this technique (one turn of contact or a total of 4 completed strikes) results in a more degrading consequence. The incoming chakra becomes so great that it literally begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 50% as well as cause their body such tremendous physical pain due to the excess physical energy in their body. Their muscles begin to tear resulting in their movement speed being reduced by 1/4th. Other Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang release energy due to their training and thus, will not lose any speed and will only lose 25% of their chakra. Senjutsu surges of equivalent chakra or infusions of those ranks will negate the side effects of this Jutsu, allowing it to be ended prematurely. Should two or more strikes land, the amount of chakra needed to break it will increase likewise, requiring 20 more chakr.
Note: One strike prevents the use of techniques S-rank and above and requires 3x the normal cost for techniques A-rank and below. Yin-Yang Release users can use S-rank at 3x the cost due to their elevated control. The use of Yin Release and genjutsu above A-rank becomes impossible after 2 strikes. All matter of genjutsu becomes unusable after 4 strikes.
Note: The technique ends when the user calls for it or after they've made 4 successive strikes, whichever comes first. While the jutsu is active, the user cannot use Yin Release or non-elemental ninjutsu.
Note: Usable twice per battle and with a 4 turn cool down.

( Ningyō Noroitama ) - Puppet Cursing Technique (x4)
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80 + 30
Description: The user molds his chakra into the form of a green-coloured sphere. This sphere is held and can be seen as similar to the Rasengan in appearance. By sending it at an opponent, the user can use these spheres to temporarily take control of an opponent's body, effectively turning them into a puppet, with limitations of course. It also has tactical purposes, allowing the user to read the minds of those it enters, mentally linking to the user. These spheres can also have damaging effects, causing damage if used as an offensive sphere of chakra, similar to Rasengan. The user cannot use it for both puppet mimicry and to damage the opponent in the same turn. The user can alternatively use the offensive variant through his actual puppets, not the ones used from this jutsu.
Note: Cannot be used to force the opponents to kill or injure themselves.
Note: Only two puppets can be controlled at a time via this method and up to Kage ranked. Hold over the puppets last for only a single turn.
Note: Can only be used by Otsutsuki Clan bios.
OOC: I am indeed getting desperate, it is hard to figure out the time frame with all this neutralization techniques you use. Btw, when using White Tiger, your note says you can't use Yin nor Non-Elemental Ninjutsu, which would most like prevent you from accessing your Curse Puppets. Regardless, I'm going to reply to the following situation: Facing you, Panthalassa is accompanied by two clones in half-swarm half-humanoid form, which, according to the previous turn, are intent on lunging themselves towards Alucards. On the opposite side, Alucard is lunging forward towards Panthalassa, while his Puppet balls are, two of each, shooting towards each clone. That's how I'll start my turn.

A single drop of sweat falls from Panthalassa's temple. This high-stakes situation is proving to be quite stressfull against this beast of an opponent. As the cyan balls behind Alucard shoot towards the clones, they use their half swarm form to rotate around them. The swarm flies at speeds of that of a ninja fly, spreading in a rotating circle around the puppet balls and around Alucard, and hit him with their syrupy bug legs.

The clone to the right rotates in a counter clockwise, flying through the air, simultaneously dodging the White Tiger carrying arm (your left) and two puppet balls that come from your left side, to deal a spinning kick against your shoulder and neck, pushing your backwards, sideways and downwards.

The clone to the left rotates in a clock wise motion, lowering himself to the ground, simultaneously dodging the two puppet balls and sweeping through your right leg, tripping you in combination with his counter part into toppling you over, away from them.

(Konoha Gōriki Senpū ) - Leaf Strong Whirlwind x2
Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that makes it hard to follow the user's movement, smashing his enemy with overwhelming strength. This is a more Powerful leaf great whirlwind.

At the same time, Panthalassa drunkingly flips backwards onto his hands and then feet again, while picking up 3 kunais mid-flip and throwing them towards Alucard, covering his escape and gaining some distance from the situation, swaying in place a bit with a 4th kunai in hand.

