[Closed] Bzzzzzz

Panthalassa

Active member
Elite
Joined
Jan 21, 2013
Messages
8,960
Kin
923💸
Kumi
21,148💴
Trait Points
0⚔️
Panthalassa brrr'd from the cold of yumi Island. They were up on the rocky shore but even the ground nearby was covered in fresh snow. While the sky was clear now, it was evident it snowed not too long ago. Reaching mid range from Barney, Panthalassa exclaimed

So you want to spar??? Sounds good to me

His Lucifer Flies Hypermorphised into three other flies, Leviathan Gorges, Behemoth Gores and Furfur Tempests. Despite, most likely, the change being unnoticed to the doctor, since the flies were still tucked away inside his body. [on phone, I'll edit or reply on my next post with the reference techs]

You can have first move

( Hae Kuchiyose ♆ Milemorpha crypta) Fly Summoning ♆ Lucifer's Sages
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: When the very first Matriarch of the Flies came ipon the Earth, it is said she spawned most of the diversity in their race. But the key to do so was a small species of flies that possessed within them the ancient DNA of the whole class. These androgynous and hermaphrodithic species of flies are blank in their phenotypic expression, with no pigments, which gives them a very translucent skin that showcases all their organs. They are extremely sensitive to the Aburame's Insect Cocoon Technique evolution inducing powers, developing an ability of Hypermorphosis, where the user combines the Transformation Technique and the Insect Cocoon to rapidly evolve into any species (including the different genders of each species), and mimic their adaptative chracterestics. This Aburame technique is A rank, and costs 30 chakra. When not under the influence of Hypermorphosis, the flies share their W&S with Kikachu, thus weak to everthing except Basic Chakra and Organic Elements. When Hypermorphosed into a certain species, they inherit their strengths. In mixed-species swarms, the Hypermorphosis is positively adaptative.

Note: Can only have 3 simultaneous species hypermetamorphorsed.
Note: Hypermorphosis lasts 2 turns, where they can change into any fly species, after which the flies revert back to their base form for 1 turn before it can be used again. Unless they've been killed. The Holder of the Contract needs only to replenish the chakra cost every 2 turns, no need to wait a turn.
Note: Aburame users for more than 6 months can cut the cost by a third ( 20 ). Combined with having the Fly contract for 6 months allows one to use the Hypermorphosis Technique for a third of the chakra ( 10 ).
Note: The Lucifer Sage Flies have replaced Panthalassa's Leviathan Gorges, so they are his personal insects henceforth. This has to be stated in the begining of the battle or in the user's bio. Other users can only summon them once per battle up to 4 turns.
Note: Once per battle, one can have up to 5 species hypermetamorphorsed (lasting 2 turns). Afterwards, the user cannot perform Hypermetamorphorsis for 2 turns.


( Hae Kuchiyose ♆ Corpusgigan bestia ) Fly Summoning ♆ Behemoth Gores

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

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




Approved

(Hae Kuchiyose ♆ Aqua regina ) Fly Summoning ♆ Leviathan Gorges

Spoiler
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Aqua regina, common name Leviathan Gorges, are from the Stoicheophagidae family, and a sister species to the Aqua devorus, bred through the Insect Cocoon technique after multiple generations. The Water Gluttons were thus exposed to the Aburame insects and to Water chakra, and mutated into a different species. The Leviathan Gorges are very similar to the Water Gluttons in appearance, with hydrophobic hairs, the ability to breath underwater and ingest a quantity of water several times their volume, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.

The females are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Water and Organic Elements, while being weak against all others. The males, predominantly defensive, share their elemental S&W with Water itself, with the exception of Raw Chakra, Water and Organic Element, which they are strong to all the same. In a mixed swarm, the Leviathan Gorges are overall strong to Raw Chakra, Water and Organic Elements, Neutral to every element Water is strong against ( Fire, etc ) and weak against all other elements.

Similar to any Fly and Aburame insect, the Leviathan Gorges are capable of sucking chakra, reference being the Kikaichu. While the males are equal, the females possess a long hypodermic needle proboscis, which they use to pierce through cloth, leather and skin, and utilize their connection with Water to retrieve a higher intake of chakra, enhanced by the Water's properties displayed in techniques like Water Grudge Rain. Any technique that describes the absorption of chakra is multiplied by 4. In a mixed swarm, the Leviathan Gorges are overall 2 times as efficient as average Kikaichu in chakra absorption.

Their last ability, which is shared in both male and female Leviathan Gorges, they are intimately related to the Water element. This means they can exist and freely change from insect form to mist/water form and can be manipulated in both forms with Aburame and Water techniques, not just Aburame techniques, giving the swarm a great versatility and manoeuvrability. Technique that materialize water, or are spat/produced from the user will behave slightly differently, as the swarm of Leviathan Gorges will first move to the point of release, close to the mouth or somewhere else in the terrain, and then move according to the description. Turning from water/mist to insect does not count as a jutsu, as the swarm's own dynamic and social behaviour is already similar to free-flowing water, with some researchers equating the behaviour of some social insects, namely fire ants, to actual liquids. Every elemental property maintains, it is never truly water and thus can't be manipulated by anyone other than the user ( or drank ).

Note: Leviathan Gorges replace Panthalassa's cannon Parasitic Destruction Bugs ( Kikaichu ). To him, they don't count as a summon and there's a constant colony of them inhabiting his body and habitations.
Note: Other signers of the contract must summon the Leviathan Gorges, and they last 4 turns in the field.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use Water jutsu, they can only be manipulated as such.
Note: Must be posted at the beginning of a fight for reference or listed in the user's bio.




Approved

(Hae Kuchiyose ♆ Tonitrum rex ) Fly Summoning ♆ Furfur's Tempests

Spoiler
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Tonitrum rex, common name Furfur Tempests, are from the Stoicheophagidae family, and a sister species to the Tonitrum devorus, bred through the Insect Cocoon technique after multiple generations. The Lightning Gluttons were thus exposed to the Aburame insects and to Panthalassa's radioactive Panthalassic Water chakra, and mutated into a different species, as they were bread within the highly energectic environments they're usually reside in. The Furfur Tempests are very similar to the Lightning Gluttons in appearance, with microscopic hairs that resist high currents and heat, and are capable or harnessing electricity and radiation, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.

The males are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Lightning and Organic Elements, while being weak against all others, with the difference of being also Strong against any type or Current or Radioactive element composed of Lightning. The females, predominantly defensive, share their elemental S&W with Lightning itself, with the exception of Raw Chakra, Lightning and Organic Element, which they are strong to all the same, in addition to Current and Radioactivity elements composed of Lightning. In a mixed swarm, the Furfur Tempests are overall strong to Raw Chakra, Lightning, Current and Radioactivity elements composed of Lightning and Organic Elements, Neutral to every element Lightning is strong against ( Earth, etc ) and weak against all other elements.

The sexual dimorphism appears in their main ability as well. Similar to Positive and Negative currents, the Furfur Tempests's microscopic hairs are architecturally design to be one or the other, with the Male being akin to a Positive battery, and a Lightning Rod, attracting to itself any sort of Raiton current where he can easily feed. Lightning and other Current elements that pass in the vicinity of a Male Furfur Tempests Swarm, within 2 meters, will be wholly pulled towards them. They have a higher electromagnetic pull around them, and this messes with their ability to gather radioactivity of any other sort, and actually deflect Radioactivity, making their diet a little lighter on that aspect. The females though, are akin to a Negative battery, and a Lightning Deflector, repulsing current and deflecting around them any sort of Raiton current which makes them harder to feed. Conversely, they attract to themselves any sort of Radioactivity and easily feed from it. Any Radiation from Radioactive elements within 2 meters will be pulled towards the Female Furfur Tempests Swarm where it can feed. These abilities are exact opposites and passive. The species strives due to the cooperation of male and females. In Neutral Swarms, these abilities can be swapped at will, once per turn at max, allowing the Swarm to Repel Lightning and Attract Radioactivity or Attract Lightning and Repel Radioactivity, and in turn is what allows the flies to have their full diet.

