[Closed] Measure of Progress

Houdinii

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Reis R&R
Mid Range
For terrain -
Customs allowed

I'll be using with the water goddess strapped to my hip. Mastered Nin and SSM since this update

I'm interested to see how this progresses, though i think the result is inevitable xD
 

Shady Doctor

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Hush bio in sig. Spider suit on.

(Kumo Senshi) Spider Suit
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30 (-5 chakra per turn)
Damage: N/A
Description: The spider suit, perhaps the most iconic weapon/armor of all the Spider Warriors, is actually an ability learned by said warriors when they've reached the level of matriculation with Spider Ninjutsu. By first learning how to create silk/web from their bodies the warriors are sent through extensive training to learn how to produce this webbing from all conceivable parts of the exterior of their skins. After months and months only a few end up learning this technique, the failures are sent back to ground level to start over. How the suit comes into existence is by the user focusing his chakra throughout his skin and then release a thin layer of web all over his body, the web will seem to consume him and covers his clothes with skin tight silk. The webbing is alive like, with chakra constantly pulsing through it much like the user's own skin. It is intricately woven, capable of withstanding great force and stress a well as unique color changing capabilities to help the Warrior blend in with surroundings. Depending on his taste and mood the suit may change color giving him essentially a new identity. The main abilities of the suit is the way it allows the user to produce web strings from his hands or feet by using the webbing it is made up of. These webs spawned from the suit are very special in that they are directly linked to the user's chakra and are to be used as extensions of his own chakra system, allowing moves that would otherwise require direct contact to be performed via the webbing such as the Super Added Weight Technique. Of course as soon as the web is used its replenished due to the constant chakra circulating it.
Note(s):
-Can only be activated once per battle
-Once activated it, it lasts until cancelled
- Requires users to have signed the Spider Contract
- Web/silk projections are D ranked in strength, can extend up to mid-range and don't take up one of the allotted three slots, however, it can't be used to attack the opponent in a direct manner.
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Houdinii

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Hush bio in sig. Spider suit on.

(Kumo Senshi) Spider Suit
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30 (-5 chakra per turn)
Damage: N/A
Description: The spider suit, perhaps the most iconic weapon/armor of all the Spider Warriors, is actually an ability learned by said warriors when they've reached the level of matriculation with Spider Ninjutsu. By first learning how to create silk/web from their bodies the warriors are sent through extensive training to learn how to produce this webbing from all conceivable parts of the exterior of their skins. After months and months only a few end up learning this technique, the failures are sent back to ground level to start over. How the suit comes into existence is by the user focusing his chakra throughout his skin and then release a thin layer of web all over his body, the web will seem to consume him and covers his clothes with skin tight silk. The webbing is alive like, with chakra constantly pulsing through it much like the user's own skin. It is intricately woven, capable of withstanding great force and stress a well as unique color changing capabilities to help the Warrior blend in with surroundings. Depending on his taste and mood the suit may change color giving him essentially a new identity. The main abilities of the suit is the way it allows the user to produce web strings from his hands or feet by using the webbing it is made up of. These webs spawned from the suit are very special in that they are directly linked to the user's chakra and are to be used as extensions of his own chakra system, allowing moves that would otherwise require direct contact to be performed via the webbing such as the Super Added Weight Technique. Of course as soon as the web is used its replenished due to the constant chakra circulating it.
Note(s):
-Can only be activated once per battle
-Once activated it, it lasts until cancelled
- Requires users to have signed the Spider Contract
- Web/silk projections are D ranked in strength, can extend up to mid-range and don't take up one of the allotted three slots, however, it can't be used to attack the opponent in a direct manner.
You must be registered for see images

Orochimaru stands upon the lush rolling hills of the appointed meeting place, watching the dark clouds move across the sky. He then picks up the sounds of someone approaching as he turns his attention back to the grassland before him. A man in a skin tight suit stopped mid range from the Sannin and waited silently.

That suit...hm another man-spider it seems. Tell me, that thing must chafe in some sensitive areas right?