(Suiken) - Drunken Fist
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: This unusual taijutsu style is a unique style of combat Drunken Fist Fighters become human powerhouses who'll strike unpredictability, with no inhibitions, an explosive fury and without any second thoughts about their actions. The user can either make themselves drunk or imitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.

My plan is *hic* no plan!

No taijutsu from you? weak...
 

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OOC: I am indeed getting desperate, it is hard to figure out the time frame with all this neutralization techniques you use. Btw, when using White Tiger, your note says you can't use Yin nor Non-Elemental Ninjutsu, which would most like prevent you from accessing your Curse Puppets. Regardless, I'm going to reply to the following situation: Facing you, Panthalassa is accompanied by two clones in half-swarm half-humanoid form, which, according to the previous turn, are intent on lunging themselves towards Alucards. On the opposite side, Alucard is lunging forward towards Panthalassa, while his Puppet balls are, two of each, shooting towards each clone. That's how I'll start my turn.

A single drop of sweat falls from Panthalassa's temple. This high-stakes situation is proving to be quite stressfull against this beast of an opponent. As the cyan balls behind Alucard shoot towards the clones, they use their half swarm form to rotate around them. The swarm flies at speeds of that of a ninja fly, spreading in a rotating circle around the puppet balls and around Alucard, and hit him with their syrupy bug legs.

The clone to the right rotates in a counter clockwise, flying through the air, simultaneously dodging the White Tiger carrying arm (your left) and two puppet balls that come from your left side, to deal a spinning kick against your shoulder and neck, pushing your backwards, sideways and downwards.

The clone to the left rotates in a clock wise motion, lowering himself to the ground, simultaneously dodging the two puppet balls and sweeping through your right leg, tripping you in combination with his counter part into toppling you over, away from them.

(Konoha Gōriki Senpū ) - Leaf Strong Whirlwind x2
Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that makes it hard to follow the user's movement, smashing his enemy with overwhelming strength. This is a more Powerful leaf great whirlwind.

At the same time, Panthalassa drunkingly flips backwards onto his hands and then feet again, while picking up 3 kunais mid-flip and throwing them towards Alucard, covering his escape and gaining some distance from the situation, swaying in place a bit with a 4th kunai in hand.

(Suiken) - Drunken Fist
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: This unusual taijutsu style is a unique style of combat Drunken Fist Fighters become human powerhouses who'll strike unpredictability, with no inhibitions, an explosive fury and without any second thoughts about their actions. The user can either make themselves drunk or imitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.

My plan is *hic* no plan!

No taijutsu from you? weak...
I think the puppet curse is already created prior to White Tiger which would mean they would be on stand-by. I think in this case, it'd prevent me from using techniques after White Tiger that isn't of elemental/yin nature. It'd be worth a quote tho, had the fight been official i'll give you that xD.


Alucard noticed how the clones would bend themselves in order to avoid getting struck by the puppet cursed spheres. His presence in reality was unparalleled and the signs where all there. The two spheres that Alucard had left behind would now be used instead, to end the clones once and for all. As he felt the clones closing in on his back, the remaining orbs would smash into the clones from behind and turn them into pieces. At the same time, his opponent infront of him would make amends and plan an escape route and tossing a few kunais. Cute, he thought to himself. Having returned the four other spheres now that the clones were gone. The six of the were now back behind him. As his opponent went away, Alucard would gather up his chakra. He performed an acrobatic spinning jump, reaching higher altitude than his opponent, dodging the kunais and would create a drill shaped bone that he aimed into his opponents skull.

..Drunk? How's this for a hangover..

( Hasagurama no Mai ) – Dance of the Hasagurama
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60 + 30
Description: The user launches himself above the enemy, extending his bones and spins downwards like a giant drill to rip through the opponent’s skull.
 
Last edited:

Panthalassa

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I think the puppet curse is already created prior to White Tiger which would mean they would be on stand-by. I think in this case, it'd prevent me from using techniques after White Tiger that isn't of elemental/yin nature. It'd be worth a quote tho, had the fight been official i'll give you that xD.


