[Closed] Kumi Grinding

Vayne

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https://animebase.me/threads/memepool-saviour-of-rule-38-v2.761113/

Specialties are outdated since they changed a bit. For Minato I have, Sage Master, NAD CFS, and
  • Minato is an Advanced Handseal Specialist, using all Jutsu seals with one hand and Wind jutsu either 1 handseal overall"
Also the Akatsuki ring aint a thing anymore so thats not there too, oh and Health rules or nah?
Clothes, body, equipment tagged with both Explosive/Normal FTG seals.

Flying Thunder God Explosive tag | Hiraishin Kibaku Fuda
Spoiler
Type: Supplementary | Offensive
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:

After years of fighting and training with Hiraishin no jutsu and Bukijutsu, Minato thought of a way to implement both together and make it more versatile than his FTG kunai. He made a new type of explosive tags that is slightly larger that the normal explosive tag. The main difference between this explosive tag and the normal explosive tag is that, on the right side of this particular type of Explosive tag, the FTG seal is present. This enables the user to perform FTG seal based techniques with this explosive tag. Another thing to note is that, the FTG that is placed is quite big such that it will be easy for others to differentiate it from other normal explosive tags like Minato's FTG kunais. However only a person with FTG knowledge will know that it's an FTG seal that is present in it. Once the tag goes off and explodes, the FTG seal preset will be nullified and becomes useless.


(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.


Raijin No Kogake | Thunder God's Gauntlet (Reference)
Spoiler
Type: Weapon
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Raijin's Gauntlet is a special gauntlet that was designed by Minato Namikaze himself in order to increase and polish his strategy in Ninjutsu and Hiraishin Jutsu. The Gauntlet is a regular steel Gauntlet which consist of a foldable hidden cross bow on it such that when it is worn on the hands, the Crossbow is hidden under the wrist of the user. This Crossbow is fed mini bolts on each Gauntlet that are made out of materials that are used to manufacture kunais.

Abilities:
The general ability of this crossbow is that the crossbow can send normal or Seal marked (FTG) bolts like a freeform Kunai throw. The Crossbow can send tiny bolt infused with raw chakra like a regular kunai or infuse them with one of the basic five elemental chakras to improve the effect it has on the target like Infusing it with wind to increase sharpness, Lightning to increase piercing power, Fire to burns, earth to harden, etc. Releasing normal or "Infused" bolt(s) comes under freeform attack, like a freeform "infused" Kunai throw.

First Ability:
The first one is that when the infused bolts are released towards the target, the user can perform a single special hand seal ( Like Deidara's "Katsu" ) in order to make the Bolts blast to create a short ranged explosion of the desired element. The explosion will be A ranked in strength and this ability can only be used three times per battle. This counts towards the user's jutsu per turn limit.

Second Ability:
The second ability is the user is able to attach ninja wire/strings to the tail of the bolts while they are released . While these strings are normally A ranked ninjutsu in strength, they are very sharp so that they can slice through or severe a human flesh with ease. The user can use these wire attached bolts(s) to bind the opponent, constricting the movement of any part of the body and pin them to any surface or the ground with the bolt acting as the anchor point fixing itself to the ground/surface. The user can anchor the bolt to any surface/sentinel object as a means to pull himself up ( For example, The user can anchor the bolt to a tree/ground near a swamp to get out of it) . The Wire is A ranked in strength however when these wires are attached to elemental infused bolts they are of A ranked in strength of that particular element and follows elemental strength and weakness. The elemental wires when severing the opponent or impaling through them produces the effects of their particular element. This second ability can be used only 4 times per battle and consumes one jutsu slot. Only one the ability can be used at a time and never both combined. Meaning if the users sends an elemental bolts with wire attached, the user can only use the second ability and cannot make the bolt blast up to create the effect of the first ability.

The Gauntlets are very strong and virtually indestructible but this doesn't mean they can defend against anything and everything. The weapon is chakra sensitive hence when someone else wears it, the gauntlet releases S ranked spikes from within it impaling and severing the hands of the person who used it.

Restrictions:
*FTG sealed bolts can only be used my Minato/Tobirama bios*
*Can only be Taught by -Best-*
Deadpool sees the target before and senses that he's about to be a whole bitch and a half.
Affirmative there writerboi.
 
Last edited:

Venom

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Yeah health rules would be better I guess. Death on if one of us hits 0 though. Not as strict as the NW where u cant kill or decap etc z.z

Raiden would simply watch the man in front with no signs of emotions. He would utilize his clan abilities and conjure up a partner inside the depths of his mind (u wouldnt sense this with ur chakra sensing so it seems im still staring) for tactical purposes. To start the battle off, Raiden would channel doton chakra into the ground below and around the man and follow up with the ending procedures. To have the ground glow and explode in a 6meter area around the man. Raiden would then focus chakra into his spirit reaper as two orbs are formed and hover above his shoulders.

Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden
Range: Short - Long (A)
Chakra Cost: 10 - 60
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.

Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).

Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.

Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.

Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.
Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.
Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.
Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.
Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.

Doton: Yuuen Rokuhenkei Daichi Bakuha) Earth Style: Grand Hexagon Earth Explosion
Rank: S
Type: Attack
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes few hand seals and then slams his hands on the ground and creates a hexagonal pattern of chakra around the opponent and then it lights up and explodes causing the earth inside the hexagonal pattern to begin breaking up and shooting out of the ground colliding with the enemy and then they fall back down on top of the enemy and burry them underneath the rubble.

*Does 15 damage to the User
*Can only be used Twice per battle
*Can only be used by members of Sharinganmasters Hideout

Tenkyuu) - Celestial Spheres
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40 (+5 each turn)
Damage points: N/A
Description: The user focuses his chakra into Kariteseirei which then starts to release the chakra from the blade. The chakra forms two orbs that hover around the user. On command these orbs can destroy an incoming attack, neutralizing it without visible damage.

☛ Can only be used twice per battle
☛ The two orbs can be sacrificied at once to stop one forbidden-rank jutsu
This jutsu works as long as the user wants but he needs to pay +5 chakra each turn and if the two orbs have been sacrificied, the jutsu ends
 

Vayne

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Aightt, and here's the tech I forgot to post before.
( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Spoiler
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.

Upon noticing the adverse effects developing on the ground(glowing, shaking etc), Deapool would decide to immediately move out of the way while also putting some pressure on Raiden. He would passively enter sage made (Sage Master) and release copious amounts of dream sand from his body that would take the form of an imposing 7 meter tall wave. The released sand would overwhelm the earthen based technique and easily continue towards Raiden, while also raising and safely moving Deadpool backwards. The dream sand would continue towards Raiden, increasing in size as more and more is released from Deadpool's body. It would still cover a 7 meters height, but by the time it's front portion reaches Raiden it would be covering 15 meters in width. Simultaneous to this, Deadpool would be passively unleashing a torrent of fire infused FTG bolts throughout the terrain. Naturally, a lot of the bolts were aimed to hit Raiden at various points on his body, both vital(heart, head, lungs, etc) and non vital, but a plethora would wiz nearby him, above him, latch onto the earth beneath and around him, and generally make movement more of a hindrance due to the chance of getting hit by one of the bolts. These bolts would be released from Deadpool's left hand gauntlet, and would essentially cover 7 meters all around Raiden, with some descending from the sky due to being launched skywards with intentions on having them descending on the next turn from above. His right hand gauntlet would be used to fire the same type of bolts to Deadpool's right, left, and behind him, covering intervals of 4 meters between each bolt. The bolts would reach 20 meters in each mentioned direction, while also being accompanied with additional bolts that would cover 4 meters intervals on the hypotenuse of the aforementioned bolts, essentially forming two big right triangles of bolts.

