[Closed] Roy Mustang vs Galen Marek

Erzo

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Roy bio: https://animebase.me/threads/ロイ・マスタング-roy-mustang-kiyoshi-v-2.401917/

Hasn't been updated since 2013 so updates as per the new NB rules are:

2 Primary + 1 Secondary, in addition to 1 Extra AND 1 CFS specialties.
Single Handseal Specialist: Wind || Personal Summoning Specialist: Noteleks
Advanced Speed Resistance
CFS - Oversoul

Also ignore the curse mark (as I can't have both Sound and CM on the bio)



Roy's personal summoning comes into battle fused into him already and would last for the remainder of the battle due to his personal summoning speciality.

(Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.

Like all other Olms, the summoned Olm is blind, but however has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the D-ranked sound jutsu (Inner Sonar Skill) activated.

Note: Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.

Strapped to his back along with his bow, Roy would also have his custom weapon Aiwendil.

(Rada no Enjo - Aiwendil)- Radagast's Aid - Aiwendil
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The staff known as Aiwendil is one which has a height of roughly one and half meters, made of wood which is reinforced on the inside with a hard unknown metal which makes the staff indestructible, however this does not mean it can destroy anything and everything. At the top end of the staff the wooden structure opens up to reveal what appears to be a crystal ball similar to that which Hiruzen used in naruto pre-shippuden to watch Naruto. The staff is somewhat sentient in the sense that it has an aura of it's own and knows the difference between the user and others who may try to wield it but due to it's structure, it does not have the means to move independently. In terms of abilities, the staff has the ability to change it's vibrational frequency, allowing it to mimic different forms of energy and/or matter which comes close to it's vicinity (short range). This ability allows it to nullify physical and/or energy attacks which are in short range within it by altering its vibrational frequency to displace the incoming form of energy and/or matter. In order to use this ability, the user must simply focus chakra into Aiwendil and the staff would use that chakra to perform this defensive technique. This ability requires 40 chakra points and because of the high chakra count needed to use it, it can only be used twice per battle. Due to the way it works, it is able to nullify attacks of equal rank and/or power, and lower. Of course this excludes the Wind element due to sound's inherent weakness of the element. This move is known as Istari's Will.

Moreover, the staff also uses the crystal which resides at the top of it to be wielded in battle to give the user an advantage. This feature is able to reach out to mid range and require the user to first send chakra into the staff, albeit a smaller amount as compared to the first ability. Once the user sends 30 chakra points into Aiwendil, the crystal would release a bright shinning light which would act as a flash, blinding the opponent. However, all those who are on the receiving end of the flash of light are caught in a genjutsu which uses sight to capture it's targets. Within the genjutsu, the opponent would find themselves pierced with what appears to be Lightning spears, these spears would 'hit' the opponents just as they try to once again regain their eyesight after the sudden flash. The spears would once hitting the opponent spiral/coil around all their limbs, leaving them standing still, almost as if they were crucified, unable to move and in immense pain, slowly bleeding out. This would count as an A-ranked genjutsu and can only be used 3 times per battle. This move is known as A view of Gladden Fields.

In addition, the user has the ability to channel 20 chakra points into the staff and cause it to vibrate mildly, allowing them to deflect other weapons which may come into contact with them. This does no grievous harm if used directly to hit a human target but will violently push them 4 meters away whilst causing some blunt damage which could lead to bruising. It's generally more useful when being used to deflect other type of weapons or thrown Kunais. The ability is considered B-ranked (damage dealt and chakra needed.) This vibrating feature is a jutsu named Yaznog's Demise. Lastly, the user can use the crystal to act as flash bombs, but without the genjutsu. This would be to simply blind the opponent and only requires 5 chakra points.

~ Can only be taught by Erzo
~ All of the abilities would count as part of the users jutsus excluding the flash bomb feature which is just a fancy way of using a flash bomb without physically throwing it on the floor, but remaining just as effective and not any more dangerous. Due to this, it can be performed passively, becoming quite useful when in close quarter combat. However it can only be used a maximum of 5 times per battle. To use Istari's Will, and Yaznog's demise, the user must have some training in Sound as they're both sound based concepts.

You can decide on terrain + range
 

Scorps

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Galen bio on my Sig. I won't be bringing my Chakra Creation with me to this fight.

†Ninja Rank: The Sage of the Illusionary Touch
†Chakra: 3000
†Health: 200
†Primary Specialties: Single Handseal Suiton and Genjutsu Casting
†Secondary Specialties: Sourcelless Suiton Casting
†Extra Specialties: In'yōton-Onmyōton
†Custom Fighting Style: Genkotsu Namakemono (increased Agility, Reflexes and Movement Speed when compared to a normal Strong Fist Master)
†Elements: Masshuru-Muton, Ibiton, Ryūhariton, Doton, Katon, Raiton, Suiton, Fuuton, Inton, Yōton, In'yōton-Onmyōton
†Ninjutsu: Genjutsu, Ninjutsu, Taijutsu, Hachimon, Fuuinjutsu, Kinjutsu, Iryo Ninjutsu, Genkotsu Namakemono, Fuuin Genkotsu, Fūzoku, Panda Keyaku, Kuru-n Keyaku, Kaito no Taijutsu

Galen has his usual heavy cloak that obscures his facial features and his hands (similar to Sasuke's heavy cloak but with head coverage as well). He has a pair of Chakra Sabers on his waist and the Staff of Gaia on his back. Ofc, the usual assortment of premade sealing tags, explosive tags, kunais, shurikens, etc

Gaia No Buin | The Staff of Gaia
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The staff of Gaia, goddess protector of Earth, stolen by a special human for whom se had fell in love. The staff is covered in several ancient Kanji inscriptions and is about 1.7m long, 4 cms thick and made of sacred wood and a special unknown metal which makes it indestructible. The staff itself reacts intimately with Suiton, Doton and Mokuton chakras (although it has been known to enable other elemental charges) and is a formidable hand to hand weapon. As the weapon of a God, no human can grasp its powers fully but the staff is known to have responded to some unique jutsu, a fact that has been related to the kanji inscriptions (similar to Fuuinjutsu formulas) but is yet to be fully explained.

Abilities:
-Indestructible
-Doton: Domu | Earth Release: Earth Spear jutsu gets 2 Ranks in strength when used, making one almost indestructible to physical attacks.
-Suiton: Hahonryuu | Water Style: Destruction Torrent jutsu gets 2 Ranks in strength when used, outputting a higher amount of water.
-Kyousei Mokuton No Jutsu | Greater Wood Style Technique can be made out of the Staff's wood or with the staff as a medium.
-Staff can dispel a Water jutsu, disrupt a Doton jutsu or stop a Mokuton jutsu up to B-Rank 3 times per battle (this is done by the user channeling his Suiton, Doton or Mokuton chakra into the staff and hitting the jutsu with it, which disrupts, dispels or stops the jutsu) and/or dispel/disrupt/stop 1 complete A-Rank Suiton, Doton or Mokuton jutsu once per battle (with the same principle).

Resctrictions:
-The dispelling abilities of the staff count towards the move count and don't require hand seals if the user is holding the staff on his hands.
-With the staff in hand, the user can use Suiton: Hahonryuu | Water Style: Destruction Torrent from the staff itself, instead of his hands.
-The kanji's on the staff glow when chakra is channeled into it or its abilities used.
-If user is hit by lightning while holding the staff in his hands he'll receive a +20 damage penalty due to the staffs inherent Earth and Wood affinities.
-When used to counter 1 B-Rank technique it can only be used again to counter another B-Rank.
-To wield the staffs abilities the user must have it with him either in hand or actually carrying it with him.
-Requires Wood Training and Bio to use the Wood Ability but not to wield the staff.
-The staff can only be wielded by Scorps; is someone else tries to wield the staff it will become 10 tons heavy and impossible to lift or wield.

Large arena, like a collesseum. Its circular, with a 100 meter radius. All around, a 20 meter tall wall topped with bleachers in a wedge 10 more meters tall, stands. Ground is simple dirt. No Water source. The arena is in the middle of a large town, surrounded by a plethora of buildings. Mid day. Clear weather. Few clouds in the sky. Galen ate a bowl of ramen and some rice cake.

You can start :p
 
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Erzo

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Galen bio on my Sig. I won't be bringing my Chakra Creation with me to this fight.

†Ninja Rank: The Sage of the Illusionary Touch
†Chakra: 3000
†Health: 200
†Primary Specialties: Single Handseal Suiton and Genjutsu Casting
†Secondary Specialties: Sourcelless Suiton Casting
†Extra Specialties: In'yōton-Onmyōton
†Custom Fighting Style: Genkotsu Namakemono (increased Agility, Reflexes and Movement Speed when compared to a normal Strong Fist Master)
†Elements: Masshuru-Muton, Ibiton, Ryūhariton, Doton, Katon, Raiton, Suiton, Fuuton, Inton, Yōton, In'yōton-Onmyōton
†Ninjutsu: Genjutsu, Ninjutsu, Taijutsu, Hachimon, Fuuinjutsu, Kinjutsu, Iryo Ninjutsu, Genkotsu Namakemono, Fuuin Genkotsu, Fūzoku, Panda Keyaku, Kuru-n Keyaku, Kaito no Taijutsu

Galen has his usual heavy cloak that obscures his facial features and his hands (similar to Sasuke's heavy cloak but with head coverage as well). He has a pair of Chakra Sabers on his waist and the Staff of Gaia on his back. Ofc, the usual assortment of premade sealing tags, explosive tags, kunais, shurikens, etc

Gaia No Buin | The Staff of Gaia
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The staff of Gaia, goddess protector of Earth, stolen by a special human for whom se had fell in love. The staff is covered in several ancient Kanji inscriptions and is about 1.7m long, 4 cms thick and made of sacred wood and a special unknown metal which makes it indestructible. The staff itself reacts intimately with Suiton, Doton and Mokuton chakras (although it has been known to enable other elemental charges) and is a formidable hand to hand weapon. As the weapon of a God, no human can grasp its powers fully but the staff is known to have responded to some unique jutsu, a fact that has been related to the kanji inscriptions (similar to Fuuinjutsu formulas) but is yet to be fully explained.

Abilities:
-Indestructible
-Doton: Domu | Earth Release: Earth Spear jutsu gets 2 Ranks in strength when used, making one almost indestructible to physical attacks.
-Suiton: Hahonryuu | Water Style: Destruction Torrent jutsu gets 2 Ranks in strength when used, outputting a higher amount of water.
-Kyousei Mokuton No Jutsu | Greater Wood Style Technique can be made out of the Staff's wood or with the staff as a medium.
-Staff can dispel a Water jutsu, disrupt a Doton jutsu or stop a Mokuton jutsu up to B-Rank 3 times per battle (this is done by the user channeling his Suiton, Doton or Mokuton chakra into the staff and hitting the jutsu with it, which disrupts, dispels or stops the jutsu) and/or dispel/disrupt/stop 1 complete A-Rank Suiton, Doton or Mokuton jutsu once per battle (with the same principle).

Resctrictions:
-The dispelling abilities of the staff count towards the move count and don't require hand seals if the user is holding the staff on his hands.
-With the staff in hand, the user can use Suiton: Hahonryuu | Water Style: Destruction Torrent from the staff itself, instead of his hands.
-The kanji's on the staff glow when chakra is channeled into it or its abilities used.
-If user is hit by lightning while holding the staff in his hands he'll receive a +20 damage penalty due to the staffs inherent Earth and Wood affinities.
-When used to counter 1 B-Rank technique it can only be used again to counter another B-Rank.
-To wield the staffs abilities the user must have it with him either in hand or actually carrying it with him.
-Requires Wood Training and Bio to use the Wood Ability but not to wield the staff.
-The staff can only be wielded by Scorps; is someone else tries to wield the staff it will become 10 tons heavy and impossible to lift or wield.

Large arena, like a collesseum. Its circular, with a 100 meter radius. All around, a 20 meter tall wall topped with bleachers in a wedge 10 more meters tall, stands. Ground is simple dirt. No Water source. The arena is in the middle of a large town, surrounded by a plethora of buildings. Mid day. Clear weather. Few clouds in the sky. Galen ate a bowl of ramen and some rice cake.

You can start :p
No need to count chakra / damage. We'll just factor in any damage taken as we go (depending on the jutsu and stuff).



Roy in his full set up would hold off on summoning the Olms required to battle against this opponent. He was not yet fully aware of what his opponent could, or could not do. Having come up against many opponents in his past, he would perform a series of attacks in unison to find out more on who his opponent is, and how he would battle.

Roy would, instead of facing his opponent head on, position himself to a side-step, with Roy's left shoulder now directly facing the opponent. In this same instant, he would channel chakra into his custom weapon as we well as the area to his right, allowing the crystal to shine bright and act in the same fashion as a normal flash bomb would, aiming to blind the opponent and put him off his game, whilst simulatenously performing a Wind jutsu which will assist him in a different manner.

~ All of the abilities would count as part of the users jutsus excluding the flash bomb feature which is just a fancy way of using a flash bomb without physically throwing it on the floor, but remaining just as effective and not any more dangerous. Due to this, it can be performed passively, becoming quite useful when in close quarter combat. However it can only be used a maximum of 5 times per battle. To use Istari's Will, and Yaznog's demise, the user must have some training in Sound as they're both sound based concepts.

Within the same time-frame, and as he channeled chakra causing the flash bomb to activate, Roy would - using his right hand - grab the bow on his back, and release a specialised arrow directly in front of him. The arrow would have been sent in the completely wrong direction, had it be a normal arrow. However, due to its specially made arrow-head, it'd instead curve in an arc (at quite a low angle, so that should it strike you, it'd hit you just below the ribs), aiming to strike the opponent left side of the body.