Alucard noticed how the clones would bend themselves in order to avoid getting struck by the puppet cursed spheres. His presence in reality was unparalleled and the signs where all there. The two spheres that Alucard had left behind would now be used instead, to end the clones once and for all. As he felt the clones closing in on his back, the remaining orbs would smash into the clones from behind and turn them into pieces. At the same time, his opponent infront of him would make amends and plan an escape route and tossing a few kunais. Cute, he thought to himself. Having returned the four other spheres now that the clones were gone. The six of the were now back behind him. As his opponent went away, Alucard would gather up his chakra. He performed an acrobatic spinning jump, reaching higher altitude than his opponent, dodging the kunais and would create a drill shaped bone that he aimed into his opponents skull.

..Drunk? How's this for a hangover..

( Hasagurama no Mai ) – Dance of the Hasagurama
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60 + 30
Description: The user launches himself above the enemy, extending his bones and spins downwards like a giant drill to rip through the opponent’s skull.
That is not a good hangover cure, actually!

As you jump up to release the great bone drill, Panthalassa extends his free arm upwards and a humongous hand made of insects appears, grabbing the bone drill and clinging onto it, feeding from you and pulling you downwards to slam your body into the ground in front of him.

( Aburame no Hijutsu: Udegumi ) Hidden Insect Technique: Exopodite
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80 (100)
Description: The user surrounds his arm with a highly concentrated swarm of insects, compacted together while allowing very minute lines of flow. This will enhance the user's arm into beastly proportions, which the user can utilize to exert greater strength or defend oneself, over 5 meters, with great flexibility and disjointed movement. At the core of the insect arm, surrounding the user's own arm, the user infuses the swarm with a variant of the Insect Cocoon technique, replenishing the whole arm through the minute lines of flow. This allows the user to keep regenerating the power of the technique. This insect arm can be overpowered or neutralized following the insect's S&W, but can't be weakened, as the insects will always be replenished unless killed.

Note: Lasts 4 turns.
Note: Can only be used 3 turns.
Note: Requires a 2 turn cool down.
Note: Can't use other techniques higher than S rank while the arm is in play.
Note: Since it follows the bug's S&W, it can defend against B rank elemental ninjutsu indefinitely until the technique wears off, and will be neutralized by any A rank elemental ninjutsu, at any point.

Though before you slam into the ground, Pathalassa uses his left knee to kick upwards, releasing a magnified knee of insects that pinches you between both augmented limbs. The arm grabs the drill while the knee strikes the head and torso.

(Kikaichu Tsukamu Kumite) Destruction Bug Kata
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30 (+5 each turn it's activated)
Damage Points: 60 (80) (+10 damage to taijutsu)
Description: The use will release many Kikaichū bugs out of his body which coat his limbs (arms, legs, etc. – the user chooses what) with the crowd of insects. The user can use these insects as an extension of their limbs giving them longer reach with taijutsu and can also be used to restrict the opponent.

Note: Must be a member of the Aburame Clan.
Note: The user is capable of performing jutsus and form hand seals while this is active.
Note: Created by DopeyDwarf and McKnockout
 

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That is not a good hangover cure, actually!

As you jump up to release the great bone drill, Panthalassa extends his free arm upwards and a humongous hand made of insects appears, grabbing the bone drill and clinging onto it, feeding from you and pulling you downwards to slam your body into the ground in front of him.

( Aburame no Hijutsu: Udegumi ) Hidden Insect Technique: Exopodite
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80 (100)
Description: The user surrounds his arm with a highly concentrated swarm of insects, compacted together while allowing very minute lines of flow. This will enhance the user's arm into beastly proportions, which the user can utilize to exert greater strength or defend oneself, over 5 meters, with great flexibility and disjointed movement. At the core of the insect arm, surrounding the user's own arm, the user infuses the swarm with a variant of the Insect Cocoon technique, replenishing the whole arm through the minute lines of flow. This allows the user to keep regenerating the power of the technique. This insect arm can be overpowered or neutralized following the insect's S&W, but can't be weakened, as the insects will always be replenished unless killed.