Orochimaru continues by reaching into his ninja pouch and pulling out a single shuriken while channeling a bit of chakra into it, unknown to you of course. Orochimaru then exhales wind onto the blade increasing its range and killing potential as he launches it directly at Hush. Aimed to cut clean through his stomach.

(Ninpo: Tan'ya) - Ninja Art: Metalsmith
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra cost: 20 (+5 each reformation)
Damage points: N/A
Description: The user simply needs to make physical contact for this technique to function. By touching a weapon, the user is able to insert chakra into the object. By doing so, the user is freely able to manipulate the weapon’s size. This can be used on both held weapons (such as katanas, kunai, staffs, etc.) and thrown weapons (kunai, shuriken, senbon, etc.) The user is able to change the shape of any weapon-type object up to any size, following logic and reasoning. A small weapon such as a shuriken can be increased to the size of a windmill shuriken, or reduced to the size of a single marble. If thrown, the user is continually able to freely change the object’s size, expending another 5 chakra, but cannot alter its path or anything of the like. This technique is based upon the less advanced version, "Ninja Art: Giant Shuriken Technique." After this technique ends, any altered objects will revert back to their original size at their current location.
- Usable four times per battle
- Effects last two turns

(Fūton: Shinkūjin) - Wind Release: Vacuum Blade
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user exhales wind-infused chakra onto a weapon in order to increase its sharpness, range and lethality. For example, the user can infuse a kunai to resemble a makeshift scimitar or infuse shuriken to increase their range and cutting power.
 

Shady Doctor

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Orochimaru stands upon the lush rolling hills of the appointed meeting place, watching the dark clouds move across the sky. He then picks up the sounds of someone approaching as he turns his attention back to the grassland before him. A man in a skin tight suit stopped mid range from the Sannin and waited silently.

That suit...hm another man-spider it seems. Tell me, that thing must chafe in some sensitive areas right?


Orochimaru continues by reaching into his ninja pouch and pulling out a single shuriken while channeling a bit of chakra into it, unknown to you of course. Orochimaru then exhales wind onto the blade increasing its range and killing potential as he launches it directly at Hush. Aimed to cut clean through his stomach.

(Ninpo: Tan'ya) - Ninja Art: Metalsmith
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra cost: 20 (+5 each reformation)
Damage points: N/A
Description: The user simply needs to make physical contact for this technique to function. By touching a weapon, the user is able to insert chakra into the object. By doing so, the user is freely able to manipulate the weapon’s size. This can be used on both held weapons (such as katanas, kunai, staffs, etc.) and thrown weapons (kunai, shuriken, senbon, etc.) The user is able to change the shape of any weapon-type object up to any size, following logic and reasoning. A small weapon such as a shuriken can be increased to the size of a windmill shuriken, or reduced to the size of a single marble. If thrown, the user is continually able to freely change the object’s size, expending another 5 chakra, but cannot alter its path or anything of the like. This technique is based upon the less advanced version, "Ninja Art: Giant Shuriken Technique." After this technique ends, any altered objects will revert back to their original size at their current location.
- Usable four times per battle
- Effects last two turns

(Fūton: Shinkūjin) - Wind Release: Vacuum Blade
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user exhales wind-infused chakra onto a weapon in order to increase its sharpness, range and lethality. For example, the user can infuse a kunai to resemble a makeshift scimitar or infuse shuriken to increase their range and cutting power.

Finally i caught up to him. The merciless snake that had been tormenting this country for weeks now. Kidnapping, murder, illegal experiments and more. Sheesh. Luckily the Daimyo had enough sense to hire me or this man would've caused too much damage, even to the point of being unfixable.

"It's the White Widow to you, pal. And don't question me. I'm doing all the questions, k?"

After i spoke to him, i noted the fact that he reached into his tool pouch in order to grab something, so in response i activated an instant technique unknowingly to him while focusing my clan sensing on him which was passively active at all times. No way would i let this snake get away with anything sneaky. I watched on as Oro infused wind onto the weapon, throwing it at me, seemingly aimed to hit my stomach, which i could easily tell by the trajectory it was thrown.