Their last ability, which is shared in both male and female Furfur Tempests, they are intimately related to the Lightning element, and can produce lightning and radioactivity produced through their diet. This gives their bit a numbing and highly painful bite similar to electrocution. Their venom-like spit allows them to carve through the earth effortlessly, allowing them to "fly" underground as if they were on the air, but most importantly, this electrical bite shocks the chakra into flowing harder. This is similar to poisoning, and it allows the fly to suck 6 times more chakra than normal, because the body will be more free-flowing, with some researchers equating the behavior of this spit to other hemophilic venoms, but targeting the chakra system.

Note: They last 4 turns in the field, and can only be summoned 2 times per battle.

Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.

Note: The flies can't use Lightning nor Radiation jutsu.
 
Last edited:

McRazor

Legendary
Joined
Aug 21, 2010
Messages
12,477
Kin
2,191💸
Kumi
11,727💴
Trait Points
0⚔️
Status
Awards
Panthalassa brrr'd from the cold of yumi Island. They were up on the rocky shore but even the ground nearby was covered in fresh snow. While the sky was clear now, it was evident it snowed not too long ago. Reaching mid range from Barney, Panthalassa exclaimed

So you want to spar??? Sounds good to me

His Lucifer Flies Hypermorphised into three other flies, Leviathan Gorges, Behemoth Gores and Furfur Tempests. Despite, most likely, the change being unnoticed to the doctor, since the flies were still tucked away inside his body. [on phone, I'll edit or reply on my next post with the reference techs]

You can have first move

( Hae Kuchiyose ♆ Milemorpha crypta) Fly Summoning ♆ Lucifer's Sages
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: When the very first Matriarch of the Flies came ipon the Earth, it is said she spawned most of the diversity in their race. But the key to do so was a small species of flies that possessed within them the ancient DNA of the whole class. These androgynous and hermaphrodithic species of flies are blank in their phenotypic expression, with no pigments, which gives them a very translucent skin that showcases all their organs. They are extremely sensitive to the Aburame's Insect Cocoon Technique evolution inducing powers, developing an ability of Hypermorphosis, where the user combines the Transformation Technique and the Insect Cocoon to rapidly evolve into any species (including the different genders of each species), and mimic their adaptative chracterestics. This Aburame technique is A rank, and costs 30 chakra. When not under the influence of Hypermorphosis, the flies share their W&S with Kikachu, thus weak to everthing except Basic Chakra and Organic Elements. When Hypermorphosed into a certain species, they inherit their strengths. In mixed-species swarms, the Hypermorphosis is positively adaptative.

Note: Can only have 3 simultaneous species hypermetamorphorsed.
Note: Hypermorphosis lasts 2 turns, where they can change into any fly species, after which the flies revert back to their base form for 1 turn before it can be used again. Unless they've been killed. The Holder of the Contract needs only to replenish the chakra cost every 2 turns, no need to wait a turn.
Note: Aburame users for more than 6 months can cut the cost by a third ( 20 ). Combined with having the Fly contract for 6 months allows one to use the Hypermorphosis Technique for a third of the chakra ( 10 ).
Note: The Lucifer Sage Flies have replaced Panthalassa's Leviathan Gorges, so they are his personal insects henceforth. This has to be stated in the begining of the battle or in the user's bio. Other users can only summon them once per battle up to 4 turns.
Note: Once per battle, one can have up to 5 species hypermetamorphorsed (lasting 2 turns). Afterwards, the user cannot perform Hypermetamorphorsis for 2 turns.


( Hae Kuchiyose ♆ Corpusgigan bestia ) Fly Summoning ♆ Behemoth Gores

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

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




Approved

(Hae Kuchiyose ♆ Aqua regina ) Fly Summoning ♆ Leviathan Gorges

Spoiler
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Aqua regina, common name Leviathan Gorges, are from the Stoicheophagidae family, and a sister species to the Aqua devorus, bred through the Insect Cocoon technique after multiple generations. The Water Gluttons were thus exposed to the Aburame insects and to Water chakra, and mutated into a different species. The Leviathan Gorges are very similar to the Water Gluttons in appearance, with hydrophobic hairs, the ability to breath underwater and ingest a quantity of water several times their volume, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.

The females are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Water and Organic Elements, while being weak against all others. The males, predominantly defensive, share their elemental S&W with Water itself, with the exception of Raw Chakra, Water and Organic Element, which they are strong to all the same. In a mixed swarm, the Leviathan Gorges are overall strong to Raw Chakra, Water and Organic Elements, Neutral to every element Water is strong against ( Fire, etc ) and weak against all other elements.

Similar to any Fly and Aburame insect, the Leviathan Gorges are capable of sucking chakra, reference being the Kikaichu. While the males are equal, the females possess a long hypodermic needle proboscis, which they use to pierce through cloth, leather and skin, and utilize their connection with Water to retrieve a higher intake of chakra, enhanced by the Water's properties displayed in techniques like Water Grudge Rain. Any technique that describes the absorption of chakra is multiplied by 4. In a mixed swarm, the Leviathan Gorges are overall 2 times as efficient as average Kikaichu in chakra absorption.

Their last ability, which is shared in both male and female Leviathan Gorges, they are intimately related to the Water element. This means they can exist and freely change from insect form to mist/water form and can be manipulated in both forms with Aburame and Water techniques, not just Aburame techniques, giving the swarm a great versatility and manoeuvrability. Technique that materialize water, or are spat/produced from the user will behave slightly differently, as the swarm of Leviathan Gorges will first move to the point of release, close to the mouth or somewhere else in the terrain, and then move according to the description. Turning from water/mist to insect does not count as a jutsu, as the swarm's own dynamic and social behaviour is already similar to free-flowing water, with some researchers equating the behaviour of some social insects, namely fire ants, to actual liquids. Every elemental property maintains, it is never truly water and thus can't be manipulated by anyone other than the user ( or drank ).

Note: Leviathan Gorges replace Panthalassa's cannon Parasitic Destruction Bugs ( Kikaichu ). To him, they don't count as a summon and there's a constant colony of them inhabiting his body and habitations.
Note: Other signers of the contract must summon the Leviathan Gorges, and they last 4 turns in the field.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use Water jutsu, they can only be manipulated as such.
Note: Must be posted at the beginning of a fight for reference or listed in the user's bio.




Approved

(Hae Kuchiyose ♆ Tonitrum rex ) Fly Summoning ♆ Furfur's Tempests

Spoiler
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Tonitrum rex, common name Furfur Tempests, are from the Stoicheophagidae family, and a sister species to the Tonitrum devorus, bred through the Insect Cocoon technique after multiple generations. The Lightning Gluttons were thus exposed to the Aburame insects and to Panthalassa's radioactive Panthalassic Water chakra, and mutated into a different species, as they were bread within the highly energectic environments they're usually reside in. The Furfur Tempests are very similar to the Lightning Gluttons in appearance, with microscopic hairs that resist high currents and heat, and are capable or harnessing electricity and radiation, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.

The males are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Lightning and Organic Elements, while being weak against all others, with the difference of being also Strong against any type or Current or Radioactive element composed of Lightning. The females, predominantly defensive, share their elemental S&W with Lightning itself, with the exception of Raw Chakra, Lightning and Organic Element, which they are strong to all the same, in addition to Current and Radioactivity elements composed of Lightning. In a mixed swarm, the Furfur Tempests are overall strong to Raw Chakra, Lightning, Current and Radioactivity elements composed of Lightning and Organic Elements, Neutral to every element Lightning is strong against ( Earth, etc ) and weak against all other elements.