Note: Lasts 4 turns.
Note: Can only be used 3 turns.
Note: Requires a 2 turn cool down.
Note: Can't use other techniques higher than S rank while the arm is in play.
Note: Since it follows the bug's S&W, it can defend against B rank elemental ninjutsu indefinitely until the technique wears off, and will be neutralized by any A rank elemental ninjutsu, at any point.

Though before you slam into the ground, Pathalassa uses his left knee to kick upwards, releasing a magnified knee of insects that pinches you between both augmented limbs. The arm grabs the drill while the knee strikes the head and torso.

(Kikaichu Tsukamu Kumite) Destruction Bug Kata
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30 (+5 each turn it's activated)
Damage Points: 60 (80) (+10 damage to taijutsu)
Description: The use will release many Kikaichū bugs out of his body which coat his limbs (arms, legs, etc. – the user chooses what) with the crowd of insects. The user can use these insects as an extension of their limbs giving them longer reach with taijutsu and can also be used to restrict the opponent.

Note: Must be a member of the Aburame Clan.
Note: The user is capable of performing jutsus and form hand seals while this is active.
Note: Created by DopeyDwarf and McKnockout
As Alucard would sense the chakra from his opponent, he saw the swarm of bugs grippling onto the bone techniques, ready to slam him into the ground whilst attempting to drain his chakra.

lol

He would use the opportunity, having his arms already stretched out towards his opponent, to fire a projectile towards them. A giant bone arrow would be created from the drill, and he would empower the technique through his liquid krypton release simultaneously. The bone arrow would reach critical freezing temperatures and become a super-insulator in the progress of becoming stronger as well. The technique would pierce through the opponents swarm and hit them with ease due to the size of the arrow and the distance. The arrow would become crystalline and perfectly structured.


( Hone Ya ) - Bone Arrow
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60 + 30 + 20 = 110
Description: The user extends either arm at his target and fires a giant bone arrow with incredible force torwards their target. The arrow's trajectory and movements can be further manipulated by a thin bone thread which remains attached to the user's arm for the manipulation to occur.

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type: Supplementary
Rank: A-S(A)
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bastion is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a thermainsulator. The Bastion technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. This translates, in clashes, into a debuff or shielding or residual properties of elements clashing with techniques that are empowered through bastion. Elements that are hot and clash with techniques infused with Bastion becomes cold rather instantaneously and loses one rank in efficacy which in shorter terms is a debuff. Fire and lightning would be two elements exposed to this as an example, other elements do not experience this debuff so low-energy or elements that can exist without having to put constant energy or fuel into it are not suspectible to this debuff(water/wind/earth) etc. Naturally, elements of solid nature would benefit the most out of Bastion as the colder any matter gets, it will ultimately solidify. Techniques that derive from elements that make up the Liquid Krypton element(Wind/Water) are suspectible to this infusion and can be used with it. Moving on, the technique has two ranks of infusion, categorized into the amount of chakra the user spends on the infusion.

A-Rank
The A-rank version will apply a hefty amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique will become extremely dense and blank on the surface as the Bastion technique spreads through the entirety of the technique. A damage buff will be given of +20 to a technique boosted with the A-rank version. This rank will transform solids infused into crystalline formations that deflect sunlight like a mirror. Liquids will become slowly flowing with sparkling touches and gasses will become an icy slush-storm.
S-rank
The S-rank version will apply a significant amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique becomes much more dense with a crystalline and icy structure on the surface. A damage buff of +30 will be given and elements infused with this rank are also given the same properties as that of the A-rank version.
Note: A-rank version can be used x4 per battle and requires a 2 turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a 3 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

At this point, Alucard would've been almost restored to peak health points as well although his chakra mode was about to run out. He didn't necessarily need it anymore for the fight though, the pacing of it was in his hands now. He watched as his bone arrow erased his opponent from existence and buried them beneath the ground.

