Moving forward the group found themselves face to face with an alliance of shinobi.You must be registered for see medias
Issued by: The Witchwood Company
Special Classifications: Forbidden, PvP, ???, Special Mission/Mercenary work
Name(s): Cabal of Sickness
Orders: Gather a party and defend against the incursion on Selva Oscura ( 219 ) before the danger can reach the Last Bastion
Wanted For: Treason, seizure of property and territory belonging to the Witchwood Company, threat of imminent war.
Bounty: The Witchwood Company is offering 7000 kumi and 3000 ryo to each shinobi who can reign in the Cabal of Sickness.
Special Information: Intelligence has reached the Witchwood Arena and its adjacent sanctum Last Bastion about a Necromancer leading an evil Cabal in an organized effort to overthrow and subjugate those protected by the Witchwood Company in Tobusekai. The Witchwood Company has began conscripting the same shinobi they pit against one another in daily combat using them to provide a show for their arena, asking them to fight in the name of the Witchwood Company. They offer a payment that reflects the difficulty of the task that sets before those valiant shinobi brave enough to stand up and fight for the Company and the world. The Cabal consists of four Children of Tiamat and a Yin-Yang creation similar to a Beast of Tiamat working together for a common goal. Their names are unknown to the general public, and to the Witchwood Company, however, the Witchwood Company and their intelligence division have been able to glean some details about the Cabal, their fighting styles, and abilities. They each have access to Voidborne Corruption, Genetic Modification, and other abilities specific to the augmentations and experimentation Takauji Ashikaga underwent but remain in full control of their mind and body unfettered by outside control from the Mother of Beasts or the Mother Cult itself. Together the Cabal has access to five moves per turn or post and are unaffected by the darkness of Selva Oscura.
???: No one officially knowns the name Ner-Zhul but he is the head of the Cabal of Sickness a promising Necromantic shaman with incredible power and favor in the Mother Cult. He has been tasked with the extermination of the Witchwood Company that protects the Last Bastion of Tobusekai as the Mother Cult wishes to expand westward after the resealing of their Primordial Goddess of Life, She has given them many boons through the Sea of Life She left behind for Her devout Children. Ner-Zhul has a staggering health pool, having 1000. He has an immunity to all genjutsu and access to the basic five elements, genjutsu, taijutsu, ninjutsu, Yin Release, Yang Release, Yin-Yang Release, Kinjutsu, Fuinjutsu, and the Sea of Life. Additionally, he has undergone consensual experimentation from the Mother Cult having access to the Gates of Life that Takauji Ashikaga had accessed as well as the same augmentations and abilities. He moves at Sage Rank speed without augmentations.
???: Deathwing the Destroyer, is a Yin-Yang creation driven mad by experimentation with the Sea of Life gaining abilities that surpass normal Yin-Yang creations. The creation takes the form of a thirty-meter tall obsidian-dragon with two large and fleshy wings. He has the ability of flight at x3 the speed of a Sage Ranked individual and moves at Sage Ranked speed when not flying. He has a health pool consisting of 250 and access to a passive form of Chakra Transfer. He has access to Fire, Lightning, Yin-Yang Release and the Sea of Life.
???: Kel'Thuzad is a high ranking member of the Mother Cult, the lieutenant to Ner-Zhul and a powerful individual in his own right. He has a health pool of 500, and access to the basic five elements, genjutsu, taijutsu, ninjutsu, Yin Release, Yang Release, Yin-Yang Release, Kinjutsu, Fuinjutsu, and the Sea of Life. Additionally, he has an EMS Sharingan. He moves at Jounin Speed.
??? and ???: Lord and Lady Briarwood are unrelated lovers who underwent considerable bodily experimentation via the Sea of Life ending up with abilities similar to the properties of Sōma no Kō. They are able to merge and unmerge their bodies at will and passively being two humans who are able to share a single body or two separate humans. When merged their chakra resonates with one another passively increasing all of their damage by forty, when separated they are still able to act as a formidable team able to use the Chakra Transfer Technique upon one another in a passive manner. They have a health pool of 300 each, or 600 total when merged and if combined they have an innate reduction of forty damage for any technique that would physically strike them. When merged they also are able to passively break each other from any genjutsu including Yin, and MS grade. They each have access to the basic five elements, genjutsu, taijutsu, ninjutsu, Yin Release, Yang Release, Yin-Yang Release, Kinjutsu, Fuinjutsu, and the Sea of Life. They each move at Sage Rank speed.
