All out, unofficial etc. Terrain's a barren wasteland with no water source, unless you'd like something different. I'm using Ikkaku, that's about it really.
Seeing the bald individual in front of me, i immediately start things off. I bite my tongue where my Cubozoa tattoo was placed, allowing blood to cover the tattoo which allowed me to summon forth Mauna Loa in a moment's notice. Mauna Loa is a human sized box with a red/brown translucent look to his body, which is seen floating 5m above and to the right of me. The moment Mauna Loa poofs into existence he spews out 4 large dragon head shaped fire entities that rush at you with haste. Two go straight at you from the front while the other two arc from your left and right sides respectively, all aiming to burn you to a crisp.
( Koukurage Kuchyose no Jutsu: Nagai Yama ) Box Jellyfish Summoning Technique: Mauna Loa
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Mauna Loa is a huge box jellyfish with Fire Affinity. It has a floater 0.5x0.5m and tentacles reaching up to 10 meters. Having affinity with fire allows him to heat up his body to extreme temperatures, while the chakra protects him from drying/burning and thus death. He uses his body temperature to either swim in the ground, leaving behind a trail of molten rock, or hovering in the air, by shifting the temperatures and creating air pockets, both techniques equivalent to an A rank technique, thus counting towards the jutsu count. He is able to use Fire techniques up to S-rank.
*The user is able to summon him already on the ground or hovering, both Summoning and the Hovering/Ground technique counting as 1 jutsu. Shifting between ground/air afterwards will count as additional jutsus*
*While in water, if still hot, Mauna Loa will produce steam*
*Lasts 4 turns max*
*Can only be summoned once per battle*
*Mauna Loa's techniques count towards the users move count*
( Katon: Gōryūka no Jutsu ) - Fire Release: Great Dragon Fire Technique
Rank: B
Type: Offense/Supplementary
Range: Short/Long
Chakra Cost: 20
Damage Points: 40
Description: The user fires several large dragon-shaped fireballs at their opponent after performing one handseal. It is able to alter localized weather conditions to the point of making thunder clouds when shot into the air, enabling the user to perform Kirin
Despite my opponent summoning a rather impressive looking jellyfish, I was no more impressed than I was when I failed my Calculus test for what must've been the 50th time yesterday. Okay, I digress, bloody ****ing real life. In the face of your fearsome flames, I was beginning to feel a bit jelly, weak in the legs, if you know what I mean. Biting my thumb and smearing it all over an imaginary summoning tattoo which I forgot to include in my biography, I summon Hydra, which I just read for the first time 5 minutes ago!
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.
Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to long range through medium of water or air.
- Expansion size is slightly faster than Akimichi's, while regrowth is slightly faster than that.
- Only three sets of regrowth can be done, a set being defined by when all tails are fully restored. Sets occur irrespective of Hydra's wishes, being passive and automatic in nature, therefore they're liable to run out quickly.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.
Okay, never mind. Hydra emerges from the cloud of smoke, blablabla, wrapped in a cocoon-like state, though upon emergence, would hasten to unravel his grotesque tails, unveiling a truly horrendous sight. He would then proceed to adopt an adorable bird-like exoskeleton. Subsequeuntly, I would hop onto it, before ordering Hydra to take flight, soaring above you lil shits and allowing me to avoid your fireballs which were very poorly aimed - I probably even had enough time to take a cuppa on my comfortable pedastal known as Hydra the Ray.
Hydra then proceeds to release numerous large tentacles, also known as tails, towards your jellyfish and you, aiming to severely injure y'all, whilst injecting a good deal of harmful substances, usualy referred to as venom. I'll let you figure out the effects yourself, since I'm pretty sure you ain't gonna let this work.
Oh, and I hop off Hydra as he releases those tentacles, which would be after the fireballs pass my location..I also throw four kunai's that are tagged with explosive tags around me in a square formation.
Seeing you summon the Ray, Mauna Loa scoffs loudly at the sight of the marine based summon. He wasn't too fond of other marine life, and just like his abilities, his temper was quick to flare and hot. With the tails coming towards us, Mauna and i both reacted accordingly. Mauna suddenly began spewing intense flames at the tails, big and wide enough to intercept them all as they were coming towards us. The flames would stop and burn the tails to a crisp before continuing forwards at the ray itself, aiming to burn it alive.
(Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user does one handseal and inhales while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth. The user has control over the concentration of the technique, being able to produce a narrow jet of flames, highly concentrated or one that will widen along its range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time
As Mauna reacts with his fire technique, i simultaneously bend down to unattach my leg weights from my legs whilst gathering wind Chakra around you. The moment i un-strap the weights for them to fall off my legs, i dash to my left in a wide arc while grabbing Shine-Tsu-Hiko with my right hand thus initiating the wind technique. Moving at speeds now untraceable by you, i make my way to mid range to the right of your current position while two 4inch horizontal tornadoes are created around your immediate position. One is made 5m below you, aiming to shoot upwards and blast through your bottom before expanding. The other is 5m behind/above you, aiming to plow down onto your spinal cord before expanding. Luckily for you both tornadoes let off a whistling sound, giving away their position before they strike you.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nulified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on eachother.
(Fuuton: Taifū no me) Wind Style: Eye of the Storm
Type: Offensive Rank: A Range: Short-Long Chakra Cost: 30 Damage Points: 60 (+15) Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 4 inch horizontal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. The user creating this technique by focusing on an area within the air, the forming of the projectile is rather quick taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills into the target, reaching a depth of 4 inches affecting a 2 inch diameter, delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents that expands 6 and a half feet (2m) from the epicenter of the technique. The jutsu will drill into its target, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu by exploding. Multiple mini tornadoes can be created back to back, adding up to a total of 6 tornadoes all amounting to A rank, but their exploding diameter is reduced to 1.6 feet (0.5m) field. Like most wind techniques Eye of the Storm tornadoes are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is considered an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it makes a whistling sound that can only be heard within 13 feet (4m) of their target, and the technique needs to be made at least 16.4 feet (5m) away from the target in order to allow the jutsu to build enough rotation speed in order for its effects to take place. NOTES
►Can be used 4x per battle
►Jutsu has a 1 turn cooldown
►Can only be taught by ZandaT
Upon seeing the ugly jellyfish release a stream of flames at Hydra's tails, Hydra immediately uses;
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: A simple technique developed by the Rays so as to make aerial maneuvers easier as well as much faster. A Ray will release chakra throughout their body so as to give a non-forceful augment to their physical strength while allowing some of the chakra to seep outwards so as to coat the outside of their body. The chakra that is released serves to temporarily decrease, or increase the wind resistance around the Stingray, allowing for more advanced, powerful and finessed aerobatic maneuvers. By increasing the resistance; it allows for the Stingray to pull up, and ascend into the air easier as the wind beneath their wings becomes amplified. While the strength augmentation puts them just above their physical peak, allowing for them to cope with the increase in force. Likewise if air-resistance is decreased it allows for the Stingray to pull off sharper and more intense diving movements. In short, this technique effectively allows a Stingrays to further enhance their aerial maneuverability and speed for a short period of time by increasing or decreasing air-resistance in conjunction with aerial moves. Allowing for fast paced barrel rolls that allow the Stingray to dodge to the left or right, or for high speed ascents or descents. The technique also leaves behind an aesthetically pleasing glowing trail of sorts, which acts much like a slip-stream that allows other Rays to follow the leads movements albeit to a lesser extent. Allowing flocks to move with immense grace, speed and unity. This also works underwater by affecting water-resistance and buoyancy.
Notes:
- Useable by all Rays
- Lasts momentarily. (For that turn only)
Activating an ability which grants him heightened aerial maneuvarability through the use of chakra. He then performs a fast paced barrel roll towards my right; after several revelations, he would revert to a simple gliding motion, circling over your location at moderately high speeds. This of course serves the purpose of allowing me to evade the stream of flames.
Simultaneously, as my rays begin their course of action, I would perform two very quick hand seals, turning the ground within a mid-range radius of your previous location into a deep swamp(long-range depth). This of course entraps you even if you were to activate your leg weights and move to somewhere else, given the size of the swamp.
Rank: A
Type: Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
And just for the lols, I'd fire some mudballs down at you. Since the ray is constantly moving, I don't think your small wind tech will be able to hit it tbh. Wind ain't even active against Hydra anywho
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage point: 40
Description: This jutsu is basically a widespread version of the Mudshot Technique; allowing the user to fire at multiple targets.
So basically Fire + Weights>Aerial Burst + Swamp>Mudshot
Mauna and i were pretty surprised to see the ray maneuver in such a way to evade the fire, but this state of surprise didn't slow down our reaction a bit. Along with the evasive maneuver, a swamp had formed under me, though mauna was mid air and safe from any potential harm. Mauna knew i could handle myself, especially from a simple swamp, so he kept on the offensive end. Without any hesitation he'd perform an enhanced version of Sakki (killing intent) that was imbued with a special venom to enhance the affects greatly.