Now that's a dead body. .. NUTSS

With his opponent smashed into the pit(close range from his position), Alucard would step up his game now. He grabbed one of the puppet spheres in one of his hands and charged it with chakra. He looked down as he unleashed the Silver Wheel, which would ripple through the ground like an earth-quake and destroy what was left of his opponent.

( Ginrin Tensei Baku) - Silver Wheel Reincarnation Explosion
Rank: S
Type: Offensive
Range: Short - Mid
Chakra: 40
Damage: 120 (160 with TSB used) (120) + 30
Description: While using Tenseigan Chakra Mode, the user focuses his chakra into one of his green orbs and grasps it in his hand to create a powerful silvery typhoon capable of causing life threatening injuries. If the user does not have access to the Truth Seeking Orbs, he is able to use his Puppet Cursing Technique spheres in their place.
Note: Can only be used with Tenseigan Chakra Mode
Note: Can only be used twice per battle with a three turn cool down period.
 

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As Alucard would sense the chakra from his opponent, he saw the swarm of bugs grippling onto the bone techniques, ready to slam him into the ground whilst attempting to drain his chakra.

lol

He would use the opportunity, having his arms already stretched out towards his opponent, to fire a projectile towards them. A giant bone arrow would be created from the drill, and he would empower the technique through his liquid krypton release simultaneously. The bone arrow would reach critical freezing temperatures and become a super-insulator in the progress of becoming stronger as well. The technique would pierce through the opponents swarm and hit them with ease due to the size of the arrow and the distance. The arrow would become crystalline and perfectly structured.


( Hone Ya ) - Bone Arrow
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60 + 30 + 20 = 110
Description: The user extends either arm at his target and fires a giant bone arrow with incredible force torwards their target. The arrow's trajectory and movements can be further manipulated by a thin bone thread which remains attached to the user's arm for the manipulation to occur.

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type: Supplementary
Rank: A-S(A)
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bastion is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a thermainsulator. The Bastion technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. This translates, in clashes, into a debuff or shielding or residual properties of elements clashing with techniques that are empowered through bastion. Elements that are hot and clash with techniques infused with Bastion becomes cold rather instantaneously and loses one rank in efficacy which in shorter terms is a debuff. Fire and lightning would be two elements exposed to this as an example, other elements do not experience this debuff so low-energy or elements that can exist without having to put constant energy or fuel into it are not suspectible to this debuff(water/wind/earth) etc. Naturally, elements of solid nature would benefit the most out of Bastion as the colder any matter gets, it will ultimately solidify. Techniques that derive from elements that make up the Liquid Krypton element(Wind/Water) are suspectible to this infusion and can be used with it. Moving on, the technique has two ranks of infusion, categorized into the amount of chakra the user spends on the infusion.

A-Rank
The A-rank version will apply a hefty amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique will become extremely dense and blank on the surface as the Bastion technique spreads through the entirety of the technique. A damage buff will be given of +20 to a technique boosted with the A-rank version. This rank will transform solids infused into crystalline formations that deflect sunlight like a mirror. Liquids will become slowly flowing with sparkling touches and gasses will become an icy slush-storm.
S-rank
The S-rank version will apply a significant amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique becomes much more dense with a crystalline and icy structure on the surface. A damage buff of +30 will be given and elements infused with this rank are also given the same properties as that of the A-rank version.
Note: A-rank version can be used x4 per battle and requires a 2 turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a 3 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

At this point, Alucard would've been almost restored to peak health points as well although his chakra mode was about to run out. He didn't necessarily need it anymore for the fight though, the pacing of it was in his hands now. He watched as his bone arrow erased his opponent from existence and buried them beneath the ground.