Who's my little mathematician?
...


Anyways, the wave of dream sand and bolts would be followed with Deadpool releasing a powerful wind blast towards Raiden's current direction, aiming to take him out in one swoop. The attack would come from an elevated height, as Deadpool would release the wind as he leaps away from his Dream Sand attack. Deadpool would descend around 10 meters behind his initial position. He would carefully observe his opponent and the surrounding with all his available senses.(SM, sensory, sight, smell, bolts, etc)



( Kanpekinanin Gama Sennin Modo ) - Perfect Toad Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x3. Their strength increases, empowering Taijutsu techniques and Ninjutsu by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. Lastly, the user gains access to toad anatomy, Sage Art: Frog Kata and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Yumeton: Futsūno katsu | Dream Sand: Ordinary Life
Type: Attack / Defense / Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80 + 30 = 110
Description: Using Yumeton chakra, the user will be able to create objects, tools and other creations composed of the Crystalline Sand with two handseals. These can be created directly from the user's body, from already existing Yumeton or created from a source of earth. The creations can be created in the form similar to sand, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (sand like/solid). Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as the great golem technique (S). Each creation of Yumeton of course would hold the side affects the element carriers upon touching, ingesting it or smelling the fumes it let's off when burned, though the user himself wouldn't be affected to the former (touch) seeing as it is directly made from his chakra and body. These effects are very strong drug induced psychoactive side-effects which range from intense visual hallucinations, distortion of senses (color, sound and vision), unconsciousness, altered concept of time and even death.
Note: S-rank variants can only be used 3x maximum and once used the user will be limited to A-rank and below Yumeton techniques for 1 turn
Note: A-rank can only be used 5x max


(Fūton: Atsugai) - Wind Style: Pressure Damage
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 +30
Description: The user does the Ram handseal and inhales, kneading his chakra into his lungs, exhaling a huge blast of wind that levels anything in its path. Can cause major damage and requires a sufficient chakra level to perform. This large wind blast moves in tremendous speed and cannot be controlled. If the user gets caught in it, it will harm him also.

References:

The general ability of this crossbow is that the crossbow can send normal or Seal marked (FTG) bolts like a freeform Kunai throw. The Crossbow can send tiny bolt infused with raw chakra like a regular kunai or infuse them with one of the basic five elemental chakras to improve the effect it has on the target like Infusing it with wind to increase sharpness, Lightning to increase piercing power, Fire to burns, earth to harden, etc. Releasing normal or "Infused" bolt(s) comes under freeform attack, like a freeform "infused" Kunai throw.
Yumeton: Trū Cúlar | Dream Sand: True Colors
Type:
N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.


D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 1/4 due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear extremely small sounds, wouldn't be able to see further than mid range or make out colors (basically color blind).

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into paralysis. After 2 more turns of exposure, they'd fall unconscious. 2 turns after that, they'd experience a painful death, usually a heart attack or organ failure being the case.

Note: The Effects of Dream Sand only go into effect after a full turn of being exposed to the element.
Note: After being effected, the targets can't lessen nor rid the effects (in submission) unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.


1600 - 15 = 1585
10% = 158.5 - (5) - 40 - 30 = 88.5
 

Venom

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Oh btw default 3 day TL.

Raiden would put a pause in his current train of thought as he conjured up two things from wuji without the need for hand seals. Two of the same things, one active while the one below Raiden isn't. The creation would seem like an ordinary lid. But what it truly is, is a fan/magnet hybrid. The fan creation that was created under raiden would quickly levitate or rather turn on to lift Raiden into the sky. The fan blades facing the ground would easily take him to heights above the sand wave as it was approaching. Quickly enough for him not to get too close. As for the other hybrid creation, it would be mid range distance above ground from deadpool's original location. This one was a bit different. This had the 'magnet' aspect activated. Which would be aided by the pull of the fan to bring any and all metallic object except for the quality that Raiden was carrying. This would make all the fire infused kunai that the man fired out to be pulled to the magnet above instead of scattering on the field for his purposes. But due to the spin, instead of them sticking to the magnet they would be spun back around to be sent back down to deadpool. Impaling from all sides and angle should he continue up with his wind technique. Raiden simply continues to hover around on his fan as he slowly descends a distance away from the sand wave. Ofc his orbs would be hovering around him by now.

Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden
Range: Short - Long (B)
Chakra Cost: 10 - 60
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.

Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).

Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.

Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.

Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.
Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.
Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.
Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.
Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.

Tenkyuu) - Celestial Spheres
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40 (+5 each turn)
Damage points: N/A
Description: The user focuses his chakra into Kariteseirei which then starts to release the chakra from the blade. The chakra forms two orbs that hover around the user. On command these orbs can destroy an incoming attack, neutralizing it without visible damage.

☛ Can only be used twice per battle
☛ The two orbs can be sacrificied at once to stop one forbidden-rank jutsu
This jutsu works as long as the user wants but he needs to pay +5 chakra each turn and if the two orbs have been sacrificied, the jutsu ends
 

Vayne

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As Raiden begins his shenanigans, Deadpool would respond in kind, opting to use a different wind technique that what he had initially planned. Instead, a dome of wind would be erected, sus, in front of Deadpool, specifically starting 6 meters away, and spanning to 6 meters behind/above Raiden. The inside of the dome would be filled with 'rampaging' wind chakra, chakra that would easily render the Hayabusa's technique useless. The inside of the dome would be chaotic, as the previously used Dream Sand would now be flying around rapidly at tremendous speeds, just like Raiden. The two were bound to clash together, against the ground, the walls of the dome, etc, basically everything inside gets affected.

Deadpool would observe the dome intently, as he moves back 4 meters from it. Throughout the move, Deadpool would spread out more tagged bolts in the field outside the reach of the dome/magnet(which would get destroyed anyways).

ome
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80 + 30
Description: The user creates a dome filled with wind with their chakra.
When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.
 

Venom

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While hovering over to a safe distance away from the created sand, Raiden would sense the presence of wind chakra forming all around. By the time he makes it safetly to the ground the wind dome would be up. Raiden didn't care much for this. This didn't alter or stop his course of action in anyway. His orbs were still formed, not interupted and with one he would have it cancel out the dome before it could affect his two magnet (Read here: https://animebase.me/threads/official-roleplay-updates.764886/#post-21896515
my orbs were apart of the previous TF / Turn so edo tensei is my first move of the turn technically )

With a simple clap of his hands, two coffin would rise to his side near his remaining orb. The zombies would easily pop out prepared for battle. With snake having his Byakugan passively activated and Bartholomew crouching with one of his palm on the ground.