Participants will reply using team rules when combat begins, thus controlling one another's biographies switching off on who posts for each move forcing the roleplayers to work together for the betterment of the team. The Cabal of Sickness will not split, or fight individually acting as a singular unit at all times granting them five moves per turn. This will require a titanic struggle similar to when Tsumigakure fought Takauji Ashikaga making it a team activity don't come into this selfishly or you will not have fun.
This is a special bounty allowing for three-five separate individuals to undertake and complete it as a team. It can not be attempted by a single individual requiring a group to even begin or interact with the bounty. This group must consist of shinobi, ergo; clones, summons, puppets, CoATs or any other creation will not count toward the three-person minimum required to begin the bounty. Meaning each participant must work together to obtain their ultimate goal. This bounty can be attempted by anyone regardless of affiliation. Due to the grand scale, the bounty will last until completed even drawing past the end of the arc if that should come before its completion. Each participant will be paid individually for their time, effort and work.
@Howard will be playing the NPCs for this bounty.
Rendezvous: Last Bastion ( 209 )
Ner-zhul was first to act yelling out toward the shinobi with a bestial roar. The roar was cut short by a gurgling noise.
Obsidian-hued mud rushed outward from his mouth in a pressurized torrent aimed at the stone golem and its creator.
( Seimei no Umi: Tanjō no Mukō ) – Sea of Life: Birth of Void ( Ner-zhul )
Type: Offensive, Defensive, Supplementary
Rank: B – S ( A )
Range: Short – Long
Chakra: N/A
Damage: 60 – 140 ( 100 )
Description: Birth of Void is a forced ejection of material from the Sea of Life from the user’s mouth or hands in the form of a stream or blast of black mud. This material carries with it considerable physical force, able to punch through physical obstacles as if it was solid itself. The strength of the ejection can vary depending on the user’s own mastery over the technique. Birth of Void carries with it certain physically debilitating properties that can only be reversed at a medical level using F-Rank or higher medical techniques or Yang Release. When struck, even if not directly and simply touching the material that composes the Void, the user will suffer 10 damage and lose 100 chakra per turn.
Rank: B – S ( A )
Range: Short – Long
Chakra: N/A
Damage: 60 – 140 ( 100 )
Description: Birth of Void is a forced ejection of material from the Sea of Life from the user’s mouth or hands in the form of a stream or blast of black mud. This material carries with it considerable physical force, able to punch through physical obstacles as if it was solid itself. The strength of the ejection can vary depending on the user’s own mastery over the technique. Birth of Void carries with it certain physically debilitating properties that can only be reversed at a medical level using F-Rank or higher medical techniques or Yang Release. When struck, even if not directly and simply touching the material that composes the Void, the user will suffer 10 damage and lose 100 chakra per turn.
(Seimei no Umi: Jinsei no Tōtatsu) – Sea of Life: Long Reach of Life ( Briarwoods )
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 50 (-10 per turn)
Damage: 90 each arm ( +40 Passive ) = 130 each
Description: Derived from the Sea of Life, this technique allows the user to shape up to two autonomous arms from their backs. Formed from the Sea of Life itself, the arms possess a higher level of autonomy that allows the arms to operate entirely independent of the user but must remain attached to their back, siphoning chakra passively. The arms possess mid-range reach and, through the Sea’s extraordinary density, can smash physical obstacles, shatter bones, and overwhelm defenses with relative ease. The technique is naturally imbued with the Amino-Geis. Once per turn the arms can produce their own small blasts of Sea of Life material from their tips or hands, depending on how they are shaped. These blasts possess the same physical strength as the arms themselves. This technique can be used three times per battle, and last for three turns.
Rank: A
Range: Short – Mid
Chakra: 50 (-10 per turn)
Damage: 90 each arm ( +40 Passive ) = 130 each
Description: Derived from the Sea of Life, this technique allows the user to shape up to two autonomous arms from their backs. Formed from the Sea of Life itself, the arms possess a higher level of autonomy that allows the arms to operate entirely independent of the user but must remain attached to their back, siphoning chakra passively. The arms possess mid-range reach and, through the Sea’s extraordinary density, can smash physical obstacles, shatter bones, and overwhelm defenses with relative ease. The technique is naturally imbued with the Amino-Geis. Once per turn the arms can produce their own small blasts of Sea of Life material from their tips or hands, depending on how they are shaped. These blasts possess the same physical strength as the arms themselves. This technique can be used three times per battle, and last for three turns.
Health:
Ner-zhul
1000
Kel'thuzad
500
Deathwing
250
Brairwoods
600 ( 300 each )
Ner-zhul
1000
Kel'thuzad
500
Deathwing
250
Brairwoods
600 ( 300 each )
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