[Closed] - Combo Collage

Jᴀʏ

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

Biography

Kage | (Chunin Hayabusa) ~ 1,600 chakra /1,600 health.
 

Inch

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

Biography

Kage | (Chunin Hayabusa) ~ 1,600 chakra /1,600 health.
Let's go ahead and knock our health values down to the WSE limits, so 200 each.

I'm Kage ranked.

Noro starts off the battle as he often does, reworking the terrain to his advantage. With a quick row of hand seals, he causes all the ground surrounding you in a fourteen meter radius to turn into a sticky mud, though only deep enough to submerge you up to your waste. The goal here is obviously not to drown you in the swamp, but rather to simply immobilize you.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Without pause, Noro proceeds to slam his hands on the ground, causing all of the ground around him to shoot up 20 meters in height quite abruptly, though he excludes the ground beneath the swamp. Obviously if left unfettered, Noro's quick combination of earth jutsu here would leave you at the bottom of a muddy pit at the center of the battlefield. As a result of the rise in height, Noro would enter a long range of you shortly after the activation of this technique.

(Doton: Daichidōkaku) - Earth Release: Great Moving Earth Core
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. The user will slam his hands on the ground which he can then lower or raise the ground up to 100 meters in a large section. The rise will be fast enough to pin enemies to the ground, restricting their movements as they struggle to get up and the drop will be fast enough to leave almost all enemies without a footing (albeit not airborne). Because of the large chakra needed to alter such a large area of the terrain, the user will be able to use it only a limited number of times.
Note: Can only be used twice.
Satisfied with how he had redesigned his surroundings, Noro claps together a single hand seal and spits a volley of dragon head shaped fireballs down on you in the waist deep swamp, slamming into you with concussive force, burning your person, and splashing scalding mud over you all in one fell swoop.

(Katon: Gōryūka no Jutsu) - Fire Release: Great Dragon Fire Technique
Type: Offense/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40 (+30=70)
Description: The user fires several large dragon-shaped fireballs at their opponent after performing one handseal. It is able to alter localized weather conditions to the point of making thunder clouds when shot into the air, enabling the user to perform Kirin.
 

Jᴀʏ

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

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


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

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

A
s Killua stood a fifteen or so meters away from Noro, he wondered what the young shinobi would start off with. After performing two hand-seals the earth surrounding Killua would be converted into a sticky swamp and with Indra coiled around his finger he could sense the earth chakra beneath him, the young Hayabusa would respond by channeling chakra throughout his body turning into smoke, he would travel backwards reforming 15 meters behind his initial position. With Killua now completely reformed it would seemed, his adversary had wanted to get the high ground, having raised the earth around him. Noro now 30 meters in front of him, and 20 meters above him. Killua would simply channel his suiton chakra now releasing a mist filled to the brim with a plethora of hungry baby sharks. The sharks would devour and absorb any technique launched at him. So as Indra sensed the fire chakra being released Killua stood his ground. It seemed as though Noro's main goal was to disrupt Killua in anyway he could, starting off by taking away his footing, and then not only taking the higher ground while also preventing Killua from closing the distance. All the young lightning specialist could do for now was counter properly and set up for his next attack.


(Kemuri: Fēdo to~u Burakku) - Smoke Release: Halos to Horns
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is one of the simple, most basic, and yet effective techniques of smoke release. Being more of an evasive part to the signature smoke body technique. After the user manipulates their smoke chakra to turn their whole body into a dark smoke, they will near instantly release it, causing their whole body to turn into smoke and disperse. The user will then quickly reform their body in what seem to be a cloud of smoke anywhere within mid range of his initial dispersing. The user will travel in smoke form to this location, however whilst in the cover of smoke it will appear as if they had disappeared and reappeared. The user can split up portions of their body as well, and have these portions come together in the position the user wishes to reform in. This technique was designed to cover the weakness of the smoke body by using the smoke body to gain distance. This technique is mostly used for a quick evasion in tight spots.

Note: One turn cool-down before reuse
Note: Can only be taught by Jᴀʏ
Note: While moving from position to position the user is in smoke form, and as such is under the same restrictions as while their Body of Smoke technique.