As time would allow it, Snake would instantly create a water dragon (without hand seals or water source) 5m behind deadpool to rush into him with open jaws. While this is happening, Raiden's second magnet would already be collecting more of the thrown kunais as the original one and it began to circle the field. The magnetic grasp being up to long range. Ofc the two magnets were mid range distance from raiden.

Kuchiyose Kinjutsu: Edo Tensei ) - Forbidden Summoning Technique: Impure World Reincarnation
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (-20 per resurrection per turn )
Damage Points: N/A
Description: The Summoning: Impure World Reincarnation is a forbidden technique used to revive the dead. To perform this technique, the user must first acquire some of the DNA of the person they intend to revive such as limbs, organs or merely blood samples. The soul of the intended revived must also reside in the pure world (jōdo) those whose soul has been consumed by the Death God, or have been previously sealed by other methods cannot be resurrected. Next, a living sacrifice is required for the soul of the resurrected to use as a vessel. Once all prerequisites for the technique have been met, the acquired DNA of the person is smeared on a special scroll and once the scroll is activated, the remains spread out in the form of a special seal with the living sacrifice in the centre. Then dust and ash encase the sacrifice's body, giving them the same appearance that the revived had at the time of their death. The person is then revived and the end product is usually stored in a casket until summoned by the user by performing the Tiger → Snake → Dog → Dragon → Clap hands handseals. When the user summons the revived soul, a casket first appears before revealing the revived soul. The Edo Tensei Summoning can be countered by sealing away the targets soul or by having the summoner cancel the technique. As they are unlikely to do this voluntarily, using a genjutsu to trick them into cancelling the technique is ideal. The sequence of hand seals for cancelling the technique is Rat → Ox → Monkey → Tiger → Dragon → Boar and saying Kai. If the summoner dies before the technique is deactivated, then this method is impossible. If the summoned soul's controlling tag is overcome or disabled by a technique or if the user so wishes it, the summoned soul or the user can both sever the contract through the use of the Snake → Ram → Boar → Dog → Tiger seals. The summoned soul is then left as an immortal revived soul, autonomous and without any link to the summoner.
Note: A bio can only have up to a total of three souls for revival which must abide by a few rules, specific for the technique.
Note: The user of the technique can only have up to 3 Vessels in total. Orochimaru, Kabuto and Tobirama are able to have up to 2 Vessels present in battle though only one of these can be a vessel from a battle.
Note: If the user purchases the vessel, it can only have access to single abilities such as their HA/KG/AE. If a vessel is obtained through battle, he is able to utilize the bio's Dual Abilities, Modes and AN if obtained. Only the canon techniques of these are possible, however.
Note: The Edo Summons pertain to the bio and not the user, and only one of the bios of the user can use Edo tensei.
Note: A member must attain biographies in an offical match approved by 2 roleplay moderators for both the revival and sacrifice and cannot be given a biography willingly.
Note: Technique can only be used once per battle/event.

Edo Collection:
1) Snake - A basic jounin rank Hyuuga with Byakugan and gentle fist mastered. Also basic 9. Bought from the shop.

Specialties: Water [Single Handseal Specialist + Sourceless Materializing Specialist + Apex Handseal Specialist] + Doctor [+1 Pill]

Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye (Passive)
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.

2) Priest - Sage rank, EIG master Bartholomew clan head with basic 9 abilities, Snake contract/Ninjutsu, NB tai (w/ restricted) Mednin, Fuuin, Kin and EIG. DNA obtained [here] and revived [Here]. His appearance modified to look like [Bartholomew Kuma]

Suiton: Suiryuudan no Jutsu) - Water Release: Water Dragon Bullet Technique
Type: Offensive
Rank: A - S (S)
Range: Short - Long
Chakra Cost: 30 - 40
Damage Points: 60 - 80
Description: After performing a long series of handseals: Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird, the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a water specialty will be able to produce up to an S-Rank technique; normal ninja will produce the basic A-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.

Note: Requires a nearby water source

Reference:
Tenkyuu) - Celestial Spheres
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40 (+5 each turn)
Damage points: N/A
Description: The user focuses his chakra into Kariteseirei which then starts to release the chakra from the blade. The chakra forms two orbs that hover around the user. On command these orbs can destroy an incoming attack, neutralizing it without visible damage.

☛ Can only be used twice per battle
☛ The two orbs can be sacrificied at once to stop one forbidden-rank jutsu
This jutsu works as long as the user wants but he needs to pay +5 chakra each turn and if the two orbs have been sacrificied, the jutsu ends
 

Vayne

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While hovering over to a safe distance away from the created sand, Raiden would sense the presence of wind chakra forming all around. By the time he makes it safetly to the ground the wind dome would be up. Raiden didn't care much for this. This didn't alter or stop his course of action in anyway. His orbs were still formed, not interupted and with one he would have it cancel out the dome before it could affect his two magnet (Read here: https://animebase.me/threads/official-roleplay-updates.764886/#post-21896515
my orbs were apart of the previous TF / Turn so edo tensei is my first move of the turn technically )

With a simple clap of his hands, two coffin would rise to his side near his remaining orb. The zombies would easily pop out prepared for battle. With snake having his Byakugan passively activated and Bartholomew crouching with one of his palm on the ground.

As time would allow it, Snake would instantly create a water dragon (without hand seals or water source) 5m behind deadpool to rush into him with open jaws. While this is happening, Raiden's second magnet would already be collecting more of the thrown kunais as the original one and it began to circle the field. The magnetic grasp being up to long range. Ofc the two magnets were mid range distance from raiden.

Kuchiyose Kinjutsu: Edo Tensei ) - Forbidden Summoning Technique: Impure World Reincarnation
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (-20 per resurrection per turn )
Damage Points: N/A
Description: The Summoning: Impure World Reincarnation is a forbidden technique used to revive the dead. To perform this technique, the user must first acquire some of the DNA of the person they intend to revive such as limbs, organs or merely blood samples. The soul of the intended revived must also reside in the pure world (jōdo) those whose soul has been consumed by the Death God, or have been previously sealed by other methods cannot be resurrected. Next, a living sacrifice is required for the soul of the resurrected to use as a vessel. Once all prerequisites for the technique have been met, the acquired DNA of the person is smeared on a special scroll and once the scroll is activated, the remains spread out in the form of a special seal with the living sacrifice in the centre. Then dust and ash encase the sacrifice's body, giving them the same appearance that the revived had at the time of their death. The person is then revived and the end product is usually stored in a casket until summoned by the user by performing the Tiger → Snake → Dog → Dragon → Clap hands handseals. When the user summons the revived soul, a casket first appears before revealing the revived soul. The Edo Tensei Summoning can be countered by sealing away the targets soul or by having the summoner cancel the technique. As they are unlikely to do this voluntarily, using a genjutsu to trick them into cancelling the technique is ideal. The sequence of hand seals for cancelling the technique is Rat → Ox → Monkey → Tiger → Dragon → Boar and saying Kai. If the summoner dies before the technique is deactivated, then this method is impossible. If the summoned soul's controlling tag is overcome or disabled by a technique or if the user so wishes it, the summoned soul or the user can both sever the contract through the use of the Snake → Ram → Boar → Dog → Tiger seals. The summoned soul is then left as an immortal revived soul, autonomous and without any link to the summoner.
Note: A bio can only have up to a total of three souls for revival which must abide by a few rules, specific for the technique.
Note: The user of the technique can only have up to 3 Vessels in total. Orochimaru, Kabuto and Tobirama are able to have up to 2 Vessels present in battle though only one of these can be a vessel from a battle.
Note: If the user purchases the vessel, it can only have access to single abilities such as their HA/KG/AE. If a vessel is obtained through battle, he is able to utilize the bio's Dual Abilities, Modes and AN if obtained. Only the canon techniques of these are possible, however.
Note: The Edo Summons pertain to the bio and not the user, and only one of the bios of the user can use Edo tensei.
Note: A member must attain biographies in an offical match approved by 2 roleplay moderators for both the revival and sacrifice and cannot be given a biography willingly.
Note: Technique can only be used once per battle/event.