The sexual dimorphism appears in their main ability as well. Similar to Positive and Negative currents, the Furfur Tempests's microscopic hairs are architecturally design to be one or the other, with the Male being akin to a Positive battery, and a Lightning Rod, attracting to itself any sort of Raiton current where he can easily feed. Lightning and other Current elements that pass in the vicinity of a Male Furfur Tempests Swarm, within 2 meters, will be wholly pulled towards them. They have a higher electromagnetic pull around them, and this messes with their ability to gather radioactivity of any other sort, and actually deflect Radioactivity, making their diet a little lighter on that aspect. The females though, are akin to a Negative battery, and a Lightning Deflector, repulsing current and deflecting around them any sort of Raiton current which makes them harder to feed. Conversely, they attract to themselves any sort of Radioactivity and easily feed from it. Any Radiation from Radioactive elements within 2 meters will be pulled towards the Female Furfur Tempests Swarm where it can feed. These abilities are exact opposites and passive. The species strives due to the cooperation of male and females. In Neutral Swarms, these abilities can be swapped at will, once per turn at max, allowing the Swarm to Repel Lightning and Attract Radioactivity or Attract Lightning and Repel Radioactivity, and in turn is what allows the flies to have their full diet.

Their last ability, which is shared in both male and female Furfur Tempests, they are intimately related to the Lightning element, and can produce lightning and radioactivity produced through their diet. This gives their bit a numbing and highly painful bite similar to electrocution. Their venom-like spit allows them to carve through the earth effortlessly, allowing them to "fly" underground as if they were on the air, but most importantly, this electrical bite shocks the chakra into flowing harder. This is similar to poisoning, and it allows the fly to suck 6 times more chakra than normal, because the body will be more free-flowing, with some researchers equating the behavior of this spit to other hemophilic venoms, but targeting the chakra system.

Note: They last 4 turns in the field, and can only be summoned 2 times per battle.

Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.

Note: The flies can't use Lightning nor Radiation jutsu.
After going through this wall of text, I changed my mind rofl. Take the win.
_

Barney would embrace his opponents words and start the battle. To show off, he would commence his assault with a well placed illusion which was followed by his custom element, Capsaicin. As he did the required handseals and the stop, behind his opponent, a massive pepper would shake and rumble the earth as it emerged from it, swallowing his opponent completely. In reality, Barney would use that distraction to repeat the handseals and stomp in order for Capsaicin to shoot out through the cracks in the earth that would be masked by the illusion as well. As the Capsaicin shot out in the form of countless geysers, they would be aimed in all kinds of directions across the whole battlefield making travel of any kind barely possible. Due to its sticky and waxy properties it was the perfect agent to stick onto objects and to deal pain not through sheer force but through the perception of the nervous system, sending an influx of calcium ions into his opponents brain as the Capsaicin seeped into his clothes.
Genjutsu: Kyodaina peppā | Illusionary Arts: Monstrous Pepper
Type: Supplementary
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: N/A
Description: Upon performing two handseals, the user disrupts the opponents chakra flow and places him into a gruesome genjutsu. Within the illusion, the user harshly stomps the ground and a giant monstrous red pepper emerges from the ground behind the opponent. The pepper is red and connected with its stem to the roots in the ground. The stem is decorated with a couple of green leaves that serve no real purpose to the illusion, other than to further distract the opponent. As the monstrous pepper emerges from the ground, the earth shakes from behind the opponent and the rumbling of earth can be heard. The pepper has hollowed out eyes and sharp teeth and its insides can be seen as a sticky yellowish substance that is dripping through its eyes and mouth. As it emerges from the ground it launches itself with its gaping mouth at the opponent, with the intention to swallow him whole, in a similar fashion to the venus flytrap. The height of the pepper is about twice the size of the opponent and it emerges about short range behind the opponent. However, due to its long stem it can easily reach the opponent within a moment. Once the pepper eats the opponent within the illusion, it traps him inside its body and squeezes him tightly against its sticky insides. In reality, the opponent is immobilized and unable to move if he gets eaten, leaving him at the users mercy.
Note: Can only be used 3 times per battle
Note: No other genjutsu in this turn. Must wait 2 turns between uses
Kapusaichinton: Keisan Sa Reta Wareme | Capsaicin Release: Canny Crevices
Type: Offensive
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: 60
Description: Canny Crevices is a justu based on the main release of Capsaicin. Specifically, on the high SHU variant that is used to harm enemies. To execute the jutsu the user claps his hands together while releasing his Capsaicin chakra into the ground and using the present earth beneath the surface to mold it into the sticky and waxy substance of Capsaicin. A brief moment later the user stomps his foot on the ground, forcing the Capsaicin to build up and crack the surface of the earth due to the pressure, causing the Capsaicin to blast through the cracks and shoot onto the battlefield like geysers. With care and control the user can direct the bursts as well as control the cracks in order to optimize the Capsaicin release from beneath the surface and stay away from direct harm. If the opponent would be caught by the Capsaicin, the substance would stick to him and penetrate his clothing. The Capsaicin would cripple the opponent by overwhelming his nerves and due to it sticking even to his clothes it would present itself as a trouble for removing the Capsaicin. An affected opponent would quickly fall into agony which would very soon be his demise due to the agressive nature of Capsaicin. Thanks to its sticky and burning properties it would momentarily start spreading the burning sensation through the opponents body. The reacting neurons would start firing calcium ions at the brain uncontrollably, overwhelming the opponents brain with signals of agonyzing pain. When a target is bound by this, due to the pain their reaction times are reduced by 2 ranks, losing a rank per turn if they don't release themselves.
Note: Can only be used 3 times per battle
 

Panthalassa

Active member
Elite
Joined
Jan 21, 2013
Messages
8,960
Kin
923💸
Kumi
21,148💴
Trait Points
0⚔️
After going through this wall of text, I changed my mind rofl. Take the win.
_