Now that's a dead body. .. NUTSS

With his opponent smashed into the pit(close range from his position), Alucard would step up his game now. He grabbed one of the puppet spheres in one of his hands and charged it with chakra. He looked down as he unleashed the Silver Wheel, which would ripple through the ground like an earth-quake and destroy what was left of his opponent.

( Ginrin Tensei Baku) - Silver Wheel Reincarnation Explosion
Rank: S
Type: Offensive
Range: Short - Mid
Chakra: 40
Damage: 120 (160 with TSB used) (120) + 30
Description: While using Tenseigan Chakra Mode, the user focuses his chakra into one of his green orbs and grasps it in his hand to create a powerful silvery typhoon capable of causing life threatening injuries. If the user does not have access to the Truth Seeking Orbs, he is able to use his Puppet Cursing Technique spheres in their place.
Note: Can only be used with Tenseigan Chakra Mode
Note: Can only be used twice per battle with a three turn cool down period.
Upon contact with Exopodite , 200 Chakra is drained from Skorm, 20 Chakra is absorbed by Panthalassa, adding to his reserves, 180 is metabolized by the flies,shifting from 10% to 90%. This increases the nourishment of the flies composing Exopodite and adds +20 damage to it, now 120 damage,allowing it to take the enhanced arrow of bone while maintaining the grip.

( Aburame no Jutsu: Agarimono ) Insect Technique: Copiotroph
Type: Supplementary
Rank: N/A
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: This is a passive technique that can be applied after a successfull absorption of chakra by the user's insects or the user. Through their symbionic relationship, the host and the insects share a portion of the chakra drained, while the remainder is directly metabolized by the insects themselves, as part of their digestion. As a mark of a Master Aburame, this portion can be changed. Kikaichu, for example, usually retain 10% to digest while sharing the remaining 90%, as it is considered more benefitial for the host to retain the chakra rather than the nourished insects. This technique allows for the user to, at max, invert the proportions, allowing the insects to metabolize up to 90% of the chakra, sharing just the remaining 10%. This will increase the nourishment of the insects allowing them to become faster and stronger temporarily, due to the increase in metabolized chakra. For every increment of 20%, the insects' following technique will gain a +5 damage boost, up to a maximum of +20 damage increase.

Note: Can change metabolic percentages at will, but can only gain the boost 6 times per battle, nor towards the stack boost rules, as it will only affect the next technique used through the swarm, as long as it is done within the same turn ( This technique can only be used after confirming the drain, which only happens at the begining of the turn following the draining technique ).

With the grip maintained, Panthalassa proceeds with his intent of slamming you to the ground, to then coat his knee using the Bug Kata technique and strike your torso and head, pinching you between both techniques before you collide with the ground, breaking your concentration and preventing the usage of Silver wheel .

[My phone isn't allowing me to copy the bug kata technique, but it is exactly the same as posted in the previous turn, 80 damage]
 

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Upon contact with Exopodite , 200 Chakra is drained from Skorm, 20 Chakra is absorbed by Panthalassa, adding to his reserves, 180 is metabolized by the flies,shifting from 10% to 90%. This increases the nourishment of the flies composing Exopodite and adds +20 damage to it, now 120 damage,allowing it to take the enhanced arrow of bone while maintaining the grip.

( Aburame no Jutsu: Agarimono ) Insect Technique: Copiotroph
Type: Supplementary
Rank: N/A
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: This is a passive technique that can be applied after a successfull absorption of chakra by the user's insects or the user. Through their symbionic relationship, the host and the insects share a portion of the chakra drained, while the remainder is directly metabolized by the insects themselves, as part of their digestion. As a mark of a Master Aburame, this portion can be changed. Kikaichu, for example, usually retain 10% to digest while sharing the remaining 90%, as it is considered more benefitial for the host to retain the chakra rather than the nourished insects. This technique allows for the user to, at max, invert the proportions, allowing the insects to metabolize up to 90% of the chakra, sharing just the remaining 10%. This will increase the nourishment of the insects allowing them to become faster and stronger temporarily, due to the increase in metabolized chakra. For every increment of 20%, the insects' following technique will gain a +5 damage boost, up to a maximum of +20 damage increase.