Edo Collection:
1) Snake - A basic jounin rank Hyuuga with Byakugan and gentle fist mastered. Also basic 9. Bought from the shop.

Specialties: Water [Single Handseal Specialist + Sourceless Materializing Specialist + Apex Handseal Specialist] + Doctor [+1 Pill]

Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye (Passive)
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.

2) Priest - Sage rank, EIG master Bartholomew clan head with basic 9 abilities, Snake contract/Ninjutsu, NB tai (w/ restricted) Mednin, Fuuin, Kin and EIG. DNA obtained [here] and revived [Here]. His appearance modified to look like [Bartholomew Kuma]

Suiton: Suiryuudan no Jutsu) - Water Release: Water Dragon Bullet Technique
Type: Offensive
Rank: A - S (S)
Range: Short - Long
Chakra Cost: 30 - 40
Damage Points: 60 - 80
Description: After performing a long series of handseals: Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird, the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a water specialty will be able to produce up to an S-Rank technique; normal ninja will produce the basic A-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.

Note: Requires a nearby water source

Reference:
Tenkyuu) - Celestial Spheres
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40 (+5 each turn)
Damage points: N/A
Description: The user focuses his chakra into Kariteseirei which then starts to release the chakra from the blade. The chakra forms two orbs that hover around the user. On command these orbs can destroy an incoming attack, neutralizing it without visible damage.

☛ Can only be used twice per battle
☛ The two orbs can be sacrificied at once to stop one forbidden-rank jutsu
This jutsu works as long as the user wants but he needs to pay +5 chakra each turn and if the two orbs have been sacrificied, the jutsu ends
Just have a few questions
 

Shady Doctor

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I was asked to check by vayne

So TF:

- SM / Yumeton at once
- Internal alchemy
- pressure damage
- venoms orbs

Was the original TF. Vayne opted to go with wind dome instead of PD. Now its:

- SM / Yumeton at once
- Internal alchemy
- pressure damage Wind dome
- his orbs

I don't think the orbs activation would've happened since TF wise it would happen after pressure damage, which he used wind dome instead. So it should happen after wind dome. With this said, you'd have to activate it this turn, which you didn't. So IMO (THO you know you can hit my dms because I'm wrong alot lol) Venom would be cut up by the wind dome as his coffins rose up (destroying the coffins also)
 

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Was asked to check by Venom

I agree. Venom should have posted the orb move again instead of assuming it goes into a previous timeframe since Vayne interrupted.

You agree that your move now starts with the orb cancelling out the wind dome but you did not post it. You only make references to a jutsu if they were made but in this case, you are just making them in the new tf.

Like Shady said, your initial intent of making the orb was to cancel out Pressure damage but that tf was reset when Veyne did the dome instead. This makes it so that everything that happens after that moment, if not already made, be posted as a new timeframe.

By not posting the orb technique, it can be assumed they are not made.

Edit:

In conclusion

Venom opted to make the coffin instead of the orb but he only did that having thought he had dealt with the wind dome thus he would be hit by he wind dome as his orb move fails, stopping him from making the coffins. Nonetheless, even if he made the coffins before the wind and the wind destroys the coffin, it does not destroy the content of the coffin as they are immortal. The wind would tear away the coffin from their body, harm them but they would regenerate quickly. I'll leave you two to sort out which is which.
 
Last edited:

Vayne

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Aight, as agreed you'd be falling from long range in the sky away from me, with the edos dusted and you taking el damageio.
With the wind dome being successful in throwing everything inside of it in a chaotic array, the man, and basically everything inside the dome, would have clashed/interacted, resulting in a favourable outcome for Deadpool. The Spandex wearing Merchant would not stop his attacks, opting to keep the pressure up. He would summon Gamahiro in the sky above Raiden at a specific angle for one tactic. The positioning, alongside with DP attacking the man, and the area around him, with his wind infused unique bolts were essentially commands to the toad for a specific movement aimed to destroy the man. Essentially, upon being summoned, Gama would utilise his sword and go into a massive rotation aimed towards the man. The size of the toad and his sword meant that the attack would hit very quickly and efficiently, carrying the potential to deal remarkable amounts of damage to the man and even the ground below.

Following him summoning Gama, DP would continue shooting his bolts towards Raiden and the terrain as he activates a wind technique, brining forth a pair of mockingbirds that would form a protective barrier around him due to their movement. DP's SM would run out at this point, reverting him back to his normal state.


(Kuchiyose: Yatai Kuzushi no Jutsu) – Summoning: Food Cart Destroyer Technique
Type:
Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user summons Gamahiro above the target, crushing whatever is beneath him when he falls to the ground.

Note: Must know Toad Summoning contract and counts as summoning Gamahiro into the field.

(Kenjutsu: Hayai Nokogiri) - Sword Arts: Graceful Saw
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will first channel their chakra into their sword, increasing the cutting potency of the blade, causing it to glow blue. The user will then leap towards the opponent extending the blade while spinning, causing their body to take a saw-type shape. This technique is said to even cut through solid earth of equal rank and below and cut through the flesh with ease. When spinning, the user is able to travel up to 10 meters away.
Note: Can only be used twice
Note: Courtesy of Teno


Spoiler
Type: Defence/Supplementary
Rank: S-rank
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds upon their creation, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they see in battle. If not destroyed, the birds are able to last for five turns before the chakra originally given to them upon creation is depleted. Unless the opponent decides to touch the user, this jutsu is purely defensive and can do no harm. Moreover, for the protection of others the user is able to - at the cost of a move - erect the barrier so that there is a 2 meter diameter with him/her in the center, allowing others protection as well. If they user was to want to return the barrier to its original size, it'd come at the cost of another move.
-Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank.

Ref

(Kuchiyose no Jutsu: Gamahiro) Summoning Technique: Gamahiro
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gamahiro is a gigantic toad warrior, rivaling the size of Gamaken and Gamabunta. Although little is known of his personality, as he isn't too keen to speaking, he embodies the true essence of a warrior. Sometimes summoned above an enemy to crush it to death, his main abilities are his prowess in close combat and his mastery in wielding his twin katanas (strapped on his back). A master of Taijutsu (mainly variations of Strong Fist) and Kenjutsu (mainly dual wielding Kenjutsu), he is a very dangerous close combat warrior. With strength and agility that rivals Gamaken's, he's generally dispicted as one of the top warriors amongst the toads of Myobokuzan, a fitting condition that is further proven by his immunity to all B-Rank and below ninjutsu. Like most toads, he can use Oil techniques. A trait unique to him is that from the large toads, Gamahiro is the only one so far seen summoned using the (Kuchiyose: Yatai Kuzushi no Jutsu) Summoning Technique: Food Cart Destroyer to crush an enemy.