Barney would embrace his opponents words and start the battle. To show off, he would commence his assault with a well placed illusion which was followed by his custom element, Capsaicin. As he did the required handseals and the stop, behind his opponent, a massive pepper would shake and rumble the earth as it emerged from it, swallowing his opponent completely. In reality, Barney would use that distraction to repeat the handseals and stomp in order for Capsaicin to shoot out through the cracks in the earth that would be masked by the illusion as well. As the Capsaicin shot out in the form of countless geysers, they would be aimed in all kinds of directions across the whole battlefield making travel of any kind barely possible. Due to its sticky and waxy properties it was the perfect agent to stick onto objects and to deal pain not through sheer force but through the perception of the nervous system, sending an influx of calcium ions into his opponents brain as the Capsaicin seeped into his clothes.
Genjutsu: Kyodaina peppā | Illusionary Arts: Monstrous Pepper
Type: Supplementary
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: N/A
Description: Upon performing two handseals, the user disrupts the opponents chakra flow and places him into a gruesome genjutsu. Within the illusion, the user harshly stomps the ground and a giant monstrous red pepper emerges from the ground behind the opponent. The pepper is red and connected with its stem to the roots in the ground. The stem is decorated with a couple of green leaves that serve no real purpose to the illusion, other than to further distract the opponent. As the monstrous pepper emerges from the ground, the earth shakes from behind the opponent and the rumbling of earth can be heard. The pepper has hollowed out eyes and sharp teeth and its insides can be seen as a sticky yellowish substance that is dripping through its eyes and mouth. As it emerges from the ground it launches itself with its gaping mouth at the opponent, with the intention to swallow him whole, in a similar fashion to the venus flytrap. The height of the pepper is about twice the size of the opponent and it emerges about short range behind the opponent. However, due to its long stem it can easily reach the opponent within a moment. Once the pepper eats the opponent within the illusion, it traps him inside its body and squeezes him tightly against its sticky insides. In reality, the opponent is immobilized and unable to move if he gets eaten, leaving him at the users mercy.
Note: Can only be used 3 times per battle
Note: No other genjutsu in this turn. Must wait 2 turns between uses
Kapusaichinton: Keisan Sa Reta Wareme | Capsaicin Release: Canny Crevices
Type: Offensive
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: 60
Description: Canny Crevices is a justu based on the main release of Capsaicin. Specifically, on the high SHU variant that is used to harm enemies. To execute the jutsu the user claps his hands together while releasing his Capsaicin chakra into the ground and using the present earth beneath the surface to mold it into the sticky and waxy substance of Capsaicin. A brief moment later the user stomps his foot on the ground, forcing the Capsaicin to build up and crack the surface of the earth due to the pressure, causing the Capsaicin to blast through the cracks and shoot onto the battlefield like geysers. With care and control the user can direct the bursts as well as control the cracks in order to optimize the Capsaicin release from beneath the surface and stay away from direct harm. If the opponent would be caught by the Capsaicin, the substance would stick to him and penetrate his clothing. The Capsaicin would cripple the opponent by overwhelming his nerves and due to it sticking even to his clothes it would present itself as a trouble for removing the Capsaicin. An affected opponent would quickly fall into agony which would very soon be his demise due to the agressive nature of Capsaicin. Thanks to its sticky and burning properties it would momentarily start spreading the burning sensation through the opponents body. The reacting neurons would start firing calcium ions at the brain uncontrollably, overwhelming the opponents brain with signals of agonyzing pain. When a target is bound by this, due to the pain their reaction times are reduced by 2 ranks, losing a rank per turn if they don't release themselves.
Note: Can only be used 3 times per battle
Panthalassa would note the apparition of the devilish pepper right away, but, more than that, he would feel the buzzing of his flies, as they course through his body and start reacting to his messed up flow, as per his Secret Skill: Removal of Sin. Yet, instead of allowing the flies to unleash him from the Genjutsu by eating the foul chakra that was causing it, Panthalassa burst his water outwards, a charka surge that pulsated in an omnidirectional wave. The ensuing orb would carry a light-reflecting. Two passive boosts would happen in unison, the first being from his Water Speciality that increases +20 and the second being from Ereshkigal's necklace at his chest, increasing it once more.

( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80 ( 120 )
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.
Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

The Capcaicin wax that manages to spurt out from the ground would be pushed and washed away immediately upon contact, unable to overpower the enhanced water technique. Right away, Panthalassa would produce 2 handseals to open a large portal in the air, as his Haumia Godstick earing attaches shaving property to polination mist that spews forth.

( Suiton: Kafun ) Water Release: Polination
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.
Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.

Haumia - Is the godstick of the God of Wild, the Hunter God. It is capable of granting the [Depowering effect] manifested in the technique [Water Style: Mist Rain]. This allows the user's technique to shave off 1 rank from an opposing jutsu, -20 damage when applicable. When used through the Maori Godmist, it is capable of shaving off some power, having them being overpowered by similarily ranked techniques, or shaving 10 damage when applicable.

I have some new abilities to try on, lets play!
 
Last edited:

McRazor

Legendary
Joined
Aug 21, 2010
Messages
12,477
Kin
2,191💸
Kumi
11,727💴
Trait Points
0⚔️
Status
Awards
Panthalassa would note the apparition of the devilish pepper right away, but, more than that, he would feel the buzzing of his flies, as they course through his body and start reacting to his messed up flow, as per his Secret Skill: Removal of Sin. Yet, instead of allowing the flies to unleash him from the Genjutsu by eating the foul chakra that was causing it, Panthalassa burst his water outwards, a charka surge that pulsated in an omnidirectional wave. The ensuing orb would carry a light-reflecting. Two passive boosts would happen in unison, the first being from his Water Speciality that increases +20 and the second being from Ereshkigal's necklace at his chest, increasing it once more.

( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80 ( 120 )
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.
Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

The Capcaicin wax that manages to spurt out from the ground would be pushed and washed away immediately upon contact, unable to overpower the enhanced water technique. Right away, Panthalassa would produce 2 handseals to open a large portal in the air, as his Haumia Godstick earing attaches shaving property to polination mist that spews forth.

( Suiton: Kafun ) Water Release: Polination
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.
Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.

Haumia - Is the godstick of the God of Wild, the Hunter God. It is capable of granting the [Depowering effect] manifested in the technique [Water Style: Mist Rain]. This allows the user's technique to shave off 1 rank from an opposing jutsu, -20 damage when applicable. When used through the Maori Godmist, it is capable of shaving off some power, having them being overpowered by similarily ranked techniques, or shaving 10 damage when applicable.

I have some new abilities to try on, lets play!
As soon as the water burst, Barney realized there would be no time for the Capsaicin. No wonder he rarely utilized his custom element, his opponents would never let him. As the burst of water spread outwards, Barney recognized its light reflecting pattern. Through the usage of Origin, Barney performed the same technique, but empowered by his star chakra and nature manipulated into Panthalassic Water with an infusion of Stygian Water into the mixture, creating a potent combination that would overpower the opposing burst and put the opponent on his back foot, making him think twice about releasing the mist or defending.

( Oujuusuiton: Hottan ) Panthalassic Water Release: Hadean ⤘ Origin
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Origin is a Passive technique that pertains to the consequences of interacting with Panthalassic Water's Radioactivity. As it comes from self-radiolysis, Panthalassic Water exudes a great amount of energy, increasing the core temperature of the element into burning degrees, while acquiring a great corrosion effect onto organic matter. As such, the effects of the element will be split into two different categories, Radiation Poisoning and Corrosion Burning, though they are linked.

Corrosion Burning is induced on contact with the element, and happens due to the high injection of energy into the target and the element itself, breaking up the cells essentially corroding the target's tissues. These range from Mild to Medium to Severe. In Mild, the initial damage from D-C Ranks, the tissues will have a bright red coloring indicative of first degree burning, and will itch and tingle highly and uncomfortably as the corrosion takes effect. In Medium, the initial damage of B-A ranks, the skin will break apart with second degree burning and boiling, and the itchiness will spread to the peripheral areas while the points of contact will hurt beyond that of a normal burning. In Severe, the initial damage of S and higher, the pain will be unbearable and spread quickly to the peripheral areas, while the main targetted areas will melt away even numbing the sensation as it corrodes through flesh and nerves. The effects of Corrosion Burning are stackable, so they increase in severity rank every turn the contact remains. Depending on the area burnt, the effects can be fatal, especially when targeting vital areas of the body. Effects do not revert when contact is lost, unless healed.

Radiation Sickness is induced on contact with the element , it pertains to the inner consequences of being infused with Panthalassic Water radiation on a cellular and systematic level. This also incorporates PW's property of severing water chakra, in the sense that it's parasitic properties will spread through the chakra system as well as the organ system. The effects range for Mild to Medium to severe. In Mild, the initial effect of D-C Ranks, the Radiation Sickness will cause generalized weakness and loss of dexterity preventing the usage of high ranking Taijutsu and techniques or elements that utilize Water Chakra ( S and Above ), and losing the ability to aim properly. In Medium, the initial effect of B-A ranks, the weakness will spread into generalized sweating and organ failure, as well as small but multiple fish egg-like tumors from the chakra unbalance. It prevents the usage of Taijutsu and Water beyond that of C rank or Basic Ninjutsu beyond A rank, the target will be unable to properly chain together more than 2 handseals without fumbling. In Severe, the sickness will cause multiple organ failure and possible hallucination, mostly making the opponent see double or blurry, and hearing loud roaring sounds or scratching like those of dinosaurs or other ancient creatures and insects. The user will be unable to stand and his water chakra usage is severed completely, as are his ability to chain handseals or utilize Basic Ninjutsu beyond D rank. The effects are stackable the more turns the opponent remains in contact with the element, increasing one rank per turn and require one full turn to fully mature. The effects decrease 1 rank each turn if the opponent breaks contact with the element and do not stack unless the target remains in contact. One turn after Severe effect results in loss of consciousness, two turns results in Death, both do not revert when contact is lost unless healed. If the target inhales the element, it will take 3 turns for the effects to reduce by 1 rank.