Same/Suiton: Toriton Uragiri Taizu ▽ Shark/Water Release: Treacherous Tides
Type: Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80+20 = 100)
Description: The user will release pulses of mist all across the battlefield. The mist itself is intangible, inside the mist are tiny baby sharks, floating around by using the mist as their medium. The mist is infused with the user's chakra, with the purpose of the baby sharks being able to differentiate the user's chakra from the opponents. The purpose of the baby sharks is to remain towards their theme of consuming and growing. Essentially, anything that enters the mist are will automatically be bombarded by the many baby sharks, with the sharks consuming and devouring the substances inside of the mist. The consummation occurs in two ways: if the element/material is solid, they devour it by actually eating the material and chakra away. If the element/material is energy, they will absorb the chakra through their body and skin. This jutsu becomes a hellish defense, difficult to penetrate for the purpose of the user. Sentient beings are not secluded from this jutsu either. And if there so happens to be multiple sources of attack, they will be able to split themselves in accordance to fight off the multiple attacks. All the baby sharks together make up S-Rank related power. The damage inflicted can only be done on contact of the sharks.

▽ Lasts four turns
▽ One turn cool down before re-use
▽ No water S-Rank and above on the turn this is deactivated/destroyed
▽ Can only be taught by Penguin
 

Inch

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

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


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

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

A
s Killua stood a fifteen or so meters away from Noro, he wondered what the young shinobi would start off with. After performing two hand-seals the earth surrounding Killua would be converted into a sticky swamp and with Indra coiled around his finger he could sense the earth chakra beneath him, the young Hayabusa would respond by channeling chakra throughout his body turning into smoke, he would travel backwards reforming 15 meters behind his initial position. With Killua now completely reformed it would seemed, his adversary had wanted to get the high ground, having raised the earth around him. Noro now 30 meters in front of him, and 20 meters above him. Killua would simply channel his suiton chakra now releasing a mist filled to the brim with a plethora of hungry baby sharks. The sharks would devour and absorb any technique launched at him. So as Indra sensed the fire chakra being released Killua stood his ground. It seemed as though Noro's main goal was to disrupt Killua in anyway he could, starting off by taking away his footing, and then not only taking the higher ground while also preventing Killua from closing the distance. All the young lightning specialist could do for now was counter properly and set up for his next attack.


(Kemuri: Fēdo to~u Burakku) - Smoke Release: Halos to Horns
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is one of the simple, most basic, and yet effective techniques of smoke release. Being more of an evasive part to the signature smoke body technique. After the user manipulates their smoke chakra to turn their whole body into a dark smoke, they will near instantly release it, causing their whole body to turn into smoke and disperse. The user will then quickly reform their body in what seem to be a cloud of smoke anywhere within mid range of his initial dispersing. The user will travel in smoke form to this location, however whilst in the cover of smoke it will appear as if they had disappeared and reappeared. The user can split up portions of their body as well, and have these portions come together in the position the user wishes to reform in. This technique was designed to cover the weakness of the smoke body by using the smoke body to gain distance. This technique is mostly used for a quick evasion in tight spots.

Note: One turn cool-down before reuse
Note: Can only be taught by Jᴀʏ
Note: While moving from position to position the user is in smoke form, and as such is under the same restrictions as while their Body of Smoke technique.

Same/Suiton: Toriton Uragiri Taizu ▽ Shark/Water Release: Treacherous Tides
Type: Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80+20 = 100)
Description: The user will release pulses of mist all across the battlefield. The mist itself is intangible, inside the mist are tiny baby sharks, floating around by using the mist as their medium. The mist is infused with the user's chakra, with the purpose of the baby sharks being able to differentiate the user's chakra from the opponents. The purpose of the baby sharks is to remain towards their theme of consuming and growing. Essentially, anything that enters the mist are will automatically be bombarded by the many baby sharks, with the sharks consuming and devouring the substances inside of the mist. The consummation occurs in two ways: if the element/material is solid, they devour it by actually eating the material and chakra away. If the element/material is energy, they will absorb the chakra through their body and skin. This jutsu becomes a hellish defense, difficult to penetrate for the purpose of the user. Sentient beings are not secluded from this jutsu either. And if there so happens to be multiple sources of attack, they will be able to split themselves in accordance to fight off the multiple attacks. All the baby sharks together make up S-Rank related power. The damage inflicted can only be done on contact of the sharks.

