[Closed] - Black Turtle x White Tiger

Jᴀʏ

Underdog
Legendary
Joined
Jan 25, 2016
Messages
10,076
Kin
1,115💸
Kumi
881💴
Trait Points
52⚔️
Official
2-day reply limit

Terrain
Plain field | Mid-Range [15m]
No pre-existing water source

Biography

Jōnin ~ 160 / 1600

Post your biography and I can start it off.

 

Jᴀʏ

Underdog
Legendary
Joined
Jan 25, 2016
Messages
10,076
Kin
1,115💸
Kumi
881💴
Trait Points
52⚔️
Specialties: Personal Summoning Specialist / Increased Speed Specialist / Apex Summoning Specialist

CW: Indra - God of Thunder
Type: Weapon
Rank: Forbidden
Range: Short-long
Chakra: 40 (maintaining levitation costs 10 Cp a turn)
Damage: N/A
Description: Legend has it that long ago there lived a Group of Monks that devoted themselves to the art of Lightning.They spent their days amassing as much knowledge as they could on it, through years of research on its abilities and the practice of its uses through ninjutsu. Years passed and their knowledge continued to grow, reaching their final days however the monks feared that all the knowledge they had amassed on the art would fall victim to time, and thus all came to an agreement.They Forged a weapon in which they stored all the knowledge and abilities they had amassed by sacrificing their chakra and their lives.The weapon would be named Indra after the god of Thunder and the group would forever be remembered as The Monks of Indra.In terms of Appearance Indra has 3 forms.Its basic form is a solid gold ring with a lightning bolt engraved on it. Its second form is a gold lightning bolt shaped sword with a smaller lightning bolt shaped opening near the black handle. And its third and final form is that of a solid gold staff or Shakujo.


Abilities



  • Indra's Awareness - Through research and practice the first monk discovered that through the understanding of electrical charges and their pull of one another, that with enough skill one could harness the ability to sense them after completely mastering Lightning release. Able to sense the world around him through electrical charges. Able to sense techniques easily (Any technique) and by extension genjutsu via sensing the disruption in the electric waves affecting the brain (Like normal sensing simply allows the user to know he is under the effects of an illusion, does not affect the actual illusion in anyway), but otherwise limited to only short range when sensing something other then a technique such as an opponent. This is due to needing to be close to sense the weak or other wise unfocused electrical charges such as that of a human being's. After sacrificing himself, Indra gained the passive ability to grant its user an awareness of the electrical charges around him. This is passively done by the user either wearing Indra as a ring or wielding it in sword or staff form.(This ability is usable only by a user who has a lightning specialty, but to be able to sense things other then techniques up to short range the user MUST have a "Primary" Lightning Specialty)
  • Indra's Levitation - Through research and practice the third monk discovered the levitating properties of Lightning after stumbling upon and studying the effects of a well known jutsu by the name of Levitating Lightning blades. He realized by shrouding something in lightning consisting of the same properties as that of Levitating Lightning Blades, he could levitate the object and take control over it. Requiring no contact, it is applied by merely releasing an chakra discharge at the intended target which is then changed to extremely focused lightning that shrouds the target and levitates it. This is done by simply preforming a hand-seal while wearing Indra as a ring or waving Indra in its Sword or Staff form, to shroud something in an aura of lightning and control it through levitation. The lightning shroud is purely supplementary it's only purpose is to levitate the target, it does not get conducted by liquids or anything of the sort nor does it shock/harm the target whatsoever due to its extremely focused and condensed nature similar to that of the Raikage's Armor. (This counts as one of the users 3 moves per turn and the initial amount of chakra used is proportionate to the size/rank of the intended target. As well as costing 10 chakra points per turn to maintain. In terms of what can be levitated it is limited only to tangible objects and techniques up to A-rank things of a solid or tangible state like that of earth and liquids, energy based techniques cannot be be effected unless the technique states having a solid property, nor can it be used on living creatures. However due to their relationship wind techniques of any sort, even extremely focused tangible ones can not be levitated.)
Note: Changing Indra's form takes up 1 of the 3 moves
Note: Due to Indras hate for wind any wind technique preformed by the user requires + 10 chakra
Note: The wielder must have a Primary Lightning Specialty to sense things other then techniques and is limited to only Short range
Note: Indra is Indestructible
Note: Can only be taught by Yusei