Note: Panthalassic Release users have a high degree of immunity when it comes to their own element, allowing them to touch or be in their element relatively safe and harmlessly. When they compare to other users, though, their immunity is not so strong. They delay the effects by one rank and require double the amount of time to increase in severity, while require half the time to recover when not exposed. Likewise, they can completely counter each other's radioactivity effect by utilizing their own techniques against them.

Note: This technique also allows for the possibility of converting Water Chakra into Panthalassic Chakra, so that the user can perform Water Release techniques as Panthalassic Water. This can be done in the same timeframe as a water technique, used 4 times per battle. This will cost one of the users 3 moves per turn.
( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80+20+20
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.
Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages
(Suteijian Suiton: Ikari no Yomi) Ξ Stygian Water: Ferry to the Underworld
Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 20 ( +10 to Water jutsu )
Damage Points: N/A (+20)
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including S ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties which makes them more dangerous (+20). Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques.Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.
Note: Can only be used 4 times with a two turn cooldown
 

Panthalassa

Active member
Elite
Joined
Jan 21, 2013
Messages
8,960
Kin
923💸
Kumi
21,148💴
Trait Points
0⚔️
As soon as the water burst, Barney realized there would be no time for the Capsaicin. No wonder he rarely utilized his custom element, his opponents would never let him. As the burst of water spread outwards, Barney recognized its light reflecting pattern. Through the usage of Origin, Barney performed the same technique, but empowered by his star chakra and nature manipulated into Panthalassic Water with an infusion of Stygian Water into the mixture, creating a potent combination that would overpower the opposing burst and put the opponent on his back foot, making him think twice about releasing the mist or defending.

( Oujuusuiton: Hottan ) Panthalassic Water Release: Hadean ⤘ Origin
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Origin is a Passive technique that pertains to the consequences of interacting with Panthalassic Water's Radioactivity. As it comes from self-radiolysis, Panthalassic Water exudes a great amount of energy, increasing the core temperature of the element into burning degrees, while acquiring a great corrosion effect onto organic matter. As such, the effects of the element will be split into two different categories, Radiation Poisoning and Corrosion Burning, though they are linked.

Corrosion Burning is induced on contact with the element, and happens due to the high injection of energy into the target and the element itself, breaking up the cells essentially corroding the target's tissues. These range from Mild to Medium to Severe. In Mild, the initial damage from D-C Ranks, the tissues will have a bright red coloring indicative of first degree burning, and will itch and tingle highly and uncomfortably as the corrosion takes effect. In Medium, the initial damage of B-A ranks, the skin will break apart with second degree burning and boiling, and the itchiness will spread to the peripheral areas while the points of contact will hurt beyond that of a normal burning. In Severe, the initial damage of S and higher, the pain will be unbearable and spread quickly to the peripheral areas, while the main targetted areas will melt away even numbing the sensation as it corrodes through flesh and nerves. The effects of Corrosion Burning are stackable, so they increase in severity rank every turn the contact remains. Depending on the area burnt, the effects can be fatal, especially when targeting vital areas of the body. Effects do not revert when contact is lost, unless healed.

Radiation Sickness is induced on contact with the element , it pertains to the inner consequences of being infused with Panthalassic Water radiation on a cellular and systematic level. This also incorporates PW's property of severing water chakra, in the sense that it's parasitic properties will spread through the chakra system as well as the organ system. The effects range for Mild to Medium to severe. In Mild, the initial effect of D-C Ranks, the Radiation Sickness will cause generalized weakness and loss of dexterity preventing the usage of high ranking Taijutsu and techniques or elements that utilize Water Chakra ( S and Above ), and losing the ability to aim properly. In Medium, the initial effect of B-A ranks, the weakness will spread into generalized sweating and organ failure, as well as small but multiple fish egg-like tumors from the chakra unbalance. It prevents the usage of Taijutsu and Water beyond that of C rank or Basic Ninjutsu beyond A rank, the target will be unable to properly chain together more than 2 handseals without fumbling. In Severe, the sickness will cause multiple organ failure and possible hallucination, mostly making the opponent see double or blurry, and hearing loud roaring sounds or scratching like those of dinosaurs or other ancient creatures and insects. The user will be unable to stand and his water chakra usage is severed completely, as are his ability to chain handseals or utilize Basic Ninjutsu beyond D rank. The effects are stackable the more turns the opponent remains in contact with the element, increasing one rank per turn and require one full turn to fully mature. The effects decrease 1 rank each turn if the opponent breaks contact with the element and do not stack unless the target remains in contact. One turn after Severe effect results in loss of consciousness, two turns results in Death, both do not revert when contact is lost unless healed. If the target inhales the element, it will take 3 turns for the effects to reduce by 1 rank.

Note: Panthalassic Release users have a high degree of immunity when it comes to their own element, allowing them to touch or be in their element relatively safe and harmlessly. When they compare to other users, though, their immunity is not so strong. They delay the effects by one rank and require double the amount of time to increase in severity, while require half the time to recover when not exposed. Likewise, they can completely counter each other's radioactivity effect by utilizing their own techniques against them.

Note: This technique also allows for the possibility of converting Water Chakra into Panthalassic Chakra, so that the user can perform Water Release techniques as Panthalassic Water. This can be done in the same timeframe as a water technique, used 4 times per battle. This will cost one of the users 3 moves per turn.
( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80+20+20
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.
Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages
(Suteijian Suiton: Ikari no Yomi) Ξ Stygian Water: Ferry to the Underworld
Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 20 ( +10 to Water jutsu )
Damage Points: N/A (+20)
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including S ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties which makes them more dangerous (+20). Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques.Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.
Note: Can only be used 4 times with a two turn cooldown
At the sight of his opponent's technique, Panthalassa spread out his flies through his trousers and feet, creating a platform that pushed him out of the way of the ensuing shockwave, bringing him Long-Range and away from harm, whereas the remainder of the swarm engorges and spills forth in all directions. It would allow him to proceed with his intended move, producing 2 handseals to open a large portal in the air, as his Haumia Godstick earing attaches shaving property to polination mist that spews forth. The Myiasis swarm would self-regenerate as it deals with the Stygian+Panthalassic Water combo, overpowering it and continuing forth towards Barney.

( Aburame no Hijutsu: Haekansei ) Hidden Insect Technique: Myiasis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80 ( 120 )
Description: Myiasis combines normal insect manipulation and the Insect Cocoon technique, creating a great and concentrated swarm of insects in the shape of a large projectile, with the user's chakra at it's core inducing rapid reproduction of the insects. This creates a swarm constantly renewing itself, seemingly pulsate as the inner-most bugs fly out to the surface and then back again, in an endless cycle. This gives the concentrated swarm projectile a very peculiar appearance of something akin to an endlessly unfolding drill, but it's main property is it's resistance to wear and tear. Given it's constant regeneration, when it collides against another technique, if it is not enough to completely destroy the technique, following the elemental S&W, then it will never weaken, maintaining the same power as it had in it's inception. It can lost as long as it is fully destroyed, as long as the user keeps pouring chakra onto the swarm's Insect Cocoon-like core. In essence, it keeps being S rank until a technique that is able to neutralize or overpower S ranks collides with it.
Myiasis can be aggregated as up to 2 or 4 smaller projectiles, where each would be a constantly renewed A or B rank. The state between 1, 2 or 4 projectiles is inter-changeable, and the rank will follow accordingly, the user requiring only to push them together or apart. Likewise, the shape of the projectile can shift at will, become more spear-like or ball-like, or any other type of simple construct. All of these changes require no additional cost.