I'd swiftly dart towards him, doing a single hand sign while manipulating my very own wind chakra. This allows me to swiftly create two "domes" of wind simultaneously, but both formed in a different manner. One would form around my body, sort of like an armor per say. While the other one is formed in a manner that it'll be 5m away from you at all sides, bar the front. With the domes created, you'd be in between them, and upon creation they'd instantly begin to do what they were made for. The dome around myself would expand at a fast rate, moving in every direction, while the outer dome would compress at a fast rate, closing in on us. Of course, knowing Oro was as Dangerous as he is, i made sure to add an extra punch to my domes. The technique instantly activated beforehand was simply to boost all of my wind techniques with a suction affect, allowing the domes to infuse with the rocks and debris that they picked up to add damage. This definitely wasnt it though. Further manipulating the wind inside the domes as they are created, i make them "ignite" into a more dangerous form. The wind would set a bkaze, though not completely becoming simply flames. The technique had become an infusion of both wind and fire, though due to the Pull of Pazuzu, it was also infused with earth. This created a Wind/Earth/Fire combination in the blink of an eye, which closed in on Oro to create a massive impact. Of course this would easily over power the wind infused Shuriken, while i still ran forward at you awaiting how you'd react.


(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns

(Futon: Nepuchūn no Kurai) | Wind Release: Neptune's Cry
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra: 40 + 10
Damage: 80 + 20
Description: The user begins by forming two quick handseals and initiates the technique. The user then manipulates the air around him (very close range) to form an armor around his body. He can also do this by releasing the wind chakra from his body. In quick succession (the same timeframe), a dome of wind is created far away from him (such that the opponent is between the dome walls and the user). The armor and the dome, both are A-Ranked in strength, although their thickness (and size of the dome) vary according to the user's requirements. In a quick movement, the armor expands and the dome compresses. They both change at a very high pace, carrying dust and debris and all sort of obstacles with them, to meet the target at the center, where they collide and cause a huge blast. Should the collision happen in the short-range to the user, he will get affected too. So it is best to be used against an opponent standing mid-range from him. The technique explodes similar to two electrons colliding with each other and releasing a large amount of energy. Anyone caught inside will have their bones broken and smashed internal organs. The dome has to be created at least five meters away from the opponent.

Note: Can only be used twice.
Note: Can only be taught by Python
Note: No other wind techniques above A-Rank in the same and next turn

Futon: Hakka-Gu | Wind Style: Fire Starter
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: When a slicing wind jutsu of any kind is performed, the user will control the blades of wind. Through their manipulation, the user will cause the blades to begin colliding rapidly while the original jutsu continues with its course of action. The collisions between the blades create sparks. The multitude of sparks that occur allow them to feed off of the initial wind jutsu and causes fire to become part of the element. The fire would add to the destructive power and potency of the initial wind jutsu. There are two ways the jutsu can be manipulated. First, the parent wind jutsu can become combined with fire creating a fire and wind combination jutsu. The second method is creating enough sparks to ignite the whole wind jutsu, causing the jutsu to become a fire natured attack. Both variations of this jutsu's usage then follow their respective elements strengths and weaknesses and have the same ranking/damage output as the parent jutsu. This jutsu can be used in the same timeframe as the initial jutsu, as it simply requires some additional maipulation while the initial jutsu is being created, or it can be used after the initial jutsu (not in the same timeframe). However if it isn't used in the same timeframe, it still must be used directly after the initial wind jutsu.

Restrictions
- Must be a Wind specialist.
- Can only be used three times
- Can only be taught by Kryptiic




Note:
The dome is now 100 damage total, being a 3 element combination. Since the power is split into 2, both domes would be strong S-ranks (it's beyond the power of forbidden rank, and half of a forbidden rank is a S-rank)..
 

Houdinii

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Finally i caught up to him. The merciless snake that had been tormenting this country for weeks now. Kidnapping, murder, illegal experiments and more. Sheesh. Luckily the Daimyo had enough sense to hire me or this man would've caused too much damage, even to the point of being unfixable.

