[Closed] Kirikoe Vs Mirai

Alyx

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Mirabelle in signature


(Tabi no Katana nashi) Journey of the Swordless (Passively Active)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-15 per turn)
Damage: +20 to All Kenjutsu/Taijutsu based Techniques.
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

To start, the user coats their entire body in a tiny, razor sharp layer of chakra, which looks very similar to the Medical Scalpel technique, to activate this technique. Once active, the user become a human blade, as all their strikes carry the same cutting potential as any regular sword, by being enhanced by their razor sharp chakra. Another benefit to this technique, is that the razor sharp chakra around the users body allows them to bypass wind resistances, allowing their strikes to also be much faster than when performing techniques with an actual sword. Another benefit of this, is that due to the wind resistance being removed from their strikes, while also gaining speed, all the users kenjutsu gain additional damage, by having any wind resistance removed, the strikes carry more weight, striking much harder and with more maneuverability than one could perform with a regular sword. However, the damage bonus is further increased when utilized with Kyotoryu techniques, as these techniques are specifically created for the fight style, adding Journey of the Swordless on top further empowers them, allowing the unique movements of Kyotoryu fighting style to be even more deadly than usual.

However, while this technique seems strong, the largest drawback is the user loses their ability to hold a sword. The chakra around the users body will destroy any sword hilt it comes into contact with. Even with indestructible blades, the hilt of the sword will be rejected, forcefully pushed out of the users hand if he tried to wield a bladed weapon. This is only the case for swords however, other objects, like Staffs, can be wielded, but any techniques requiring a Staff will Not gain any benefits from this technique.

Restrictions:
Must be posted in the users bio if they wish have it passive from the start of battle. Chakra cost can be paid to activate it during battle.
Once activated, the users Arms, Legs, Head, and even torso become a replacement for any Technique that requires a sword.
Due to the nature of the chakra, the user cannot wear any armor, nor can the user wield a sword of any description. However the user is able to wield non bladed weapons, but those weapons will gain no bonus' from this technique.
Any jutsu the user users, such as Earth Armor, will have its defenses Reduced by -20 if used over top of this technique. However, this only applies to techniques that attach to the users body, techniques such as Susanoo, will be unaffected.
This technique can be used by Samurai, following all the same restrictions as regular uses. However, as the user cannot wear armor with this technique active, it cannot be used with Bushido, however SSS and Iaido can be used in conjunction.

Having chased down the shinobi in question, Mirabelle landed on the ground about mid ranged away. An intentful look in her eyes showed a fierce determination to achieve the goal at hand. Eliminate the target. “Sorry love, the contractor wants you dead or alive…and quite frankly…death for you sounds more appealing, hmm?” she mused to him, but the feeling quickly went away as she took a deep breath, shifting her hand into the direction of the opponent. She quickly nicked her finger and started to make a set of hand seals. As she slammed her hand onto the ground, in a poof of smoke - two mythical wyverns would be summoned in front of her. It would be one Continental Wyvern and a single Brute Wvyervn (both A Rank).


Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu)
Rank: B
Type: Supplementary/Summoning
Range: Short
Chakra cost: 20
Damage Points: N/a
Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:

Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.

Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.

Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.

Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.

Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
-An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
-Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).

The beasts roared, as the Continental flapped its wings and the Brute started to run towards the opponent. Mirabelle would have mounted the back of the Brute, as it quickly rushed towards the opponent. While on it’s back, Mirabelle suppressing aura would have caused the opponent’s to feel an immense amount of pressure (-2 Speed). Once at 6 meters away, she dismounted it - allowing the brute to go after the opponent as she quickly attacked as well.

With a three hand seals, she placed on illusion on the target, causing his body to feel as though it was being squeezed tightly into oblivion, as the world became an even more intimidating and suppressing force, to the degree of him starting to hyperventilate. As this happens, the Brute would have jumped, aiming to kick the target in his head.

The Continental Wyvern circled in the air, about six meters in the air and from the ground, observing its cousin and master combat the opponents. “Ever seen real dragons before?” she asked with a smile keeping her distance.


Genjutsu: Akuma no Houyou | Ilussionary Arts: Demonic Hug
Type: Offensive/Defensive
Rank: A-Rank
Range: Short to Mid
Chakra: 30 (+10 next turn to keep active)
Damage: 60 (at the end of the 2 turns)
Description: The user makes 3 simple hand seals (Boar+Serpent+Rat) and makes the enemy feel as if he's being tightly squeezed; as if pressure is being applied to every point of his body, rendering him restraint and unable to move. The pressure on the enemy's body is so great that he'll feel it hard to breathe and will begin to hyperventilate and eventually will enter a panic state as the pressure keeps building on his body. If he doesn't dispel the Genjutsu he'll faint from hyperventilation in the second turn.

Note: Can only be used twice
Note2: Has to be taught by Scorps
Note3: Can't use Genjutsu in the same turn or the next
(Dainamikku Entori) - Dynamic Entry
Rank: D
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points: 20 x 2 (Critical Hit Attempt) = 40
Description:A taijutsu attack were the user does a jumping kick into the opponents face.

Stats
Chakra: 2550 > 2,500
HP: 240
Tracking: 30
Speed: 10

Continental:
Speed: 11
Chakra: 150
HP: 60

Brute:
Speed: 12
Chakra: 150
HP: 60
 

Kirikoe

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Health - 100
Chakra - 1000
Speed - 10
Tracking - TBC

Vinea Speed - 10

A Bother

Kirikoe was minding his own business as he made his way across the land, he held his gourd in his left hand, taking a swig every now and then, his eyes scanning the land, Byakko directly sat on Kirikoe's right shoulder as they strutted through the terrain, Vinea walked closely behind Kirikoe, she had grown used to his drinking, he wasn't always like this, he was once a dedicated and determined individual, whiles he determined part was still there.. it was normally to find more alcohol.

Kirikoe was able to sense a presence nearby, but he didn't think much of it, in the last few days he had sensed a many of presence, each one belonging to an animal, other genki or random individuals that went about their business..

And then there was this one...

Her voice wrung out across the terrain as she landed mid range in front of him, to be honest it was already giving him a headache..