Due to the sudden use of the flash bomb, as well as the natural speed of the projectile / lack of chakra required to make both jutsus happen, Roy hoped this would catch his opponent off guard.

Yumita Geijutsu: Magarimichi Dageki: (Bow and Arrow arts: Curving strike)
Rank: S
Type: Offensive
Range: Short-long
chakra: N/A
Damage: 80
Description: The user uses an arrow which has its arrow head shaped in a way which enables it to curve and attack the enemy from the side.(Moves in an arc) Although its power is not as strong as an arrow which has a sharpened head, its fletching allows it to move in a certain direction with the air resistance giving it the ability to turn, which means it can hit the opponent from the side of his leg or body restricting his movement. The Arrows are faster than regular thrown projectiles and therefore can be more trickier to counter.
Note: Can only be used 2 times.
Note: Can only be taught by Erzo

To bring the set of attacks together, Roy would have - as the arrow is shot off in front of him (what would have been his right side, had he not positioned himself into a side-step) created a disk of Wind at the edge of short range, through which the arrow would burst through, continuing on to its initial task - to strike the left side of your body.

In the mean time, a B-ranked Wind made replica of the arrow would emege from a portal made above Roy's opponent (5 meters above). It'd be released from this portal at an even higher speed than it had entered, due to the jutsus natural ability to release things similar to a firing mechanism. Taken into account the natural curve of the bow and arrow jutsu (shape which allows it to arc), instead of the second portal being made directly above you, it'd be made roughly 2 meters to your right side, allowing the jutsu to come out with the same arc, and strike you in the stomach region, on the right side of your body.

(Fūton: Iongēto)- Wind Release: Aeon Gate
Type: Supplementary/Offensive
Rank: A
Range: Mid-long
Chakra cost: 30
Damage: 60
Description: The user initiates this technique by first holding the Snake hand seal, this will allow him to focus his Fūton chakra in and around his body, the chakra will emanate from him starting at short range and then grow to mid ranged using the air as a medium. Following this the chakra will then compress the air that is present within short ranged of the user to form a flattened, circular, 2-D disk of having only a height and diameter of 2x2m. It can be formed either in front, behind, above, below, or beside the user, given it has the necessary space to do so and appears to be a small barrier of the sort complete with elaborate green glowing patterns, all formed by shaping the air to produce these cosmetic effects. Once the disk is formed the user will then place an object into the 'gate' and watch as his chakra that had spread to mid ranged prior form an identical gate of the same 2-D dimensions (2x2m) open up on the battlefield, however, when using it to attack/affect an enemy the user can only form this second gate five meters from the opponent in any direction (above, beside, below, etc) given it has the space to do so. This second gate will reproduce exactly the same object that was placed into the previous gate in the form of B ranked, compressed wind shaped by Fūton with added speed on exit, similar to a firing mechanism. This means, if the user placed a kunai in the first gate the second gate will open and release a pure Fūton replica of the kunai. The technique is very specific and only relies on the exact instructions given to the first gate, if the user only places half a kunai inside gate #1 gate #2 will only release half a kunai and similarly, if the user inserts a full kunai the second gate will emit a full kunai. Objects placed in the first gate remain unaffected whatsoever as they aren't physically altered in any way, instead the object will just pass through the gate to end up on the other side like shining light through a glass. This means even body parts can be placed in the gate to create pure Fūton replicas elsewhere up to mid ranged. Once the second gate releases its Fūton replica it then closes as it can only replicate one object each time it is used, after this one object is replicated the first gate will also close as its job is now done. However, only physical objects can be sent through this gate, energy based objects and attacks such as fire, lightning, or even raw chakra will simply disrupt the delicate balance of chakra that composes it. Only the first gate is capable of copying objects and the second is the only one capable of replicating said objects. The Fūton replica that would be created by the second gate is green in hue with a slight visibility, it is perfectly shaped wind that houses tangibility and can interact with solid objects as well as intangible attacks such as Raiton and Katon.
Note(s):
- Can only be used three times per battle
- Only one object can replicated at at time and only once per use
- Requires a 2 turn cool down
 

Scorps

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Unknown to you, my abilities allow me to fight without needing my primary senses, so the blinding ability doesn't hinder my combat capabilities in any way. As the arrow approaches and the wind technique manifests above me, I time my actions to allow me the smallest window to act possible. I do a roll to my left, letting the physical arrow miss me as it passes above me and, at the same time, I allow the arrow dropping from above to miss me as it hits the spot I was before. As it does, it generates a large amount of dust. As it settles, I'm 5 meters away from my original position to my right.

Kyōsei Abunai | Force Acrobatics
Type: Supplementary
Rank: A Rank
Range: N/A
Chakra: 30
Damage: N/A (+10 Taijutsu)
Description:
The most basic application of Force Control, the user will use the Force to use enhanced hand to hand skills. As such, the user will take advantage of his Force Control abilities and will use it to enhance his movement abilities and acrobatics in a series of different simple applications:
Acrobatic Jump|Chōyaku- The user will use the force to execute a powerful jump which can bring him up to insanely high heights in a flash for speed. He can also use it mid air to dodge an attack while airborne by executing an air jump. The user can also execute a Dash Jump by combining both applications into a powerful long range low heigh jump which enables him to move at 3 times his normal speed. This application counts as two moves and, while fast, prevents the user from attacking on arrival due to the momentum he carries.
Acrobatic Dash|Sattō- The user will use the force to execute a dash in one direction (with or whitout a simple flip or roll). The dash is fast enough to dodge small incoming techniques or catch a nearby enemy off guard. The user moves, in that small time frame, 3 times faster than he can run. However, the dash is done in one simple direction through a linear movement and in a short length, meaning the user can only go from Short-Mid of his initial position with one use and cannot attack while using it. The technique, by relying on the force, can be executed mid air.
Acrobatic Movement|Undō- The user will use the force to execute a multitude of acrobatic free form movements at insanely high speeds (twice his normal base speed) which can be used to dodge techniques (if small scaled) or taijutsu, or to attack through Taijutsu. The user will execute the movements with great fluidity and agility, enough to do acrobatics that would otherwise be impossible to perform even by Taijutsu experts. When used with offensive Taijutsu techniques, it increases their damage but not its speed as the user will be concentrating in strength and not speed. And that is the real limit: the user can only concentrate in either speed or strength but not both at the same time. The user cannot use the technique to move more than from Short range of his initial position.
Note: Can be used and combined with Taijutsu Styles (if feasible) or free form Taijutsu, enhancing it and adding the acrobatic effect to them
Note: As the user grows stronger in the clan he becomes more adept at spending less focus into the technique.
Note: Can only be used once every two turns.
Note: Upon reaching Grand Master level, the skill doubles the Taijutsu bonus damage.

Not even a greeting? A mild wave? Nothing? Attacking right away? Rude...

A thick mist materializes seemingly out of nowhere and engulfs the whole arena.

(Kirigakure no Jutsu) - Hiding in Mist Technique
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10
Damage: N/A
Description: This displacement technique creates a thick mist to spring forth by lifting up some water from either a pre-existing source or expelled from their mouth, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It can't fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist coloured by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Note: Can be created through releasing from mouth or manipulating a nearby water source.

My voice whispers in your left ear

...you know what happens to rude kids? They die young...

(Utsusemi no Jutsu) - Empty Cicada Shell Technique

Rank: D
Type:Supplementary
Range:Short-Long
Chakra Cost: 10
Damage Points:N/A
Description: Forming the needed hand seal Ram, a shinobi can project his voice to a different area to hide their location and the number of allies at their side. It is an excellent complement to stealth tactics.
 

Erzo

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Unknown to you, my abilities allow me to fight without needing my primary senses, so the blinding ability doesn't hinder my combat capabilities in any way. As the arrow approaches and the wind technique manifests above me, I time my actions to allow me the smallest window to act possible. I do a roll to my left, letting the physical arrow miss me as it passes above me and, at the same time, I allow the arrow dropping from above to miss me as it hits the spot I was before. As it does, it generates a large amount of dust. As it settles, I'm 5 meters away from my original position to my right.

Kyōsei Abunai | Force Acrobatics
Type: Supplementary
Rank: A Rank
Range: N/A
Chakra: 30
Damage: N/A (+10 Taijutsu)
Description:
The most basic application of Force Control, the user will use the Force to use enhanced hand to hand skills. As such, the user will take advantage of his Force Control abilities and will use it to enhance his movement abilities and acrobatics in a series of different simple applications:
Acrobatic Jump|Chōyaku- The user will use the force to execute a powerful jump which can bring him up to insanely high heights in a flash for speed. He can also use it mid air to dodge an attack while airborne by executing an air jump. The user can also execute a Dash Jump by combining both applications into a powerful long range low heigh jump which enables him to move at 3 times his normal speed. This application counts as two moves and, while fast, prevents the user from attacking on arrival due to the momentum he carries.
Acrobatic Dash|Sattō- The user will use the force to execute a dash in one direction (with or whitout a simple flip or roll). The dash is fast enough to dodge small incoming techniques or catch a nearby enemy off guard. The user moves, in that small time frame, 3 times faster than he can run. However, the dash is done in one simple direction through a linear movement and in a short length, meaning the user can only go from Short-Mid of his initial position with one use and cannot attack while using it. The technique, by relying on the force, can be executed mid air.
Acrobatic Movement|Undō- The user will use the force to execute a multitude of acrobatic free form movements at insanely high speeds (twice his normal base speed) which can be used to dodge techniques (if small scaled) or taijutsu, or to attack through Taijutsu. The user will execute the movements with great fluidity and agility, enough to do acrobatics that would otherwise be impossible to perform even by Taijutsu experts. When used with offensive Taijutsu techniques, it increases their damage but not its speed as the user will be concentrating in strength and not speed. And that is the real limit: the user can only concentrate in either speed or strength but not both at the same time. The user cannot use the technique to move more than from Short range of his initial position.
Note: Can be used and combined with Taijutsu Styles (if feasible) or free form Taijutsu, enhancing it and adding the acrobatic effect to them
Note: As the user grows stronger in the clan he becomes more adept at spending less focus into the technique.
Note: Can only be used once every two turns.
Note: Upon reaching Grand Master level, the skill doubles the Taijutsu bonus damage.

Not even a greeting? A mild wave? Nothing? Attacking right away? Rude...

A thick mist materializes seemingly out of nowhere and engulfs the whole arena.

(Kirigakure no Jutsu) - Hiding in Mist Technique
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10
Damage: N/A
Description: This displacement technique creates a thick mist to spring forth by lifting up some water from either a pre-existing source or expelled from their mouth, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It can't fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist coloured by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Note: Can be created through releasing from mouth or manipulating a nearby water source.

My voice whispers in your left ear

...you know what happens to rude kids? They die young...

(Utsusemi no Jutsu) - Empty Cicada Shell Technique

Rank: D
Type:Supplementary
Range:Short-Long
Chakra Cost: 10
Damage Points:N/A
Description: Forming the needed hand seal Ram, a shinobi can project his voice to a different area to hide their location and the number of allies at their side. It is an excellent complement to stealth tactics.
The move was countered with a simple movement. Although the set of jutsus used were simple in thought, Roy knew his opponent was not to be taken lightly. The flashing light had almost no impact, Roy took this and for the mean time simply assumes his opponent has some kind of sensing which allowed him to counter the jutsus with ease.

But the arrow... he thought to himself. The arrow had no chakra, perhaps it was sensing that worked in the same way his Inner Sonar skill did? Before he could question this any longer, the area all around was filled with Mist, closely followed up by a voice which spoke to him. "How condescending'", more so, it was an insult.

Due to his fusion with Noteleks - Roy is able to passively use inner sonar skill, allowing him to sense the exact position of his opponent through the rebound and reflection of sound waves. His opponents location was further confirmed through smell, as all Olms are blind and rely heavily on their hearing + smell, with their sense of smell being comparable to that of an Inuzuka. This is only further aided by Roy's kiyoshi sensing abilities, allowing him to use all the above to pin-point his opponent, and thus disregard the voice which spoke, knowing the exact position of the one he sought.

With this in mind, he would focus his chakra into the skies above, and cause small raindrops of Wind and Fire to drop down, towards his opponent. The Wind/Fire raindrops would seek Roy's opponent, as they charge down towards any bodies of heat which do not belong to the user, making it so that should the opponent move before they reach him, they would be able to change directions (within reason).

(Fūton/Katon: Aiorosu `Ikari ) - Wind/Fire Release: Aeolus' Wrath
Type:Attack
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user releases their Wind chakra from mouth or through hand movements (short ranged release when used in either of these forms), or from the skies above. This releases what appears to be little light-green rain drops (ranging from 3-10 inches in size) which are extremely sharp and naturally fast due to the nature of Wind, and the way they are shaped, being extremely slimline. After these little rain-drops of Wind form, the user would add his Fire chakra into them, causing them to become extremely heated. Their colour would change into one extremely similar to the colour given off by '( Katon: Onidōrō ) - Fire Release: Demon Lantern', giving off a yellowish colour as the light-green and red from the Fire chakra mix together. Upon colliding with any other jutsu, regardless of whether it's Energy, or Matter based, the Rain drops would explode outward, releasing heated Wind which has blowing force with the addition of scalding effects. The jutsu is designed to always explode in the direction of the point of contact with the foreign chakra. Due to their size, each outburst of heated Wind would be quite small but since they always rain down/travel as a group of heated wind 'raindrops' the damage done is nothing but. Moreover, the addition of Fire also allows the jutsu to travel towards bodies of heat which do not belong to the user, making this a double edged sword if used in a fight alongside allies. Moreover, upon the creation of the Wind, a screeching and deafening sound can be heard, making the source of it's creation quite obvious. The screech can not do much damage other than causing a slight discomfort, unless coupled with another jutsu which can amplify it. The user can avoid the discomfort caused by sending chakra to his ears moments before the use of this jutsu.
~ Can only be taught by Erzo. Usable three times per battle. After each usage the user must wait a turn before being able to use again.