Note: While Myiasis is in play, the user is unable to perform more than 2 techniques per turn.
Note: The user is unable to perform other Aburame techniques after producing the Myasis, and throughout the duration of the technique.
Note: Only lasts a maximum of 3 turns.
Note: Can only be used twice per battle.
Note: Requires a 3 turn cool down between usages.

( Suiton: Kafun ) Water Release: Polination
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.
Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.

Haumia - Is the godstick of the God of Wild, the Hunter God. It is capable of granting the [Depowering effect] manifested in the technique [Water Style: Mist Rain]. This allows the user's technique to shave off 1 rank from an opposing jutsu, -20 damage when applicable. When used through the Maori Godmist, it is capable of shaving off some power, having them being overpowered by similarily ranked techniques, or shaving 10 damage when applicable.
 

McRazor

Legendary
Joined
Aug 21, 2010
Messages
12,477
Kin
2,191💸
Kumi
11,727💴
Trait Points
0⚔️
Status
Awards
At the sight of his opponent's technique, Panthalassa spread out his flies through his trousers and feet, creating a platform that pushed him out of the way of the ensuing shockwave, bringing him Long-Range and away from harm, whereas the remainder of the swarm engorges and spills forth in all directions. It would allow him to proceed with his intended move, producing 2 handseals to open a large portal in the air, as his Haumia Godstick earing attaches shaving property to polination mist that spews forth. The Myiasis swarm would self-regenerate as it deals with the Stygian+Panthalassic Water combo, overpowering it and continuing forth towards Barney.

( Aburame no Hijutsu: Haekansei ) Hidden Insect Technique: Myiasis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80 ( 120 )
Description: Myiasis combines normal insect manipulation and the Insect Cocoon technique, creating a great and concentrated swarm of insects in the shape of a large projectile, with the user's chakra at it's core inducing rapid reproduction of the insects. This creates a swarm constantly renewing itself, seemingly pulsate as the inner-most bugs fly out to the surface and then back again, in an endless cycle. This gives the concentrated swarm projectile a very peculiar appearance of something akin to an endlessly unfolding drill, but it's main property is it's resistance to wear and tear. Given it's constant regeneration, when it collides against another technique, if it is not enough to completely destroy the technique, following the elemental S&W, then it will never weaken, maintaining the same power as it had in it's inception. It can lost as long as it is fully destroyed, as long as the user keeps pouring chakra onto the swarm's Insect Cocoon-like core. In essence, it keeps being S rank until a technique that is able to neutralize or overpower S ranks collides with it.
Myiasis can be aggregated as up to 2 or 4 smaller projectiles, where each would be a constantly renewed A or B rank. The state between 1, 2 or 4 projectiles is inter-changeable, and the rank will follow accordingly, the user requiring only to push them together or apart. Likewise, the shape of the projectile can shift at will, become more spear-like or ball-like, or any other type of simple construct. All of these changes require no additional cost.

Note: While Myiasis is in play, the user is unable to perform more than 2 techniques per turn.
Note: The user is unable to perform other Aburame techniques after producing the Myasis, and throughout the duration of the technique.
Note: Only lasts a maximum of 3 turns.
Note: Can only be used twice per battle.
Note: Requires a 3 turn cool down between usages.

( Suiton: Kafun ) Water Release: Polination
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.
Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.

Haumia - Is the godstick of the God of Wild, the Hunter God. It is capable of granting the [Depowering effect] manifested in the technique [Water Style: Mist Rain]. This allows the user's technique to shave off 1 rank from an opposing jutsu, -20 damage when applicable. When used through the Maori Godmist, it is capable of shaving off some power, having them being overpowered by similarily ranked techniques, or shaving 10 damage when applicable.
The swarm of insects rushed at Barney with all their might and Barney had to act quickly. His star chakra spilled surrounding his body and formed into a massive dragon with wings, lifting him slightly from the ground. The dragon spun upwards into a large arc and swept its head across the battlefield, destroying the bugs as they swarmed before the portal was made. Due to the damage difference between the techniques, the dragon would persist but weakened down to 120 damage just as the portal was formed. Once again, the dragon would swing its head but this time towards the last known location of the portal as it released the mist, destroying it with enough might, even though it was yet again weakened down to 100 damage by the mist due to its damage shaving ability. From there on, the dragon would charge at the opponent with whatever might it had left, aimed to impale him.

( Kujaku Myōhō - Ryu ) - Mysterious Peacock method - Dragon
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 140 ( -30 to user )
Description: The user will channel their star chakra and have it completely envelop them in a dark purple aura and shoot up into the sky. The chakra will form a serpentine like dragon and wrap its lower body around the user. Upon being created, the user can passively control the dragon to have it dive and attack or release powerful blasts of star chakra equivalent to A-rank (once per turn). The user may also chose to have the dragon grow wings to elevate the both of them, however they can only fly as fast as their current speed. Due to the use of all the user's star chakra, the user cannot use any other Mysterious Peacock technique while this is in play. The dragon may remain on the field a total of 4 turns and doesn't require the user to have previously activated the Mysterious Peacock Method. However once this technique ends, the user's body will have sustained so much damage that they will only be able to use the Mysterious Peacock Method once afterwards (if possible) and for a total of 4 turns instead of five.
Note: If the user was using their Mysterious Peacock Method technique when using this, they will collapse unable to use above A rank techniques for 3 turns. This technique can only be used once per battle.
 

Panthalassa

Active member
Elite
Joined
Jan 21, 2013
Messages
8,960
Kin
923💸
Kumi
21,148💴
Trait Points
0⚔️
The swarm of insects rushed at Barney with all their might and Barney had to act quickly. His star chakra spilled surrounding his body and formed into a massive dragon with wings, lifting him slightly from the ground. The dragon spun upwards into a large arc and swept its head across the battlefield, destroying the bugs as they swarmed before the portal was made. Due to the damage difference between the techniques, the dragon would persist but weakened down to 120 damage just as the portal was formed. Once again, the dragon would swing its head but this time towards the last known location of the portal as it released the mist, destroying it with enough might, even though it was yet again weakened down to 100 damage by the mist due to its damage shaving ability. From there on, the dragon would charge at the opponent with whatever might it had left, aimed to impale him.

( Kujaku Myōhō - Ryu ) - Mysterious Peacock method - Dragon
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 140 ( -30 to user )
Description: The user will channel their star chakra and have it completely envelop them in a dark purple aura and shoot up into the sky. The chakra will form a serpentine like dragon and wrap its lower body around the user. Upon being created, the user can passively control the dragon to have it dive and attack or release powerful blasts of star chakra equivalent to A-rank (once per turn). The user may also chose to have the dragon grow wings to elevate the both of them, however they can only fly as fast as their current speed. Due to the use of all the user's star chakra, the user cannot use any other Mysterious Peacock technique while this is in play. The dragon may remain on the field a total of 4 turns and doesn't require the user to have previously activated the Mysterious Peacock Method. However once this technique ends, the user's body will have sustained so much damage that they will only be able to use the Mysterious Peacock Method once afterwards (if possible) and for a total of 4 turns instead of five.
Note: If the user was using their Mysterious Peacock Method technique when using this, they will collapse unable to use above A rank techniques for 3 turns. This technique can only be used once per battle.
Panthalassa stood Long-range from his opponent in awe of the massive dragon of purple energy that Barney exuded. Damn that's thick. His flies flew from under his color and sleeves, aggregating into two great swarms that took the shape of a human, showcasing the sexy mug and body of Panthalassa himself.