"awwh, why must you bother me soo.. but I also agree.. death does indeed sound appealing, but I'm afraid a certain someone would not be happy if I were to disappear from this land.."

"Oh great and now she is summoning something.. for damns sake.. Byakko! Do the thing!"

Byakko, Kirikoe's tiger spirit who was currently the size of a regular cat, immediately began to meld into Kirikoe, becoming one with his consciousness, their unity perfect. his opponent by this point had summoned two large monsters before him who's roars echoed outwards.


Rank: B-A
Type:
Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.

Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.

Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel is enabled to see into the future. In other words, the vessel is giving himself the capability to view all possibly outcomes, and the ability to change the to-be happenings, with another act than the one told in the vision. Lasts one turn, and can only be used 3 times during partial infusions. Can be used 5 times during fullbody infusions.

Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well. Lasts untill deactivated.

Fullbody A-ranked|
This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.

While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial uses per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle duration: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5). Can only be used twice per battle.
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.
Approved here:




As Kirikoe fused with his spirit, Vinea stepped forwards she performed a single hand-sign gathering her chakra as her opponent summoned the beasts, she channelled water chakra into her chest, increasing its pressure as she released it from her mouth in a torrent, spreading over the battlefield in front of her, her technique would smash into both summons, washing them backwards.


Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.




At this moment Kirikoe was barely listening as the woman seemed to ask if he had ever seen dragons before.. he couldn't but nearly spit out his alcohol as he replied back

"Dragons? There just overgrown Lizards? What Dragon's are you referring to?"

His opponent seemed to have performed some hand-seals targeted at himself, he of course was unaffected, whiles in his full infusion state he was immune to such trickery, whether his opponent would know that is another story, Kirikoe with his ability to sense the emotions of his adversary would be able to tell in time

Kirikoe during this brief speech would channel his chakra again, targeting a nearby Genki, sacrificing a sizeable sum of his chakra he infused that genki into a portion of the water which had previously knocked back the summons his opponent had sent forth and was riding, the water took form, changing into the shape of a large ape like beast which would block the trajectory of his opponents kick should she proceed, the water beast would directly with both hand's smash his hands down from above targeting both his opponent and the summon she was stood on.

(Keshin no Jorth) Δ Jorth's Personification
Rank: C-S (A)
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-60 (-10 per turn to sustain) (30)
Damage points: 30-80 (60) +5 = 65
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessable by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inaminate objects infused. This however is not only limited to solids, per say, aslong as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.
Approved here:




Chakra - 1000 - 60 = 930​
 

Alyx

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Something like that, except lizards can’t fly” Mirabelle mused, as she saw the water rushing towards her positioning riding on Brute's back. “I’ll handle the water, stay on course…” she uttered, as the Brute grunted in reply and both forgoing their initial combat approach. The Continental would have been airborne, out of the reach of the water as it flapped its wings and soared into the skies. Mirabelle would quickly forcefully infuse her Algae chakra into the source of water, as she quickly grabbed control of it and molded it to her desire. As such, she controlled the water to be reformed into a long spear, quickly all flowing back towards the Katsuryoku and his team, attempting to pierce into them and prevent further spreading of the water. (Due to Mirabelle's infusion into the Alage, Kirikoe's attempt at taking control of it would fail as a result).

The Brute, would have kept out of the range of the algae, but would have made two hand seals - as the ground five meters around the opponent immediately fell apart, as a five meter wide, 10 meters deep pit formed.

In the air, the Continental would have flanked the opponent as well - keeping track of his allies, he would aim to release a breath of natural fire from its throat (A Ranked, Natural Flames - No chakra). It would aim to burn the targets should they choose to escape into the air. Mirabelle and the Brute waited outside of short range, watching as all their attacks occurs at once, cornering them.


(Sōruiton ♦ Mede~Yūsa) – Algae Release ♦ Medusa
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: N/A (60)
Description: This technique allows the user to produce an algal bloom within a desired water source. During the algal bloom the algae will proliferate across the targeted water source at a rapid rate and can be made to either metabolize it, converting it entirely into an algae structure, or infest it, in which case the water source will largely remain intact, but will be infested with algae to such an extent that it will be non-manipulable to those unable to use algae release. (The user, however, will be capable of manipulating the new water source through either algae techniques or water jutsu). The user can then control the product of Medusa through use of hand movements for either offensive or defensive purposes. This technique is applicable to S rank and below water sources, and is efficient enough to convert immense sources of water such as those produced by ‘Great Exploding Colliding Wave’ in moments, furthermore, Medusa will possess and exhibit any special properties or effects that the metabolised water had, now tailored towards the users benefit and the enemies deficit.
- Can only be used four times.
- Is also effective against water-based liquids, or earth based semi-liquids (such as mud), and aggregate sources of liquid.
- Sustaining the technique for manipulation drains 10 chakra per turn and limits the user to Algae techniques and elements it's composed of.
( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden (A)
Range: Short - Long
Chakra: 30 - 50 (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 thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can only be used by Primary Earth Specialists and can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one turn, taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Jiraiya and Komi bios. It can only be used 2 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks. After ending, the user cannot use for 2 turns.

Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.

Stats
Chakra: 2500
HP: 240
Tracking: 30
Speed: 10

Continental:
Speed: 11
Chakra: 150
HP: 60

Brute:
Speed: 12
Chakra: 120
HP: 60
 

Kirikoe

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A Bother


"I beg to differ.. that one is."

Kirikoe pointed towards the large flying summon, He noticed the strange girl perform 2 hand-seals before his summons water release turned into algae and was sent back towards him, Kirikoe looked on, almost in a daze as he looked down at his gourd..

"I need more drink.."

"
Now is not the time Kirikoe!"

Byakko Yelled.


Kirikoe performed his own hand-seals just as the pit of mud was forming below him, he infused the earth with a powerful spirit in its own right (S rank), the earth beneath, as the swamp continued to form, began to change shape, it took the shape of a large gorilla shaped creature as it almost crawled its way out of the earth, Kirikoe and Vinea standing upon its head as it leapt directly towards the incoming Algae lance, taking the blow into its stomach as it continued forwards smashing down with its two hands shaped into fits as its aimed to hammer fist both the strange girl and her summon, as the gorilla formed it pushed the mud below it to either side, the powerful genki would have cancelled the full forming of the swamp as Kirikoe's spirit took forcefully took control of the hard ground.