"It's the White Widow to you, pal. And don't question me. I'm doing all the questions, k?"

After i spoke to him, i noted the fact that he reached into his tool pouch in order to grab something, so in response i activated an instant technique unknowingly to him while focusing my clan sensing on him which was passively active at all times. No way would i let this snake get away with anything sneaky. I watched on as Oro infused wind onto the weapon, throwing it at me, seemingly aimed to hit my stomach, which i could easily tell by the trajectory it was thrown.

I'd swiftly dart towards him, doing a single hand sign while manipulating my very own wind chakra. This allows me to swiftly create two "domes" of wind simultaneously, but both formed in a different manner. One would form around my body, sort of like an armor per say. While the other one is formed in a manner that it'll be 5m away from you at all sides, bar the front. With the domes created, you'd be in between them, and upon creation they'd instantly begin to do what they were made for. The dome around myself would expand at a fast rate, moving in every direction, while the outer dome would compress at a fast rate, closing in on us. Of course, knowing Oro was as Dangerous as he is, i made sure to add an extra punch to my domes. The technique instantly activated beforehand was simply to boost all of my wind techniques with a suction affect, allowing the domes to infuse with the rocks and debris that they picked up to add damage. This definitely wasnt it though. Further manipulating the wind inside the domes as they are created, i make them "ignite" into a more dangerous form. The wind would set a bkaze, though not completely becoming simply flames. The technique had become an infusion of both wind and fire, though due to the Pull of Pazuzu, it was also infused with earth. This created a Wind/Earth/Fire combination in the blink of an eye, which closed in on Oro to create a massive impact. Of course this would easily over power the wind infused Shuriken, while i still ran forward at you awaiting how you'd react.


(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns

(Futon: Nepuchūn no Kurai) | Wind Release: Neptune's Cry
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra: 40 + 10
Damage: 80 + 20
Description: The user begins by forming two quick handseals and initiates the technique. The user then manipulates the air around him (very close range) to form an armor around his body. He can also do this by releasing the wind chakra from his body. In quick succession (the same timeframe), a dome of wind is created far away from him (such that the opponent is between the dome walls and the user). The armor and the dome, both are A-Ranked in strength, although their thickness (and size of the dome) vary according to the user's requirements. In a quick movement, the armor expands and the dome compresses. They both change at a very high pace, carrying dust and debris and all sort of obstacles with them, to meet the target at the center, where they collide and cause a huge blast. Should the collision happen in the short-range to the user, he will get affected too. So it is best to be used against an opponent standing mid-range from him. The technique explodes similar to two electrons colliding with each other and releasing a large amount of energy. Anyone caught inside will have their bones broken and smashed internal organs. The dome has to be created at least five meters away from the opponent.

Note: Can only be used twice.
Note: Can only be taught by Python
Note: No other wind techniques above A-Rank in the same and next turn

Futon: Hakka-Gu | Wind Style: Fire Starter
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: When a slicing wind jutsu of any kind is performed, the user will control the blades of wind. Through their manipulation, the user will cause the blades to begin colliding rapidly while the original jutsu continues with its course of action. The collisions between the blades create sparks. The multitude of sparks that occur allow them to feed off of the initial wind jutsu and causes fire to become part of the element. The fire would add to the destructive power and potency of the initial wind jutsu. There are two ways the jutsu can be manipulated. First, the parent wind jutsu can become combined with fire creating a fire and wind combination jutsu. The second method is creating enough sparks to ignite the whole wind jutsu, causing the jutsu to become a fire natured attack. Both variations of this jutsu's usage then follow their respective elements strengths and weaknesses and have the same ranking/damage output as the parent jutsu. This jutsu can be used in the same timeframe as the initial jutsu, as it simply requires some additional maipulation while the initial jutsu is being created, or it can be used after the initial jutsu (not in the same timeframe). However if it isn't used in the same timeframe, it still must be used directly after the initial wind jutsu.