( Suiton/Aburame no Jutsu: Bunshin ) Water/Insect Technique: Cloning
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Aburame/Water Clone is step forward from the Bug and the Water Clone. It is composed of a swarm of insects and a nutritive syrup-like liquid. Insect eggs are incubated in the core of the clone, which allow for more and more insects to shoot out from within, similar to the actual Aburame host, and are used in insect techniques. When a physical object pierces through the clone, it can swarm around it, while the syrup turns into a thick mist, carrying the eggs. Similar to a Shadow Clone, this clone is capable of using Aburame and Aburame-related techniques ( Ex: Pharaoh Sickles CFS ), as well as use Water chakra for Elemental Ninjutsu, besides the non-Elemental Ninjutsu, Taijutsu and Genjutsu. It does not have access to any other elemental chakra, and can't perform techniques above S rank. When physical contact occurs, the clone is capable of oozing out the syrup liquid which will pin down the target, while the insects drain their chakra. Due to the nutritive aspect of the syrup, when in physical contact, the insects drain around x8 as much chakra as the average insect ( 112 chakra ), though it is dependent on the number of clones in place. If the user created 4 clones, then each will drain around x2 ( 28 chakra ).

Note: Can only be used 3 times per battle.

And then, taking control of the sea right besides him, adding his own chakra onto it, Panthalassa creating a gigantic wall of water that would tower over the weakened dragon and overpower it completely, enhanced by both Ershkigal's blessing and the Rongo piercing.

( Suiton: Kujo Tsunami Nami ) Water Release: Destructive Tsunami Wave
Rank: s
Type: attack
Range: Short-long
Chakra Cost: 70
Damage Points: 100 ( 140 )
Description: it?s a mixture of Suiton:Baku Shuishouha)-Water Style:Bursting Water Wave, the user creates a Hugh tsunami while performing the bursting wave, that can level the entire area. It moves at high speeds, can break the opponents bones, and drown them in the water . variations : mud (the wave is mixed wit earth to create a mud tsunami wave, after its over the mud hardens and bury the opponent in mud) lightning ( the wave is mixed wit lightning and it can shock a large army)
Note: Created by Hellsbadass

Rongo - Is the godstick of the God of Crops, the Harvest God. It is capable of granting the [Empowering Effect] by increasing the amount of chakra infused into the technique. This allows the user's technique to spend 10 more chakra than normal, increasing the rank of the technique, adding +20 damage when applicable. When used through the Maori Godmist, grants the ability to increase all techniques by 5 chakra, granting them a overpowering edge against similar ranked techniques, boosting 10 damage when aplicable.

It then crashes onto Barney with savage strength, unabated by the star dragon. Simultaneous with the creation of the water, one of Panthalassa's clones, aptly named Lassa at his left, manipulates the swarms that keep on pouring out of the original body, gathering them onto a massive airborn cloud that covers the sun above, before crashing down onto the doctor as a two pronged attack.

( Kikaichu: Utsuro ) Parasitic Destruction Insects: Hollow
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80 (100)
Description: The user manipulates the destruction bugs to form a large airborne cloud that descends on the enemy. After the insects are on the ground around the enemy they all swarm on the enemy and quickly erupt into an explosion of insects.
Note: Must be a member of the aburame clan.
 

McRazor

Legendary
Joined
Aug 21, 2010
Messages
12,477
Kin
2,191💸
Kumi
11,727💴
Trait Points
0⚔️
Status
Awards
Panthalassa stood Long-range from his opponent in awe of the massive dragon of purple energy that Barney exuded. Damn that's thick. His flies flew from under his color and sleeves, aggregating into two great swarms that took the shape of a human, showcasing the sexy mug and body of Panthalassa himself.

( Suiton/Aburame no Jutsu: Bunshin ) Water/Insect Technique: Cloning
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Aburame/Water Clone is step forward from the Bug and the Water Clone. It is composed of a swarm of insects and a nutritive syrup-like liquid. Insect eggs are incubated in the core of the clone, which allow for more and more insects to shoot out from within, similar to the actual Aburame host, and are used in insect techniques. When a physical object pierces through the clone, it can swarm around it, while the syrup turns into a thick mist, carrying the eggs. Similar to a Shadow Clone, this clone is capable of using Aburame and Aburame-related techniques ( Ex: Pharaoh Sickles CFS ), as well as use Water chakra for Elemental Ninjutsu, besides the non-Elemental Ninjutsu, Taijutsu and Genjutsu. It does not have access to any other elemental chakra, and can't perform techniques above S rank. When physical contact occurs, the clone is capable of oozing out the syrup liquid which will pin down the target, while the insects drain their chakra. Due to the nutritive aspect of the syrup, when in physical contact, the insects drain around x8 as much chakra as the average insect ( 112 chakra ), though it is dependent on the number of clones in place. If the user created 4 clones, then each will drain around x2 ( 28 chakra ).

Note: Can only be used 3 times per battle.

And then, taking control of the sea right besides him, adding his own chakra onto it, Panthalassa creating a gigantic wall of water that would tower over the weakened dragon and overpower it completely, enhanced by both Ershkigal's blessing and the Rongo piercing.

( Suiton: Kujo Tsunami Nami ) Water Release: Destructive Tsunami Wave
Rank: s
Type: attack
Range: Short-long
Chakra Cost: 70
Damage Points: 100 ( 140 )
Description: it?s a mixture of Suiton:Baku Shuishouha)-Water Style:Bursting Water Wave, the user creates a Hugh tsunami while performing the bursting wave, that can level the entire area. It moves at high speeds, can break the opponents bones, and drown them in the water . variations : mud (the wave is mixed wit earth to create a mud tsunami wave, after its over the mud hardens and bury the opponent in mud) lightning ( the wave is mixed wit lightning and it can shock a large army)
Note: Created by Hellsbadass

Rongo - Is the godstick of the God of Crops, the Harvest God. It is capable of granting the [Empowering Effect] by increasing the amount of chakra infused into the technique. This allows the user's technique to spend 10 more chakra than normal, increasing the rank of the technique, adding +20 damage when applicable. When used through the Maori Godmist, grants the ability to increase all techniques by 5 chakra, granting them a overpowering edge against similar ranked techniques, boosting 10 damage when aplicable.

It then crashes onto Barney with savage strength, unabated by the star dragon. Simultaneous with the creation of the water, one of Panthalassa's clones, aptly named Lassa at his left, manipulates the swarms that keep on pouring out of the original body, gathering them onto a massive airborn cloud that covers the sun above, before crashing down onto the doctor as a two pronged attack.

( Kikaichu: Utsuro ) Parasitic Destruction Insects: Hollow
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80 (100)
Description: The user manipulates the destruction bugs to form a large airborne cloud that descends on the enemy. After the insects are on the ground around the enemy they all swarm on the enemy and quickly erupt into an explosion of insects.
Note: Must be a member of the aburame clan.
Alright, my sincere apologies for pushing this aside and forgetting about it. However, now that I'm reading this move I know why I abandoned the fight, lmao. Fk this Lili xD
_

There weren't that many words in Oxfords dictionary that could properly describe Barney's feeling as he saw the massive wave raising and savagely rampaging towards Barney. He quickly assessed the situation and realized that the wave was just too big to try to dodge it. It had to be taken head on so that's what Barney did. He pulled on the chest pocket of his coat, opening it wide while channeling chakra through his coat. The channeling effect powered the coat and allowed Barney to use a small portion of that chakra (+10) to add to the coats Pocket Lock-it ability, manifesting a powerful sealing barrier that was capable of absorbing a technique worth 80 chakra. As the giant wave came down crashing and in contact with the barrier, it got completely sucked and pulled into Barney's chest pocket as if it never existed. Using his coat however took a toll on Barney and his mind started getting corrupted. His alter ego started banging on the doors of his sanity. He felt anger, at himself. At his opponent, for making him resort to such means. This was a point of no return.

As the water got sucked in, within a moments notice, Barney regained vision of his opponent as he raised his head and gave him a mad look while his alter ego was taking over. Scumbag. Cockalorum. A damn snollygoster. A mollycoddle, Barney repeated insults below his breath as he saw the swarm of bugs about to crash into him, yet again. This guy is wazzack with those larvae, time to put an end to this.