Note: Can change metabolic percentages at will, but can only gain the boost 6 times per battle, nor towards the stack boost rules, as it will only affect the next technique used through the swarm, as long as it is done within the same turn ( This technique can only be used after confirming the drain, which only happens at the begining of the turn following the draining technique ).

With the grip maintained, Panthalassa proceeds with his intent of slamming you to the ground, to then coat his knee using the Bug Kata technique and strike your torso and head, pinching you between both techniques before you collide with the ground, breaking your concentration and preventing the usage of Silver wheel .

[My phone isn't allowing me to copy the bug kata technique, but it is exactly the same as posted in the previous turn, 80 damage]
Alucards arrow would slam into the ever more chakra feeding creep. It wasn't enough though and he would be put in a situation where he would be clamped together between the mans leg and their enhanced arms. At this point, his patience would be gone. Upon being held against his will, Alucard would push away his opponent through the gravity waves that he could control. The waves would send the opponent crashing into the ground, taking large amounts of damage upon which, Alucard would proceed with his initial plan.

T's not smart trying to hold me against my will..


He would hold one of the puppet sphere orbs in his right hand and concentrate it into a silvery vortex that would smash into the opponent, shortly after his gravitational waves would have nearly ended them. Should his opponent get up after this, he might have to get more serious though..

( Tensei Suiryoku ) - Reincarnation Thrust
Rank: S
Type: Supplementary/Defense/Attack
Range: Short - Mid
Chakra: 40
Damage: 40 - 160 (80) + 30
Description: The user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again.
Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.
Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use any gravitational related techniques for the remainder of the fight and is unable to mold chakra for techniques above A-Rank for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be blocked or stopped. However, the enemies can still use techniques that prevent or reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped or directly countered, enemies can still manage to survive if they logically counter.
Note: Can only be used by Tenseigan Bios.

( Ginrin Tensei Baku) - Silver Wheel Reincarnation Explosion
Rank: S
Type: Offensive
Range: Short - Mid
Chakra: 40
Damage: 120 (160 with TSB used) (120) + 30
Description: While using Tenseigan Chakra Mode, the user focuses his chakra into one of his green orbs and grasps it in his hand to create a powerful silvery typhoon capable of causing life threatening injuries. If the user does not have access to the Truth Seeking Orbs, he is able to use his Puppet Cursing Technique spheres in their place.
Note: Can only be used with Tenseigan Chakra Mode
Note: Can only be used twice per battle with a three turn cool down period.
 

Panthalassa

Active member
Elite
Joined
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Kin
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Kumi
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Trait Points
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Alucards arrow would slam into the ever more chakra feeding creep. It wasn't enough though and he would be put in a situation where he would be clamped together between the mans leg and their enhanced arms. At this point, his patience would be gone. Upon being held against his will, Alucard would push away his opponent through the gravity waves that he could control. The waves would send the opponent crashing into the ground, taking large amounts of damage upon which, Alucard would proceed with his initial plan.

T's not smart trying to hold me against my will..

He would hold one of the puppet sphere orbs in his right hand and concentrate it into a silvery vortex that would smash into the opponent, shortly after his gravitational waves would have nearly ended them. Should his opponent get up after this, he might have to get more serious though..

( Tensei Suiryoku ) - Reincarnation Thrust
Rank: S
Type: Supplementary/Defense/Attack
Range: Short - Mid
Chakra: 40
Damage: 40 - 160 (80) + 30
Description: The user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again.
Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.
Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use any gravitational related techniques for the remainder of the fight and is unable to mold chakra for techniques above A-Rank for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be blocked or stopped. However, the enemies can still use techniques that prevent or reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped or directly countered, enemies can still manage to survive if they logically counter.
Note: Can only be used by Tenseigan Bios.