Restrictions
- Must be a Wind specialist.
- Can only be used three times
- Can only be taught by Kryptiic




Note:
The dome is now 100 damage total, being a 3 element combination. Since the power is split into 2, both domes would be strong S-ranks (it's beyond the power of forbidden rank, and half of a forbidden rank is a S-rank)..
The frontal wind wall would be weakened slightly from colliding with the wind/shuriken.
===========================

After loosing the shuriken Orochimaru would watch his opponent intently for how he would react.

Your a Widow? Sorry to hear of your husband's passing Ma'am.

As his opponent forms a hand seal Orochimaru quickly takes in his surroundings, looking for signs of the imminent attack. Due to this he would easily spot the formation of the wind around you and of the dome which stretches down reaching to the sides and just behind the Sannin. Moving casually Orochimaru draws the water goddess from his hip with his left hand as the walls begin to close in on him. With a small swing of the sword and a stomp Orochimaru forms a thin but strong veil of water around himself. He raises it just in time as the walls of wind crash into it but prove ineffective against the water, Orochimaru then swings his sword again slightly causing the cylindrical veil of water to begin to unwrap and straighten out into a wall facing the White Widow. As it unwraps the water releases hundreds of bullets that cover a huge area over the battlefield, leaving his enemy with no where to run to.

Following this Orochimaru focuses his katon chakra and releases a being made of pure flame to his right hand side. The creature (henceforth known as Carnage) upon being formed would utilize its free flowing whips and attack White Widow with a whip of fluid fire from above, attempting to lash and burn him.

(Suiton: Kaizoku no Uragiri no Ikari)- Water Release: Rage of the Sea King’s Betrayal
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage Points: 80 + 15
Description: The user will perform three hand seals, and then channel their suiton chakra to their feet. By stomping on the ground, the user will perform nature transformation on their chakra, changing it into water. The stomp on the ground raises a domed, hollow cylinder of water, with the user inside. The cylinder of water is very thin but does not compromise its strength, which allows the user to easily see through it. This can be used to defend against attacks. Once the domed cylinder is formed around the user, they have the option of performing another hand seal, which unwraps the cylinder starting from the back, wrapping it around to the front, forming a straight water wall. The wall will then release hundreds of marble sized bullets of water as it is unwrapping, covering the entire battlefield in front of the user. These bullets can reach up to long range.
- No water techniques above A-rank for the next turn
- Usable twice per battle

(Katon: Gekido no Stihi)- Fire Release: Wrath of Stihi
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 damage when contacting with the enemy 80 for explosion)
Description: The user will release out fire chakra, and create short range of themselves, a demonic creature composed of fluid, but extremely hot flames. This being is able to stand around the same height of the user, and has a dark red color on its body, with a black hue exterior, whips free flowing out of its body, red in color. The flames are quite condensed, similar to Fire Release: Dragon flame release song technique. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. The beast has a special ability to turn into different fiery compositions, such as flammable gas, and flammable ash. Turning into these forms are passively done, and each ability grants different entailment. Turning into a flammable gas grants the beast an intangible nature, allowing him to phase through solid, organic matter with ease. The same can be done for ash as well, the ash can literally phase through materiel as expressed. The after-results vary, when phasing with flammable gas, it leaves behind a residue for explosion (only for non-chakra infused material), when doing so for ash, the ash literally burns the solid material and dissipates. When phasing through natural material, it will continue to retain its strength and power as before, as well as size, however when phasing through techniques of solid or, organic matter, depending on it might not be able to phase through it at all due to rank differential, however if it can overpower, the abilities turn into effect (this might weaken the beast in some obvious scenarios). He can also move through the users own techniques, however, it would likely risk destroying it due to its powerful rank and burning heat (for ash), techniques that can withstand and combine will be weakened. Flammable gas can phase through chakra infused objects, but won't leave flammable residue. Alone, these alternative releases can be used for tactical purposes, and attacks. This ability gives the creature an extreme advantage in moving as well as stealth uses. This demonic creature mainly moves on ground, in its normal form. This beast can also perform basic bodily movements, such as taijutsu, burning and skinning the opponent alive. He is also able to release from his limbs and body, specific whips that can reach up to a mid range distance, either one at a time, or multiple at a time, it can even release whips in an omnidirectional manner, only problem that happens when releasing these whips is the beast must stay in place to focus, so it is unable to move when releasing the whips at all. the whips can both slash an opponent, and constrict movements, leaving up to third degree burns, these whips count as the same damage as its regular taijutsu, this ability is B-Rank in power, and counts towards the users jutsu slot.

Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use fire S-rank and above on the turn this is deactivated
Note: Can not use fire above S-rank the turn the jutsu is created
 

Shady Doctor

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The frontal wind wall would be weakened slightly from colliding with the wind/shuriken.
===========================

After loosing the shuriken Orochimaru would watch his opponent intently for how he would react.

Your a Widow? Sorry to hear of your husband's passing Ma'am.

As his opponent forms a hand seal Orochimaru quickly takes in his surroundings, looking for signs of the imminent attack. Due to this he would easily spot the formation of the wind around you and of the dome which stretches down reaching to the sides and just behind the Sannin. Moving casually Orochimaru draws the water goddess from his hip with his left hand as the walls begin to close in on him. With a small swing of the sword and a stomp Orochimaru forms a thin but strong veil of water around himself. He raises it just in time as the walls of wind crash into it but prove ineffective against the water, Orochimaru then swings his sword again slightly causing the cylindrical veil of water to begin to unwrap and straighten out into a wall facing the White Widow. As it unwraps the water releases hundreds of bullets that cover a huge area over the battlefield, leaving his enemy with no where to run to.

Following this Orochimaru focuses his katon chakra and releases a being made of pure flame to his right hand side. The creature (henceforth known as Carnage) upon being formed would utilize its free flowing whips and attack White Widow with a whip of fluid fire from above, attempting to lash and burn him.

(Suiton: Kaizoku no Uragiri no Ikari)- Water Release: Rage of the Sea King’s Betrayal
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage Points: 80 + 15
Description: The user will perform three hand seals, and then channel their suiton chakra to their feet. By stomping on the ground, the user will perform nature transformation on their chakra, changing it into water. The stomp on the ground raises a domed, hollow cylinder of water, with the user inside. The cylinder of water is very thin but does not compromise its strength, which allows the user to easily see through it. This can be used to defend against attacks. Once the domed cylinder is formed around the user, they have the option of performing another hand seal, which unwraps the cylinder starting from the back, wrapping it around to the front, forming a straight water wall. The wall will then release hundreds of marble sized bullets of water as it is unwrapping, covering the entire battlefield in front of the user. These bullets can reach up to long range.
- No water techniques above A-rank for the next turn
- Usable twice per battle

(Katon: Gekido no Stihi)- Fire Release: Wrath of Stihi
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 damage when contacting with the enemy 80 for explosion)
Description: The user will release out fire chakra, and create short range of themselves, a demonic creature composed of fluid, but extremely hot flames. This being is able to stand around the same height of the user, and has a dark red color on its body, with a black hue exterior, whips free flowing out of its body, red in color. The flames are quite condensed, similar to Fire Release: Dragon flame release song technique. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. The beast has a special ability to turn into different fiery compositions, such as flammable gas, and flammable ash. Turning into these forms are passively done, and each ability grants different entailment. Turning into a flammable gas grants the beast an intangible nature, allowing him to phase through solid, organic matter with ease. The same can be done for ash as well, the ash can literally phase through materiel as expressed. The after-results vary, when phasing with flammable gas, it leaves behind a residue for explosion (only for non-chakra infused material), when doing so for ash, the ash literally burns the solid material and dissipates. When phasing through natural material, it will continue to retain its strength and power as before, as well as size, however when phasing through techniques of solid or, organic matter, depending on it might not be able to phase through it at all due to rank differential, however if it can overpower, the abilities turn into effect (this might weaken the beast in some obvious scenarios). He can also move through the users own techniques, however, it would likely risk destroying it due to its powerful rank and burning heat (for ash), techniques that can withstand and combine will be weakened. Flammable gas can phase through chakra infused objects, but won't leave flammable residue. Alone, these alternative releases can be used for tactical purposes, and attacks. This ability gives the creature an extreme advantage in moving as well as stealth uses. This demonic creature mainly moves on ground, in its normal form. This beast can also perform basic bodily movements, such as taijutsu, burning and skinning the opponent alive. He is also able to release from his limbs and body, specific whips that can reach up to a mid range distance, either one at a time, or multiple at a time, it can even release whips in an omnidirectional manner, only problem that happens when releasing these whips is the beast must stay in place to focus, so it is unable to move when releasing the whips at all. the whips can both slash an opponent, and constrict movements, leaving up to third degree burns, these whips count as the same damage as its regular taijutsu, this ability is B-Rank in power, and counts towards the users jutsu slot.

Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use fire S-rank and above on the turn this is deactivated
Note: Can not use fire above S-rank the turn the jutsu is created
Lazy reply. My bad for the wait.



The Sannin had tanked the attack, and once the fire/wind/earth was effectively stopped i could see he had a thin armor of water around him along with a fancy sword in hand. At this point he swung the sword slightly, which was seemingly the cause of what happened next. The armor unwrapped from around his body and turned into a wall that was facing me. In a moment's notice the wall shot hundreds of tiny water droplets that covered an expansive range, so i quit running towards it whilst performing the ram hand seal. This allowed me to create 5 tornadoes about 5m in front me, which got a boost from Pazuzu, thus adding a +20 to its already whopping power levels. The tornadoes would rage forwards, absorbing the earthen debris from the ground before also tanking and absorbing the water from the technique you used. This would create yet another combination wind attack, but this time composed of water/wind/earth and packing a greater punch than even the last attack.

( Futon: Tatsumaki Heki ) - Wind Release: Tornado Wall
]Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 70
Damage points: 120 + 20
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.
Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.

The moment i sent the tornadoes, i assumed the man couldn't simply overcome such a display of power, and deduced that he'd be forced to go underground to escape. I'd swiftly stomp my left foot in order to send a wind bullet into the earth about 3m before it shoots forwards with great speeds. Once the bullet got 11m behind/below you, it expands and creates a cavity beneath you that is exactly 20x20m in size, stopping before it reaches beneath myself. Of course, this is also affected by Pazuzu, thus causing it to suck the earth in and gain power from it, destroying the surface directly above the cavity. You'd be forcefully pulled down along with the earth, falling into a pit of ripping winds that is littered with sharp shards of earthen debris. Once you started falling/or stopped yourself from falling, i simply flash another hand seal which causes the wind of the abyss to shoot up in the form of a massive column of wind with a 15m diameter. The wind would still hold the full power of the technique and would go high into the sky nonstop until the technique itself ended....

"Yikes.. "


(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80 + 20
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.
 

Houdinii

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Lazy reply. My bad for the wait.



The Sannin had tanked the attack, and once the fire/wind/earth was effectively stopped i could see he had a thin armor of water around him along with a fancy sword in hand. At this point he swung the sword slightly, which was seemingly the cause of what happened next. The armor unwrapped from around his body and turned into a wall that was facing me. In a moment's notice the wall shot hundreds of tiny water droplets that covered an expansive range, so i quit running towards it whilst performing the ram hand seal. This allowed me to create 5 tornadoes about 5m in front me, which got a boost from Pazuzu, thus adding a +20 to its already whopping power levels. The tornadoes would rage forwards, absorbing the earthen debris from the ground before also tanking and absorbing the water from the technique you used. This would create yet another combination wind attack, but this time composed of water/wind/earth and packing a greater punch than even the last attack.

( Futon: Tatsumaki Heki ) - Wind Release: Tornado Wall
]Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 70
Damage points: 120 + 20
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.
Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.