Osoroshī no Hakui | Horrible's Lab Coat
Type: Custom Weapon
Rank: N/A
Range: N/A
Chakra: N/A (-10)
Damage: N/A
Description: Horrible's lab coat is a special form of medical equipment used by certified Medical Ninja with Advanced Fuuinjutsu knowledge. It is a white doctors coat that fits tightly around Barney, with a row of buttons on the right shoulder, which are used to tighten the coat properly and to avoid it from being taken down or ripped off during battle. A chest pocket can be found on the left side with the symbol of Caduceus, which is the Staff of Hermes that features two snakes winding around the winged staff often associated with trade, liars, thieves, eloquence, negotiation, alchemy and wisdom. The coat is made from a light, elastic, tear and ignition resistant fabric that is imbued with a powerful advanced seal that manifests through the chest pocket which glows the symbol of Caduceus when used. Using his medical knowledge, Barney has imbued the coat with a chakra circulatory system, which was made to replicate his own. This has been achieved through experimentation with Medical Technique: Rebuilding Chakra Pathways during the period of isolation that Barney spent in his laboratory, deep in the heart of Yume Island. The end result was a coat that has the same chakra circulatory system like Barney, yet independent from his own. To use the coat, Barney has to spend 10 chakra per turn in order to fuel that independent chakra system, which can be filled up to 100 chakra points and every battle the count starts at 0 and as such can't be filled before a battle. There are two distinguished active abilities and one passive that Barney can utilize while wearing the coat and fueling it with his own chakra. While wearing the coat, Barney's mind starts getting overtaken by his alter ego known as Dr. Horrible, which is as his name suggests the dark side of Barney.

Juiced Boost (Passive) - Willingly, Barney can channel chakra for sealing techniques and his primary elemental affinity through the chakra circulatory system of the coat to siphon back the expended 10 chakra per turn in order to empower said techniques by +10 chakra for sealing techniques or translating that chakra increase into +20 damage for his primary elemental affinity. Performing techniques this way can only be achieved once per turn due to the siphoning effect requiring the chakra to be spent beforehand to fuel the coat. This is achieved passively in the same timeframe as the technique as it is directly channeled through the coat. The empowering effect cannot be achieved for the same fields in consecutive turns, meaning at best they can alternate turns and can only be utilized for a maximum of 4 times per battle.

Slouch Pouch (Active) - The imbued advanced seal only manifests itself in the chest pocket that the coat has, and it has the ability to seal anything put into it, at the cost of 20 chakra, be it from Barney or the coat itself. For example, if Barney puts living tissue, organic matter, etc into it, the chest pocket will recognize its composition and seal it into a container within the proper medium required to prevent it from decaying and deteriorating. Once an object is sealed through the chest pocket, the coat has the ability to store the sealed object until Barney has a need for it. Visually, from the inside of the coat, the stored objects can be seen as drawn objects with their appropriate sealing formulae surrounding them. Essentially, it acts as a warehouse status and a library, allowing Barney to know all the objects that are sealed within the coat and containing a variety of sealing scrolls for a multitude of purposes. Once the need arises, only Barney can call forth of the sealed objects in the form of simple sealing scrolls that will slide through his sleeves and into his hands. Furthermore, this way the coat removes the need to carry pouches for various other ninja tools and weapons, which can be stored within the coat and slid through the sleeves without a cost of a move. Sealing anything through the chest pocket, however, does count as a move per turn and activating any sealing scroll counts as a move as well, depending on the technique that the scroll is used for. As such, techniques for scrolls would have to be posted separately, for reference.

Pocket Lock-it (Active) - Using the chest pocket found on the coat, Barney can erect from it, a generic translucent barrier that spans up to half of short range around himself in each direction, forming a short ranged half dome and is programmed to absorb and seal away chakra on contact. To exert the barrier, Barney has to expend up to 70 chakra, be it his own or stored from the coat, based on the technique being absorbed. Once the chakra from the technique has been absorbed, it gets pulled into the chest pocket and can be stored into the coat up to its limit. From there chakra can be released in the form of a foreign chakra infusion into Barney's own chakra system in order to replenish his chakra pool. This ability counts as one of the moves per turn and can only be utilized twice per conflict. Using the sealing prevents the user from using another sealing ability in the same and next two turns, after which the next sealing technique can't be an advanced seal, but a regular seal instead, up to and including A rank.

Note: Only McRazor can use this
As a response to the descending pungent cloud of yucky creatures, Barney spat out a large globule of living waxy Capsaicin that he intended to destroy the bugs with, additionally empowered by several effects. First and foremost, with a bright purple hue dude to the star chakra. Secondly, due to the advantage of its sticky and extremely deterrent properties against pests, it would work very well against the bugs. At last, Barney used his Yang specialty to imbue life into the Capsaicin. This would serve the purpose of being able to fend of the bugs on its own, being able to reform and attack to protect Barney while he directed his own efforts at his opponent. As the globule was released, it would quickly expand up to the size of the swarm due to the nature of the Capsaicin technique itself, allowing Barney to manipulate it after the fact which would be achieved by the hand gestures of moving his hands apart as if there was an invisible balloon being filled up.

Kapusaichinton: Kujū-kyoku | Capsaicin Release: Agonizing Authority
Type: Offensive/Supplementary/Defensive
Rank: D/S rank
Range: Short to Mid
Chakra: 10/40+10
Damage: 20/80+20
Description: Agonyzing Autorhity is a technique based on the main release of Capsaicin, namely the high SHU variant where the Capsaicin is used to inflict harm to the opponent when in contact with his skin. To execute this technique, the user molds his chakra to create from his body or materialize onto the battlefield, as well as manipulate already existing Capsaicin into various structures and constructs, such as weapons, tools, projectiles, walls, etc. This is a very basic technique, however, it's effects, usage and power shouldn't be ignored. With a wide variety of simple applications it is the foundation for other, more complex Capsaicin techniques. This technique can be used to create a source for other Capsaicin techniques and since it's based on shape manipulation the users creativity is the limit. It is important to note that the objects cannot be bigger than the range that they can be used up to. This technique also allows the user to manipulate Capsaicin with hand gestures (push, pull, move, shape manipulate, etc), however, this only works for Capsaicin within short range of the user.
Note: Can't use A rank and above Capsaicin techniques in the next turn if S rank variant is used
Note: S rank variant can only be used 2 times per battle
(Yoton: Jigoku ni henkō) - Yang Release: Change into Hell
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50, -10 per turn)
Damage points: N/A
Description: The user is able to use their Yang nature too imbue life into an elemental technique, creating a Yang/Element sentient entity that remains on the field to aid them. The only limit is the size of the technique originally used as an elemental source, as the resulting entity will always be half the size. The entity can be interacted with, can act on its own, and is made of the element sourced with all its properties intact. Its strength is based on the original elemental technique used as a source. This doesn’t consume time since it is actually a skill applied to a technique used within the same timeframe. The infused chakra increases the technique by an additional ten chakra, of the fifty it costs in total. Note that the resulting entity created by this technique is bound by logical limitations of its shape and nature; a meteor cannot move on its own, a pillar cannot walk away, and a statue without arms cannot pick things up. Likewise, while it is able to use techniques from the source it is created from it cannot extend into different fields. For instance, if Susano’o is brought to life by this technique it cannot use Blaze Release unless the Susano’o itself is constructed, or partially formed, from Blaze itself (e.g. Sasuke’s Susano’o). It is bound by the literal source it is formed from, rather than the fields it is bound to.
Note: Usable 3 times per battle and up to 6 times per event to create one entity with up to 300 chakra points that is able to use jutsu from the source it was created from. Its chakra reserves can be replenished through external means, and because it has a chakra network can fall under the influence of Genjutsu or other Spiritual-based techniques.
Note: Yang Release Specialists and Yin-Yang users can apply this technique to advanced fields and CE and advanced elements.
 
Top