As the jutsu begins to fall down, Roy would throw a single shuriken with a translucent string attached directly at his opponent. Roy waited on and hoped his opponent would once again attempt to dodge this attack, but neverthless would not pin too much on this, as a small piece of cloth, resembling the shape of a panther is attached to said shuriken.

The cloth made panther 'toy' would serve no purpose for the mean time, but would travel with the shuriken, using the mist to cloak its existence.
 

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Galen was aware of the...unusual abilities of the Olms. Ancient animals. Still...ew. The Mist, however, was not intended to hinder Roy in any significant manner. Roy was a Kioshi and was an Olm summoner. Galen already knew he could sense him, hear him and smell him. No. The mist was to enable a faster usage of water techniques; a more unique usage. As Roy starts to mold and gather his chakra and the resulting technique starts to manifest above Galen, he rapidly comes up with a counter. And as the technique starts to "happen" and the Shuriken is thrown at him, Galen is unfased. Unamuzed even. If thats actually a word. He focuses a large amount of chakra inside him and, as he rotates his head from down to up and then back, in a semi-circular fashion, he unleashes a massive body of water from his mouth, shaping it into a massive water shield. The thickness and size would be enough to completely stop the wind/fire combo and the incoming Shuriken, as the massive water technique acts as a cushion to the barrage aimed at him. He wondered, however, if his opponent would know it was a water technique...

(Suiton: Suijinchū) - Water Release: Water Encampment Pillar
Type: Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A defensive technique where chakra kneaded inside the body is converted into water, and then expelled from the mouth in a dense torrent, effectively creating a near instantaneous barricade that can be used to intercept incoming attacks.

Galen waves his right hand and, using his chakra, manipulates the mist around Roy, forming a vortex of water. It wraps around Roy, rotating him and throwing him upwards while ripping and twisting his body around.

(Suiton: Arekuruu Hayase) - Water Release: Raging Rapids
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Using their skills with Water Release, the user generates a powerful vortex of water around their enemy with a swing of their arm that sends them flying upwards and then dispels it with another hand gesture. (Requires a water source).
Note: Tobirama and Mei terumi can perform this without a water source.

With his opponent mid air, Galen once again controls the mist around him and forms spears of dense water with a solid like quality all around Roy. Surrounding him from all directions in a make-shift sphere of death and ouchies, Galen unleashes the spears that pierce through Roy while he's mid air. He'd fall to the ground like a shish-kebab drops into the grill.

( Suiton: Ryugi ) - Water Release: Water Spikes
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: After forming three handseals, the user produces large spikes capable of impaling clean through a target. This technique can be performed from afar through any existing water source, even mist, to rain down on its foe or erupt from the ground. The user can also produce a spike to act as a makeshift sword for the wielder to strike with at hand.

So silent Roy Mustang... I expected a bit more chatter from one of the oldest living Kioshis. Then again, Roku was never much of a talker himself.
 

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Galen was aware of the...unusual abilities of the Olms. Ancient animals. Still...ew. The Mist, however, was not intended to hinder Roy in any significant manner. Roy was a Kioshi and was an Olm summoner. Galen already knew he could sense him, hear him and smell him. No. The mist was to enable a faster usage of water techniques; a more unique usage. As Roy starts to mold and gather his chakra and the resulting technique starts to manifest above Galen, he rapidly comes up with a counter. And as the technique starts to "happen" and the Shuriken is thrown at him, Galen is unfased. Unamuzed even. If thats actually a word. He focuses a large amount of chakra inside him and, as he rotates his head from down to up and then back, in a semi-circular fashion, he unleashes a massive body of water from his mouth, shaping it into a massive water shield. The thickness and size would be enough to completely stop the wind/fire combo and the incoming Shuriken, as the massive water technique acts as a cushion to the barrage aimed at him. He wondered, however, if his opponent would know it was a water technique...

(Suiton: Suijinchū) - Water Release: Water Encampment Pillar
Type: Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A defensive technique where chakra kneaded inside the body is converted into water, and then expelled from the mouth in a dense torrent, effectively creating a near instantaneous barricade that can be used to intercept incoming attacks.

Galen waves his right hand and, using his chakra, manipulates the mist around Roy, forming a vortex of water. It wraps around Roy, rotating him and throwing him upwards while ripping and twisting his body around.

(Suiton: Arekuruu Hayase) - Water Release: Raging Rapids
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Using their skills with Water Release, the user generates a powerful vortex of water around their enemy with a swing of their arm that sends them flying upwards and then dispels it with another hand gesture. (Requires a water source).
Note: Tobirama and Mei terumi can perform this without a water source.

With his opponent mid air, Galen once again controls the mist around him and forms spears of dense water with a solid like quality all around Roy. Surrounding him from all directions in a make-shift sphere of death and ouchies, Galen unleashes the spears that pierce through Roy while he's mid air. He'd fall to the ground like a shish-kebab drops into the grill.

( Suiton: Ryugi ) - Water Release: Water Spikes
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: After forming three handseals, the user produces large spikes capable of impaling clean through a target. This technique can be performed from afar through any existing water source, even mist, to rain down on its foe or erupt from the ground. The user can also produce a spike to act as a makeshift sword for the wielder to strike with at hand.

So silent Roy Mustang... I expected a bit more chatter from one of the oldest living Kioshis. Then again, Roku was never much of a talker himself.
Although not directly visible, Roy's opponent had no issue in dealing with the technique from the above, as well as the shuriken coming directly at him as he releases a large volume of Water to deal with both attacks. Roy could sense the shuriken being sent back by the water toward his direction, with the toy panther (soaked in water and not destroyed (assuming this as your water jutsu does no damage)) but still attached.

This was quickly followed up by another technique as Roy could sense more chakra being channeled into the area around him, in what he could only assume was the opponent's attempt to use the mist as more than just a way of reducing visibility but as a means to attack. Within the same moment, Roy would release Wind-made hummingbirds from his finger tips, creating a barrier of Wind around him which would blow away any incoming Water. The jutsu would also use the dirt present on the field to further strengthen itself as Roy makes use of a secondary Wind jutsu which has a suction like feature, applying this to Shu's Tempting Breeze so that it could gather dirt/earthen particles and infuse them within the technique.

The suction feature added would also disrupt the hidden mist previously used, and clear the battlefield once more.

Who are you? Roy asked having defended himself.

How is it that you know that name?

Since the days of the 5 villages were over, Roy wondered aimlessly. How could it be that this man knew him and his clan leader by name.

(Fūton: Shū no Yūwaku Burīzu ) - Wind Release: Shu's Tempting Breeze
Rank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80 +20
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times, and lasts 3 turns unless destroyed. Once used, must wait 1 turn before re-using. No other wind jutsu higher than A-rank in same turn or next turn. The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.

(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
-May be deactivated at any time

On the floor within the mist that is now somewhat cleared (near Roy, but not all across the battlefield) was the previously thrown shuriken with the toy panther attached - having been pushed back ty the water jutsu, the shuriken with the toy panther attached would have landed in the area in between Roy and his opponent.

With his Wind defence having protected him from the jutsu, and remaining around him as a constat armour of blowing Wind, fused with earthen particles to allow further offensive and defensive capabilities, Roy would focus on the toy created earlier and bring it to life. Suddenly, a 5 meter tall panther explodes into existence, with the expansion causing some of the mist to blow outward / be slightly cleared allowing further visibility between the two men once again.

The panther is agile despite its unusually large size, and would leap to the buildings to Roy's right, opponents left, using the buildings as covers as it attempts to flank around, and strike from your left side, as Roy in the mean time would at this point send forth the flock of hummingbirds to his left side, aiming to strike the opponent's right side.

The two jutsus are larger in size than the attack attempted by Roy earlier, and would require more than just a roll / flip to escape. The toy panther would - upon reaching short range from you - leap forward, performing a swipe with his right palm, aiming to strike your body as the Wind jutsu coming at a different angle, would also aim to clash into your body causing grievous cuts. Although coming at you in an arc, both attacks wouldnt hit directly on your left and right side, but instead diagonally, in a V shape (from your perspective).

(Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them reach a size of up to 15 meters. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent either by dispatching it through their mouths/noses and bodily pores in general or through bodily movements such as swinging their arms/legs/wings and other limbs in general, depending on the animal, with each of these strings/fillings launches considered to be B-ranked, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, birds would be capable of flight, moles for digging and aquatic animals for swimming, meanwhile Gorilla shaped animals would possess uncanny brute strength. Hybrids are also creatable through utilisation of this technique, or even legendary creatures. Teddies can also undergo delayed expansion, allowing them to be thrown or launched to a desired spot before in preparation for their expansion. Once activated, the animal animated would become sentient, fighting alongside the user as an ally.

Note:
- Can only be used 5x
- Cannot be used on consecutive turns
- Can only be used to bring one toy 'alive' at a time
- No Oversoul techniques above S rank for the rest of the turn.
- Lasts for a duration of up to four turns, at which point chakra will fade from them leaving them lifeless. (The user can extend a duration by utilizing this technique again)
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Tempting Breeze - 1/3
Pull of P - 1/3
 

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As the wind amasses around Roy, Galen rapidly assesses his situation. The mist will be cancelled for the most part and a big part of the wind will attack him as well. Not only that but the tiny charm that was attached to the kunai thrown previously is now becoming infused with chakra. Ofc, the usage of the wind technique twarts Galen's plans and he doesn't proceed with his second water technique.

(In my perspective, the Time frame would be something like Raging Rapids -> Wind combo-> Wtv I decide to do now -> Oversoul, and, as I understood it, you first manipulate the Wind combo to defend yourself and clear the mist and then will it to attack Galen together with the Oversoul; if I'm wrong in my assessment, shoot me a VM :))

Galen could do many things. He could take control of this little pet. He could bathe the arena in fire. So many options. Galen decides on a more...flamboyant display of power. He blazes through 4 handseals. combining two techniques into a single one. The first two handseals allow him to unleash a massive Wind blast, capable on itself of obliterating everything in its path. The following 2 handseals ignite the wind blast with fire and transform the technique into a Wind/Fire combo of garguantan size. Ofc, the little toy would be reduced to cinders as would the incoming wind, easily overpowered by the technique.

(Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing two hand seals Tiger → Dog the user launches a stronger version of the Wind Release: Vacuum Sphere technique, where the user instead chooses to compress the entirety of the previously inhaled breath into a single large, crushing sphere of wind chakra that they then proceed to expel from their mouth.

Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember
Type: Offensive/Supplementary/Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (20 if clothes ignite, +20 when used with a Fuuton Jutsu)
Description:
User does 2 hand seals (Ram+Tiger) and focuses his fire chakra into a specific spot on the enemies clothes igniting them in a small cinder that creates smoke. This produces a small cinder spot that erupts in small flames. Its main purpose is to distract and confuse the enemy. However, if the enemy fails to put out the ignited spot it will eventually start to consume the clothes and create small open flames that will slightly burn him. This technique can also be used on paper or other easily flammable materials or to ignite a Fuuton jutsu.
Note: The ignited spot can easily be put out by taping it with an open palm or with a little water.
Note2: Enemy has to put out the ignited spot in the turn its used or in the next turn it will ignite the rest of his clothes.
Note3: Can't ignite flesh or wet materials.
Note4: The speed of ignition is slow except on paper or other more flammable materials.
Note5: Usable 5 times.
Note6: The ignition spot has to be within the users visual field.
Note7: Can only be taught by Scorps.

Result= Wind/Fire Mid Ranged massive projectile with 100 damage

Me? Hum... I'm no one and everyone I suppose. As for how I know that name... all old Sages know each other.
 

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As the wind amasses around Roy, Galen rapidly assesses his situation. The mist will be cancelled for the most part and a big part of the wind will attack him as well. Not only that but the tiny charm that was attached to the kunai thrown previously is now becoming infused with chakra. Ofc, the usage of the wind technique twarts Galen's plans and he doesn't proceed with his second water technique.

(In my perspective, the Time frame would be something like Raging Rapids -> Wind combo-> Wtv I decide to do now -> Oversoul, and, as I understood it, you first manipulate the Wind combo to defend yourself and clear the mist and then will it to attack Galen together with the Oversoul; if I'm wrong in my assessment, shoot me a VM :))

Galen could do many things. He could take control of this little pet. He could bathe the arena in fire. So many options. Galen decides on a more...flamboyant display of power. He blazes through 4 handseals. combining two techniques into a single one. The first two handseals allow him to unleash a massive Wind blast, capable on itself of obliterating everything in its path. The following 2 handseals ignite the wind blast with fire and transform the technique into a Wind/Fire combo of garguantan size. Ofc, the little toy would be reduced to cinders as would the incoming wind, easily overpowered by the technique.

(Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing two hand seals Tiger → Dog the user launches a stronger version of the Wind Release: Vacuum Sphere technique, where the user instead chooses to compress the entirety of the previously inhaled breath into a single large, crushing sphere of wind chakra that they then proceed to expel from their mouth.

Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember
Type: Offensive/Supplementary/Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (20 if clothes ignite, +20 when used with a Fuuton Jutsu)
Description:
User does 2 hand seals (Ram+Tiger) and focuses his fire chakra into a specific spot on the enemies clothes igniting them in a small cinder that creates smoke. This produces a small cinder spot that erupts in small flames. Its main purpose is to distract and confuse the enemy. However, if the enemy fails to put out the ignited spot it will eventually start to consume the clothes and create small open flames that will slightly burn him. This technique can also be used on paper or other easily flammable materials or to ignite a Fuuton jutsu.
Note: The ignited spot can easily be put out by taping it with an open palm or with a little water.
Note2: Enemy has to put out the ignited spot in the turn its used or in the next turn it will ignite the rest of his clothes.
Note3: Can't ignite flesh or wet materials.
Note4: The speed of ignition is slow except on paper or other more flammable materials.
Note5: Usable 5 times.
Note6: The ignition spot has to be within the users visual field.
Note7: Can only be taught by Scorps.

Result= Wind/Fire Mid Ranged massive projectile with 100 damage

Me? Hum... I'm no one and everyone I suppose. As for how I know that name... all old Sages know each other.
Had to change my whole move because I struggled with the technique interaction thread x_x but here goes
Also you were correct with the time-frame, I just held back the Wind jutsu to be near me in case you interrupted my Oversoul tech.


He had no choice. He had to summon him.

Roy disliked summoning the boss so often, but there was not much else he could do given the circumstances. His opponent had so far seemed in control. The surprise attacks did nothing, the jutsus used were not strong enough, fast enough, good enough!

KUCHIYOSE NO JUTSU!

With blood drawn, and slammed upon his tattoo, Roy would bring forth Ruso - boss of all Olms. Ruso would summon himself to be directly infused with Roy, the two becoming one in an instant. Ruso was special, and the boss summon for a reason. As he is summoned within Roy, allowing Roy access to his abilities, but not his shortcomings, he would also have come with three other separate Olms already fused within him, giving Roy access to their abilities also. Roy had trained with the Olms to perfect this technique, and had used the abilities of Noteleks (personal summoning posted in 1st post) to bring all this together.

Who is he Roy?
Where are we anyway?
Yoooo!


He's my opponent - he seems to know quite a lot already, be on guard.

Ruso said nothing as all other Olms questioned their surroundings.

(Olm Kuchiyose no Jutsu: Ruso) Olm Summoning Technique: Ruso
Type: Defence/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ruso is the boss summoning of the Olms. In the violent ninja world, only the strong survived. Olms were blind, and although sensed through other means were generally disadvantaged against the more developed creatures. In order to survive, they looked towards their boss whose unique ability allowed them to do just that. His ability allowed him to bring about a fusion of animals as he took within himself other Olms - the number never never exceeding three- doing so allowed him to use abilities of the different animals to become one all powerful being. Unlike most other summonings which had 1 element, the collection of abilities allowed him to become sole defender of their region during many wars. Of course, like anything else, there were some heavy restrictions which came with abilities as unique as this. To begin with, summoning the boss in this state means that the user cannot have any of those animals on field beforehand. Once summoned with the animals fused within himself, the user would be unable to summon them again for six turns starting from that point. In addition, the boss himself cannot use any techniques whatsoever, other than the abilities he has gained from the other summonings. Moreover, the boss himself could not actually use the elemental jutsus himself without the aid of his ability, so he is only able to use one element per turn. Once summoned, he'd last four turns before he is forced to return to his homeland. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. Must be summoned with all Olms already infused (and posted as reference), and cannot infuse other Olms into himself as the battle progresses. He himself can only withstand one hit from any S-rank, after which any ranked technique causes him to reverse summon back to safety. The fusion is similar to Ma and Pa's fusion to a summoners shoulders, but more advanced as the Olms fuse into each other creating one perfect animal the size of a human.

(Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.

(Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: One and a half meters tall, and his width relative to his height. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques (A-rank and below) from being used on him, and the area 1 meter around him. This ability is purely defensive in nature, and can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 4 turns, and can only be summoned once. If directly hit by any offensive ninjutsu attack higher than C-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.

(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His speed equivalent to that of an Jonin Ranked opponent. His rank was obtained purely due to this ability. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned once per battle, and lasts four turns when summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently.

As the Wind/Fire mix continued to travel towards Roy, and moments before it could strike, he would use his right hand to grab the sword on his hilt (left side), performing an upward slash, diagonally, with the edge of the sword travelling from his left foot until stopping high above his right shoulder. As the jutsu required no chakra, Roy could perform it at any time, but waits for the last possible second so it is within the range of his slash.

This quick slash would be performed moments after his summoning jutsu, and with only seconds before the incoming jutsu is able to hit him. The slash releases air pressure which attempts to split the incoming attack, managing to do so for a mere second before the attack overpowers it completely, and striking Roy directly.

(Kenjutsu: Yamato Takeru ) - Sword Technique: Gathering Clouds
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The user of this technique will begin by priming their weapon against an oncoming attack, before swinging it with such violent force that the sheer air pressure created by the weapon will split incoming attacks, causing them to harmlessly bypass the user. Due to this technique being not reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to kenjutsu will apply to the technique, so for example if the A rank is used, the technique splits A rank damage (60), but with a +20 to Kenjutsu it becomes capable of splitting (80) damage. This technique contains no intrinsic damage value but will push enemies out of short-range should they be too close to the attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra based technique. It can be used to slice anything within reason, akin to Moses parting a sea, the technique will not fully disperse oncoming attacks instead it will simply remove the portion aimed at the user.

Notes:
- The B rank and below version of this technique has unlimited usage, while A rank can be used four times and S rank two times.
- If used by a Samurai with Samurai Sabre Skill, the effective range of the technique will be increased.

As the attack hits him head on (albeit weakened due tot he sword technique), Roy is sent flying back, the sword flung across and destroyed in the process. Due to the sword technique used, the Wind/Fire combination had continued slightly weakened, and at 80 damage. Although normally damage of this amount could have been fatal, Roy would have gained the protection through the use of his Olm Mudkip allowing him to be able to survive the direct hit taken, standing up several meters behind from his initial spot, walking back toward where he once stood as he brushed off his clothing before facing you directly.

So you're a Sage you say? I have not seen another for some time now. You seem to know a lot already and yet refuse to speak your truth, perhaps there is nothing left to do but force it out of you.

Releasing his Wind chakra in the area around you, Roy would use shape manipulation to create a barrage of wind needles to your left and right (I see the jutsu just says 'beside' so feel free to defend only 1 side i.e your left, or right). The wind needles are virtually impossible to the naked eye, but as there is a chance in Wind current during the creation, Roy did not expect them to go unnoticed.

Due to the abilities of Maskera, the Wind jutsu would be sharper, and bigger than usual, in addition to being able to deal a lot more damage than usual.


(Fuuton: Shinku Hari) - Wind style: Crimson Needlesb
Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage: 60 +40
Description: The user releases his Fuuton chakra into the air surrounding his opponent which allows him to manipulate the air around his opponent. By using shape manipulation, the user will create a barrage of wind needles in front of or beside the opponent which pierce into him at great speeds (due to the natural sharpness of Fuuton). The many needles are created close to the opponent and are virtually invisible to the naked eye or the inexperienced but do not deal a significant amount of damage - that is this jutsu sacrifices damage for a much more concentrated attack akin to when you compare a senbon to a kunai. The needles are then tainted with the opponent's blood thus giving the jutsu it's crimson colour, however fortunately for the opponent, when the needles are created he feels a slight change in wind current
*Note: Can only be used 3 times per battle.
*Note: No A rank wind techniques the same turn.
*Note: Doujutsu users can clearly see the technique
*Can only be taught by McKnockout
 

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Much to Galen's surprise, which doesn't come often, Roy tried to slash the weakened Wind/Fire combo with his sword. Sure, the wind shield-like technique he had around him would aid in this task but, as expected, Roy was still hit. Those summons again. The ancient Olms. The Panda Sage had, long ago, talked to Galen about the Olms. Now that he was "knowing" Olms right in front of him he could fully understand why the Panda Sage seemed annoyed at the slimey reptilians. Though, he was still curious as to why the Cranes talked about Olms as if they were tasty snacks... >_>

As Roy stood back up, Galen focused on his throat and unleashed a massive Roar. A primal scream from within the savage roots of Pandas. The undeniable proof that a Panda is more than a Bamboo eating oalf.

Panda Geijutsu: Dasai Houkou | Panda Arts: Primal Roar
Type: Offensive/Supplementary
Rank: S-Rank (Forbidden when used by Myoshu)
Range: Short-Long
Chakra: 40 (50 when used by Myoshu)
Damage: N/A (90 when used by Myoshu)
Description:
A manifestation of the primal ancestry of Pandas, this last resort technique has been passed down for generations of Pandas, being a manifestation of the ultimate bound to their origins. The Panda focuses a large amount of his chakra in his throat and executes a very loud, strong Roar. Using his most primal instincts, the roar is (much like the killing intent technique) charged with aggression and rage. The bloodlust contained in the roar is so intense that any enemy in the field will shiver in pure fear, regardless of any other aspect in play. The technique, while simple in its essence, its very complex. The technique is boosted to its ultimate effect when used by the boss summon, Myoshu who's roar can level anything in its path.

Abilities:
-Enemies will experience fear and pressure, putting less effort and chakra into their offensive and defensive techniques, which results in a -10 damage penalty to their techniques
-Any summon on the field immediately disperses in fear, running to his/her "homeland"
-The summoner's gain a momentary (5 turns) bonus in strength (+10 to Taijutsu) and damage in Ninjutsu (+10 to elemental techniques), as the primal roar increases their adrenaline flow and clears their mind, dispelling harmful emotional or illusional (up to S-Rank) effects, regardless of their origins
-When executed by Myoshu (the boss summon), the Primal Roar is labeled as a Forbidden Rank and produces a shockwave that levels everything in its path, much like a wind technique, due to the the size and enormous chakra Myoshu has.

Restrictions:
-While usable by every Panda Summon, each summon can only use it once per battle
-The user can use it twice per battle
-Can only be used by Pandas or by signers of the Panda Contract.

Not only was Galen now refreshed and empowered, his enemy should be shocked and frightened. With the sudden despawning of all his summons and the massive amount of pressure and fear created by the roar, anyone would. This would, without a doubt, throw him off his feet enough to make him rethink his next steps. An oportunity that Galen decided to fully use.

Around him, a large vortex of water forms, rapidly growing into a gigantic tornado of water. It would then expand outwards and rampage across the area around Galen and towards his opponent. Ofc, the water isn't touching Galen since he is "in the eye of the tornado" so to speak.

(Suiton: Mizu no Tatsumaki) - Water Release: Tornado of Water
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (+10)
Description: After performing the Ram → Horse → Bird handseals, the user is able to create a technique that utilizes water to create a spinning water vortex around the user. The water vortex acts both as a barrier and an attack mechanism. The power of the vortex is enough to knock an opponent unconscious.
Note: Requires a nearby water source.

What do you want to know, little guy? Ask away! I'm as transparent as your actions in Iwagakure long ago!




I am not sure about this move. When you talk about merging with the Olms I'm invisioning something like the Amphibian mode of Jiraya in which the Olms would still retain their will and thus be present in the field. Since they talked and what not, I'm inclined to think that. So, I assume they are still in the field and aware of their surrounding and conscious even if they are merged with you. Correct me if I'm wrong :p
 

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Much to Galen's surprise, which doesn't come often, Roy tried to slash the weakened Wind/Fire combo with his sword. Sure, the wind shield-like technique he had around him would aid in this task but, as expected, Roy was still hit. Those summons again. The ancient Olms. The Panda Sage had, long ago, talked to Galen about the Olms. Now that he was "knowing" Olms right in front of him he could fully understand why the Panda Sage seemed annoyed at the slimey reptilians. Though, he was still curious as to why the Cranes talked about Olms as if they were tasty snacks... >_>

As Roy stood back up, Galen focused on his throat and unleashed a massive Roar. A primal scream from within the savage roots of Pandas. The undeniable proof that a Panda is more than a Bamboo eating oalf.

Panda Geijutsu: Dasai Houkou | Panda Arts: Primal Roar
Type: Offensive/Supplementary
Rank: S-Rank (Forbidden when used by Myoshu)
Range: Short-Long
Chakra: 40 (50 when used by Myoshu)
Damage: N/A (90 when used by Myoshu)
Description:
A manifestation of the primal ancestry of Pandas, this last resort technique has been passed down for generations of Pandas, being a manifestation of the ultimate bound to their origins. The Panda focuses a large amount of his chakra in his throat and executes a very loud, strong Roar. Using his most primal instincts, the roar is (much like the killing intent technique) charged with aggression and rage. The bloodlust contained in the roar is so intense that any enemy in the field will shiver in pure fear, regardless of any other aspect in play. The technique, while simple in its essence, its very complex. The technique is boosted to its ultimate effect when used by the boss summon, Myoshu who's roar can level anything in its path.

Abilities:
-Enemies will experience fear and pressure, putting less effort and chakra into their offensive and defensive techniques, which results in a -10 damage penalty to their techniques
-Any summon on the field immediately disperses in fear, running to his/her "homeland"
-The summoner's gain a momentary (5 turns) bonus in strength (+10 to Taijutsu) and damage in Ninjutsu (+10 to elemental techniques), as the primal roar increases their adrenaline flow and clears their mind, dispelling harmful emotional or illusional (up to S-Rank) effects, regardless of their origins
-When executed by Myoshu (the boss summon), the Primal Roar is labeled as a Forbidden Rank and produces a shockwave that levels everything in its path, much like a wind technique, due to the the size and enormous chakra Myoshu has.