Note: Requires signing of Toad Contract
Note: can only be summoned once
 

Venom

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As raiden was free falling he would sense a new presence above him and watch keenly as it approaches him. As it began to spin, Raiden knew this meant danger he would erase his entire existence within the blink of an eye (including any sand or dirt residue from his recent hit) and reappear (would reform when the toad was also out of range. Taking his size into consideration) far from the toad and his range/direction of attack (appearing 10m behind him closer to the ground). With the angle of his remergence being a blind spot to Raiden's opponents he woulf use this chance to heal his minor skin abrasions. Using both hand to heal his entire body as he looks on at the dust and ashes of his edo gathering back.

Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.

Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.

Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.

Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.

( Iryō Ninjutsu: Shōsen Jutsu ) - Medical Technique: Mystic Palm Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max) [180 chakra to heal 90dmg]
Damage: N/A
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note: Can only be used by Medical Ninja.
 
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Vayne

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As raiden was free falling he would sense a new presence above him and watch keenly as it approaches him. As it began to spin, Raiden knew this meant danger he would erase his entire existence within the blink of an eye (including any sand or dirt residue from his recent hit) and reappear (would reform when the toad was also out of range. Taking his size into consideration) far from the toad and his range/direction of attack (appearing 10m behind him closer to the ground). With the angle of his remergence being a blind spot to Raiden's opponents he woulf use this chance to heal his minor skin abrasions. Using both hand to heal his entire body as he looks on at the dust and ashes of his edo gathering back.

Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.

Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.

Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.

Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.

( Iryō Ninjutsu: Shōsen Jutsu ) - Medical Technique: Mystic Palm Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max) [180 chakra to heal 90dmg]
Damage: N/A
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note: Can only be used by Medical Ninja.
You messed up your edit a bit in regards to where you reappear, but eh, it doesn't change much.
Seeing the man suddenly disappear after Gama goes into rotation, Deadpool would change positions, moving at an arc to his left in an attempt to relocate the man, while all the while dropping ftg bolts on his path. Soon enough the man would reappear ten meters behind Gama and in the air. Deadpool would be just outside of mid range away from Raiden at this point and he would immediately stop in his place and direct his right hand fire infused ftg bolts towards Raiden and the area short range all around him. However, the main concern for Raiden would be the three earth canine avatars simultaneously dropping on him from behind and above. The canines would come from a portal opening just outside of short range from Raiden's blindspot. The canines would have additional traits imposed on them, specifically that of the wind armour DP created previously(One handed hand seal specialty). The canines would intend to slam and bite into Raiden, with intentions of causing additional damage to him as they bring him violently to the ground.(You'd still be in the air when you appear, since you only moved 10 meters when you were long range in the sky) Due to Raiden being in the air, the shadows of the canines would be pretty much unusable.

In regards to Gama, he would use his sword to strike down the edos as they are reforming, keeping them at bay for the time being.


( Doton: Inukai Takeru no Mikoto ) - Earth Style: Inukai Takeru no Mikoto
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: A technique where the user creates ferocious canine chakra avatars from the land itself. They will pursue their targets relentlessly in order to clamp down on them with their jaws, restraining and crushing them, and their speed is so great that they were even able to catch Sage ranked Ninja. The user can also transmit elemental jutsu through the body of one of the canines after it grasps a target, causing it to travel the length of its body at normal speeds until it erupts from the mouth.


Earth Release: Expedited Excavation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: Expedited Excavation is a unique jutsu which is used in conjunction with earth techniques which are typically used in conjunction with an earth source such as the ground. Through means similar to the Sticky Earth Drop and Dropping Lid jutsus, the user will open a portal which will release the earth jutsu from a source of earth inside it. As the size of the portals scales with the size of the jutsu, they can be quite large, though the jutsu will only ever summon one at a time. This useful ability is however majorly limited. Not only will the user will be unable to open portals from a short range radius around an enemy, but they will also be unable to use this jutsu in conjunction with any of the earth jutsu which are released outside of an earth source (earth jutsu fired from the mouth, those which appear from the sky, etc). Furthermore, these portals can only be used in conjunction with earth jutsu, and must be formed at least five meters away from the opponent. After it is released from the portal, the earth jutsu will function as it normally does, with no added benefits. If a jutsu requires hands on the ground to perform, it won't be able to be released from a portal.
Note: Usable four times per battle, with a two turn cooldown.
Note: Cannot be used in conjunction with Mountain Smash or any Forbidden ranked jutsu.

(Ninpou: Hime Hogo) - Ninja Arts: Goddess Protection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: After performing 3 additional hand seal the user would become capable of sharing the traits of any defensive technique with other people/summons, objects, or techniques. The technique works by creating a duplicate of the defensive technique. The armours created on others would have half the power of the original defensive technique.The power of the defensive technique is basically split between those it is shared with.. The armours would last one turn less than the original technique. The technique can only be used 4 times per battle with a turn interval between uses. The technique doesn't work on special techniques such as the Raikage's Lightning Armour or a Biju's chakra cloack.
 
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You messed up your edit a bit in regards to where you reappear, but eh, it doesn't change much.
Seeing the man suddenly disappear after Gama goes into rotation, Deadpool would change positions, moving at an arc to his left in an attempt to relocate the man, while all the while dropping ftg bolts on his path. Soon enough the man would reappear ten meters behind Gama and in the air. Deadpool would be just outside of mid range away from Raiden at this point and he would immediately stop in his place and direct his right hand fire infused ftg bolts towards Raiden and the area short range all around him. However, the main concern for Raiden would be the three earth canine avatars simultaneously dropping on him from behind and above. The canines would come from a portal opening just outside of short range from Raiden's blindspot. The canines would have additional traits imposed on them, specifically that of the wind armour DP created previously(One handed hand seal specialty). The canines would intend to slam and bite into Raiden, with intentions of causing additional damage to him as they bring him violently to the ground.(You'd still be in the air when you appear, since you only moved 10 meters when you were long range in the sky) Due to Raiden being in the air, the shadows of the canines would be pretty much unusable.

In regards to Gama, he would use his sword to strike down the edos as they are reforming, keeping them at bay for the time being.


( Doton: Inukai Takeru no Mikoto ) - Earth Style: Inukai Takeru no Mikoto
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: A technique where the user creates ferocious canine chakra avatars from the land itself. They will pursue their targets relentlessly in order to clamp down on them with their jaws, restraining and crushing them, and their speed is so great that they were even able to catch Sage ranked Ninja. The user can also transmit elemental jutsu through the body of one of the canines after it grasps a target, causing it to travel the length of its body at normal speeds until it erupts from the mouth.