▽ Lasts four turns
▽ One turn cool down before re-use
▽ No water S-Rank and above on the turn this is deactivated/destroyed
▽ Can only be taught by Penguin
Seeing his fireballs approach the mist, Noro knows an opportunity has arisen, and more quickly than anticipated - he may be able to force his opponent into using some emergency options here. As the fireballs begin to collide with the mist and are obviously rendered ineffective, Noro focuses chakra into the rear end of one of the fireballs that has yet to collide with the encroaching mist, causing it to erupt forward in a massive blast of highly liquid lava. This blast, centered upon you, reaches a short range radius in all directions from its center point.

From your perspective, it would seem as though one of the innocuous fireballs that your mist had so easily been eating up gained a massive power up when it ran into the mist, consequently blasting through it and incinerating you. Although you had moved far away from Noro, his usage of the earlier created fireballs will mean this attack essentially starts just outside short-range, leaving you little time to react.

(Yoton: Ryu Kasai) - Lava Release: Dragon Fire
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+30)
Description: Ryu Kasai is a unique and exceptionally feared form of lava for its tremendous power and the pain it inflicts. Stringing a set four of hand seals together, the user will either focus a large quantity of chakra into their stomach or a source of lava/fire made by the user. In this case, the user will focus intensely on the state manipulation aspect of their chakra, as Ryu Kasai, Dragon Fire, is a unique form of lava which closely resembles fire and is indeed easily mistaken for it. Befittingly, Dragon Fire contains a much higher ratio of fire chakra compared to most lava jutsu, resulting in a massive increase in temperature when compared to other jutsu of the element, which is the source of the jutsu's power. Because it exists at such a high temperature, this form of lava possesses a low viscosity to an unnatural degree, causing it to flow more freely and quickly. Furthermore, the user focuses the high amounts of fire chakra in this mixture to cause every droplet of lava to be ablaze with a fire which will ignite whatever it touches, covering it in flames of the same temperature. For that reason, it is easily mistaken for fire instead of lava lava to the untrained eye on account of its fast flow and the flames it carries on its surface. Though powerful, Dragon Fire possesses limitations as a result of its difficult to produce state. The user is unable to produce any lava with this technique other than in the form of simple blasts and streams of lava, with the blasts/streams never exceeding a short range in their radius.. Furthermore, the user will be unable to perform lava jutsu above b rank for the rest of the turn, and in the following turn after usage, lava jutsu above A rank will remain disabled. Only usable twice per battle.
Note: Only usable by the jinchuuriki of the Yonbi.
Yet displeased by the fact that his opponent escaped the swamp and moved further back, Noro utilizes the brief respite his surprise attack ought to have gained him in order to... create a bigger swamp. Clapping together two hand seals, Noro softens the ground beneath you into sticky swamp, though this time effecting a much larger area: thirty meters in every direction with two exceptions: the areas on either side of the swamp that he had originally created in the prior turn. The invitation is clear: if you want to fight me, come closer. In order to make up for the larger range, however, this swamp is even shallower, and only reaches up to knee height.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
To finish, Noro removes a kunai with a marked paper tag on it, which he throws forward in such a manner that it will travel down towards you in a lazy arc.

Picture of what the terrain looks like after the second swamp:
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Jᴀʏ

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Killua would thankfully through Indra, sense the enemy initiating a technique effectively surging the fire jutsu that they had released so as to enhance it's effects. Killua would respond in kind, by performing a combination of his own. The young Hayabusa would channel his water chakra into his summoning tattoo performing four hand-seals and then clapping his hands, effectively releasing a forceful wave of water from his tattoo outwards not only towards the fireball (now exploding into a maelstorm of lava) but also Noro. The wave of water filled to the brim with a plethora of hungry and durable sharks would be propelled upwards towards the enemy shinobi. Killua would also surround the exterior of this wave with a multitude of mud snakes that would burst from the earth. While these earth snakes surrounded the exterior of the wave, turning the sea blue color to a dark brown, Killua would also manage to embed within the interior copious amounts of Wuji. Should his enemy manage to somehow counter the Earth/Water/Shark combo, within the technique would be a void capable of devouring anything and anyone. Through the cover of the remaining mist, Killua would circle around the swamp created by Noro closer to his plateau.

