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Erzo

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Saki bio, in sig is a pending bio update only difference fuuin is completed and I'm at S rank NB tai

Stormy, rainy environment
Agreeing on stormy/ rainy environment was the most pointless thing we've done.
Also; Wind sword in hand, cos you know, where else would I keep it


With the entrance of his opponent, and the sudden change of weather, Roy raises his Sword, stopping only when the tip is pointed at his opponent a distance away.

Let me show you the very power you wish to attain.

The movement of the sword had initiated a move. A ball of Wind hits the skies above, clearing everything that had just formed, leaving no clouds nor stormy conditions, but only a soft breeze.

Rank: B-Rank
Type: Supplementary
Range: Whole Field
Chakra Cost: 25
Damage Points: -
Description: The user molds wind chakra in their hands, and releases it outward in a ball, which hits the sky and explodes, forming a large typhoon. All weapons that are long-ranged are sucked in, including kunai knives, explosive tags, etc. due to no hand control keeping them in place. The opponent and user are otherwise unaffected, besides the change in weather.

Note:
If used in a water-filled area, such as near the ocean or a lake, or on water, the water can become extremely rough. Also, due to the winds, any other weather is blown away.



Soon after Roy would return the Sword to his side (holding it on right hand), initiating another attack which saw the formation of a cyclone of Sharp wind mixed with petals. The petals would travel in an arc towards you, leaving Roy's right side and aiming to strike your left.

Rank: C
Type: Attack
Range: Short - Mid
Chakra Cost: 15
Damage Points: 30
Description: This technique after performing the required hand seals Tiger → Hare → Dragon allows the user to produce a cyclone of sharp winds and petals to attack their opponent.


 

Vegeta

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Agreeing on stormy/ rainy environment was the most pointless thing we've done.
Also; Wind sword in hand, cos you know, where else would I keep it


With the entrance of his opponent, and the sudden change of weather, Roy raises his Sword, stopping only when the tip is pointed at his opponent a distance away.

Let me show you the very power you wish to attain.

The movement of the sword had initiated a move. A ball of Wind hits the skies above, clearing everything that had just formed, leaving no clouds nor stormy conditions, but only a soft breeze.

Rank: B-Rank
Type: Supplementary
Range: Whole Field
Chakra Cost: 25
Damage Points: -
Description: The user molds wind chakra in their hands, and releases it outward in a ball, which hits the sky and explodes, forming a large typhoon. All weapons that are long-ranged are sucked in, including kunai knives, explosive tags, etc. due to no hand control keeping them in place. The opponent and user are otherwise unaffected, besides the change in weather.

Note:
If used in a water-filled area, such as near the ocean or a lake, or on water, the water can become extremely rough. Also, due to the winds, any other weather is blown away.



Soon after Roy would return the Sword to his side (holding it on right hand), initiating another attack which saw the formation of a cyclone of Sharp wind mixed with petals. The petals would travel in an arc towards you, leaving Roy's right side and aiming to strike your left.

Rank: C
Type: Attack
Range: Short - Mid
Chakra Cost: 15
Damage Points: 30
Description: This technique after performing the required hand seals Tiger → Hare → Dragon allows the user to produce a cyclone of sharp winds and petals to attack their opponent.


Oroku Saki see's his opponent point his strange sword to the sky firing off a blast of wind that explodes taking away all the rain clouds in the sky. In response to this, he performs 2 quick seals, the first creating an accumulation of large storm clouds in the sky which in turn produces rain, and the second which happens fast enough to be in the same time frame, coats the rain clouds in a layer of wind chakra which should prevent his opponent from pulling the same trick off twice. The rains produce a large wave of water which sweeps Roy off his feet while wrapping around him and binding him in the flow of water. This would interrupt him from using his next wind attack. Once Roy is trapped inside the flow of water Saki holds the Dog seal maintaining the spinning vortex Roy was trapped in, as he pushes chakra to his feet nd begins to move forwards and upwards on the rain drops themselves..
(Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique
Rank: B-Rank
Type: Supplementary
Range: Short-Long
Chakra cost: 20 (-50 per turn while trapped in the vortex of waves)
Damage points: N/A
Description: The user will first perform the Dog hand seal and release his chakra into the atmosphere which will then create an accumulation of large storm clouds in the sky, which in turn produces rain. The large amount of rain falling all around can then be turned into a large wave of water which sweeps the enemy off their feet while wrapping around him and binding him in the flow of water around him. While the targets are trapped in the water, their chakra will slowly be drained away. The water vortex can be sustained and controlled for up to two turns as long as the user keeps the dog hand seal made.
Fuuton: Akiro no kingu | Wind Release: King of The Fall
Type: Defense | Supplementary
Rank: S-Rank
Range: Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Akiro no Kingu is an activation technique derived from the Jaakuna gēmu technique. The jutsu is activated with a single hand seal directly after any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Due to the nature of the technique it is activated fast enough to be done in the same time frame as the jutsu used prior. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.