Restrictions:
-While usable by every Panda Summon, each summon can only use it once per battle
-The user can use it twice per battle
-Can only be used by Pandas or by signers of the Panda Contract.

Not only was Galen now refreshed and empowered, his enemy should be shocked and frightened. With the sudden despawning of all his summons and the massive amount of pressure and fear created by the roar, anyone would. This would, without a doubt, throw him off his feet enough to make him rethink his next steps. An oportunity that Galen decided to fully use.

Around him, a large vortex of water forms, rapidly growing into a gigantic tornado of water. It would then expand outwards and rampage across the area around Galen and towards his opponent. Ofc, the water isn't touching Galen since he is "in the eye of the tornado" so to speak.

(Suiton: Mizu no Tatsumaki) - Water Release: Tornado of Water
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (+10)
Description: After performing the Ram → Horse → Bird handseals, the user is able to create a technique that utilizes water to create a spinning water vortex around the user. The water vortex acts both as a barrier and an attack mechanism. The power of the vortex is enough to knock an opponent unconscious.
Note: Requires a nearby water source.

What do you want to know, little guy? Ask away! I'm as transparent as your actions in Iwagakure long ago!




I am not sure about this move. When you talk about merging with the Olms I'm invisioning something like the Amphibian mode of Jiraya in which the Olms would still retain their will and thus be present in the field. Since they talked and what not, I'm inclined to think that. So, I assume they are still in the field and aware of their surrounding and conscious even if they are merged with you. Correct me if I'm wrong :p
Although extremely odd to see, Roy would - as he stood up following the Wind/Fire attack - see the man roar, releasing large amounts of chakra from his throat. Rot noticed instantly the jutsu had no effect on its surroundings. He'd fought an Inuzuka a long time ago with a similar jutsu, where the roar had released a destructive blast, destroying everything in its path as it went on towards him.

This was different. As it was released, Roy could sense dangerously violent killing intent going outward to all directions from the location of his opponent. A jutsu with no purpose other than to incapacitate. Roy releases his sound chakra and uses a unique frequency to liberate himself from any feelings which would otherwise have hindered him in battle, allowing this frequency to continuously flow through him increasing his resistance to any jutsus such as killing intent, or any which would rely on the corruption of his mind. Any feelings of fear, guilt, anger, would now be negated.

(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
Type: Supplementary
Rank: S
Range: Self - Short (Direct Contact)
Chakra: 40 (-20 per ability used that has a turn duration)
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the jutsu used to corrupt the mind is the same or lower ranked, than this jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.

417 Hz - "Re" (Re-encouragement) - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of same rank as this jutsu, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.

You know a lot but yet do not answer how or why you know this. How is it you know me so well, yet I have no idea who you are?

The sound jutsu used allowed further mental clarity. Roy asked the question calmly, but knew his opponent was as dangerous as ever. Soon after, Roy sees the formation of Water all around his opponent before it proceeded to expand outward.

As it had formed, Roy would perform a single hand seal and use his Wind chakra to create four tornadoes in a square formation (outside of short range as per new NB rules and would be made roughly 7 meters around) around both his opponent, as well as the Water jutsu used. Upon formation, the torandoes would close in as they were manipulated by Roy to form a smaller square, clashing with the Water jutsu, and forcefully spinning some of the water within the toradnoes creating a Wind/Water combination which - having defended against the water tech and continuing slightly weakened - would shoot off blades of Wind infused with Water toward you, from all angles.


Fuuton: Yokaku Tatsumaki | Wind Release : Foreboding Tornadoes
Type: Offensive/Defensive
Rank: A
Range: Short - Long.
Chakra: 30
Damage: 60 +40
Description: The user release their Fuuton chakra, and by performing the "Snake" handseal creates four tornadoes in a square formation around the opponent; the Tornadoes being capable of being as big as "Four Pillar Bind". The four tornadoes generate a fair amount of pushing force that is all released center-wards towards the opponent. The pushing wind has little offensive capabilities but it does make it much harder for the opponent to move as they're constantly being pressured by opposing conflicting winds. The tornadoes quickly begin to release the Wind blades that they are comprised of towards the opponent, over the space of a few seconds the Tornadoes release all of their wind blades, resulting in the Tornadoes completely disappearing. The countless blades slicing through the practically immobilized opponent leaving nothing but minced meat. Projectiles that enter the Tornadoes domain are sped up due to the pushing winds. By performing the "Ox" handseal, the user can make the Tornadoes move, they all move along the "square" either to the left or the right. Alternatively this can be used as a defense, creating the tornadoes around yourself, in which case the Tornadoes wind pushes outwards, while the blades are also released outwards.

Note:
- Can only be used 3x
- No wind jutsu above S rank for the next two turns
- Projectiles speeds are still traceable by the naked eye, albeit it might be just barely and only affects basic ninja weapons




I think your jutsu would work to an extent, but wouldn't get rid of my summonings immediately because of the following:

"The fusion is similar to Ma and Pa's fusion to a summoners shoulders, but more advanced as the Olms fuse into each other creating one perfect animal the size of a human."

That is from Ruso, who is then fused into Noteleks which states:

"Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant..."

So all summonings would be fused within me, creating one perfect humanoid/becoming one (so no animals coming out of my shoulders or anything like that), with an inception of infusions (3 Olms fused into Ruso > Ruso fused into Noteleks > Noteleks fused into Roy). The talking thing was because Roy can communicate with any Olm fused into Noteleks, but they would not actually be out on field / nor would anyone hear this other than Roy.

"Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them."

I've made this move based on that, but let me know if you disagree.
 

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Yeah, I figured it wouldn't work if they were merged with you as "one being". Still had to try ahaha!




As the tornados negate his own water technique, overpowering it and even taking some of the water in, Galen knew he would need to defend. The tornados would be weakened, yes, but with the boosts his enemy was using, they would still be able to launch their attacks towards Galen. He does a simple handseal and a large dragon of water materializes around him, coiling itself around him as a snake protecting its eggs. The water dragon would barely survive the barrage of wind blades but Galen didn't have a use for what was left and let it collapse to the ground, inert.

(Suiton: Suiryuudan no Jutsu) - Water Release: Water Dragon Bullet Technique
Type: Offensive
Rank: A - S (S-Rank)
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.

With the battlefield showing the signs of the multiple elemental clashes that had happened until that point, Galen decided to let his cloak fall to the ground, revealing himself completely as he spoke.

I don't think you know me, Sage of The Divine, but sure...I'll tell you... I am the Sage of Illusionary Touch. Hardly famous tbh. Now...

Galen opens his arms in an inviting way, as if ready to hug Roy. As he does and is opening his arms, tiny glowing spores manifest from within his hands and rapidly spread all around him and into the air. Its as if he's releasing dandellions to the wind. The glowing spores float gently and softly as they glow, in an earie light green. As Roy lays his eyes on the glow, he immediately gets caught in a Genjutsu. Light fades away from Roy's eyes. He can only see the tiny earie glow of the spores. Suddenly, he feels as if hands, tiny ickey hands, grab his whole body, rendering him unable to move. Laughter. Creepy, crazy, high pitched laughter. And death.

( Masshuru-Muton: Onigiri no Wana ) Mushroom Release: Foc Follet's Trap
Rank: S
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user charges chakra on both hands and starts to release tiny and very light mushrooms, which will spread around the area at mid range. This mushrooms emit an eery green light that carries a powerfull genjutsu, which will fade all light from the opponents' eyes, with the exception of the mushrooms. Trapped opponents will soon hear ghostly laughter, as they feel their bodies and limbs being grabbed by tiny vicious hands, rendering the opponent immobile. With one handseal, the user can make the Foc Follet Mushrooms explode, each with the explosive power of a paper tag.
*The user can choose to release the mushrooms from the ground, by linking 3 handseals, anywhere in mid range, thus allowing the technique to spread to long range*
*As long as the light is still seen by the opponent, any method of releasing a genjutsu is useless*
*Can only be used 3 times per battle, and only once every 3 turns*
*The paralysis is not immediate, allowing a target to preform a small row of handseals before it takes action, no bigger than 5*

As soon as the tiny earie spores faded the light from Roy's eyes, Galen throws a Kunai. On its hilt is a tag, wraped on the handle, a tag with a special seal is placed. As it reaches short range from Roy, the tag expands a spherical barrier around itself, triggered by the proximity of Roy's chakra. As quickly as it spans, it collapses on itself and crushes Roy.

Assaku Fuuin | Compression Seal
Rank: S
Range: Short
Type: Attack/Defense
Chakra: 40
Damage: 80
Description: When this tag comes into contact with a foreign chakra, the tag produces a sophisticated barrier which surrounds the chakra source and then rapidly compresses itself. The compression of this barrier can neutralize a jutsu or crush a physical being
Note: Can only be activated 3 times

...what is so Divine about you?
 
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Erzo

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Yeah, I figured it wouldn't work if they were merged with you as "one being". Still had to try ahaha!




As the tornados negate his own water technique, overpowering it and even taking some of the water in, Galen knew he would need to defend. The tornados would be weakened, yes, but with the boosts his enemy was using, they would still be able to launch their attacks towards Galen. He does a simple handseal and a large dragon of water materializes around him, coiling itself around him as a snake protecting its eggs. The water dragon would barely survive the barrage of wind blades but Galen didn't have a use for what was left and let it collapse to the ground, inert.

(Suiton: Suiryuudan no Jutsu) - Water Release: Water Dragon Bullet Technique
Type: Offensive
Rank: A - S (S-Rank)
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.

With the battlefield showing the signs of the multiple elemental clashes that had happened until that point, Galen decided to let his cloak fall to the ground, revealing himself completely as he spoke.

I don't think you know me, Sage of The Divine, but sure...I'll tell you... I am the Sage of Illusionary Touch. Hardly famous tbh. Now...

Galen opens his arms in an inviting way, as if ready to hug Roy. As he does and is opening his arms, tiny glowing spores manifest from within his hands and rapidly spread all around him and into the air. Its as if he's releasing dandellions to the wind. The glowing spores float gently and softly as they glow, in an earie light green. As Roy lays his eyes on the glow, he immediately gets caught in a Genjutsu. Light fades away from Roy's eyes. He can only see the tiny earie glow of the spores. Suddenly, he feels as if hands, tiny ickey hands, grab his whole body, rendering him unable to move. Laughter. Creepy, crazy, high pitched laughter. And death.

( Masshuru-Muton: Onigiri no Wana ) Mushroom Release: Foc Follet's Trap
Rank: S
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user charges chakra on both hands and starts to release tiny and very light mushrooms, which will spread around the area at mid range. This mushrooms emit an eery green light that carries a powerfull genjutsu, which will fade all light from the opponents' eyes, with the exception of the mushrooms. Trapped opponents will soon hear ghostly laughter, as they feel their bodies and limbs being grabbed by tiny vicious hands, rendering the opponent immobile. With one handseal, the user can make the Foc Follet Mushrooms explode, each with the explosive power of a paper tag.
*The user can choose to release the mushrooms from the ground, by linking 3 handseals, anywhere in mid range, thus allowing the technique to spread to long range*
*As long as the light is still seen by the opponent, any method of releasing a genjutsu is useless*
*Can only be used 3 times per battle, and only once every 3 turns*
*The paralysis is not immediate, allowing a target to preform a small row of handseals before it takes action, no bigger than 5*

As soon as the tiny earie spores faded the light from Roy's eyes, Galen throws a Kunai. On its hilt is a tag, wraped on the handle, a tag with a special seal is placed. As it reaches short range from Roy, the tag expands a spherical barrier around itself, triggered by the proximity of Roy's chakra. As quickly as it spans, it collapses on itself and crushes Roy.

Assaku Fuuin | Compression Seal
Rank: S
Range: Short
Type: Attack/Defense
Chakra: 40
Damage: 80
Description: When this tag comes into contact with a foreign chakra, the tag produces a sophisticated barrier which surrounds the chakra source and then rapidly compresses itself. The compression of this barrier can neutralize a jutsu or crush a physical being
Note: Can only be activated 3 times

...what is so Divine about you?
Roy's wind technique clashes with the opponent water, the two attacks neutralising each other in the process.

Again, he spoke of things he should not know. He answered Roy's questions but not in full. He knew Roy, Iwagakure, Roku, a title only few would have now known of. How was this possible? As the man states his name, he follows up by opening up his arms, from which glowing spores of something are manifsted, and released outward from him.

As the spores were released, they'd emit a light which would catch Roy in a genjutsu. Although not immediately obvious, Roy's vision is limited to only the incoming mushroom, as all else darkens. In addition, he'd begin to feel hands on his body which he could not sense through his Kiyoshi sensing, nor did the hands have any physical presence as his sonnar skill would confirm.

"I'll tell you... I am the Sage of Illusionary Touch"

Could this be a genjutsu? He thought to himself. He too had something similar within his custom weapon - genjutsu activated through the medium of light. Although the techniques differed, Roy would use all this information, in addition to his own Kiyoshi sensing to sense that his chakra flow had been disrupted by foreign chakra, concluding that he had been caught in a genjutsu.

As the light emitted from the spores were the only things visible, Roy needed to release from the genjutsu and manage to destroy the incoming spores all in one. Without hesitation, he would surge his Foam chakra through his whole body, releasing him from the genjutsu and releasing an omni-directional spray of Foam that extends outwards in all direction, covering the field (and in the process dealing with any spores you had released) in a spray of Foam which due to Maskera's ability would be larger in quantity, and of course stronger than usual.