(Keshin no Jorth) Δ Jorth's Personification
Rank: C-S
Type:
Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-60 (-10 per turn to sustain) 40 chakra
Damage points:
30-80 + 40 = 120
Description:
Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessable by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inaminate objects infused. This however is not only limited to solids, per say, aslong as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.
Approved here:


Vinea acted at the same time as Kirikoe did, forming a single hand-seal, she aimed a high pressured stream of water directly the summon above aiming its fire towards them, the water would cut through the fire dousing it as the high pressured stream would directly split the fire through the middle, firing straight into the large lizards mouth and piercing out the back of its head.


Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After doing the Tiger hand seal, the user will quickly exhale a very thin stream of pressurized water that will be able to cut even rock. The most noteworthy feature of the technique is how fast the stream is and how sharp it can be. By moving his head, the user can alter the jet's cutting path, creating longer cuts or affecting bigger targets.




Kirikoe did not stop here, as the gorilla slammed down with its large fists he performed three swift hand-seals, the gorilla's fist's masked Kirikoe's figure as they engulfed the vision of his enemy, Kirikoe upon completion channelled his chakra into the arms of the gorilla, greatly empowering its attack as it's fists slammed down onto the woman and the summon, crushing them directly into the ground


Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+40 if used to add damage)
Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks.
Note: The weight change lasts 2 turns or until countered.






Stats
Health - 100
Chakra - 970 - 70 = 900
Speed = 10
Tracking = 50

Gorilla
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Last edited:

Alyx

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Hmm, perhaps it’s time I take things a little bit more seriously,” she said, finally approaching close enough to the opponent, as she noticed the giant spiritual entity. To a degree, she understood the nature of the technique - as her former lover Faye was one who incorporated the usage of spirits quite often. She had been ignoring them, for the most part, but they started to grow to become an annoyance. As it blocked the Algae construct - she continued in her assault as she would have ignited her palm with pinkish flames, and swiping them as she released a five meter sized falcon.

The avian familiar was quick in its action, screeching as it came to life - immediately launched into the gorilla, which would have originally been weakened prior to the previous engagement, would have caused a violent explosion to occur as it continued towards it’s intended target duo and violently crash into them once more cause another explosion.

Mirabelle when conjuring the falcon in question, she would have applied “Pyromania” into it, allowing herself and her summons to remain immune to the explosions being produced by the familiar’s attacks. However, little did her opponent know - this pinkish falcon was infused with Perfume chakra, which released an enriching smell and aroma of burning flesh, rot and death, with an underlying illusion attached to the scent.

It would go unnoticed by Kirikoe, as it wasn’t geared towards him but rather the summon on his position. As she inhaled the scent, she would have her psyche gripped tightly - as she became quite fond of Mirabelle and company, as the Vulpine jumped from its master’s side and started making way towards Mirabelle and company as it grew a level of aggression towards Kirikoe. This is , assuming it didn’t die in the explosions…


(Farao no Hōrei #2. Horusu no Shinsei) – Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80 + 20 (Flamme) + 10 (AP Bonus) = 110
Description: Drawing on a large amount of chakra, the user will perform 4 handseals, spewing forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon being neutralised, or striking its intended target, the falcon will violently explode, creating a short-range blast that will obliterate anything within its vicinity. An additional ability of the falcon is its splitting capability. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. Splitting and re-merging falcons does not cost a move but will take a slot in the timeframe, and can each only be done once per turn. This technique lasts for four turns and is usable twice per battle, with a two-turn cooldown between usages upon deactivation. Whilst active, this technique cannot be used again.
(Katon: Hōka) | Fire Release: Pyromania (Passive)
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: (x2 to the desired technique)
Damage Points: N/A
Description: A variant of ‘Phoenix Feather’d Muffler’, Pyromania is a passive technique that allows the user to infuse extra chakra into a Fire based technique upon creation. The infusion will apply an effect similar to ‘Phoenix Feather’d Muffler’ to the technique, whereby aligning the chakra of the technique to an entity the user will be capable of preventing said substance from being burned, or negatively affected by the heat of the technique. Essentially, Pyromania allows the user to produce a fire technique that does not burn indiscriminately, but rather selectively, as it is capable of filtering out the user, and other desired items from its innately destructive effects. This is highly effective as it not only allows the user to become immune to that particular technique, but unlike the original it also allows them to safeguard allies and other entities from harm upon contact with the flame. Furthermore, just as is the case for ‘Phoenix Feather’d Muffler’, those safeguarded will become capable of interacting with the Fire technique as if it were a gas, liquid, or solid, and thus freely moving around within it without risk of asphyxiation or other adverse effects. This effect is applicable to Fire, and Fire based KG/CE, such as Lava and Scorch.
Note:
Lasts until the targeted technique is destroyed, can only be used on one technique at a time with a two turn cooldown between uses, and can be used a maximum of three times.
( Katon/Meromeroton: Mera ღ Mera ) Fire/Perfume Release: Tituba's Plea ღ Flamme de Salem
Type: Supplementary/Offensive/Defensive
Rank: D-S (S)
Range: Short-Long
Chakra Cost: 10-40 ( +10 per turn )
Damage Points: 20-80
Description: Flamme de Salem is a bright and scented flame, usually in pink shades. It takes advantage of Perfume's resistance to fire to burn off the Genjutsu-carrying scent of the element and intensify it. The Flamme de Salem can be manipulated like Fire Ninjutsu, creating flames and maelstroms or burning constructs, which can be bigger and more powerful depending on the chakra used. The Genjutsu carried by the Flamme de Salem induces the illusionary effects described in any approved Perfume technique, like the ravaging rose thorns of Cleopatra's Piercing Adoration or the alluring pheromones of Bonny's Seduction.