Earth Release: Expedited Excavation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: Expedited Excavation is a unique jutsu which is used in conjunction with earth techniques which are typically used in conjunction with an earth source such as the ground. Through means similar to the Sticky Earth Drop and Dropping Lid jutsus, the user will open a portal which will release the earth jutsu from a source of earth inside it. As the size of the portals scales with the size of the jutsu, they can be quite large, though the jutsu will only ever summon one at a time. This useful ability is however majorly limited. Not only will the user will be unable to open portals from a short range radius around an enemy, but they will also be unable to use this jutsu in conjunction with any of the earth jutsu which are released outside of an earth source (earth jutsu fired from the mouth, those which appear from the sky, etc). Furthermore, these portals can only be used in conjunction with earth jutsu, and must be formed at least five meters away from the opponent. After it is released from the portal, the earth jutsu will function as it normally does, with no added benefits. If a jutsu requires hands on the ground to perform, it won't be able to be released from a portal.
Note: Usable four times per battle, with a two turn cooldown.
Note: Cannot be used in conjunction with Mountain Smash or any Forbidden ranked jutsu.

(Ninpou: Hime Hogo) - Ninja Arts: Goddess Protection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: After performing 3 additional hand seal the user would become capable of sharing the traits of any defensive technique with other people/summons, objects, or techniques. The technique works by creating a duplicate of the defensive technique. The armours created on others would have half the power of the original defensive technique.The power of the defensive technique is basically split between those it is shared with.. The armours would last one turn less than the original technique. The technique can only be used 4 times per battle with a turn interval between uses. The technique doesn't work on special techniques such as the Raikage's Lightning Armour or a Biju's chakra cloack.
Couple Qs before I reply

Edit: Ight we good

As discussed your move doesn't work since im long range away and your portal works only in mid range. My edos are also fully healed now since its been a turn. So as agreed I only have your toad attack for my edos to deal with. (Also my edos are mid range of you. Im the only one thats long range since I moved 10m back. Placing my edos lets say 12m from you and me 22m away from u)

Continuing on with his healing, Raiden would watch as Snake and Bartholomew began acting on their own in unison. As the FF strike from the toad came his way, Barth would simply put his paw in the way to not only block the attack, but send the toad far away from this battlefield. Ofc at the same time Snake would use his Water affinity to release a fast jet stream of water towards deadpool. To slice him in half from horizontally if successful. With his healing (FROM LAST TURN) over with, Raiden slowly began to walk towards his side in a arc opposite direction of his edos.

Iryō Ninjutsu: Shōsen Jutsu ) - Medical Technique: Mystic Palm Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max) [180 chakra to heal 90dmg]
Damage: N/A
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note: Can only be used by Medical Ninja.

Paw Arts: Repel (Nykyujutsu: Oshi)
Type: Attack/Supplementary/Defense
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to passively call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to
give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are repelled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 2 times the users mass for normal Bartholomew, 5 times for Legends and 10 times for the Head of the clan. The point at which the repelled object can be called forth around an opponent is at least 5 meters from him except if the user is within short range of the opponent then it can be called at least 1 meter. Calling forth the object is passive but the user needs to spend additional chakra. Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc). if they are enemy techniques. Techniques of the user and his allies can be repelled regardless of their rank though they still must be physical in nature. Summonings and clones can be affected accordingly regardless of their rank, but the determining factor would be their weight. While something is repelled and awaiting to be called forth, the user cannot use the
technique at the risk of being unable to call forth the object. Object can be called forth inbetween 5 turns after the technique was used". This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.

Suiton: Suidanha) Water Release: Severing Wave
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.
 
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Vayne

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Couple Qs before I reply

Edit: Ight we good

As discussed your move doesn't work since im long range away and your portal works only in mid range. My edos are also fully healed now since its been a turn. So as agreed I only have your toad attack for my edos to deal with. (Also my edos are mid range of you. Im the only one thats long range since I moved 10m back. Placing my edos lets say 12m from you and me 22m away from u)

Continuing on with his healing, Raiden would watch as Snake and Bartholomew began acting on their own in unison. As the FF strike from the toad came his way, Barth would simply put his paw in the way to not only block the attack, but send the toad far away from this battlefield. Ofc at the same time Snake would use his Water affinity to release a fast jet stream of water towards deadpool. To slice him in half from horizontally if successful. With his healing (FROM LAST TURN) over with, Raiden slowly began to walk towards his side in a arc opposite direction of his edos.

Iryō Ninjutsu: Shōsen Jutsu ) - Medical Technique: Mystic Palm Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max) [180 chakra to heal 90dmg]
Damage: N/A
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note: Can only be used by Medical Ninja.

Paw Arts: Repel (Nykyujutsu: Oshi)
Type: Attack/Supplementary/Defense
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to passively call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to
give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are repelled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 2 times the users mass for normal Bartholomew, 5 times for Legends and 10 times for the Head of the clan. The point at which the repelled object can be called forth around an opponent is at least 5 meters from him except if the user is within short range of the opponent then it can be called at least 1 meter. Calling forth the object is passive but the user needs to spend additional chakra. Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc). if they are enemy techniques. Techniques of the user and his allies can be repelled regardless of their rank though they still must be physical in nature. Summonings and clones can be affected accordingly regardless of their rank, but the determining factor would be their weight. While something is repelled and awaiting to be called forth, the user cannot use the
technique at the risk of being unable to call forth the object. Object can be called forth inbetween 5 turns after the technique was used". This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.

Suiton: Suidanha) Water Release: Severing Wave
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.
Seeing as his attacks didn't go through for some reason, DP would not fret, since Raiden had let the bolts go untouched and unaffected. With a simple seal, DP would detonate one of the bolts that were in the air next to Raiden, resulting in a short range explosion of fire that deals 120 damage due to being a critical attack.(You forgot to counter/mention them at all in your prev turn) This would be chained with DP hoping and passively releasing a burst of wind, sending him over the water attack, 3 meters back from his original spot. DP would then start gathering chakra to summon Ma & Pa.

As for Gama, the moment Barth moves in order to strike his sword, he would exploit the situation, releasing a large amount of chakra needles from the sword. Due to the massive size of the sword, Raiden and Snake would both be under the threat. Barth would be the one in most danger, as he was essentially at point blank distance from the origin of the attack. Barth's attempt to send Gama away would not have worked in the first place.(by targeting the sword your paw attack won't have an effect on Gama anyways fyi) Gama would then use his other hand to retrieve his second sword and deliver a second strike towards the two edos.
(Chigiri Tōhō: Honenuki ) - Bloody Mist Sword Art: Bone Mutilation
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: Using their sword, the user creates a large amount of light-blue chakra needles, which are then sent flying at their opponent. Once impaled, the needles disrupts the victim's chakra pathway system, which will then lead to them slowly losing large amounts of chakra per turn while being unable to move or mold chakra above A rank.

Raijin No Kogake | Thunder God's Gauntlet
Type: Weapon
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Raijin's Gauntlet is a special gauntlet that was designed by Minato Namikaze himself in order to increase and polish his strategy in Ninjutsu and Hiraishin Jutsu. The Gauntlet is a regular steel Gauntlet which consist of a foldable hidden cross bow on it such that when it is worn on the hands, the Crossbow is hidden under the wrist of the user. This Crossbow is fed mini bolts on each Gauntlet that are made out of materials that are used to manufacture kunais.