Passives:

Himitsu Same Kuchiyose: Dīpuburūsu ▽ Secret Shark Summoning: Deep Blues
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After creating several versatile and powerful techniques from the shark contract, the Mand'alor began exploring the world with new friends and allies. Around Kirigakure, specifically the Shivering Sea, lived a secluded and unknown type of shark that dwelled deep within the ocean. They were so deep in the ocean that the light from the sun and moon would never reach them, keeping them within eternal darkness and away from humanity. Their habitat was fierce, as were the predators and prey that lived in the unexplored waters. As chance had it, on his way to Nagi Island, the Mand'alor found one of these sharks and from it's uniqueness and individuality, took it into one of his labs at Concord Dawn for further investigation. The Mand'alor dubbed these sharks "Deep Blues" due to their dark blue bodies. One could even mistake that color for black, even with their white undersides for comparison. The reason these sharks were so special was their adaptation to the ocean's water pressure and the predators deep within the sea, giving them enhanced durability opposed to other shark summons within the Mand'alor's arsenal. The added durability would equate to shark ninjutsu in conjunction with this technique being able to play on the terms of elemental ninjutsu (twenty points of damage for reference). The Deep Blue's teeth were sharper and stronger than any shark's recorded best yet, their speed in the frigidly cold water was double that of regular sharks from adapting to the water's cold and pressure, and their sense of smell was far beyond the limits of normal sharks. However, the species was not perfect. Due to years and years of breeding and evolution, these selective species of sharks were robbed of their eyesight from all their years without the sun or moon lighting up the world or them. They were truly brutal creatures and savages for blood - the perfect companions for the Mand'alor.

▽ Must be posted at the beginning of a fight and in the user's biography
▽ Can only be taught by Penguin
▽ Can be applied to shark ninjutsu the user knows, but not shark summons themselves
▽ Must specialize in Shark Summonings/Ninjutsu to learn/use
▽ An additional ten chakra would be used to summon this variant of shark in conjunction with shark ninjutsu

(Ura Shishō Fūinjutsu) - Reverse Four Symbols Sealing Technique
Rank: S-Rank
Type: Offensive
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: This is a sealing jutsu that is placed upon the users body, setting it to activate on the users death. It seals everything within a large, nearby, spherical into the users body.

Note: Can only be activated upon the users death.
Note: The placement of this seal must be stated on the user's biography.

(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.

(Suition/Fuuinjutsu: Zeusu no Shison no Rōbai) Water/Seal Release: The Dismay of Zeus's Offspring
Type: Supplementary/Defense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The property of this jutsu is simplistic in nature and only offers a use to defend against extremely advance lightning attacks. The user will place a seal on their body and release from this seal an advance form of water. The water has properties of fuuinjutsu and that of its regular counterpart. Essentially it works in two parts in an attempt to counter advance lightning. The seal portion of the technique's water will effectively absorb and seal off of the advance shape of various forms of electricity as well as the chakra of the opponent that has control of the lightning, be it focused lightning, or shaped lightning, the seal portion will act as a way to disrupt its shape and forcefully revert the lightning into regular, unfocused electricity. After this process is finished, the water portion takes over, as the water will conduct the now unfocused and chakra devoid electricity. From here, the user may now be able to have accessible usages to a momentarily active electrical source (only lasts 2 turns in the mist before both the water and electricity disperse). Even if the lightning has no shape or focus, example: Nagashi, the seal can still negate the chakra, with the water taking over its movement as well. Thus making the technique a good counter against any electrical mediums. This includes electricity that might coat other material like a lightning/earth variant.

Note: Can only be taught by Joker. After every two usages, the user can't use the seal again for two turns. In total can only be used three times.