☆ Taught by Shady
☆ Usable 3×
☆ Lasts 3 turns with 1 turn cool down between activations
☆ No wind techniques above A-rank the rest of the turn
(Ame Odori) Rain Dance
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: After using a technique that causes rain to fall from the sky, the user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is so it does not require suiton chakra to perform, this is just a more intense version the requires fast reflexes and movement to accomplish.

Notes:
- The user can move freely on the water drops.
- Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye
 

Erzo

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Oroku Saki see's his opponent point his strange sword to the sky firing off a blast of wind that explodes taking away all the rain clouds in the sky. In response to this, he performs 2 quick seals, the first creating an accumulation of large storm clouds in the sky which in turn produces rain, and the second which happens fast enough to be in the same time frame, coats the rain clouds in a layer of wind chakra which should prevent his opponent from pulling the same trick off twice. The rains produce a large wave of water which sweeps Roy off his feet while wrapping around him and binding him in the flow of water. This would interrupt him from using his next wind attack. Once Roy is trapped inside the flow of water Saki holds the Dog seal maintaining the spinning vortex Roy was trapped in, as he pushes chakra to his feet nd begins to move forwards and upwards on the rain drops themselves..
(Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique
Rank: B-Rank
Type: Supplementary
Range: Short-Long
Chakra cost: 20 (-50 per turn while trapped in the vortex of waves)
Damage points: N/A
Description: The user will first perform the Dog hand seal and release his chakra into the atmosphere which will then create an accumulation of large storm clouds in the sky, which in turn produces rain. The large amount of rain falling all around can then be turned into a large wave of water which sweeps the enemy off their feet while wrapping around him and binding him in the flow of water around him. While the targets are trapped in the water, their chakra will slowly be drained away. The water vortex can be sustained and controlled for up to two turns as long as the user keeps the dog hand seal made.
Fuuton: Akiro no kingu | Wind Release: King of The Fall
Type: Defense | Supplementary
Rank: S-Rank
Range: Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Akiro no Kingu is an activation technique derived from the Jaakuna gēmu technique. The jutsu is activated with a single hand seal directly after any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Due to the nature of the technique it is activated fast enough to be done in the same time frame as the jutsu used prior. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.

☆ Taught by Shady
☆ Usable 3×
☆ Lasts 3 turns with 1 turn cool down between activations
☆ No wind techniques above A-rank the rest of the turn
(Ame Odori) Rain Dance
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: After using a technique that causes rain to fall from the sky, the user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is so it does not require suiton chakra to perform, this is just a more intense version the requires fast reflexes and movement to accomplish.

Notes:
- The user can move freely on the water drops.
- Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye
As the clouds reform once again, Roy is slightly annoyed that his opponent could easily mock him like this. Perhaps he was getting old, and the next generation were in line to take over... perhaps not.

With a simple swing, an automated defence jutsu is activated, followed simultaneously by one which would empower it further. Suddenly, the wave of Water which had once formed is blown away with absolute ease. This is followed up by the disappearance of the Wind lining on the clouds above, which is also overpowered by this jutsu through the users will. The original power of the jutsu was F-ranked (defensive but is able to - as stated - blow away bodies of water and slice through things it needs to) and after dealing with your S-rank coated clouds it'd remain an S-rank defence which would be (at the same time) dealing with the Wave of Water with ease.

Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 each time it's used)
Damage: N/A +15 therefore counts as F-rank defence due to Will Change
Description: A technique simple in nature, but extremely effective, Spirit Void was one of Roy Mustang's own creation. Versed in it's defensive capabilities, the jutsu begins once the user channels and sends a a copious amount of his chakra into the skies above, ranging from short to long range all around. Following this ensues an unpredictable and quick movement of visible Wind in the skies, continuously flowing and swerving, seemingly without purpose before heading downwards and disappearing into nothing. However, purely through the users will (or through hand/leg/general body movement for cosmetics) the user can harness the wind power to create a defence which leaves the user unharmed. When seeing an incoming attack, through will the user controls the wind around the jutsu and forms it around the incoming attack, where the Wind would then slices/cut through it and/or blows it away, depending on the nature of the attack. For example, an Earthen projectile could be sliced and cut until it is no longer a danger, whereas a Water attack would be blown back. Of course when being used to defend, the Wind once again becomes visible to the naked eye, showing a green-ish hue. Although the process at the beginning appears to take time, when used within the same time frame of an incoming attack, the defense would be able to work just as well as any other Wind jutsu. This technique will only activate against techniques that it can neutralize (as an S-Rank Wind) and it will only activate once per turn and it cannot be stacked with other automatic defense jutsus.

~ Can only be taught by Erzo. This jutsu can be used twice, lasting four turns each time. Cannot be used consecutively, but instead with a one turn wait after four turns are up/the jutsu is deactivated. Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn.




Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A Wind technique created to make use of other-wise wasted chakra, this Wind technique is set to work with any and every defensive Wind jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Wind. .
~ Can only be taught by Erzo. It can be twiceper battle, lasting a maximum of three turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.



As you climb further and further into the air above, Roy throws three kunais towards you, all aimed at your chest. There was no real point to them, merely something to do until you decide to attack.

1/4 turns


A bit boring, but I had no inspiration z.z
 

Vegeta

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As the clouds reform once again, Roy is slightly annoyed that his opponent could easily mock him like this. Perhaps he was getting old, and the next generation were in line to take over... perhaps not.

With a simple swing, an automated defence jutsu is activated, followed simultaneously by one which would empower it further. Suddenly, the wave of Water which had once formed is blown away with absolute ease. This is followed up by the disappearance of the Wind lining on the clouds above, which is also overpowered by this jutsu through the users will. The original power of the jutsu was F-ranked (defensive but is able to - as stated - blow away bodies of water and slice through things it needs to) and after dealing with your S-rank coated clouds it'd remain an S-rank defence which would be (at the same time) dealing with the Wave of Water with ease.

Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 each time it's used)
Damage: N/A +15 therefore counts as F-rank defence due to Will Change
Description: A technique simple in nature, but extremely effective, Spirit Void was one of Roy Mustang's own creation. Versed in it's defensive capabilities, the jutsu begins once the user channels and sends a a copious amount of his chakra into the skies above, ranging from short to long range all around. Following this ensues an unpredictable and quick movement of visible Wind in the skies, continuously flowing and swerving, seemingly without purpose before heading downwards and disappearing into nothing. However, purely through the users will (or through hand/leg/general body movement for cosmetics) the user can harness the wind power to create a defence which leaves the user unharmed. When seeing an incoming attack, through will the user controls the wind around the jutsu and forms it around the incoming attack, where the Wind would then slices/cut through it and/or blows it away, depending on the nature of the attack. For example, an Earthen projectile could be sliced and cut until it is no longer a danger, whereas a Water attack would be blown back. Of course when being used to defend, the Wind once again becomes visible to the naked eye, showing a green-ish hue. Although the process at the beginning appears to take time, when used within the same time frame of an incoming attack, the defense would be able to work just as well as any other Wind jutsu. This technique will only activate against techniques that it can neutralize (as an S-Rank Wind) and it will only activate once per turn and it cannot be stacked with other automatic defense jutsus.

~ Can only be taught by Erzo. This jutsu can be used twice, lasting four turns each time. Cannot be used consecutively, but instead with a one turn wait after four turns are up/the jutsu is deactivated. Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn.




Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A Wind technique created to make use of other-wise wasted chakra, this Wind technique is set to work with any and every defensive Wind jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Wind. .
~ Can only be taught by Erzo. It can be twiceper battle, lasting a maximum of three turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.



As you climb further and further into the air above, Roy throws three kunais towards you, all aimed at your chest. There was no real point to them, merely something to do until you decide to attack.

1/4 turns


A bit boring, but I had no inspiration z.z
My bad, I'll put more effort into it this time

As Saki climbs on the rian drops, he see's Roy throw 3 kunai, all of which he simply evades while moving swiftly on the rain drops. Saki then manipulates the rain to become heavier than normal, much heavier as well as increasing it's velocity drawing all the rain to a central point, namely Roy's body temporarily dazing him from their force (This is an S ranked attack). Once this is done the rain will cover Roy forming a large orb roughly 8 meters in diameter trapping him inside as Saki makes one seal, causing a sealing symbol to appear on the orb creating an A ranked barrier around the outside of it. The water prevents Roy's movement as well as drains his chakra using it to fuel and strengthen the orb, as Shredder continues to move about freely on the rain drops a few meters above the ground and moves in towards short range of Roy waiting to see how he escapes. While he waits, he jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones..
(Ameton/Fuuinjutsu - Tefunuto no arashi) - Rain Release/Sealing Technique - Storm Of Tefnut
Type: Supplemental/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: By manipulating chakra in a preexisting source of rain the user of this technique is capable of manipulating the rain to become heavier than normal, much heavier as well as increasing it's velocity drawing all the rain to a central point of his choosing, usually the opponents body capable of causing moderate damage due to the blunt force, temporarily dazing them (This is an S ranked attack). Once this is done the rain will cover the opponent forming a large orb roughly 8 meters in diameter trapping the opponent inside the orb. By making an additional handseal the user will cause a sealing symbol to appear on the orb creating an A ranked barrier around the outside of said orb. The water prevents the opponents movement and in a similar way to the Kirigakure unique rain jutsu, will be capable of draining the opponents chakra however the drained chakra will be used to fuel the barrier increasing it's rank by one for each turn the opponent remains trapped inside. Culminating with a barrier of forbidden ranked integrity trapping the opponent inside and causing him to drown after being trapped for three turns.

~Notes~
- While maintaining the barrier the user may not use any jutsu above A rank.
- Usable 1x per battle
- Must be taught by -Vegeta
(Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique
Type: Supplement
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones, though normally if a user's senses surpass their speed of movement they wouldn't be able to take action as their super speed senses outpace ordinary movements but when this technique is used during other swift release jutsu like "shadow less flight" as example it enables them to maneuver at their high speeds for very brief windows. This technique allows a swift user to be capable of tracking movements of shadow-less flight's speed.

Notes:
- Lasts 3 turns
- This jutsu doesn't increase the users speed, only senses.
- this jutsu can be used to speed read/ track movements at inhuman levels.
- Can only be used once per battle.
- Must have a swift bio.
- No wind or lightning jutsus can be used in the same turn as activation.

Still a little lackluster for a move by me imo z.z
 

Erzo

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My bad, I'll put more effort into it this time

As Saki climbs on the rian drops, he see's Roy throw 3 kunai, all of which he simply evades while moving swiftly on the rain drops. Saki then manipulates the rain to become heavier than normal, much heavier as well as increasing it's velocity drawing all the rain to a central point, namely Roy's body temporarily dazing him from their force (This is an S ranked attack). Once this is done the rain will cover Roy forming a large orb roughly 8 meters in diameter trapping him inside as Saki makes one seal, causing a sealing symbol to appear on the orb creating an A ranked barrier around the outside of it. The water prevents Roy's movement as well as drains his chakra using it to fuel and strengthen the orb, as Shredder continues to move about freely on the rain drops a few meters above the ground and moves in towards short range of Roy waiting to see how he escapes. While he waits, he jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones..
(Ameton/Fuuinjutsu - Tefunuto no arashi) - Rain Release/Sealing Technique - Storm Of Tefnut
Type: Supplemental/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: By manipulating chakra in a preexisting source of rain the user of this technique is capable of manipulating the rain to become heavier than normal, much heavier as well as increasing it's velocity drawing all the rain to a central point of his choosing, usually the opponents body capable of causing moderate damage due to the blunt force, temporarily dazing them (This is an S ranked attack). Once this is done the rain will cover the opponent forming a large orb roughly 8 meters in diameter trapping the opponent inside the orb. By making an additional handseal the user will cause a sealing symbol to appear on the orb creating an A ranked barrier around the outside of said orb. The water prevents the opponents movement and in a similar way to the Kirigakure unique rain jutsu, will be capable of draining the opponents chakra however the drained chakra will be used to fuel the barrier increasing it's rank by one for each turn the opponent remains trapped inside. Culminating with a barrier of forbidden ranked integrity trapping the opponent inside and causing him to drown after being trapped for three turns.