Abilities:
The general ability of this crossbow is that the crossbow can send normal or Seal marked (FTG) bolts like a freeform Kunai throw. The Crossbow can send tiny bolt infused with raw chakra like a regular kunai or infuse them with one of the basic five elemental chakras to improve the effect it has on the target like Infusing it with wind to increase sharpness, Lightning to increase piercing power, Fire to burns, earth to harden, etc. Releasing normal or "Infused" bolt(s) comes under freeform attack, like a freeform "infused" Kunai throw.

First Ability:
The first one is that when the infused bolts are released towards the target, the user can perform a single special hand seal ( Like Deidara's "Katsu" ) in order to make the Bolts blast to create a short ranged explosion of the desired element. The explosion will be A ranked in strength and this ability can only be used three times per battle. This counts towards the user's jutsu per turn limit.


Second Ability:
The second ability is the user is able to attach ninja wire/strings to the tail of the bolts while they are released . While these strings are normally A ranked ninjutsu in strength, they are very sharp so that they can slice through or severe a human flesh with ease. The user can use these wire attached bolts(s) to bind the opponent, constricting the movement of any part of the body and pin them to any surface or the ground with the bolt acting as the anchor point fixing itself to the ground/surface. The user can anchor the bolt to any surface/sentinel object as a means to pull himself up ( For example, The user can anchor the bolt to a tree/ground near a swamp to get out of it) . The Wire is A ranked in strength however when these wires are attached to elemental infused bolts they are of A ranked in strength of that particular element and follows elemental strength and weakness. The elemental wires when severing the opponent or impaling through them produces the effects of their particular element. This second ability can be used only 4 times per battle and consumes one jutsu slot. Only one the ability can be used at a time and never both combined. Meaning if the users sends an elemental bolts with wire attached, the user can only use the second ability and cannot make the bolt blast up to create the effect of the first ability.

The Gauntlets are very strong and virtually indestructible but this doesn't mean they can defend against anything and everything. The weapon is chakra sensitive hence when someone else wears it, the gauntlet releases S ranked spikes from within it impaling and severing the hands of the person who used it.

Restrictions:
*FTG sealed bolts can only be used my Minato/Tobirama bios*
*Can only be Taught by -Best-*


Kyu Doragon Jutsu: Teisei Orijin Tsuppari! | Nine Arts Dragon: Whisper Origin Thrust! Passive
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using this technique the user can passively create bursts of wind at any time, any specific point on the users body. This technique is mainly used to physically evade most techniques with the help of the wind chakra. Also by the choice of the user, they can send their wind chakra to their feet to have the ability to propel their self to any point they want, forwards, backwards, left, or right if the user chooses, that being said, if they want to change another direction they would have to re-use this technique again.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

(Kuchiyose no Jutsu: Nidaisengama ) Summoning Technique: The Two Great Sage Toads
Type:
Supplementary
Rank: S
Range: Short
Chakra: 40 (X2 if summoning both)
Damage: N/A
Description: One of the elder leaders of the Toads of Myobokuzan, Fukasaku (also known as Pa) is a small toad (somewhat in contrast with the fact that he's older and more powerful than the gigantic Gamabunta) who serves as the main teacher of Sage techniques to Naruto and Jiraya. Possessing a keen intellect, he is a master strategist and an experienced fighter. Shima (also known as Ma) is his wife and acts as his battle partner but also one of the elder leaders in the clan as well. Capable and powerful, Shima matches Fukasaku's battle prowess and share most of his abilities. Both are capable of using Frog Katas and gathering natural energy to temporarily boost their physical strength (if they aren't merged with the user). Both can perform ninjutsu and use Senjutsu Techniques and while Fukasaku can use up to S-Rank Water and Wind techniques, Shima can use up to S-Rank Fire and Wind techniques. Both can use oil techniques, a trait shared amongst most Toads, and some unique techniques known only to toads. Ma and Pa are the only toads that can merge with the user to gather natural energy and transfer it to him, enabling the user to keep sage mode active as long as the Amphibian Mode is kept. The user can summon one or the other, once per battle for each. However, if the user wants to summon both in the same battle, he needs to gather chakra for one turn before they are summoned (the user does the summoning technique and waits one turn for the summoning to be complete, keeping his hands together as he gathers enough chakra to perform the summon). They seem to be constantly infused with natural energy or their sage mode is incredibly durable though they haven't shown the same type of sensory awareness as ninja sage mode users.
Note: Requires signing the Toad Contract
Note: The user may still use other techniques while summoning the elder toads, but cannot perform any handseals
 
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The wrist band on Raiden's wrist would glow signifying a foreign energy breaching his area. The explosion would trigger but be caught by a barrier from Raiden which quickly absorbs the explosion on it's own as Raiden focuses on other things. He would see the spikes coming his way and so would focus his Karakazeton chakra to perform two things. Ofc these would also be boosted by a secondary Karakazeton technique. He would create a swirling like vortex wall (big enough to cover him from all the incoming spikes) out of thing air in front of him to block the spikes as it heads off towards Gama to kill him and finally reach his summoner. As for the other half of this creation, it would spawn in a different shape. This time as a spear in the man's blind spot (5m from u) to come in as quietly as it was formed to impale u. This spear was formed and came in as u were hping, basically hitting u quicker as u hopped into it.

As for the edos, Barth would passively and instantly activate the 5th gate to retreat from the spikes by also grabbing a hold of Snake around his waist as he finish spewing the water. Barth would effectively move at high speeds to dodge the spikes and stop a few meters away as Snake continue to observe the battle field and individuals around.

Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: D-S (A)
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT

Karakazeton: Chichi no Shinkō - Harmattan Release: Faith of the Father
Spoiler
Type: Offensive/Defensive/Supplementary
Rank: D-S (S)
Range: Short/Mid/Long
Chakra: 10-40 +10
Damage: 20-80 +20
Description: The user makes harmattan crafts of varying sizes and volume for defenses, offensive and supplementary purposes. This ranges from harmattan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several harmattan constructs up to his own creative imagination which can be spewed from the mouth, created from his body or created from surrounding air. The power, size and density of the harmattan construct created depends on the amount of chakra that is being spent to conjure them. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.
NOTE: S-ranks can only be used 3x per battle with a turn inbetween usage
NOTE: A rank can only be used 4 times

Karakaze/Katon: Musuko no Hiseki - Harmattan/Fire Release: Sacrament of the Son
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 Additional chakra spent on any harmattan
technique)
Damage: N/A
Description: The user activates a Harmattan/Fire ability. This is when the user uses his katon chakra to superheat harmattan. Apparently the fire ratio in wind/fire combination of harmattan is far much than it normally is, making every harmattan the user uses during the activation of the technique comes out hot to the touch. Instead of the normal harmattan that only peels the skin when exposed to it, this one is capable to giving severe burn upon contact though not able to eat through something as strong as kaguya bones but able to cause 3rd degree burns. This does not make Harmattan neutral to fire or element that are
initially stronger than it but what this technique does is to simply increases the power level of harmattan by a rank while elemental strength and weakness still applies as normal.
NOTE: Activation is instant as it only supports other harmattan techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden rank harmattan techniques but adds +10 damage.
NOTE: This is an activation jutsu that works on the user's next harmattan technique.
NOTE: Usable 4x per battle
NOTE: 2 turns in between usage
NOTE: No harmattan technique above S-rank the next turn this ends.