( Ginrin Tensei Baku) - Silver Wheel Reincarnation Explosion
Rank: S
Type: Offensive
Range: Short - Mid
Chakra: 40
Damage: 120 (160 with TSB used) (120) + 30
Description: While using Tenseigan Chakra Mode, the user focuses his chakra into one of his green orbs and grasps it in his hand to create a powerful silvery typhoon capable of causing life threatening injuries. If the user does not have access to the Truth Seeking Orbs, he is able to use his Puppet Cursing Technique spheres in their place.
Note: Can only be used with Tenseigan Chakra Mode
Note: Can only be used twice per battle with a three turn cool down period.
OOC: I forgot I had Scavenger on, so my chakra math is a bit off, as the bugs drain the chakra from techniques they clash with and twice as much as I was saying from you. So:

Crypsis x Skorm - 400 from you ( 360 for me 40 for my flies )
Exopodite x Dance of Hagaruma - 30 from the technique ( 3 for me 27 for my flies )
Exopodite x Skorm - 400 from you ( 40 for me 360 for my flies )

And as per your last move, through Copiotroph again, I invert the chakra rates and absorb 10% only and my flies metabolize 90%. No damage increase though.

Exopodite x Bone Arrow/Bastion Combo - 60 from combo ( 6 for me 54 for my flies )
Exopodite x Skorm - 480 from you ( 48 for me 432 for my flies )

This puts me at 2167 at the start of my turn and the total of chakra metabolized by my swarm is 909

________________________________________

Good thing no one's ever considered me smart!------ Uuuuurrrrgrgrggrgr

As the gravity is pushed once again, Panthalassa uses the inherent ability of the hermaphrodite Murmur Antithesis fly to produce an orb that protects him from the push's damage within the technique itself and from colliding with the ground and other exterior forces, though pushes him to long-range nonetheless. ( Since you spend 40 chakra for the technique, I spend the same )

( 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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Shaken down but unharmed, Panthalassa decides it is time to end the battle. Gravity is a pain in the ass to deal, and he's pretty sure he's just used his last trick up his sleeve. So, without wasting any time after the gravity drops its hold past mid-range, he arrests his momentum and faces Silver Cartwheel with a massive... otherworldy projectile swarm of diabolical flies. The amount of damage in the technique alone create an aura of a demononic emperor, obliterating the poor technique in it's path, draining all its chakra, and obliterating you as well. As the total chakra metabolized by my flies is a whooping 909, the cataclysm carries 1818 ( +20 ).

( Aburame no Hijutsu: Bikoushoku ) Hidden Insect Technique: Oligotroph
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: N/A ( 5 per Technique ) ( 909 chakra from flies themselves )
Damage Points: N/A ( 1818 damage + 20 = 1838 )
Description: Oligotroph is a technique that capitalizes on the insect's natural chakra draining ability. Rather than infusing the insects with the user's own chakra, this technique allows one to manipulate already satiated insects with very low ranked and small amounts of chakra. When the insects feed on foreign chakra, they are capable of transferring half of that chakra to the user. The other half is directly metabolised by the insects. When this happens, the user can, through Oligotroph, convert this metabolised chakra into techniques, guiding the satiated insects with his own chakra in small quantities. There are two variations of this technique. In the first variation, this is a passive technique: The user is able to perform any known Aburame technique, up to A rank, by spending only 5 chakra, as long as the swarm has metabolised enough chakra to fit the chakra requirement. Thus, one spends only one move. The second variant is considered a technique itself, as it is not supported by any other. The user is able to convert the metabolised chakra into a technique with double the damage per chakra point metabolised, which will be manifested as a single projectile-like swarm, travelling up to Long Range.

Note: First Variant + Aburame Technique or Second Variant count as 1 jutsu.
Note: Either variant will spend the metabolised chakra, and will require the insects to feed more. Even if they get enough chakra, either variant of Oligotroph can only be used once every 2 turns. Oligotroph, regardless of Variant, can only be used 3 times per battle.
Note: Only foreign chakra drained will count, user's chakra that is required for Aburame techniques will not count.

Draining your remaining chakra.
 
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