This technique can also be combined with an equal ranked Fire Ninjutsu in order to induce the same scent-based Illusiosory effects with other fire techniques as a base, creating an elemental combination technique which has the outcome of being 1 rank stronger or +20 damage in case of S rank. This can be done in the same time-frame as another Fire technique but counts as 2 jutsu. Either variant of Flamme de Salem is ruled by the fire aspect of the technique, and is bound to any Fire-related specialities of the user, likewise, when clashing the Perfume takes a supplementary role whereas Fire carries a defensive and offensive roll, giving the technique or the combo it's elemental S&W, rather than Perfume's. Despite the underlying Genjutsu being the same rank it will still be damageless. Any method of dealing with Genjutsu can be used after the source has been removed, otherwise it is continuously recast without change. The scent exuded by this technique extends in a short range radius around the flame source, casting the illusionary effects in this area.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 5 turns. A Rank and above can only last up to 3 turns and require 2 turn cooldown. A rank can only be used 3 times, S rank can only be used 2 times. This can't be used with Forbidden ranked Perfume or Fire techniques.
Note: Can't perform other Fire or Perfume techniques higher than S rank throughout the duration of this technique. In case of S rank usage, can't perform them higher than A rank.
Note: A single Perfume Genjutsu effect can be applied per Flamme, without stacking.
(Meromeroton: Ayame Chihou ღ Fukai Shinpyou ) Perfume Release: Nzingha's Dementia ღ Twisted Persuasion (Reference)
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user joins the fingers, before stretching them out like pulling a bow string, creating up to 3 long arrows made of a purple-ish perfume, with fletchings made of dotted iris petals, which she can then shoot up to long range. Once they hit something solid, instead of piercing through, they will spread their scent up to 20 meters, whereas in arrow form the scent only reaches 5. Although imperceptible for humans, the scent will cause the animals to feel hostility towards their owners/summoners/allies, putting them in a state of confusion and anger, and making them attack, while at the same time creating a sense of familiarity and friendship towards the user. An underlying genjutsu will enhance the physiological reaction by showing the user in a form of a parent or a an object of affection, needing to be protected and the opponent as a form of adversity, food, etc.

*Lasts up to 3 turns, causing the affected animals to fall deeper in dementia until they force themselves to vanish*
*Can only be used 3 times*
*Does not affect allied summons, as the genjutsu will counter the effects of the perfume, but will make the summons slightly less wary, fast or powerful*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

As for the Continental, as the water came closer - the Wyrm roared as it quickly summoned a basic swirling twister of wind around itself, protecting from the impact of the water technique easily. Mirabelle simply waited upon the Brute, her sheer pressure being applied to the opponent.


( Fūton: Fūjinheki) - Wind Release: Swift Wind Wall
Type: Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: After forming 3 handseals, the user summons a swirling stream of wind, encasing the user and repelling incoming attacks. It can also be expanded around others to them if near the user.

Chakra: 2500 > 2,365
HP: 240
Tracking: 30
Speed: 10

Continental:
Speed: 11
Chakra: 1120
HP: 60

Brute:
Speed: 12
Chakra: 120
HP: 60
 

Kirikoe

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As Kirikoe and Vinea both dealt with separate issues and as the spirit infused earth gorilla made its way too his opponent, the strange woman released a blazing pink bird, this bird was quite powerful evidently, but he was not as surprised as his opponent might think, Kirikoe had the ability of precognition and already had an idea about the secrets within the fire bird, there was not much he could do to stop its effects on Vinea at this moment however he could at least crush this bird.

Kirikoe moved his plans forwards, he channelled earth chakra into the earth gorilla as it continued to move forward towards his opponent and the blazing bird, increasing its weight and power significantly, the gorilla palm came soaring through in a palm strike motion, as it closed in on the bird the gorilla palm would close crushing it within its grip, dampening the explosion and continuing a punch through to his adversary which upon collision would smash his opponent and the head of the beast she was riding directly into the floor, leaving a crater in its wake.


(Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+40 if used to add damage)
Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks.
Note: The weight change lasts 2 turns or until countered.

Kirikoe did not stop here though, he was thoroughly fed up at this point, this woman had stopped him several times now and it prevented him from enjoying his booze, He channelled a large quantity of chakra through his body, releasing it around him as he absorbed the natural energy within the area into his blade, Kirikoe's form began to cover itself with markings of chakra and Kirikoe's face became masked with a vizard like mask.

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( Dokkōdō ) - The Alone Way
Type: Mode
Rank: S
Range: Short
Chakra: 40 ( -10 per turn )
Damage: N/A ( +30/40 to Kenjutsu/Taijutsu )
Description: By taking a stance and channeling copious amounts of chakra while drawing in natural energy into their blade, the user enters a swordsmen state known as Dokkodo or the Alone Way. The chakra creates several markings across the user's lower jaw and neck, extending down both arms to fully cover the forearms and arms in scale-like platings as a chakra shroud that grants a large Vizard-like mask across their faces. The general appearance differs from user to user but these traits are shared. After activation, the user gains access to the exclusive art of Senjutsu utilized via Kenjutsu in two unique forms. The first form allows the user's techniques to carry the ability to cause a foe to become petrified 3 turns after being cut, the wound drawing in natural energy and prevents passive healing until healed by outside sources or the target is petrified, whichever comes sooner. The second form allows for techniques to carry the ability to corrode techniques and targets resistances, eating away at natural defenses when striking targets to weaken and prevent natural damage resistances. Should targets be hit by the corrosive Senkenjutsu, they will take the listed damage of the technique. In addition to this, when techniques land, the amount of chakra spent will be deducted from the object's damage resistance capabilities to cause it to plummet ( i.e. if an A rank Kenjutsu was used and lands and the target can shave 20 damage, 15 ( half of 30 chakra ) of it will be removed to leave 5 Damage Shaving ). Should their damage resistance drop to 0, it will remain there until being healed by outside sources.
Note: Can only be used 3 times each battle, each use lasting up to 8 turns. After ending, the user cannot use A rank and above physical techniques ( Tai/Ken, Jutsu with extended/detailed physical movements, etc ) for two turns and the effects of the 20% Torso Health drawbacks trigger. Each subsequent use adds 10% to the Torso Health drawbacks.
Note: Samurai and Ronin are capable of using Dokkodo techniques without entering the state though if they do, they experience a 10 damage increase compared to shinobi using the mode.