~Notes~
- While maintaining the barrier the user may not use any jutsu above A rank.
- Usable 1x per battle
- Must be taught by -Vegeta
(Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique
Type: Supplement
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones, though normally if a user's senses surpass their speed of movement they wouldn't be able to take action as their super speed senses outpace ordinary movements but when this technique is used during other swift release jutsu like "shadow less flight" as example it enables them to maneuver at their high speeds for very brief windows. This technique allows a swift user to be capable of tracking movements of shadow-less flight's speed.

Notes:
- Lasts 3 turns
- This jutsu doesn't increase the users speed, only senses.
- this jutsu can be used to speed read/ track movements at inhuman levels.
- Can only be used once per battle.
- Must have a swift bio.
- No wind or lightning jutsus can be used in the same turn as activation.

Still a little lackluster for a move by me imo z.z
I meant me in general, wasn't a statement on your move lol, probably should have clarified <.>


The clouds were almost gone, but his opponent had managed to pull out one last attack using them. Roy feels the massive gathering of chakra above him. Of course with his sensory, and activated defences this was of no issue. He focuses on the attack and uses his will to create a blowing force of Wind which encounters the rain drop and blows it away with the force of F-ranked Wind.

Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn.
Simultaneously to this a single hand would form in the area below your chin. The hand alone is harmless, however another technique is activated within the same time frame, giving it the ability to deal cutting damage, power only added on to by the Sword Roy wields.

Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10 (-5 chakra for an additional hand)
Damage Points: N/A 20(from Sickle) +15 (Sword)
Description: The user will focus their fuuton chakra into the air at any location on the battlefield (within mid-range) to create an almost invisible hand of tangible air (slight greenish hue) fully equipped with nimble fingers. The creation of the hand(s) will generate slight sounds of moving air. Unlike most stealth techniques, this one's usage lies primarily in the art of pickpocketing and thievery. The light weight nature of the fingers allows them to retrieve items, delve into pockets, open ninja pouches and so on with only very slight disturbances. In certain weather conditions (e.g. rainy, snowy), it becomes even more difficult to detect these disturbances. In the same way, if concealed correctly the user can also plant items on their designated target through the use of this technique, however planting heavier items means they run a higher risk of getting caught. To plant items, the user must create the hand near the location of the item they intend to plant on the opponent and stealthily maneuver it towards the target, ideally with the use of some sort of cover (e.g. grass or vegetation). The greenish hue of the air (Similar to Danzo's Vacuum Blade) serves to make the hand of air easy to camouflage in grass, leaves and bushes, rendering it near-impossible to see for non-doijutsu users in such conditions. Alternatively, the user can create an additional hand to aid with slightly more complex tasks which require the use of two hands such as removing certain types of jewellery (necklaces) or tying/untying knots.

Note: Can only be Taught by Negative Knight


Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.



Due to you moving downwards by now, and the general environment of the area, you are unlikely, perhaps even unable to hear slight sounds of Wind (you're moving so you'd be hearing Wind anyway, plus the area is quite loud due to the last bits of rain-drops that are falling). The hand formed beneath your chin would mean it's out of your line of sight, and upon forming it'd instantly grab on to your neck, slicing your throat as it does so, all whilst you're planning a second attack that would never come.
 