Hachimon ) The Eight Inner Gates (Passive)
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his speed.

Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match. EIG Masters can open EIGs three per battle if the first two uses are only up to 5th gate
Note: Starting with the fourth gate, EIG users begin to feel the side effects of each gate as they time out. EIG Masters don't suffer damage from opening up to 6th Gate, being left unable to move correctly for 2 turns and unable to mold chakra above S rank in the next turn. EIG Masters will feel the side effects for opening 7th Gate and up.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: Opening the 8th Gate kills the user at the end of the 2 turns it remains opened.
 
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The wrist band on Raiden's wrist would glow signifying a foreign energy breaching his area. The explosion would trigger but be caught by a barrier from Raiden which quickly absorbs the explosion on it's own as Raiden focuses on other things. He would see the spikes coming his way and so would focus his Karakazeton chakra to perform two things. Ofc these would also be boosted by a secondary Karakazeton technique. He would create a swirling like vortex wall (big enough to cover him from all the incoming spikes) out of thing air in front of him to block the spikes as it heads off towards Gama to kill him and finally reach his summoner. As for the other half of this creation, it would spawn in a different shape. This time as a spear in the man's blind spot (5m from u) to come in as quietly as it was formed to impale u. This spear was formed and came in as u were hping, basically hitting u quicker as u hopped into it.

As for the edos, Barth would passively and instantly activate the 5th gate to retreat from the spikes by also grabbing a hold of Snake around his waist as he finish spewing the water. Barth would effectively move at high speeds to dodge the spikes and stop a few meters away as Snake continue to observe the battle field and individuals around.

Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: D-S (A)
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT

Karakazeton: Chichi no Shinkō - Harmattan Release: Faith of the Father
Spoiler
Type: Offensive/Defensive/Supplementary
Rank: D-S (S)
Range: Short/Mid/Long
Chakra: 10-40 +10
Damage: 20-80 +20
Description: The user makes harmattan crafts of varying sizes and volume for defenses, offensive and supplementary purposes. This ranges from harmattan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several harmattan constructs up to his own creative imagination which can be spewed from the mouth, created from his body or created from surrounding air. The power, size and density of the harmattan construct created depends on the amount of chakra that is being spent to conjure them. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.
NOTE: S-ranks can only be used 3x per battle with a turn inbetween usage
NOTE: A rank can only be used 4 times

Karakaze/Katon: Musuko no Hiseki - Harmattan/Fire Release: Sacrament of the Son
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 Additional chakra spent on any harmattan
technique)
Damage: N/A
Description: The user activates a Harmattan/Fire ability. This is when the user uses his katon chakra to superheat harmattan. Apparently the fire ratio in wind/fire combination of harmattan is far much than it normally is, making every harmattan the user uses during the activation of the technique comes out hot to the touch. Instead of the normal harmattan that only peels the skin when exposed to it, this one is capable to giving severe burn upon contact though not able to eat through something as strong as kaguya bones but able to cause 3rd degree burns. This does not make Harmattan neutral to fire or element that are
initially stronger than it but what this technique does is to simply increases the power level of harmattan by a rank while elemental strength and weakness still applies as normal.
NOTE: Activation is instant as it only supports other harmattan techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden rank harmattan techniques but adds +10 damage.
NOTE: This is an activation jutsu that works on the user's next harmattan technique.
NOTE: Usable 4x per battle
NOTE: 2 turns in between usage
NOTE: No harmattan technique above S-rank the next turn this ends.

Hachimon ) The Eight Inner Gates (Passive)
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his speed.

Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match. EIG Masters can open EIGs three per battle if the first two uses are only up to 5th gate
Note: Starting with the fourth gate, EIG users begin to feel the side effects of each gate as they time out. EIG Masters don't suffer damage from opening up to 6th Gate, being left unable to move correctly for 2 turns and unable to mold chakra above S rank in the next turn. EIG Masters will feel the side effects for opening 7th Gate and up.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: Opening the 8th Gate kills the user at the end of the 2 turns it remains opened.
Couple of Qs
 

Zatanna

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Vayne has asked me to check this.
Its a bit tricky, but trying my best.
The issue he has is about the use of Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band.
Vayne believes that because he shot them in his previous turn, they they would still damage Venom. Venom did not need to react to them that turn because they were "direct his right hand fire infused ftg bolts towards Raiden and the area short range all around him " These bolts were in no danger of hurting Venom and as such he did not need to defend against them.
The issue is that Vayne stated "fire infused ftg bolts towards Raiden" Vayne hasnt specified what kind of chakra has been infused into these bolts.

Next turn Vayne detonates one of the bolts next to Venom, creating an elemental explosion. Mayers band states that it only reacts to chakra within short range. This seal as far as I am aware while I read it, it automated to react to foreign chakra, not requiring input from the user.

I believe that either way, if the bolts were fired with chakra in them, the seal still would have reacted and sealed away the chakra leaving them unable to be exploded.
Additionally, health rules state that critical attacks are ones that cannot be reacted to "This means outside of the enemy's perception and sensory abilities. " Despite them being an explosion, they are still perceptible and react-able to, as well as being wide area attacks, not directed at organs.

This leaves it at Vaynes turn.
 

Vayne

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Seeing as the technique was wonderfully absorbed before it expands or causes any harm, thus leaving some of the other FTG bolts in the vicinity, DP would capitalize. With the ram handseal, DP would create a barrier around his person, erecting it to it's max range, encompassing both the streamed water attack, and the attempted sneak spike, that DP notices through his movement, and even if he didn't notice, the fact that he teleports the water and anythings besides his personal belongings meant that the spike would be taken anyways. The area of transport is towards RAiden, specifically one of the spikes near him. The area of transport would also be asphere which includes raiden. The attacks would loop in the sphere, decimating the man.


(Jikūkan Tama) Space-Time Sphere
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: -
Description: A refinement of the S/T barrier technique, in which the user has the ability to extend the area the barrier encompasses into a sphere of 5 meters or less all around the user. This builds on the barrier that commonly exists only in front of the user. With the barrier extending to a larger spherical shape, it allows the user to deal with techniques that might originate from the ground or from a blindspot. Furthermore, the user can control the sphere/barrier to not transport objects/individuals within the sphere, allowing allies to be safe when near the user. Similar to the parent technique, it requires the user to perform the ram hand seal, however, unlike the parent technique, the user can be up to and including 5 meters away from the FTG seal/marked object. The technique is usable thrice per battle

(Jacko o sono Hako) Jack in the Box
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: -
Description: Similar to the concept employed by the Space Time Sphere, this technique allows the user to create a sphere up to 5 meters radius, however in this version it affects the 'transported to' area rather than the area of creation the barrier. It allows the user to create a sphere up to 5 meter radius in the area of transport. In this area, the transported attack or object would continuously loop inside the sphere, rampaging inside it from one point to the other, instantly. For techniques that are bigger than the area of the sphere, they would constantly teleport to the center of the sphere, stopping any momentum the technique may have. The technique occurs in the same timeframe of a space-time barrier technique, but counts towards the jutsu per turn limit. This technique must be used alongside an S/T barrier technique and cannot be used on it's own. The technique is usable three times per battle.
 
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