Kirikoe had destroyed the bird giving off the foul scent which affected his summon, however his summon had been making its way down the earth gorilla's arm, Kirikoe was safely away form any remnants of the blast which would have been released, however Vinea would not have been so lucky, she would take some damage and burns, knocking her back towards Kirikoe, while also releasing her from the genjutsu in the process due to the damage the burns caused, Vinea was not in her best condition, realising this she approached Kirikoe who held out his other hand as he was performing his ability, Vinea would transform herself from her monkey form into her Adamantine Trident, its magnificence radiating.

Henge: Adamantin Toraidento | Transformation: Adamantine Trident
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Vinea transforms into a trident (7' 0") which is characterized by the hardness of diamond and its at-will extensibility. When Vinea is transformed into the Adamantine Trident, it is possible for her to have her ears, eyes, and mouth appear anywhere along its metallic length. A highly sophisticated weapon, its at-will transformation-based attack and defense go beyond the scope of proficiency, to attain immense fluidity and great lethality. The main method of offense consists of the wielder making powerful stabs and thrusts that take advantage of its ability to extend. In addition, the trident has to the capacity to generate modest quantities of water for certain moves. Lastly, it's durability is of such a high caliber, that it is widely considered indestructible.

The following moves are possible water-based attacks via the trident. When the trident is slammed, prongs first into the ground in the immediate vicinity of the wielder, a large body of water may begin to form from water in the ground. Should an opponent be impaled upon the trident, a highly dense sphere of water may form around their person, to restrict their movements and breathing. From the trident, a very thin stream of pressurized water (capable of easily cutting stone) may also be released, with a trajectory dependent on how the trident is swung.

Note: This may only be used by Vinea of the monkeys, and she may not use other techniques throughout it.
Note: It can extend as far and as quickly as Enma can whilst he is transformed into the Adamantine Staff.
Note: Entire turns in which Vinea maintains this form will not count towards the turns he can stay on the field.
Note: All of the water-based moves generated by the trident are B-Rank, and each counts as an allotted move.
Note: The narrow, pressurized stream of water has short-long range. Every other move is short-range only.



"Will you not just leave me alone you DAMNED PEST!"

 

Alyx

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A wicked smile curled on the edge of Mirabelle’s lips. She was in complete control now, as the gorilla-like entity continued into its swing, attempting to stop the flaming bird. With precise control and determining her next plans of action, she strictly coordinated as she passively triggered the separation ability of the falcon. As a result, it would immediately break down into several smaller versions of itself as it got away from the impact, spreading and all gathering two meters behind the opponents.

At this point, the illusion via the scent would have gripped into the psyche of the enemy’s animal - allowing Mirabelle control over it. At the same time, as the falcon split itself - Mirabelle would have tapped into the power of Matatabi, as she got down on all fours.

Bubbling chakra starting to erupt around her as she triggered her chakra shroud. Two tails swishing behind her as she quickly dashed as well, faster than the gorilla’s swing and arced around it until she was behind the opponents as well. The falcon in the air, alongside the Continental Wvyern circling above. The Brute, prior to possibly being hit was forced back to its home.

Pest huh? That’s not bad…but guess what

She said, watching as the monkey at this point in time left it’s master’s side over to Mirabelle’s.

Hate to be that harbinger of bad news, but seems your little friend turned tail on you

She said in an almost animalistic tone. “You are the salt of the earth Mira…” Matatabi sighed internally, watching as things played out. She would have then controlled the very chakra, allowing singular chakra arm to be formed and quickly guided it to attempt to punch the opponent.

An additional ability of the falcon is its splitting capability. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. Splitting and re-merging falcons does not cost a move but will take a slot in the timeframe, and can each only be done once per turn.
( Chakra no Koromo ) - Chakra Shroud
Type: Mode
Rank: A-Rank
Range: Short
Chakra: 30 ( -10 per turn, adds 300 chakra points )
Damage: N/A ( +20 to Taijutsu and Bijuu Techniques )
Description: The Jinchūriki accesses his Bijuu's chakra and releases a portion of it into his body, triggering this initial transformation. By doing this, red chakra oozes from his skin, engulfing him in a chakra shroud that resembles a miniature, translucid version of his Bijuu ( although with little detail ), with a variable number of tails ( depends on which Bijuu it is ) and certain unique traits like the Kyuubis ears or Hachibi's horns. The jinchūriki gains a drastic increase in speed, being capable of fighting on par with almost any ninja and gets his Taijutsu damage boosted not only by the increased strength behind his chakra shroud but also by the chakra shroud itself, which damages enemies to the touch. In certain situations, the jinchūriki can also gain more animalistic abilities, such as running tremendously fast on all fours or viciously clawing on his enemies. The chakra shroud protects the jinchūriki from damage and grants him a damage shaving immunity of 40 damage.
Note: Can only be used 3 times and lasts for a maximum of 5 turns.
( Bijutsu: Chakra Ude ) - Tailed Beast Skill: Chakra Arm
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 + 20 = 80
Description: This is one of the basic abilities of every jinchuuriki when they are shrouded by chakra. The user will shape their chakra into up to 4 arms of bijuu chakra that they can extend to attack the enemy or even to help him perform techniques or do handseals.
Note: Can be used by Pseudo Jinchuuriki's in their Pseudo Transformations
Note: Naruto can use it in both 9 Tails Chakra Mode and Bijuu Mode, creating 6 arms in each.
Note: Can be used in Chakra Shroud and in Initial Transformations.
 

Kirikoe

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Kirikoe's Gorilla was just about to lay waste to the bird when its body separated into two parts, its fist continuing through unhindered, as per the original intention, as the bird dodged the attack, however as the bird split, the gorilla's other hand quickly intercepted a piece of it, grabbing it in its hand and once again crushing the weakened piece without much issue. Meanwhile as this happened, the fist of the gorilla smashed down onto the opponents brute wyvern, crushing its skull into the ground, a crater beneath forming as cracks spread out across the floor,

Kirikoe however was unfortunate despite the blow to the summon, his opponent had dodged the hit and jumped onto the earth gorilla's arm, aiming her own attack's towards Kirikoe, Kirikoe had no time to pay a lot of attention to his summon, it was unfortunate but for now, until he could rid himself of the complete fire bird, it was inevitable.