Vegeta

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I meant me in general, wasn't a statement on your move lol, probably should have clarified <.>


The clouds were almost gone, but his opponent had managed to pull out one last attack using them. Roy feels the massive gathering of chakra above him. Of course with his sensory, and activated defences this was of no issue. He focuses on the attack and uses his will to create a blowing force of Wind which encounters the rain drop and blows it away with the force of F-ranked Wind.



Simultaneously to this a single hand would form in the area below your chin. The hand alone is harmless, however another technique is activated within the same time frame, giving it the ability to deal cutting damage, power only added on to by the Sword Roy wields.

Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10 (-5 chakra for an additional hand)
Damage Points: N/A 20(from Sickle) +15 (Sword)
Description: The user will focus their fuuton chakra into the air at any location on the battlefield (within mid-range) to create an almost invisible hand of tangible air (slight greenish hue) fully equipped with nimble fingers. The creation of the hand(s) will generate slight sounds of moving air. Unlike most stealth techniques, this one's usage lies primarily in the art of pickpocketing and thievery. The light weight nature of the fingers allows them to retrieve items, delve into pockets, open ninja pouches and so on with only very slight disturbances. In certain weather conditions (e.g. rainy, snowy), it becomes even more difficult to detect these disturbances. In the same way, if concealed correctly the user can also plant items on their designated target through the use of this technique, however planting heavier items means they run a higher risk of getting caught. To plant items, the user must create the hand near the location of the item they intend to plant on the opponent and stealthily maneuver it towards the target, ideally with the use of some sort of cover (e.g. grass or vegetation). The greenish hue of the air (Similar to Danzo's Vacuum Blade) serves to make the hand of air easy to camouflage in grass, leaves and bushes, rendering it near-impossible to see for non-doijutsu users in such conditions. Alternatively, the user can create an additional hand to aid with slightly more complex tasks which require the use of two hands such as removing certain types of jewellery (necklaces) or tying/untying knots.

Note: Can only be Taught by Negative Knight


Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.



Due to you moving downwards by now, and the general environment of the area, you are unlikely, perhaps even unable to hear slight sounds of Wind (you're moving so you'd be hearing Wind anyway, plus the area is quite loud due to the last bits of rain-drops that are falling). The hand formed beneath your chin would mean it's out of your line of sight, and upon forming it'd instantly grab on to your neck, slicing your throat as it does so, all whilst you're planning a second attack that would never come.
As the rain attack is blown away by apparently more wind or some similar force, suddenly there is a slight greenish hue that appears in the bottom of his view as well as slight sounds of moving air (This close to his head I'm sure he'd be able to hear something). With his heightened reaction time from mastering JKD, he is more than able to see and react to these visual and audible cues of danger, he is a ninja after all. So before he can activate his swift senses but as you are sharpening the outside of the newly formed wind hand, he uses the swift chakra he was then molding and makes one seal, vanishing in a burst of speed backwards and downwards towards the ground to long range out of the attacks reach literally..
(Hayaton No Jutsu) Swift Release Technique
Type: Offensive/Defensive
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description: the basic technique of Swift Release, the user will do the Boar handseal and use his chakra to move at increased speed in short range. He can use this to perform free form taijutsu attacks or to dodge small scaled techniques. However, the technique is very short lived and can only last 1 to 2 seconds, being good enough for one or two punches or a simple side step.
Landing as soon as stops, he releases the seals on his ears containing his special earrings, while his opponent may or may not be able to sense this, it would be hidden from view by his signature helmet, the Kuro Kabuto..
An intriguing defense you have, almost like your untouchable. Guess we will see how powerful it really is..
(Za Kindachi Kyuui) The Kings Peace
Rank: S
Type: Weapon
Range: Short
Chakra: N/A
Damage: N/A
Description: Thousands of years ago, there was a lone some village in the Land of Eki, where all the villagers to a vow of peace. Never to fight even if their own life is endangered, the only exception was the protection of family and loved ones. Kids were taught this from an early age, meditation was also practiced at minimum 4 times a day to keep everyone at one with themselves. Within this village were great craftsmen throughout out all the land, that made tools with the heart for defending. Other bigger Villages and tribes with well over a thousand people wanted these craftsmen and their creations to in attempt to become rulers of the entire land of Eki. The village hidden in Ketsueki, the biggest in all the land and by far the most powerful, came to the lone village destroying everyones homes and killing the people of the village in search for the craftsmen and what they seen as "weapons". One of the Five craftsmen gave his son a pair of Gold earrings with what appears to have aqua colored diamonds[from chakra being stored within them] after the son put the earring on they became one with him. The intruders eventually found the last craftsman and his family hiding within a tunnel built under their home, each being pulled and executed, the son being the last one pulled from the tunnel, when they tried to kill him a barrier of chakra appeared reflecting thier jutsu. This son with the only tools ever found, made by the legendary craftsmen , after 20 years went on to become King of all the land of Eki, finally bringing Peace. The earrings became known as "The Kings Peace", and their abilities are known to Block and/or Reflect nearly anything threatening the holder.