(Suiton/Same Ninjutsu: Kamohoali'i Saigen) – Water Release/Shark Ninjutsu: Kamohoali'i Return
Type: Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80 + 20 + 20 = 120
Description: After forming 4 handseals, the user holds out one of their arms in front of their body. By focusing water chakra into their shark tattoo, a torrent of small sharks are formed out of the tattoo taking the form of a wave. As the sharks emerge from the tattoo a wave of water is released with them. This is to prevent the sharks from dying from lack of water before reaching the opponent. The hundreds of sharks swim in this wave before crashing into the opponent. As the wave of sharks make a collision with the opponent, the sharks swarm and devour the opponent whole. After the sharks devour the opponent the wave of water releases creating a small lake of water that spans the battlefield. The size of the wave spans mid-range (15 meters) in height and in width meaning as it travels the water washes over all things within that range. The massive height of the wave of water makes it difficult for the opponent to do aerial escapes.

Note: Can only be used 2 times per battle
Note: No S-Rank or above Water and/or Shark techniques in the user's next turn
Note: Courtesy of Daemon
(Doton: Doro hebi no kiba) - Earth Release: Mud Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique earth technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest a portal similar to the earth release mud drop. However instead of normal mud forming in this portal a large torrent of mud shaped as snakes will pour out surrounding a target or targets and wrapping around them. The mud while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense mud in nature much like the swamp of the underworld making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another earth or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting earth technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the muddy snakes. This usage is considered as an active boost and follows the rules and restrictions of such.


Note: May be used two times per battle overall.
Note: If combined with a water technique in it's second form it will be considered a earth/water combo. Combined with a earth technique just creates a stronger Earth.
Note: No Earth jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin
(Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S
Range: N/A
Chakra Cost: 20 - 40
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cool down duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.
 
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Killua would thankfully through Indra, sense the enemy initiating a technique effectively surging the fire jutsu that they had released so as to enhance it's effects. Killua would respond in kind, by performing a combination of his own. The young Hayabusa would channel his water chakra into his summoning tattoo performing four hand-seals and then clapping his hands, effectively releasing a forceful wave of water from his tattoo outwards not only towards the fireball (now exploding into a maelstorm of lava) but also Noro. The wave of water filled to the brim with a plethora of hungry and durable sharks would be propelled upwards towards the enemy shinobi. Killua would also surround the exterior of this wave with a multitude of mud snakes that would burst from the earth. While these earth snakes surrounded the exterior of the wave, turning the sea blue color to a dark brown, Killua would also manage to embed within the interior copious amounts of Wuji. Should his enemy manage to somehow counter the Earth/Water/Shark combo, within the technique would be a void capable of devouring anything and anyone. Through the cover of the remaining mist, Killua would circle around the swamp created by Noro closer to his plateau.

(Suiton/Same Ninjutsu: Kamohoali'i Saigen) – Water Release/Shark Ninjutsu: Kamohoali'i Return
Type: Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80 + 20 + 20 = 120
Description: After forming 4 handseals, the user holds out one of their arms in front of their body. By focusing water chakra into their shark tattoo, a torrent of small sharks are formed out of the tattoo taking the form of a wave. As the sharks emerge from the tattoo a wave of water is released with them. This is to prevent the sharks from dying from lack of water before reaching the opponent. The hundreds of sharks swim in this wave before crashing into the opponent. As the wave of sharks make a collision with the opponent, the sharks swarm and devour the opponent whole. After the sharks devour the opponent the wave of water releases creating a small lake of water that spans the battlefield. The size of the wave spans mid-range (15 meters) in height and in width meaning as it travels the water washes over all things within that range. The massive height of the wave of water makes it difficult for the opponent to do aerial escapes.