(Awaton: Kurāken no Bodi)- Foam Release: Body of the Kraken
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (+10 per turn)
Damage points: (80 if released outwards) +40
Description: The user begins by surging foam chakra throughout their entire body. This allows the user to perform either two things. The first is a large, omni-directional spray of foam chakra that extends outwards in all directions up to mid-range around the user. The spray of foam is shaped into numerous tentacles when this is done, capable of incredibly quick blunt-force damage upon impact. The second ability allows the user to secrete a dense layer of foam that is highly resistant to heat, temperature, and explosions. Naturally, the sensitive areas such as the mouth, nose, and eye sockets are avoided. The user is only able to use foam, wind, and water techniques while this technique is activated.
- Usable twice per battle
- Armor lasts three turns unless destroyed
- No Foam techniques above A-rank the next turn.

Should you continue to release the kunai with the attached tag, it would be triggered by Roy's chakra present in the foam, and you would have to end up dealing with your own barrier. The foam - if successful in defending against the Mushroom spores - would continue on towards you.

(Foam is made up of Wind + Water. One element is strong against Mushroom, the other is weak. I will leave it to you to decide on how the two elements interact.)

Roy would then go on to activate a Wind technique which he hoped would defend him automatically going forward. The jutsu itself is of a defensive and supplementary type, and would deal no damage meaning the additional damage being provided by Maskera would have been wasted.

Instead, however, Roy would use the additional chakra provided by Maskera to empower the technique further, and the chakra is converted to strengthen the defensive technique by raising its rank by 1 (thus allowing it to defend against other jutsus as a forbidden ranked Wind jutsu).

(Fūton: Kū Sora ) – Wind Style: Spirit Void
Type: Defensive/Supplementary
Rank: F
Range: Short - Long
Chakra: 40 (-10 each time it's used)
Damage: N/A
Description: A technique simple in nature, but extremely effective, Spirit Void was one of Roy Mustang's own creation. Versed in it's defensive capabilities, the jutsu begins once the user channels and sends a a copious amount of his chakra into the skies above, ranging from short to long range all around. Following this ensues an unpredictable and quick movement of visible Wind in the skies, continuously flowing and swerving, seemingly without purpose before heading downwards and disappearing into nothing. However, purely through the users will (or through hand/leg/general body movement for cosmetics) the user can harness the wind power to create a defence which leaves the user unharmed. When seeing an incoming attack, through will the user controls the wind around the jutsu and forms it around the incoming attack, where the Wind would then slices/cut through it and/or blows it away, depending on the nature of the attack. For example, an Earthen projectile could be sliced and cut until it is no longer a danger, whereas a Water attack would be blown back. Of course when being used to defend, the Wind once again becomes visible to the naked eye, showing a green-ish hue. Although the process at the beginning appears to take time, when used within the same time frame of an incoming attack, the defense would be able to work just as well as any other Wind jutsu. This technique will only activate against techniques that it can neutralize (as an S-Rank Wind) and it will only activate once per turn and it cannot be stacked with other automatic defense jutsus.

~ Can only be taught by Erzo. This jutsu can be used twice, lasting four turns each time. Cannot be used consecutively, but instead with a one turn wait after four turns are up/the jutsu is deactivated. Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn.

(Fūton: Henkō Sa Remasu) - Wind: Will Change
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A Wind technique created to make use of other-wise wasted chakra, this Wind technique is set to work with any and every defensive Wind jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Wind. .
~ Can only be taught by Erzo. It can be twiceper battle, lasting a maximum of three turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.



I'm still not 100% sure if this surge is enough or I'd need an F-ranked surge of chakra, but let me know cos I can continue either way.

Spirit Void - 1/4
Will Change - 1/3
 

Scorps

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I was taught that Foc Follets Trap creates an S-Rank Genjutsu which would require a Forbidden Rank surge of chakra or the use of Kai. The trick here is that until you destroy the spores, the Genjutsu keeps being triggered whenever you see them. Can an empowered S-Rank+40 chakra surge release the Genjutsu? I assume so. As for Elemental interactions, Mushroom is supposedly weak to Wind due to the wind's ability to cut through it. Foam doesn't seem to possess cutting abilities while, at the same time, its water based and has a lot of the properties that make Water release weak to Mushrooms. Still, in CE interactions, I always assume that, unless some specific property of the element says so, if not stated, its neutral. For example, Dragon Glass says its strong against any material softer than it and Decay says its strong against Fire, fire based CEs or Energy in general. Those kinds of weaknesses and strenghts help mitigate the fact that you cant write all elemental interactions of your CE for the future.

My issue, however, is not with the release from the genjutsu and subsequent destruction of my pretty spores. Its with its empowering in +40. The wording on your summon is really contradictory:

When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus.
At first it seems as if the summon will only be able to empower Wind techniques but then you refer to elements, whatever element and all Jutsus. Which is contradictory. That you can empower Wind techniques? Without a doubt. First time I read the summon thats what I gathered from the description. That you can empower all your techniques of all elements with +40? Hum...

Anyway, I'll continue on as if its possible because, well, its a blast of a fight so far!




As Roy bursts into foam (thats just so nasty Ewww >_<#), Galen takes the Staff of Gaia into his hands and, pulling it apart, transforms it into a set of twin ninjatos. Crossing them in front of him just as the technique is about to reach him, he triggers an ultimate technique. An array of kanji formulae manifests in front of him and intercepts the incoming foam. It rapidly forms a vortex and sucks all the foam inside itself. For a brief moment, nothing seems to happen but then, suddendly, the foam is released back at Roy as a raw blunt force stream of foam, same power that was sent towards Galen.

Hijutsu: Gaia no Futaken | Hidden Technique: Gaia's Twin Swords
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
One day, while fiddling with the Staff of Gaia, Scorps accidentally inserted his chakra into the staff while he was dwelling on the idea of training with twin swords. The staff glowed and transformed into a set of two identical Ninjato. These swords are quite simple in appearance, each double edged straight blades, with blades about 80 cms long each, engraved in Kanji, much like the original staff from which they are created. The hilts are simple, wrapped in wood and metal, containing the same kanji inscriptions. Scorps picks the Staff of Gaia with both his hands and separates them, as if pulling it to the sides, while focusing chakra into the staff. Both swords form from each side. To merge them, the opposite must be done. One thing funny is that the abilities of the staff are divided amongst the swords, with one of the swords retaining the water ability and the other the earth ability. However, once separated, the swords lost their ability to focus or interact with wood chakra. What Scorps noticed was that while the Wood abilities were lost in this form, the swords gained another ability, allowing them to create a powerful sealing technique.

Abilities:
-One sword retains the ability to use the Water technique, while the other retains the ability to use the Earth technique
-Swords are, like the Staff, indestructible and retain its overall physical attributes and abilities with the exception of the Wood ability
-Like with the Staff of Gaia, using the techniques while holding the swords doesn't require hand seals
-The sealing technique counts as a move and is S-Rank. The user will cross the blades in front of him and a circle of blue kanji will appear in front of it, facing the opponent. Called Kami no Rifurekushon or Divine Reflection, this Fuuin technique works by intercepting an incoming technique, shiphoning it on to itself and then releasing upon command a raw version of its element as a simple blast. The size, nature, rank or properties of the technique are irrelevant as the Kanji will simply produce a vortex that will suck inside it anything it can, only to release a raw version of it with the same power, albeit as a "stream" attack, long ranged.

Restrictions:
-All restrictions of the Staff of Gaia apply
-Sealing ability can only be used twice per match and counts as a move
-Transformation between Staff and Swords is done through the use of this technique and can be done as many times as the user wishes them while lasting as long as the user wishes it.
-The swords can be used for Kenjutsu techniques as well as other techniques that require the use of swords.
-Must have the staff of Gaia in his possession
-Can only be taught by Scorps

As the foam reaches Roy, its stopped by an automated Wind defense. Galen never ceased to be amazed at seeing new things in action. But, as he spoke, no admiration was present in his voice.

Roku really did have a bad taste in students. You're unrefined. You waste chakra like you waste the air you breathe. I know you, Roy Mustang. Tell me, do you know the taste of Scaze's blood? I do... Its sweet... and salty.

With each word on Galen's mouth being chewed and spat out with mallice and pressure. Overtaking Roy's feable mind with doubt and fear. This was not Ninjutsu. This was not Genjutsu. This was not Yin. This was pure, direct mental manipulation. The universe...the force willed it so. And so it happened. No way around it. No way to sense it. No way to know it. It was pure and undeniable as the unrelenting reality that Roy was simply not...enough.

I wonder...what is an Iwa faillure like you, doing back in this new word? All your patrons left. Jinbei, Roku... All the ones that made you what you are, left. And you left. But you returned. Why? Do you think you somehow amount to anything without them? Do you think you can... "wAlK oN mY oWn TwO fEeT"??? AHAHAHAHAAH! WHAT A JOKE! Puny feable Roy... always in the shadow of someone better... Always left behind...

As Galen manipulates Roy's mind, Roy releases his summons and deactivates all his previously activated techniques. He didn't even reality he did it. Such was the power of the Force and the Mental control Galen could employ.

Kyōsei Machigai/Mageru | Force Mind Trick/Will Bend
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A basic offensive Force Control ability, it revolves around using the force to influence the will and mind of others. Through the use of the force the user will influence the mind of those around him and put their will under his control. The applications of both Sith and Jedi's are different in their purpose and finality but equal in their method:
Mind Trick|Machigai- The Jedi will use the force to make the target's technique miss. Mind Trick will fool the target into believing his technique hit its target by tricking his mind into believing an event happened when in fact the user used the force to warp his mind mid way through the process. As the enemy is molding his chakra, the Jedi, using Force Sense, will perceive the change and use the force to trick the mind of his enemy. His enemy will believe that he in fact used the technique and it hit his target but in essence its a simple mind trick where the enemy will have molded and spent the chakra, effectively using the technique but without any effect happening. Once the effect ends, the enemy can quickly recover and "fall to his senses" of what really happened.
Will Bend|Mageru- Similar to Killing Intent in some aspects its much more devastating and serves a much more practical use, the Sith will use the force to overcome the mind of any enemy nearby. He does this by flooding the enemies mind with his own overbearing will and "crushing" the enemies mind in the process. The user will effectively break the targets will in all that such an expression means and while doing so can even render, through his imagination, nightmarish emotional effects such as fear, terror, nausea, etc through the use of speech (in an RP way, appropriate dialogue is necessary). The target will be unable to move and will often collapse on his knees due to the immense mental pressure and be subdued to the users will and immense torturing pressure. The Sith needs to focus on the technique to completely bend the opponents will and produce the desired effect, meaning he cannot simply throw a weapon or use a technique on the enemy while he is forcefully bending him to his will. The main use of the technique, however, is to reset most power ups the enemy might have activated prior or to stop the enemy in the midst of using a technique. As the target descends into the despair filled pit that is the Sith's maniacal mental games, the lack of focus and will sustain them clears any mental cleansing or boosting techniques cast before by the target and makes him release techniques such as Sage Mode, EIG, Susanoo, clones, etc that he might have used to boost himself or other he might otherwise currently have active. If summons are in the field, the enemy will release them, reverse summoning them to their lands. The effect is so powerful that it can even revert Bijuu chakra cloaks and incomplete transformations. Once the effect ends, the enemy immediately recovers. Restriction-wise, the target will suffer any effect he might have suffered had he released the technique himself, on his own free will. Due to the nature of the technique, the user is unable to differenciate from friends or foes while using will bend and will effectively do the same effect to nearby allies, summons or even his clones, dispersing them.
Note: Mind Trick can only be used by Jedis and Will Bend can only be used by Sith.
Note: Mind Trick can only be used 2 times and Will Bend can only be used once per battle.
Note: Cannot use Force related techniques in the same and next turn.
Note: Grand Masters can use both abilities but only one application per battle.
Note: The abilities aren't Genjutsu but pure Mental and Will manipulation and as such cannot simply be released or dispelled or otherwise countered by the same means as one does for Genjutsu or Yamanaka techniques.

(PS - Your sound technique works for 2 turns (so the turn its used and the next) and this would be the 3rd turn, thus you are susceptible to the Will Bend, unless I read it wrong)

Now...hum...where were we?
 
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Erzo

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I was taught that Foc Follets Trap creates an S-Rank Genjutsu which would require a Forbidden Rank surge of chakra or the use of Kai. The trick here is that until you destroy the spores, the Genjutsu keeps being triggered whenever you see them. Can an empowered S-Rank+40 chakra surge release the Genjutsu? I assume so. As for Elemental interactions, Mushroom is supposedly weak to Wind due to the wind's ability to cut through it. Foam doesn't seem to possess cutting abilities while, at the same time, its water based and has a lot of the properties that make Water release weak to Mushrooms. Still, in CE interactions, I always assume that, unless some specific property of the element says so, if not stated, its neutral. For example, Dragon Glass says its strong against any material softer than it and Decay says its strong against Fire, fire based CEs or Energy in general. Those kinds of weaknesses and strenghts help mitigate the fact that you cant write all elemental interactions of your CE for the future.

My issue, however, is not with the release from the genjutsu and subsequent destruction of my pretty spores. Its with its empowering in +40. The wording on your summon is really contradictory:



At first it seems as if the summon will only be able to empower Wind techniques but then you refer to elements, whatever element and all Jutsus. Which is contradictory. That you can empower Wind techniques? Without a doubt. First time I read the summon thats what I gathered from the description. That you can empower all your techniques of all elements with +40? Hum...

Anyway, I'll continue on as if its possible because, well, its a blast of a fight so far!