Instead as the summoning was struggling on the brink of control it would forcefully return to the monkey realm, disappearing in a puff of smoke, the strange lady was successful in taking away his summon from him, the forceful disappearance would leave Kirikoe solemn.

As the strange lady began to bubble with what seemed like molten chakra, Kirikoe had also begun to activate his own technique, a visor like mask appeared, and marking's of chakra spread over him, it was clear he was getting fed up, all he wanted to do was move on and enjoy his company and booze, was that so hard..


( Dokkōdō ) - The Alone Way
Type: Mode
Rank: S
Range: Short
Chakra: 40 ( -10 per turn )
Damage: N/A ( +30/40 to Kenjutsu/Taijutsu )
Description: By taking a stance and channeling copious amounts of chakra while drawing in natural energy into their blade, the user enters a swordsmen state known as Dokkodo or the Alone Way. The chakra creates several markings across the user's lower jaw and neck, extending down both arms to fully cover the forearms and arms in scale-like platings as a chakra shroud that grants a large Vizard-like mask across their faces. The general appearance differs from user to user but these traits are shared. After activation, the user gains access to the exclusive art of Senjutsu utilized via Kenjutsu in two unique forms. The first form allows the user's techniques to carry the ability to cause a foe to become petrified 3 turns after being cut, the wound drawing in natural energy and prevents passive healing until healed by outside sources or the target is petrified, whichever comes sooner. The second form allows for techniques to carry the ability to corrode techniques and targets resistances, eating away at natural defenses when striking targets to weaken and prevent natural damage resistances. Should targets be hit by the corrosive Senkenjutsu, they will take the listed damage of the technique. In addition to this, when techniques land, the amount of chakra spent will be deducted from the object's damage resistance capabilities to cause it to plummet ( i.e. if an A rank Kenjutsu was used and lands and the target can shave 20 damage, 15 ( half of 30 chakra ) of it will be removed to leave 5 Damage Shaving ). Should their damage resistance drop to 0, it will remain there until being healed by outside sources.
Note: Can only be used 3 times each battle, each use lasting up to 8 turns. After ending, the user cannot use A rank and above physical techniques ( Tai/Ken, Jutsu with extended/detailed physical movements, etc ) for two turns and the effects of the 20% Torso Health drawbacks trigger. Each subsequent use adds 10% to the Torso Health drawbacks.
Note: Samurai and Ronin are capable of using Dokkodo techniques without entering the state though if they do, they experience a 10 damage increase compared to shinobi using the mode.

at this point in time his foe made her way towards Kirikoe, she had avoided the punch and had dashed round the arm with seemingly fast reflexes, of course, Kirikoe wasn't slow either, as she approached, Kirikoe would shuffle forwards slightly, his timing impeccable, as she approached Kirikoe would focus senjutsu into his sword on his waist, as his hand was placed on its hilt, before she could fully enter short range however, Kirikoe would draw his sword, the senjutsu covering his blade extended to a wide area, his strike was swift as he drew his sword striking his opponents right hand side, Kirikoe would have aimed at a slanted angle and towards the incoming target making it hard to dodge underneath or over,

As the blade struck his opponent would be sent flying away to the side just as quick as she approached, the senjutsu's effects which covered the blade would cause a deterioration in the opponents chakra shroud, the strike would cause severe damage and aim to cut his foe directly in two, resistance would be futile as the moment his opponent was struck it would cause it to drop


( Dokkōdō: Gatotsu ) - The Alone Way: Fang Point
Type: Offensive/Defensive/Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80 + 30 = 110
Description: The user gathers senjutsu around his sword, creating an extended aura around it that glows a cyan color as the scales around the user's arm extends to the blade. This gives it a harsher texture and weighs the blade, augmenting it with a unique effect. Due to the scales and Senjutsu empowering the blade, strikes that land cover a wider surface and applies the corrosive Senjutsu's effects, deteriorating anything it comes into contact with including sealing scripts and anything else that can interact with Senjutsu. This can even allow him to destroy advanced seals like the Flying Thunder God seal, the Shinigami, and others. In addition to this, should foes be struck with it then their damage resistance will drop by 15 or 20, depending on the rank of this technique used. They will also take damage appropriate to the rank used.
Note: Can only be used with Dokkodo active. Ronin and Samurai can only use if they have Dokkodo as their mode.


This wouldn't be the end however, as Kirikoe would immediately follow up, as he performed the motion of the cut, he would perform a slight spinning kick causing a large gale to wrap him up, generating a large air current which shaped itself into a dragon, this dragon was fierce and it would directly barrel into his target crushing them and dealing large cuts.

( Konoha Ryūjin ) - Leaf Dragon God
Type: Offensive/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60 + 40 = 100
Description:
This is an ultimate taijutsu technique created by the legendary taijutsu master Chen. It appears to be initiated by an upward spin kick at which point it quickly becomes like tornado. Forming into a dragon with long whiskers, it attacks the target aiming to swallow them, at which point they are cut by the razor sharp air currents inside the attack. After initiating the attack, the user appears to remain shielded within the base of the tornado as the outward surface of the dragon seems to be solid enough for a person to impact and rebound off of, making the only way to enter the technique once it has been initiated is by being swallowed. However, there is one distinct weakness to the technique. Since the Dragon God's real form (and what it basically is) is that of an ordinary tornado, though cosmetically shaped into a dragon, its attack power is based on rotation. If one enters the attack's centre (Dragon's Eye) while rotating at high speed, such as Lee's One-Man Front Lotus, it can be dispersed without inflicting damage. The technique, while seemingly similar to Wind Release, is actually just the users own physical power (through the use of the spinning kick) shaping the air into currents through movement. It is, however, enough to fight off elemental ninjutsu of the same rank and below.
Note: Can only be used by Taijutsu Specialists and EIG users



 

Alyx

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As mentioned, your gorilla spirit wouldn’t hit the summon on end cause it despawned beforehand. Also I’m not in the spirit but on the ground behind you.