Note: The earrings can activate without the holders awareness but will always cost a move and drain proportional chakra to the technique defended from, preventing the user from molding his chakra at the same time for another technique.
Note: Only works with offensive Ninjutsu techniques (elemental or not) travelling towards the user.
Note: Blocking [right earring] is the ability through which the earings bring forth a shield of chakra, shy of 50cm from the user, in the path of an incoming technique, just enough to block it from damaging the wearer and Reflection[left earring] is the ability to bring forth a dampening shield of chakra, in the path of an incoming technique, which diverts the attack's path and sends it back towards its origin, albeit weaker by half (B-Rank becomes C-Rank for example).
Note: Each ability can only be used once every 3 turns and can only defend against up to B-Rank. By sacrificing the ability to reuse one of the applications, the user is able to forcefully will the earings to defend from a technique up to S-Rank. However, in this case, that application becomes unusable for the rest of the match and they need conscious control from the user to perform said defense.
Note: Have to be taught how to use the earrings abilities by Smirk(Stussy)
Once this occurs, Oroku Saki makes 1 seal, and releases outward a dense amount of ash manipulating it's shape he turns the ash into a demonic, and aggressive creature that looks a lot like Venom, the comic one not the pedo. The beast growls and begins to make it's way towards Roy, floating above the ground quite swiftly as Saki grinned evilly under his mask..
(Katon: Kakatsu no Verbti)- Fire Release: Jurisdiction of Verbti
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 chakra per turn to sustain)
Damage Points: N/A (80 for explosion, 20 when contact with the enemy is made)
Description: The user will gather a large amount of fire chakra, perform 3 hand seals, and release outward from their mouth a dense amount of ash. The user through shape manipulation will turn the ash into a demonic, and aggressive creature. Having a wavy exterior and body composition similar to a human, black in color, with a reddish hue in the outer layer of the creature. This beast of ash is around two meters in length. This beast has a special ability, through its impressive movement and lightweight of ash, it can travel along the ground with great ease and float in the air (movement that can be traced with the naked eye), but also interact with dense, earth-like material, burning anything it touches into ashes, the beast will use this ash it burns for its own deeds, allowing the ash to essentially "stick" on to the beast. This has the beast become larger in size (doubles in size with every interaction it comes with, and the structure must be larger then its body is currently when interacting with it) growing with every earth object it comes into interaction with, however, its overall ability and power remains relatively the same, it simply contains an advantage in brute force. Its second ability, is its adaptability with its own body structure, the beast can split himself in multiple "clones" of itself, each being weaker then the other, with up to eight being able to be made (Each would be C-Rank). These beasts will remain relatively the same, in how it attacks, being able to burn and create explosions relative to its size and rank. They can also come back together, reforging into themselves and its previous state as one body, or simply less bodies then before. Each time they split, the bodies will be decreased in half from its previous size. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. This beast can subdue the opponent by covering them completely with its body, burning them to pulp, it can perform basic body-art movements, where it can skin a person with every attack, or it can be set a blaze to create a large explosion (explosion size is equivalent to the size of its body).

Note: Can only be taught by Noni
Note: Beast lasts for four turns (unless cancelled)
Note: Can only be used twice per battle
Note: Requires two turn cool down before re-use
Note: Cannot use fire S-Rank or above the turn the beast is created
Note: Follows elemental strength and weakness
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