( Kouton: Haki) Box Arts: Haka
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: Haka stands as an enhanced form of Killing Intent (Sakki). Works in all manners exactly like it, overpowering one's mind and paralyzing the targets with images of their death and torture, with the exception of one simply thing. Along with the chakra, the user secretes a fast wave of venom in it's gaseous state. This chakra-modified venom focuses solely the secondary effect of Irukandji syndrome, from the venom used by a certain specie of box jellyfishes, which is a sense of impending doom. While the Killing intent is chakra based only, thus easily overpowered by will alone, if the opponents are as strong as the user, Haka creates an added physical and physiological response to it, preventing even targets as strong or stronger than the user to break it by will as easily, having them suffer the same paralysis as if they were 2 ranks bellow.
*The venom wave only reaches Mid-range, thus the Haka continues as normal Killing Intent for longer ranges*
*Human users can't preform this technique, but the strength of Haka is based on the summoner's rank*
*The higher the user, the stronger the technique*
*Haka lowers the Target resistance to Killing Intent by 2 Ranks, even in bios that claim to be fearless*
*Venom produces ONLY the sense of impending doom. It has no Hemolytic of Digestive proprieties, neither does it produces pain*
*The user can control the Haka in order to not affect allies, even in radial uses*
*This technique is basically only a stronger version of Killing Intent (Sakki)*
In a moment's notice (same speed as regular killing intent) both the bald man and the ray were frozen in place, paralyzed with the feelings of fear and impending doom. Both of your lives would flash before your eyes, with me myself ripping you to pieces in your visions. Having control over who's affected by his Haka, Mauna makes sure to keep me unaffected by it in the slightest way, so i could react how i needed.
Simultaneously to Mauna performing Haka, i string together a row of hand seals as fast as possible before placing my hands directly onto your swamp. Suddenly the swamp was solid, or it seemed that way. I had simply shifted the swamp part of the earth deeply into the earth's surface, replacing it with the solidified ground found even deeper within the earth, thus leaving me standing on solid ground once again.
That technique was always pretty shitty..
(Ninpou: Mitsudo Shifuto)- Ninja Arts: Density Shift
Type: Supplementary
Rank: S Rank
Range: Long Range
Chakra: 40
Damage: N/A
Description: The user performs the Ox → Monkey → Hare → Rat → Boar →Bird → Ram hand seals, then he touch the surface of water or earth. Causing the denser parts of that solid to shift upwards, switching places with the current surface. Changing the landscape, thus causing the Earth to react naturally. When dense earth for example the core switches with swamp of the under world, everyone would be able to move about freely. While under the surface, the swamp would still be there. For Earth's counter part water comes in contact with this jutsu, the temperature drops dramatically. Causing water to harden into ice, and for storm/hurricane clouds to form around the battle field.
Note: Can only be used once per battle
Note: Can only be used on Earth and Water substances
Note: When used on jutsus, it only works for A rank and below techniques
Note: This jutsu cause absolutely no damage to anyone.
Note: The user's hand specifically needs to be in contact with water or Earth for this to work
Note: Can only be taught by Gecko
Directly after performing Haka on you two, Mauna secretes a large quantity of venom around him that was split into four individual constructs. Floating around him was four human sized boomerangs with spikes protruding from all over them, leaving no room to touch them without being cut or stabbed due to their solid nature. The boomerangs are suddenly launched at you guys from different random angles, though they come at you with extreme accuracy due to Mauna himself controlling the boomerangs with movements of his tentacles. The boomerangs move at my current speeds (took my weights off) so would close in within a moment's notice, two aimed to hit you and two aimed at the ray. They'd aimed to not only cut you guys up severely, but also inject you with the venom it's made of. Not gonna explain venom affects since most likely won't hit nor happen.
(Kouton: Pishari ) Box Arts: Fa'ataupati
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user secretes a large amount of venom, which assumes the shape of a big jellyfish. Then the user is able to control the jellyfish with a conjunction of various slap-like motions, gestures, making the jellyfish move (Up, Down, Sides, back, Front) and even change in shape (Become taller, blunter, sharper, bending, etc), in a large area around the user, up to Mid-Range around the user. The jellyfish can move as fast as the user can move. The jelly can be separated into up to 5 smaller jellyfishes.
*While controlling the venom, the user can't preform other jutsus except Taijutsu*
*The venom can be controlled for 2 turns, after which it falls motionless*
*The jutsu can only be used twice*
*Human summoners have higher resistance to the poison, but are not immune*
*Can only be used by Boxes*