Mirabelle would have been shrouded by the boiling chakra of the Nibi, watching the opponent on his end also having transformed into an elevated state. A wicked smile crept on her face, as she watched as he swung his blade into her general direction. Mirabelle would have immediately kneaded an ample amount of blue fire and yin energy, completely shifting her anatomy into that of the combination. The chakra blade would have made an impact, but due to Mirabelle’s stronger empowering state, it would have left her unharmed as her blazing formation completely burned through it without hesitation.

(Aoi Katon/Inton: Yōkai ) Blue Fire Release/Yin Release: Strange Apparition
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60 ( -20 Per Turn)
Damage: 120 + 10 (AP) + 20 (Void Artifact) = 150
Description: Yōkai is a technique derived from "Blue Fire Release/Yin Release: Corrupting Hellblaze; borrowing on the concept of merging high amounts of Yin Energy into the Spiritual Blue Flames. What causes this technique to differ from its parent technique is applying the principles presented to the physique of the Jinchuriki instead. By surging the chakra throughout the body, the user immediately turns themselves into an embodiment of the mixture. This comes with some immediate benefits, as the user is no longer physically present and now in a spiritual flaming state, chakraless taijutsu techniques would simply pass through the user's form, gifting them complete immunity though of course. Anyone who passes through the user's form will be inflicted immediately with a high amount of spiritual damage, while also applying the "Burn Heal" to them, though targeted to their spiritual side instead as it burns away at it. This form naturally lasts three turns, in which the user is only capable of using Blue Fire Release, Fire Release and other non elemental based techniques. Other chakra based techniques are capable of interacting with the user, which if impact is made, the user still suffers damage directly upon impact. Once the technique ends, be willingly or not forces a cooldown time of three turns before being able to be used again, though in that same timeframe leaves the user unable to use Yin Release and Spiritual Blue Fire of A Rank and above.

Now then…” she said, watching as the man kicked up a literal storm; the Leaf Dragon God brewing to life as a result. Mirabelle cared little now for anything and simply unleashed a powerful stream of flames, which due to her Nindo, affinity and her void artifact, it would be empowered to the highest caliber.


(Katon: Gōka Mekkyaku) - Fire Release: Great Fire Majestic Annihilation
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 + 20 (Void Artifact) + 10 (AP) + 10 (Nindo) = 120
Description: A technique where the user makes the horse hand seal and then kneads chakra inside his body which is then converted into fire and expelled from the mouth as a massive wall of intense flames, which covers an expansive range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is not one of the fastest seen so far.

Armor-Sleeved Single Hit
Having the Armor-Sleeved Single Hit Nindo means flexing is what you do. Showing off your power, boasting of your skill and more - arrogantly exclaiming you’re the best is a way of life. Having this Nindo means should your character completely overpower a technique via damage vs damage, their next technique will have a bonus 10 damage.
Note: This cannot stack with it’s self.
 

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Kirikoe watched as his blade simply flowed through his target who had transformed into a majestic blue flame, Kirikoe however was unimpressed, his face covered by the visor his reaction was unseen, as his blade moved through the opponent and out the other side, Kirikoe immediately channelled the senjutsu chakra in his sword and reactivated the technique, its speed giving his opponent no time as he swung the sword back at his target as she solidified, striking her with incredible power once again aiming to sever her at the waist.

( Dokkōdō: Gatotsu ) - The Alone Way: Fang Point
Type: Offensive/Defensive/Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80 + 30 = 110
Description: The user gathers senjutsu around his sword, creating an extended aura around it that glows a cyan color as the scales around the user's arm extends to the blade. This gives it a harsher texture and weighs the blade, augmenting it with a unique effect. Due to the scales and Senjutsu empowering the blade, strikes that land cover a wider surface and applies the corrosive Senjutsu's effects, deteriorating anything it comes into contact with including sealing scripts and anything else that can interact with Senjutsu. This can even allow him to destroy advanced seals like the Flying Thunder God seal, the Shinigami, and others. In addition to this, should foes be struck with it then their damage resistance will drop by 15 or 20, depending on the rank of this technique used. They will also take damage appropriate to the rank used.
Note: Can only be used with Dakkodo active. Ronin and Samurai can only use if they have Dakkodo as their mode.

as this was happening, the large earthen gorilla which was his spirit had twisted and swung its arm through towards his opponent again planning to smack her so hard her bones would reduce to dust, while its other arm swung wildly, catching the last piece of fire bird from before and crushing it within his hand

following up Kirikoe wouldn't let things end just like that, he would follow up his and his spirits attack by waving his hand, channelling wind chakra throughout his body, he would generate large tornado's on his opponent of great scale and power, he would even go as far as to imbue extra chakra in his attack, empowering it even further than before as it tore his opponent to shreds


(Fūton: Tatsumaki Heki) - Wind Release: Tornado Wall
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 + 25 + 5AP = 130
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.

Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.

(Fuuton: kaze kakujuu) - Wind style: Wind expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.

Note: Can only use used on wind the user or the users summon has created
Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times
Taught





As agreed I have asked a sensei to check our fight as we are now both at 5 moves each :)
 

Sinthorus

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I got asked to check this by Kiri now its reached 5 moves each.

I mean I thought I was coming for a nice smooth check then I read a technique that turns your body into a blade that can destroy handles of indestructible swords on contact but wont harm the summon you hopping on. A wild ride for sure.

Anyway, Ian your second move you state your summon would be high in the sky out of reach but in your previous move all's you state is "as the Continental flapped its wings and the Brute started to run towards the opponent ". You don't actually state that the Continental summon is going into the sky just that it flaps its wings. You can't just play off ambiguous wording to suit your needs. A bird can flap its wings and just remain in the same spot for example. This wont matter much due to your counter with Algae Release Medusa, but it's something of note.