As Roy bursts into foam (thats just so nasty Ewww >_<#), Galen takes the Staff of Gaia into his hands and, pulling it apart, transforms it into a set of twin ninjatos. Crossing them in front of him just as the technique is about to reach him, he triggers an ultimate technique. An array of kanji formulae manifests in front of him and intercepts the incoming foam. It rapidly forms a vortex and sucks all the foam inside itself. For a brief moment, nothing seems to happen but then, suddendly, the foam is released back at Roy as a raw blunt force stream of foam, same power that was sent towards Galen.

Hijutsu: Gaia no Futaken | Hidden Technique: Gaia's Twin Swords
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
One day, while fiddling with the Staff of Gaia, Scorps accidentally inserted his chakra into the staff while he was dwelling on the idea of training with twin swords. The staff glowed and transformed into a set of two identical Ninjato. These swords are quite simple in appearance, each double edged straight blades, with blades about 80 cms long each, engraved in Kanji, much like the original staff from which they are created. The hilts are simple, wrapped in wood and metal, containing the same kanji inscriptions. Scorps picks the Staff of Gaia with both his hands and separates them, as if pulling it to the sides, while focusing chakra into the staff. Both swords form from each side. To merge them, the opposite must be done. One thing funny is that the abilities of the staff are divided amongst the swords, with one of the swords retaining the water ability and the other the earth ability. However, once separated, the swords lost their ability to focus or interact with wood chakra. What Scorps noticed was that while the Wood abilities were lost in this form, the swords gained another ability, allowing them to create a powerful sealing technique.

Abilities:
-One sword retains the ability to use the Water technique, while the other retains the ability to use the Earth technique
-Swords are, like the Staff, indestructible and retain its overall physical attributes and abilities with the exception of the Wood ability
-Like with the Staff of Gaia, using the techniques while holding the swords doesn't require hand seals
-The sealing technique counts as a move and is S-Rank. The user will cross the blades in front of him and a circle of blue kanji will appear in front of it, facing the opponent. Called Kami no Rifurekushon or Divine Reflection, this Fuuin technique works by intercepting an incoming technique, shiphoning it on to itself and then releasing upon command a raw version of its element as a simple blast. The size, nature, rank or properties of the technique are irrelevant as the Kanji will simply produce a vortex that will suck inside it anything it can, only to release a raw version of it with the same power, albeit as a "stream" attack, long ranged.

Restrictions:
-All restrictions of the Staff of Gaia apply
-Sealing ability can only be used twice per match and counts as a move
-Transformation between Staff and Swords is done through the use of this technique and can be done as many times as the user wishes them while lasting as long as the user wishes it.
-The swords can be used for Kenjutsu techniques as well as other techniques that require the use of swords.
-Must have the staff of Gaia in his possession
-Can only be taught by Scorps

As the foam reaches Roy, its stopped by an automated Wind defense. Galen never ceased to be amazed at seeing new things in action. But, as he spoke, no admiration was present in his voice.

Roku really did have a bad taste in students. You're unrefined. You waste chakra like you waste the air you breathe. I know you, Roy Mustang. Tell me, do you know the taste of Scaze's blood? I do... Its sweet... and salty.

With each word on Galen's mouth being chewed and spat out with mallice and pressure. Overtaking Roy's feable mind with doubt and fear. This was not Ninjutsu. This was not Genjutsu. This was not Yin. This was pure, direct mental manipulation. The universe...the force willed it so. And so it happened. No way around it. No way to sense it. No way to know it. It was pure and undeniable as the unrelenting reality that Roy was simply not...enough.

I wonder...what is an Iwa faillure like you, doing back in this new word? All your patrons left. Jinbei, Roku... All the ones that made you what you are, left. And you left. But you returned. Why? Do you think you somehow amount to anything without them? Do you think you can... "wAlK oN mY oWn TwO fEeT"??? AHAHAHAHAAH! WHAT A JOKE! Puny feable Roy... always in the shadow of someone better... Always left behind...

As Galen manipulates Roy's mind, Roy releases his summons and deactivates all his previously activated techniques. He didn't even reality he did it. Such was the power of the Force and the Mental control Galen could employ.

Kyōsei Machigai/Mageru | Force Mind Trick/Will Bend
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A basic offensive Force Control ability, it revolves around using the force to influence the will and mind of others. Through the use of the force the user will influence the mind of those around him and put their will under his control. The applications of both Sith and Jedi's are different in their purpose and finality but equal in their method:
Mind Trick|Machigai- The Jedi will use the force to make the target's technique miss. Mind Trick will fool the target into believing his technique hit its target by tricking his mind into believing an event happened when in fact the user used the force to warp his mind mid way through the process. As the enemy is molding his chakra, the Jedi, using Force Sense, will perceive the change and use the force to trick the mind of his enemy. His enemy will believe that he in fact used the technique and it hit his target but in essence its a simple mind trick where the enemy will have molded and spent the chakra, effectively using the technique but without any effect happening. Once the effect ends, the enemy can quickly recover and "fall to his senses" of what really happened.
Will Bend|Mageru- Similar to Killing Intent in some aspects its much more devastating and serves a much more practical use, the Sith will use the force to overcome the mind of any enemy nearby. He does this by flooding the enemies mind with his own overbearing will and "crushing" the enemies mind in the process. The user will effectively break the targets will in all that such an expression means and while doing so can even render, through his imagination, nightmarish emotional effects such as fear, terror, nausea, etc through the use of speech (in an RP way, appropriate dialogue is necessary). The target will be unable to move and will often collapse on his knees due to the immense mental pressure and be subdued to the users will and immense torturing pressure. The Sith needs to focus on the technique to completely bend the opponents will and produce the desired effect, meaning he cannot simply throw a weapon or use a technique on the enemy while he is forcefully bending him to his will. The main use of the technique, however, is to reset most power ups the enemy might have activated prior or to stop the enemy in the midst of using a technique. As the target descends into the despair filled pit that is the Sith's maniacal mental games, the lack of focus and will sustain them clears any mental cleansing or boosting techniques cast before by the target and makes him release techniques such as Sage Mode, EIG, Susanoo, clones, etc that he might have used to boost himself or other he might otherwise currently have active. If summons are in the field, the enemy will release them, reverse summoning them to their lands. The effect is so powerful that it can even revert Bijuu chakra cloaks and incomplete transformations. Once the effect ends, the enemy immediately recovers. Restriction-wise, the target will suffer any effect he might have suffered had he released the technique himself, on his own free will. Due to the nature of the technique, the user is unable to differenciate from friends or foes while using will bend and will effectively do the same effect to nearby allies, summons or even his clones, dispersing them.
Note: Mind Trick can only be used by Jedis and Will Bend can only be used by Sith.
Note: Mind Trick can only be used 2 times and Will Bend can only be used once per battle.
Note: Cannot use Force related techniques in the same and next turn.
Note: Grand Masters can use both abilities but only one application per battle.
Note: The abilities aren't Genjutsu but pure Mental and Will manipulation and as such cannot simply be released or dispelled or otherwise countered by the same means as one does for Genjutsu or Yamanaka techniques.

(PS - Your sound technique works for 2 turns (so the turn its used and the next) and this would be the 3rd turn, thus you are susceptible to the Will Bend, unless I read it wrong)

Now...hum...where were we?
Maskera can only use D-ranked Wind (due to illness as described within the tech) but his ability is purely to add more chakra, thus damage (of +40) to all attacks. Noteleks allows the user to use the ability of any Olm, and as the illness which prevents Maskera from using any other jutsus apart from D-rank Wind is specific to Maskera (and does not affect the ability to add more chakra (thus damage) to jutsus) the user can use all the elements they know and apply Maskera's ability.

That was the idea - saying that, I do need to fix some of the wording o-o'


The effects of the sound jutsu had worn off, and Roy's mind / clarity returned to how it would have been prior to use of the sound technique. His opponent had managed to use two staffs, and what Roy could only assume was some kind of absorbing jutsu to both deal with the Foam attack, and return it towards him.

As Roy had used the defensive wind combination in the previous turn, his own jutsu was able to protect him from the return of a raw version of his own attack. Roy watched this all unfold as the man began to speak to him...

Scaze? The traitor who left the Kiyoshi clan... I do not care for such a person, nor where his fate has taken him.

Iwa... Jinbei, Roku - all dead. He was right in that sense, everything Roy had known was gone. As the man spoke these words, Roy felt something more intense than what he had experienced earlier. Once again, the target of this was his mind. Somehow his opponent had managed to do it through speech alone (I am not sure if I can use my Kiyoshi sensing on the 'Force' - let me know on this). Kiyoshi sages by their very nature were peacful. Although the words were forcibly attempting to break his will, Roy had believed in the Kiyoshi philosophy from the first day he was granted entry, he'd focus on his own mind, unlocking a sixth sense and eliminating any factors which had been clouding his mind, removing any fear and regret. Of course it'd also increase his reaction speed but its primary use - at least for Roy under the circumstances - was to clear his mind of all outside forces, and managing to do so due to his mastery of meditation and fighting arts.

( Sempai Oshie: Roku Sacchi ) Elder teachings: Sixth Sense
Type: Supplementary
Rank: S
Range: Short
Chakra cost: ( -10 per turn to keep active )
Damage points: N/A
Description: Elder teachings: Sixth Sense is a skill known only to those who have achieved mastery in meditation and fighting arts. The user unlocks the Sixth Sense, which is also known as a clear state of mind where the user eliminates the factors clouding the mind such as fear and regret, thus allowing the user to be able to increase their reaction to incoming Taijutsu attacks and not fear death, making the user possible to react fast to the attacks. This increases the user's reaction speed by x2, giving them heightened senses to attacks.
Note: Can only be used two times
Note: Lasts four turns

Trick after trick... you are seemingly all knowing but you do not know the limit to my resolve!

As the jutsu itself would cost a move to activate, but would otherwise allow other jutsus to be performed within the same turn, Roy would take quick but light touches on his feet as he almost skids backwards into long range (I'd say I was already close to the edge due to taking a hit earlier from the Wind/Fire blast and travelling back. Your next move had stopped me from walking back to my original location which was closer to you) - whilst simultaneously performing a single hand seal.

As he travelled back, and with the first step of the sequence, he'd use his right foot to stomp on the ground and send Wind chakra into the form of drilling wind through the earth below. The wind would travel long range all around you, excluding the area in front which would only cover up to mid range as to protect Roy himself, before all the wind contained below ground explodes upwards and outwards, going high up and almost reaching the clouds as the Wind/Earthen particles mix in and shred all that was once above.

(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80 +40 +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.

(Doton: Gareki no sakusei)- Earth Release: Rubble Creation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.
 

Scorps

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The Force is the fabric of existence itself. The universe. Imagine...if we are the fish, the force is the water that makes up the ocean. Its not chakra itself. Its not energy itself. Its...reality. So no, you cannot sense it. Actually, no one but other Binkans can sense it.

As for your counter, Will Bend bends your will, regardless of what you do because its not simply fear inducing, its not a nightmarish illusion, its not Yin release or A yamanaka's mind transfer. Its me manipulating your mind directly with the force. Your own will. I'm not manipulating your senses. I'm manipulating how you think, how you act and overcoming your own sense of self.

But lets continue. This technique was never used on anyone so its normal no one knows about it.





As Roy does his first handseal, releasing the wind into the ground below, Galen acts fast and, just as Roy does his handseal, Galen pulls Roy towards Galen. The result is simple. As Roy triggers the wind to burst upwards into a 140 damage Wind/Earth, he is also caught in the massive technique. As is Galen. Ofc, Roy has his wind protection but, even if its boosted by one rank, its still no match to a Wind/Earth combo thats 50 damage above a Forbidden rank technique. The resulting upwards attack would launch them into the air, in the middle of rubble, rocks, dirt and slashing winds.