The moment i sent the tornadoes, i assumed the man couldn't simply overcome such a display of power, and deduced that he'd be forced to go underground to escape. I'd swiftly stomp my left foot in order to send a wind bullet into the earth about 3m before it shoots forwards with great speeds. Once the bullet got 11m behind/below you, it expands and creates a cavity beneath you that is exactly 20x20m in size, stopping before it reaches beneath myself. Of course, this is also affected by Pazuzu, thus causing it to suck the earth in and gain power from it, destroying the surface directly above the cavity. You'd be forcefully pulled down along with the earth, falling into a pit of ripping winds that is littered with sharp shards of earthen debris. Once you started falling/or stopped yourself from falling, i simply flash another hand seal which causes the wind of the abyss to shoot up in the form of a massive column of wind with a 15m diameter. The wind would still hold the full power of the technique and would go high into the sky nonstop until the technique itself ended....

"Yikes.. "


(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80 + 20
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.
Watching you form the large tornadoes of wind that begin to encroach towards him, Orochimaru sheathes his sword and forms a string of hand seals, creating a dragon of earth from the ground to his right. As he does so he adds an additional two hand seals to lace the dragon with strings of wind throughout its structure, effectively reinforcing its rocky composition. The resultant S + A rank technique would race forwards and slam headlong into the tornadoes with the two techniques destroying each other, while the fragments of the earth technique scatter around you due to the forward momentum of the dragon. As they do so the wind technique activates, pulling the sharp shards of earth inwards, centered on the White Widow. Coming from all around him it would be quite difficult to dodge the rock fragments and sharp strings.

Following this Orochimaru once again unsheathes his sword with his left and and swings it slightly, creating a lion made of mist to his left hand side. Upon being created the lion would begin to run towards you in an arcing fashion to the left, heading towards your right side.

Kinda breezy today, don't you think?

(Doton: Dosenkiryū) – Earth Release: Earth and Stone Dragon Technique
Rank: S
Type: Offensive
Range: Short – Long (Made short range of the user with a long range reach)
Chakra cost: 40
Damage points: 80
Description: The user after performing the required hand seals Horse → Dog → Bird → Ox → Snake will create a large dragon of earth erupt from the ground and direct it towards the enemy with devastating force. This technique much resembles the Water Release: Water Dragon technique.

(Futon: Kon Sureddo)- Wind Release: Soul thread
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
To form this technique the user would simply need to string two extra hand seals onto the performance of another technique, due to its reliance on other jutsu to function. By doing so they create ‘threads’ of wind within an already existing solid jutsu without negatively affecting the original technique, the threads are connected to and laced throughout the entire jutsu they are created in while reinforcing it internally. The main purpose of this technique focuses upon when the original jutsu is broken or destroyed, its parts scattered. After this happens the strings will act, contracting violently and drawing the parts that composed the original solid technique to the point at which it was destroyed, forming a harmless ball shape. However the danger of this technique comes during the contraction, as any enemies caught in its path when it contracts would be damaged from the strings cutting them or pieces slamming into them.

Note:
~Can only be used three times
~Note that this technique does not regenerate the original technique, it just pulls the parts towards the ‘center’ haphazardly
~Can only be taught by xHoudinii

Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 for every turn active)
Damage Points: 20 (per attack)
Description: The user will focus his suiton chakra to create a sentient creature composed of water, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a light misty blue coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature upon being created can passively release a mist from its body covering that of long range and continues to do so whenever there is a lack of mist. The mist itself is equivalent to the cannon D-rank version ( Meaning Byakugan can see through it). It is used well in conjunction with the creatures special ability. The creature has the ability to disperse itself into mist and merge with any existing mist in the area and travel through it at the speed of a kunai. Able to reform part of its body or its entire being at anytime to attack a target. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. While it is traveling through the mist it is extremely hard to locate due to it being made of mist itself, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the mist it released or any mist it merges with due to them both being composed of suiton chakra.

Note: Lasts three turns
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Having the creature release mist from its body upon creation costs an additional move
Note: Can only be taught by Yusei
 
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