In the same move, two things just don't add up to me:
1. " as the ground five meters around the opponent immediately fell apart, as a five meter wide, 10 meters deep pit formed. "
2. "( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld "

The ground doesn't split for swamp, the earth is converted to mud, it's legit in the jutsu itself " then by changing the surface of an object beneath an enemy into mud". So not sure if you messed up wording, or posted the wrong technique, buy something ain't adding up here.

Anyway, y'all both like taking over each other's techniques it seems. It's like some Harry Potter duel. Anyway, using the swamp defend from the spear that would be A rank was nice here. Using this jutsu leaping forwards counters all three techs in one which is nice while going on the offensive, along with the summons attack towards the other summon. I mean the gorilla leaping forwards could avoid it tbf as you're using a jutsu but still nice counter in a 3 on 2 situation.

Ian's next move was better, using the falcon and making him and his allies immune to the blast, infusing the gen too.

Kiri continued with what he was originally doing to counter the fire. Though I think the hand would hit the falcon, it would detonate and I believe the gen would take effect. Though Ian stayed out of short range initially, kiri moved forwards, so even dealing with the falcon the sent given from perfume would induce the gen. Though the problem here is that Ian's perfume induces a gen and he states smells of burning flesh etc, but linked nothing that mentions this. His infusion "Flamme de Salem" doesn't state that it allows the user to create any illusion they want,. It states it infuses, releases the perfume and increased the damage. I asked another sensei to read this to see if it made sense to them, but they couldn't understand what you were trying to do or how you tried to achieve it.

I'm pretty sure, when Ian splits the falcon he takes a spirit infused gorilla fist to the face due to this line "as it closed in on the bird the gorilla palm would close crushing it within its grip, dampening the explosion and continuing a punch through to his adversary ".

With Ian's technique stating "Splitting and re-merging falcons does not cost a move but will take a slot in the timeframe "

It means fist swung to grab the falcon and strike > Ian splits the falcon and gets hit in the face

"Although imperceptible for humans, the scent will cause the animals to feel hostility towards their owners/summoners/allies, putting them in a state of confusion and anger, and making them attack, while at the same time creating a sense of familiarity and friendship towards the user" - At no point does this state you can control spirits. Tech technique used by Kiri infused the swamp with a Genki to create the animal shape. It does not make it an animal in itself. It's still a spirit. You wouldn't gain control over his creation.

At this point I'm declaring Kirikoe the winner due to several missuses of techniques and exploitation of wording seen in the fight.

Winner: Kirikeo
 

Alyx

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I got asked to check this by Kiri now its reached 5 moves each.

I mean I thought I was coming for a nice smooth check then I read a technique that turns your body into a blade that can destroy handles of indestructible swords on contact but wont harm the summon you hopping on. A wild ride for sure.

Anyway, Ian your second move you state your summon would be high in the sky out of reach but in your previous move all's you state is "as the Continental flapped its wings and the Brute started to run towards the opponent ". You don't actually state that the Continental summon is going into the sky just that it flaps its wings. You can't just play off ambiguous wording to suit your needs. A bird can flap its wings and just remain in the same spot for example. This wont matter much due to your counter with Algae Release Medusa, but it's something of note.

In the same move, two things just don't add up to me:
1. " as the ground five meters around the opponent immediately fell apart, as a five meter wide, 10 meters deep pit formed. "
2. "( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld "

The ground doesn't split for swamp, the earth is converted to mud, it's legit in the jutsu itself " then by changing the surface of an object beneath an enemy into mud". So not sure if you messed up wording, or posted the wrong technique, buy something ain't adding up here.

Anyway, y'all both like taking over each other's techniques it seems. It's like some Harry Potter duel. Anyway, using the swamp defend from the spear that would be A rank was nice here. Using this jutsu leaping forwards counters all three techs in one which is nice while going on the offensive, along with the summons attack towards the other summon. I mean the gorilla leaping forwards could avoid it tbf as you're using a jutsu but still nice counter in a 3 on 2 situation.

Ian's next move was better, using the falcon and making him and his allies immune to the blast, infusing the gen too.

Kiri continued with what he was originally doing to counter the fire. Though I think the hand would hit the falcon, it would detonate and I believe the gen would take effect. Though Ian stayed out of short range initially, kiri moved forwards, so even dealing with the falcon the sent given from perfume would induce the gen. Though the problem here is that Ian's perfume induces a gen and he states smells of burning flesh etc, but linked nothing that mentions this. His infusion "Flamme de Salem" doesn't state that it allows the user to create any illusion they want,. It states it infuses, releases the perfume and increased the damage. I asked another sensei to read this to see if it made sense to them, but they couldn't understand what you were trying to do or how you tried to achieve it.

I'm pretty sure, when Ian splits the falcon he takes a spirit infused gorilla fist to the face due to this line "as it closed in on the bird the gorilla palm would close crushing it within its grip, dampening the explosion and continuing a punch through to his adversary ".

With Ian's technique stating "Splitting and re-merging falcons does not cost a move but will take a slot in the timeframe "

It means fist swung to grab the falcon and strike > Ian splits the falcon and gets hit in the face

"Although imperceptible for humans, the scent will cause the animals to feel hostility towards their owners/summoners/allies, putting them in a state of confusion and anger, and making them attack, while at the same time creating a sense of familiarity and friendship towards the user" - At no point does this state you can control spirits. Tech technique used by Kiri infused the swamp with a Genki to create the animal shape. It does not make it an animal in itself. It's still a spirit. You wouldn't gain control over his creation.

At this point I'm declaring Kirikoe the winner due to several missuses of techniques and exploitation of wording seen in the fight.

Winner: Kirikeo
Appreciate the check, unfortunately I disagree with it. Ill be asking for a recheck.
 
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Shady Doctor

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Was asked to put in a second opinion. There were things that Dan brought up that I agreed and disagreed with, but in the end this was a pretty close match tbf. There was some ambiguous wording here and there from ian's side, which gives himself and checkers different views they can work with, which I won't hold against him. All that said, coupled with the rank difference here, I'm going to say that Kirikoe is the Victor since I don't see a real clear front runner in the fight when I believe there should be on a certain side.
 
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