Note: Can only be used 2 times per battle
Note: No S-Rank or above Water and/or Shark techniques in the user's next turn
Note: Courtesy of Daemon
(Doton: Doro hebi no kiba) - Earth Release: Mud Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique earth technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest a portal similar to the earth release mud drop. However instead of normal mud forming in this portal a large torrent of mud shaped as snakes will pour out surrounding a target or targets and wrapping around them. The mud while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense mud in nature much like the swamp of the underworld making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another earth or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting earth technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the muddy snakes. This usage is considered as an active boost and follows the rules and restrictions of such.


Note: May be used two times per battle overall.
Note: If combined with a water technique in it's second form it will be considered a earth/water combo. Combined with a earth technique just creates a stronger Earth.
Note: No Earth jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin
(Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S
Range: N/A
Chakra Cost: 20 - 40
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cool down duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.
Noro frowns at his opponent's display. Does he really think he can outgun me? Even as the thought crosses Noro's mind, he forms a single hand seal and inhales deeply, preparing three techniques of his own simultaneously. With an exhale, the kid releases a barrage of eight colossal fireballs into the oncoming wave, primed so that they will collide just as the wave halves the distance. Naturally, these fireballs are imbued with extra effects: a unique earthen particle that Noro exudes from his body into the fireballs at the moment he expels them gives them an enhanced size as well as further empowering their concussive/explosive properties. Furthermore, imbuing the fireballs with the black aspect of his bijuu chakra gives them a darker color and alters the strengths and weaknesses of the fireballs to match bijuu chakra. Ultimately, the fireballs punch through the water/sharks as if it were not even there, raining down onto both you and the terrain, covering all the ground within a twenty meter range of you in devastating fiery explosions.

(Katon: Gōkakyū Hitoame no Jutsu)Fire Release: Great Fireball Shower
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70 (+20)
Damage: 100 (+30) (+20)
Description:
Kneading his chakra and then converting it to fire, the user will do the Horse → Tiger → Snake → Ram hand seals as he inhales, exhaling into the sky a multitude of great fireballs (up to 8) at the same time which then rain down on the target from above causing severe, widespread damage around the field. These fireballs have explosive and concussive abilities, similar to other fire techniques.
Note: Can only be used by Fire Primary Specialists.
Note: Can only be used twice.
Doton: Gaia no Yōsai) | Earth Release: Gaia's Fortification
Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: +20
Description: This technique allows the user to produce a quick burst or stream of particles of ignitable earth, not at all dissimilar to that of the 'Molten Earth Wild Eruption Technique', from either their body or the ground. The produced rocks and particles are designed to funnel into a flame and, on account of their inherent structural and molecular instability, forcefully explode. This will essentially empower the fire technique in two ways; firstly the surge of flammable earth into flames will add to the bulk of the fire attack, creating a combo of fire, molten earth and flaming rock. Secondly, is that the explosive force of the rocks will directly influence the host fire technique - resulting in a powerful chain explosion. Essentially, this technique will turn basic fireballs into expanding maelstroms of rock and flame, pillars into erupting geysers of molten earth and fire, and so on, greatly enhancing the lethality and danger factor of the offending technique. As this technique has no independent usages of its own, it can be used within the same timeframe as another jutsu.

Note:
- This technique cannot be used on consecutive turns, and when used, the user will be barred from other Earth jutsu A rank and above for the rest of the turn.
- This technique can only be used 3x.
- Is effective on inflamed substances, and fire KG/CE too (within reason and logic).
-Can only be used with S rank and below techniques.
(Bijuutsu : Soutsui Sei) Tailed Beast Technique: Duality
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it.One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no A Rank and above Bijutsu in the same and next turn.
 

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As Noro just began his attack notified through Indra of the technique, Killua would smile, the young shinobi would grind the earth beneath him into a fine sand through his chakra, sinking deep beneath the earth and digging around the swamp, and up the plateau that Noro had created. Using the surrounding mist as cover, not to mention with Noro having to release a plethora of fire-balls his vision would be blocked by them. As the explosions ensued on the ground, Killua would silently emerge from the earth behind his adversary. Approaching by muffling his movement through his chakra. Upon reaching an appropriate range while outside Noro's peripheral, Killua would both plunge his kunai into the torso of Noro, while simultaneously slamming his open palm against his head, effectively knocking the poor shinobi unconscious and ending the battle prematurely. What with the explosions ravaging the terrain and the surrounding mist, this stealthy maneuver would become increasingly difficult to become aware of.