Personal Summons:

(Same Kuchiyose: Alexzander) - Shark Summoning: Alexzander
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: After exploring every corner of the water country, Taek would discover a unique shark with special abilities. This shark was known as Alexzander. A medium-sized shark summoned along with a plethora of water in which he is capable of merging with at the cost of a move in order to transform his body into a transparent adhesive slime. He is capable of using this transformation as a form of evasion in battle, manipulating his now gel-like form however he pleases. The adhesive slime although it is very similar to that of the "Sticky Syrup Jutsu." That being said, this form is also somewhat comparable to that of the Hozuki Clan, as both are susceptible to lightning based attacks. While in his slime form Alexzander is capable of absorbing large quantities of chakra upon contact, up to S-rank energy based techniques (Wind/Fire) at the expense of a move, when it comes to Lightning, B-rank and above techniques are capable of knocking Alexzander out of his slime form and causing considerable damage. Additionally Alexzander is capable of manifesting a plethora of jaws onto the surface of the slime capable of devouring physical techniques, similar to that of "Paelmon's Touch". These jaws can be manifested at the same time Alexzander enters his slime form, or after the fact with the cost of a move-slot. The jaws devour up to A-rank physical techniques (Earth/Water) within a single time-frame passively. As well as being capable of defending against Taijutsu attacks of the same rank. Due to Alexzander's adhesive slime form, he is more than capable of latching on to and coating physical constructs. Alexzander's last and final ability is this ability to use any shark and water techniques the user knows up to and including S ranks.

Note: There cannot be any summons on the field, in order to summon Alexzander. Lasts four turns. Can only be taught by Jᴀʏ



Genji hadn't spent much time in the tavern before he walked out onto the grassy field.. it seemed yet another assassin, Alexzander would quickly transform into his adhesive slime form and coat Genji's person in such a way as to not hinder him in any way shape or form. As Alexzander took this form, Genji would weave together a series of hand-seals before clapping his hands transforming the terrain under his adversary within a fourteen meter radius into a sticky swamp field, within the swamp would be a plethora of mud snakes that would bind the opponent spawned simultaneously with the swamp itself. The snakes would serve to bind a greater portion of the enemies body so as to effectively prevent him from escaping.

Genji would make sure to touch the earth as the swamp formed, effectively inserting his doton chakra through his foot by tapping the mud slightly, instantly transforming the entirety of the mud to transform into solid earth, effectively ensnaring and petrifying all the earth in swamp as well as the snakes themselves. Indra, in it's blade form would be tucked at Genji's waist, providing him with a pseudo-sensing ability granting him the ability to become instantly aware of any counter his adversary might launch.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 + 10 = 40
Damage: 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.
(Doton: Doro hebi no kiba) - Earth Release: Mud Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique earth technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest a portal similar to the earth release mud drop. However instead of normal mud forming in this portal a large torrent of mud shaped as snakes will pour out surrounding a target or targets and wrapping around them. The mud while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense mud in nature much like the swamp of the underworld making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another earth or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting earth technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the muddy snakes. This usage is considered as an active boost and follows the rules and restrictions of such.


Note: May be used two times per battle overall.
Note: If combined with a water technique in it's second form it will be considered a earth/water combo. Combined with a earth technique just creates a stronger Earth.
Note: No Earth jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin
(Doton: Kōzō-teki hen'i)- Earth Release: Structural Mutation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 chakra cost to earth techniques)
Damage Points: N/A (Depending on the jutsu)
Description: Derived from the Assimilate All Creation Technique, the user will inject his chakra into an already existing earth technique. This technique grants doton techniques the user uses the ability, on touch, to take on the properties of the earthy material it has made contact with. This technique can turn a solid rock jutsu, into a muddy jutsu if it makes contact with that kind of earthy substance, or conversely, turning any mud jutsu and harden it. A concern might be, that if a solid technique was to make contact with a muddy substance, it will still retain its size, and structure, however, his body will be composed of condensed mud (less harder then regular rock), the composition is just different, and how the techniques strength will also be different, corresponding with the earthly material it came into contact with. This applies to earth techniques with shape manipulation, or techniques with less of an advance shape. Just like its composition that changes, the earth will also retain the abilities, strength, and weaknesses that the technique material mimics. The activation of this technique is instant. The reason for its instant activation is because its effects are only realized when the user utilizes another earth-based technique.Technique works only with mud and solid earth.

Note: Lasts for four turns
Note: Can only be taught by Joker
Note: Can only be used twice per battle


Chakra Points: (1520/1600) | Life Points: (160/160)
 
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