(Doton: Moguragakure no Jutsu) – Earth Release: Hiding Like A Mole Technique
Type: Supplementary
Rank: C
Range: Long
Chakra: 15
Damage: N/A
Description: The user changes earth into fine sand by channeling chakra into it, allowing the user to dig through it like a mole. While underground one can sense what is happening on the surface and use the information to launch a surprise attack on the enemy. Once can also hide deep in the ground, escaping to a depth where the enemy cant reach. It also appears that after digging, the ground can be returned to its original state, leaving no trace of where the user entered the earth. While inside the earth, the user cannot make handseals and can only use Earth techniques below C-Rank. If he tries to do a higher ranked technique, he'll disrupt the Hiding like a mole technique and be left crushed.
(Muon Satsujin Jutsu) - Silent Homicide Technique
Rank: D
Type: Attack
Range: Short-Mid
Chakra Cost: 10
Damage Points: 20
Description: Muon Satsujin Jutsu, the ability to commit a silent homicide, is a technique to dispatch your foe with no warning. Your quick speed and skills will instantly kill them before they can provide a defense. Best tactic is when used with Hidden Mist jutsu. The technique works by having the user focus his chakra and his complete attention on moving fluidly, rapidly but muffling any sound he may make while moving as well as his presence, etc. It doesn't suppress his chakra or hides it but it can make the opponent virtually undetected if he manages to get on the opponents blind spot.
(Za Danshingu Shiro Tora) - The Dancing White Tiger
Type: Offensive
Rank: S
Range: Short
Chakra cost: N/A
Damage points: 80
Description: The user assumes a low stance and positions their hands to mimic claws. By pouncing on a target the user is able to deliver tiger claw strikes that can dig into and then tear out a target’s flesh. Though the attacks are extremely deadly against lightly armored targets they cannot pierce through heavy armor.
 
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As Noro just began his attack notified through Indra of the technique, Killua would smile, the young shinobi would grind the earth beneath him into a fine sand through his chakra, sinking deep beneath the earth and digging around the swamp, and up the plateau that Noro had created. Using the surrounding mist as cover, not to mention with Noro having to release a plethora of fire-balls his vision would be blocked by them. As the explosions ensued on the ground, Killua would silently emerge from the earth behind his adversary. Approaching by muffling his movement through his chakra. Upon reaching an appropriate range while outside Noro's peripheral, Killua would both plunge his kunai into the torso of Noro, while simultaneously slamming his open palm against his head, effectively knocking the poor shinobi unconscious and ending the battle prematurely. What with the explosions ravaging the terrain and the surrounding mist, this stealthy maneuver would become increasingly difficult to become aware of.

(Doton: Moguragakure no Jutsu) – Earth Release: Hiding Like A Mole Technique
Type: Supplementary
Rank: C
Range: Long
Chakra: 15
Damage: N/A
Description: The user changes earth into fine sand by channeling chakra into it, allowing the user to dig through it like a mole. While underground one can sense what is happening on the surface and use the information to launch a surprise attack on the enemy. Once can also hide deep in the ground, escaping to a depth where the enemy cant reach. It also appears that after digging, the ground can be returned to its original state, leaving no trace of where the user entered the earth. While inside the earth, the user cannot make handseals and can only use Earth techniques below C-Rank. If he tries to do a higher ranked technique, he'll disrupt the Hiding like a mole technique and be left crushed.
(Muon Satsujin Jutsu) - Silent Homicide Technique
Rank: D
Type: Attack
Range: Short-Mid
Chakra Cost: 10
Damage Points: 20
Description: Muon Satsujin Jutsu, the ability to commit a silent homicide, is a technique to dispatch your foe with no warning. Your quick speed and skills will instantly kill them before they can provide a defense. Best tactic is when used with Hidden Mist jutsu. The technique works by having the user focus his chakra and his complete attention on moving fluidly, rapidly but muffling any sound he may make while moving as well as his presence, etc. It doesn't suppress his chakra or hides it but it can make the opponent virtually undetected if he manages to get on the opponents blind spot.
(Za Danshingu Shiro Tora) - The Dancing White Tiger
Type: Offensive
Rank: S
Range: Short
Chakra cost: N/A
Damage points: 80
Description: The user assumes a low stance and positions their hands to mimic claws. By pouncing on a target the user is able to deliver tiger claw strikes that can dig into and then tear out a target’s flesh. Though the attacks are extremely deadly against lightly armored targets they cannot pierce through heavy armor.
As the fireballs pop through the wave, Noro takes note of his opponent's reponse - or lack thereof, rather. Obviously, this raises a red flag in the boy's mind. Powerful as his attack was, nothing his opponent had done so far had given him the impression that he would yield before it so easily. And in any case, he had learned through his many encounters with wouldbe bijuu thieves to never take a win for granted. He could of course be sure that this was no genjutsu - Son Goku would have alerted him to it and released him. All that left was some sneaky attempt at evasion. Nodding, Noro places a tag on the ground before quickly forming a hand seal, activating a barrier to grant him sensory capabilities.

(Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique
Rank: A-Rank
Type: Supplementary
Range: Short - Long
Chakra cost: 30 (-10 per turn remaining active)
Damage points: N/A
Description: This is a detection type barrier which is simply a more advanced version of the (Kekkai: Tengai Hojin) - Barrier: Dome Method Formation technique and that can be used to surround an area and allows the user to monitor a certain area covering from the sky to underneath the ground creating a sphere. The user will create a tag with the 許可 (Kyoka) Kanji and place it on the ground, doing the confrontation hand seal afterwards to activate it. After the barrier is erected, the user, if inside it, will be able to detect any enemy inside it, even if he hiding his presence. After that, anyone who enters or leaves the barrier is instantly detected as well as anything that moves inside it. Techniques that mask the users presence are ineffective at avoiding detection as the barrier focuses on movement and displacement of matter, not solely on chakra detection. The barrier can also be moved according to the requirements of the user by moving the tag.
Note: Can only be used twice.
Sure enough, as the barrier extends outward in all directions, Noro senses you moving up rapidly through his plateau as the fireballs near the ground. Oh no you don't! Without the need for hand seals, Noro surges his chakra throughout the entirety of the plateau as he turns to face towards you, changing the earths composition to smoldering liquid lava. This will occur a mere moment before you would have been able to breach the surface of the ground, meaning you are briefly submerged in the searing hot substance before your momentum carries you out of it. Of course, now constructed of a liquid, the plateau begins to collapse as its foundation spills outward, spreading across the landscape. As a result, you and Noro both begin to sink back towards the ground, though not nearly as quickly as free fall, as the viscosity of the lava means the plateau's shape melts a little more slowly than an abrupt collapse.

(Yoton: Yurasu no Kazangan) - Lava Release: Rock to Lava
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+30)
Description: A jutsu that helps bring out more substance for magma jutsu, can also add a certain twist to the battlefield by changing a rocky terrain to a fiery terrain of lava. The user will focus his chakra into any earthen substance in his range and heat it up, transforming it into Lava. Its best used on the battle field ground, where large areas and fields of Lava can be created. The lava is incredibly hot and fluid and as such very damaging to the touch. However, it will eventually cool down and harden into rock with time.

Note: Usable once every 4 turns and lasts 3 turns.
Note: Can only be used by Son Gokū and his jinchūriki, Rōshi.
Now comfortably in control of the battle, Noro keeps himself attached atop the falling mass of lava by simply streaming some chakra into his feet while simultaneously thrusting his right hand forward and upward, manipulating the lava surrounding the area you emerged from to surge upward and inward, incinerating you with a tremendous amount of heat and pressure in one fell swoop, and likely finishing you off if successful. At the same time as he accomplishes this, Noro withdraws a kunai with a paper tag with the kanji for lava attached to it with his left hand, and softly lobs it upward and forward in such a manner that it will fall down upon you even as the lava carries the pair of you downward.

(Kyousei Yoton no Jutsu) - Greater Lava Technique
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (+30)
Description: The user will use his chakra to produce large walls, pillars, blasts of lava and simple constructs made of Lava to rise from the ground within range. The hot lava is damaging to the touch though the simple technique lacks the ability to add to that high levels of kinetic impact and deliver high damage. In alternative, the user can also exhale lava from this mouth which will be shaped into his desired form.

Note: Can only be used by Son Gokū and his jinchūriki, Rōshi.
 

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As the fireballs pop through the wave, Noro takes note of his opponent's reponse - or lack thereof, rather. Obviously, this raises a red flag in the boy's mind. Powerful as his attack was, nothing his opponent had done so far had given him the impression that he would yield before it so easily. And in any case, he had learned through his many encounters with wouldbe bijuu thieves to never take a win for granted. He could of course be sure that this was no genjutsu - Son Goku would have alerted him to it and released him. All that left was some sneaky attempt at evasion. Nodding, Noro places a tag on the ground before quickly forming a hand seal, activating a barrier to grant him sensory capabilities.

(Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique
Rank: A-Rank
Type: Supplementary
Range: Short - Long
Chakra cost: 30 (-10 per turn remaining active)
Damage points: N/A
Description: This is a detection type barrier which is simply a more advanced version of the (Kekkai: Tengai Hojin) - Barrier: Dome Method Formation technique and that can be used to surround an area and allows the user to monitor a certain area covering from the sky to underneath the ground creating a sphere. The user will create a tag with the 許可 (Kyoka) Kanji and place it on the ground, doing the confrontation hand seal afterwards to activate it. After the barrier is erected, the user, if inside it, will be able to detect any enemy inside it, even if he hiding his presence. After that, anyone who enters or leaves the barrier is instantly detected as well as anything that moves inside it. Techniques that mask the users presence are ineffective at avoiding detection as the barrier focuses on movement and displacement of matter, not solely on chakra detection. The barrier can also be moved according to the requirements of the user by moving the tag.
Note: Can only be used twice.
Sure enough, as the barrier extends outward in all directions, Noro senses you moving up rapidly through his plateau as the fireballs near the ground. Oh no you don't! Without the need for hand seals, Noro surges his chakra throughout the entirety of the plateau as he turns to face towards you, changing the earths composition to smoldering liquid lava. This will occur a mere moment before you would have been able to breach the surface of the ground, meaning you are briefly submerged in the searing hot substance before your momentum carries you out of it. Of course, now constructed of a liquid, the plateau begins to collapse as its foundation spills outward, spreading across the landscape. As a result, you and Noro both begin to sink back towards the ground, though not nearly as quickly as free fall, as the viscosity of the lava means the plateau's shape melts a little more slowly than an abrupt collapse.

(Yoton: Yurasu no Kazangan) - Lava Release: Rock to Lava
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+30)
Description: A jutsu that helps bring out more substance for magma jutsu, can also add a certain twist to the battlefield by changing a rocky terrain to a fiery terrain of lava. The user will focus his chakra into any earthen substance in his range and heat it up, transforming it into Lava. Its best used on the battle field ground, where large areas and fields of Lava can be created. The lava is incredibly hot and fluid and as such very damaging to the touch. However, it will eventually cool down and harden into rock with time.

Note: Usable once every 4 turns and lasts 3 turns.
Note: Can only be used by Son Gokū and his jinchūriki, Rōshi.
Now comfortably in control of the battle, Noro keeps himself attached atop the falling mass of lava by simply streaming some chakra into his feet while simultaneously thrusting his right hand forward and upward, manipulating the lava surrounding the area you emerged from to surge upward and inward, incinerating you with a tremendous amount of heat and pressure in one fell swoop, and likely finishing you off if successful. At the same time as he accomplishes this, Noro withdraws a kunai with a paper tag with the kanji for lava attached to it with his left hand, and softly lobs it upward and forward in such a manner that it will fall down upon you even as the lava carries the pair of you downward.

(Kyousei Yoton no Jutsu) - Greater Lava Technique
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (+30)
Description: The user will use his chakra to produce large walls, pillars, blasts of lava and simple constructs made of Lava to rise from the ground within range. The hot lava is damaging to the touch though the simple technique lacks the ability to add to that high levels of kinetic impact and deliver high damage. In alternative, the user can also exhale lava from this mouth which will be shaped into his desired form.

Note: Can only be used by Son Gokū and his jinchūriki, Rōshi.
.........
GG
 
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