Kyōsei Sōsa Suru | Force Grip
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank (S-Rank)
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description:
The most basic application of the Force Alter skill; it pertains to the ability the user has to use the Force to kinetically manipulate the world. By using willpower to influence the Force into affecting the world around them; Force Sensitives can "grab" or "grip" anything around them and, through focus and concentration, move them around. This ability has several applications and its power correlates with the users rank within the clan. To perfectly control its usage; the user must focus and use hand or body gestures. The size of what can be grasped is irrelevant for highly-ranked Force Sensitives, as what counts is the user’s mental focus and willpower, which are honed more and more as the user climbs the ranks of the clan. This skill has several applications, depending on how it’s employed, but always follows the same principles:*
Grip Push | Atsuryoku – The user moves one or both palms, producing a directional push that moves whatever is targeted away. The application’s area of effect is dependent on the user’s rank within the clan and can even be large enough to push a boss summon backwards. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank
Grip Pull | Unpan – The user moves one or both palms, producing a directional pull towards him of a given target. The size of what can be pulled is dependent on the user’s rank within the clan and can even be large enough to move a boss summon towards the user. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank. The pull is mainly a supplementary or defensive application as it cannot damage an enemy directly. It can, however, be used to damage structures or techniques if applicable.
Grip Flight | Hikō – The user grab themselves with the Force and lift themselves above ground. If used correctly and with enough skill; the user can effectively achieve a form of flight. The limitation of the application is the focus needed to sustain it, which prevents the user from using other techniques at the same time. This application is unlocked at Jedi Knight/Sith Lord rank. Grand Masters can share this ability with an ally byt gripping them at the same time but adds a double chakra cost in return.
Grip Control | Seigyo – The core application of the ability, the user grips something with the Force and moves it around through the use of willpower and focus upon the Force. If used on inanimate targets; it can destroy equally-ranked structures if the user wants to and applies enough chakra and force. However, the focus and concentration needed for this application prevents the user from using it to directly harm an enemy in that same manner, instead needing to direct him at nearby hazards or physical structures, producing physical damage as the enemy is "thrown" against it. The momentum one can produce, however, inflicts damage proportionate to the chakra spent. While all users require the use of hand or body movements and gestures to control and sustain the technique, Grand Masters can grip and move several objects simultaneously. However, even Grand Masters have trouble using this application against multiple, small targets, as is the case of sand/powder based techniques, fire, or Aburame Clan bug techniques (the more individual objects, the less effective the technique is). This application is unlocked at Jedi Knight/Sith Lord rank.
Grip Shield | Bōei – The user will focus and produce a spherical, blunt, physical almost "repel-effect" that can protect him from physical attacks. It’s the user grabbing whatever is thrown or fired and stopping it or diverting it from its path. To the outside observer; it’s as if an invisible, spherical solid barrier is protecting the user. Through the use of each hand, the user can produce a 180º field of effect, whereas both hands are needed to achieve a 360º effect. This application is unlocked at Grand Master rank.
Note: S-Rank usage will lead to a 2 turn cool down before the ability or any Force technique can be used again.
Note: Grip Shield can only be used twice per battle.
Note: The strength of the technique is directly related to the amount of focus and chakra one spends on it as well as his rank within the clan. Padawan/Apprentice can use it as a C-Rank on one target by using both hands, Jedi Knight/Sith Lord can use it as a B-Rank by using one hand or A-Rank by using both, Grand Master can use it up to S-Rank on multiple targets.
Note: When Grand Masters use it on multiple targets, the power of the technique is divided amongst the targets, meaning that more targets equals less power in each.
Note: The scale of the technique increases as its power does, keeping in consideration the logic and reasoning of the narutoverse.
Note: Cannot fully interact with energy or intangible targets.*
Note: The ability can be kept if chakra is expended (same as the initial use per turn) to sustain it, but as long as the technique is being used, regardless of its application, no chakra can be molded for other techniques and focus must be maintained.
Note: If the user specializes in Force Alter, the technique can be used with less effort and doesn't require hand gestures within short range.
Note: Multiple applications of the technique can be used at the same time as long as the user spends the required chakra, though each application counts as a move.

(PS- This can't be blocked btw lol, it can be countered once its pulling you, but I won't tell you how ahaha)

With both of them in bad shape, still in the air, having taken the brunt of the technique, Galen knows he is worse than Roy. Despite the inadequate defense, his wind technique (now overcome and depleted) would somewhat reduce the damage he would suffer. However, he would still be in bad shape. Before Galen falls to the ground, however, he rapidly takes a single pill as he unleashes his chakra into his body and his wounds as he does a fast set of handseals.

(Chakura to Kenkō Jōzai) Chakra and Health Pill [PASSIVE]
Name Of Medicine:
(Chakura to Kenkō Jōzai) Chakra and Health Pill
Creator: Scorps
Type: Healing/Supplementary
Description and Background: The Chakra and Health Pill is a special medicine containing powerful concentrated extracts from a multitude of high grade healing plants which presents itself in a small pill form or a syrup form, depending on the patients taste or ability to digest and swallow. It contains both Panax Ginseng (Chinese and Korean Ginseng, which boosts the users Yang Chakra or, in other words, vitality by boosting and improving the patients blood flow) and Panax Guinquefolius (American Ginseng, which boosts the users Yin Chakra or, in other words, mental awareness and stamina by clearing and calming ones mind and increasing the effectiveness of the patients synapses) to boost the body's ability to produce and regenerate chakra by improving both his Yin and his Yang Natures or, in other words, his physical and spiritual energies. The high concentration of such extracts enables the patient to recover 300 chakra points per turn for 3 turns after ingested. Additionally, the Chakra and Health Vitamin contains high levels of Camellia Sinensis (the plant from where Black and Green Tea is made) extracts which improve the patients blood flood (by increasing and improving heart function), immunity system (by improving the ability of the body to fight off infections by boosting the body's antibodies and white blood cells) and cell regeneration (by making sure the cells regenerate and multiply in a healthy manner, preventing the occurrence of cancer and other malformations as a result of cell multiplication). This enables the user to increase his physical stamina, fight off pathogens (like bacteria, virus, fungus, etc) that might be affecting his body (it can fight off infections up to S-Rank) but more importantly helps the use of healing techniques which triple in efficiency (normally, healing and regenerating techniques need to be used with care as not to cause abnormal tissue and cell growth but with the help of Camelia Sinesis extract, the medical ninja can make full use of healing and regenerating techniques, reducing its length by a third as well as the chakra cost) during 6 turns. Additionally, the presence of a highly concentrated and special variation of Lycium Barbarum (Wolfberry or "Goji Berry", which has incredible healing and anti oxidizing properties on its own) helps to reduce the negative effects of using Forbidden Rank techniques by negating their physical damage for the same 6 turns (this just means the user will no feel or suffer physical damage from using forbidden rank techniques but will, however, still need to abide to restrictions unrelated to that damage as well as suffer damage is is not pphysical in nature (like damage to his chakra pathways or spirit). To bind these extracts together, the medicine contains a Goat's Milk base together with Apricot pulp, and refined Walnut oil and extract all known for boosting healing and overall health in various manners, from increasing energy reserves in the body (being an important source of calories, minerals and vitamins) or its protein reserves, both aspects essential to heal and increase health. (All these effects are taken from Chinese medicine herbs and boosted for RP purposes)
Description of Side Effects: Like all known medicines, the Chakra and Health Pill has several side effects. While the first use may go unnoticed on the patient, its high healing and regeneration abilities consume high amounts of energy and calories which will carry a high risk on future uses. On the second use, the patient will feel drained of energy and he will not be able to make full use of the amount of chakra regenerated (only 75% will effectively be added to his chakra pool) but more importantly will start to feel muscular pain and loss of stamina. If the the pill is ingested a third time, the user will not be able to make full use of any of the chakra the pill forces his body to produce; all of that chakra will be spent trying to counteract the overload in the users body and chakra system. In this third use, any healing techniques the user might want to make use of won't work as intented and will damage his tissues, leading to death. A fourth use is possible but will lead to death shortly after ingestion.
Note: Can only be used or administered or given by Scorps

( Iryō Ninjutsu: Iryō Mōdo ) - Medical Technique: Medical Mode
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 ( -30 per turn )
Damage points: N/A ( Heals up to 50 damage per turn )
Description: After forming 4 hand seals, this mode envelops the user in a flowing blue chakra and allows them to constantly heal themselves in the midst of battle while at the same time boosting their stamina and vitality as it replenishes their strength and health. The limitation of the technique in terms of healing is it's low speed and inability to heal lost limbs. The technique lasts for three turns before deactivation.
Note: Must have medical training.
Note: Can only be used twice per event.

Considering the nature of the technique he just took full on, Galen would be covered in severe cuts, bruises, etc. However, the boosted effect of his medicine and the healing technique enables him to heal near instantly from the 140 damage combo considering he now heals 150 damage per turn. For the duration of his medical mode technique, he would be nearly invinsible. As he reaches the ground, hes already fully healed and lands gracefully. Roy, however, collapses into the ground with a loud "thund" sound.

You throw away your friends and mentors so fast... Such weak morals...

Galen starts walking towards the now fallen Roy. His pace, not overly fast but determined.
 

Erzo

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The Force is the fabric of existence itself. The universe. Imagine...if we are the fish, the force is the water that makes up the ocean. Its not chakra itself. Its not energy itself. Its...reality. So no, you cannot sense it. Actually, no one but other Binkans can sense it.

As for your counter, Will Bend bends your will, regardless of what you do because its not simply fear inducing, its not a nightmarish illusion, its not Yin release or A yamanaka's mind transfer. Its me manipulating your mind directly with the force. Your own will. I'm not manipulating your senses. I'm manipulating how you think, how you act and overcoming your own sense of self.

But lets continue. This technique was never used on anyone so its normal no one knows about it.





As Roy does his first handseal, releasing the wind into the ground below, Galen acts fast and, just as Roy does his handseal, Galen pulls Roy towards Galen. The result is simple. As Roy triggers the wind to burst upwards into a 140 damage Wind/Earth, he is also caught in the massive technique. As is Galen. Ofc, Roy has his wind protection but, even if its boosted by one rank, its still no match to a Wind/Earth combo thats 50 damage above a Forbidden rank technique. The resulting upwards attack would launch them into the air, in the middle of rubble, rocks, dirt and slashing winds.

Kyōsei Sōsa Suru | Force Grip
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank (S-Rank)
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description:
The most basic application of the Force Alter skill; it pertains to the ability the user has to use the Force to kinetically manipulate the world. By using willpower to influence the Force into affecting the world around them; Force Sensitives can "grab" or "grip" anything around them and, through focus and concentration, move them around. This ability has several applications and its power correlates with the users rank within the clan. To perfectly control its usage; the user must focus and use hand or body gestures. The size of what can be grasped is irrelevant for highly-ranked Force Sensitives, as what counts is the user’s mental focus and willpower, which are honed more and more as the user climbs the ranks of the clan. This skill has several applications, depending on how it’s employed, but always follows the same principles:*
Grip Push | Atsuryoku – The user moves one or both palms, producing a directional push that moves whatever is targeted away. The application’s area of effect is dependent on the user’s rank within the clan and can even be large enough to push a boss summon backwards. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank
Grip Pull | Unpan – The user moves one or both palms, producing a directional pull towards him of a given target. The size of what can be pulled is dependent on the user’s rank within the clan and can even be large enough to move a boss summon towards the user. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank. The pull is mainly a supplementary or defensive application as it cannot damage an enemy directly. It can, however, be used to damage structures or techniques if applicable.
Grip Flight | Hikō – The user grab themselves with the Force and lift themselves above ground. If used correctly and with enough skill; the user can effectively achieve a form of flight. The limitation of the application is the focus needed to sustain it, which prevents the user from using other techniques at the same time. This application is unlocked at Jedi Knight/Sith Lord rank. Grand Masters can share this ability with an ally byt gripping them at the same time but adds a double chakra cost in return.
Grip Control | Seigyo – The core application of the ability, the user grips something with the Force and moves it around through the use of willpower and focus upon the Force. If used on inanimate targets; it can destroy equally-ranked structures if the user wants to and applies enough chakra and force. However, the focus and concentration needed for this application prevents the user from using it to directly harm an enemy in that same manner, instead needing to direct him at nearby hazards or physical structures, producing physical damage as the enemy is "thrown" against it. The momentum one can produce, however, inflicts damage proportionate to the chakra spent. While all users require the use of hand or body movements and gestures to control and sustain the technique, Grand Masters can grip and move several objects simultaneously. However, even Grand Masters have trouble using this application against multiple, small targets, as is the case of sand/powder based techniques, fire, or Aburame Clan bug techniques (the more individual objects, the less effective the technique is). This application is unlocked at Jedi Knight/Sith Lord rank.
Grip Shield | Bōei – The user will focus and produce a spherical, blunt, physical almost "repel-effect" that can protect him from physical attacks. It’s the user grabbing whatever is thrown or fired and stopping it or diverting it from its path. To the outside observer; it’s as if an invisible, spherical solid barrier is protecting the user. Through the use of each hand, the user can produce a 180º field of effect, whereas both hands are needed to achieve a 360º effect. This application is unlocked at Grand Master rank.
Note: S-Rank usage will lead to a 2 turn cool down before the ability or any Force technique can be used again.
Note: Grip Shield can only be used twice per battle.
Note: The strength of the technique is directly related to the amount of focus and chakra one spends on it as well as his rank within the clan. Padawan/Apprentice can use it as a C-Rank on one target by using both hands, Jedi Knight/Sith Lord can use it as a B-Rank by using one hand or A-Rank by using both, Grand Master can use it up to S-Rank on multiple targets.
Note: When Grand Masters use it on multiple targets, the power of the technique is divided amongst the targets, meaning that more targets equals less power in each.
Note: The scale of the technique increases as its power does, keeping in consideration the logic and reasoning of the narutoverse.
Note: Cannot fully interact with energy or intangible targets.*
Note: The ability can be kept if chakra is expended (same as the initial use per turn) to sustain it, but as long as the technique is being used, regardless of its application, no chakra can be molded for other techniques and focus must be maintained.
Note: If the user specializes in Force Alter, the technique can be used with less effort and doesn't require hand gestures within short range.
Note: Multiple applications of the technique can be used at the same time as long as the user spends the required chakra, though each application counts as a move.

(PS- This can't be blocked btw lol, it can be countered once its pulling you, but I won't tell you how ahaha)

With both of them in bad shape, still in the air, having taken the brunt of the technique, Galen knows he is worse than Roy. Despite the inadequate defense, his wind technique (now overcome and depleted) would somewhat reduce the damage he would suffer. However, he would still be in bad shape. Before Galen falls to the ground, however, he rapidly takes a single pill as he unleashes his chakra into his body and his wounds as he does a fast set of handseals.

(Chakura to Kenkō Jōzai) Chakra and Health Pill [PASSIVE]
Name Of Medicine:
(Chakura to Kenkō Jōzai) Chakra and Health Pill
Creator: Scorps
Type: Healing/Supplementary
Description and Background: The Chakra and Health Pill is a special medicine containing powerful concentrated extracts from a multitude of high grade healing plants which presents itself in a small pill form or a syrup form, depending on the patients taste or ability to digest and swallow. It contains both Panax Ginseng (Chinese and Korean Ginseng, which boosts the users Yang Chakra or, in other words, vitality by boosting and improving the patients blood flow) and Panax Guinquefolius (American Ginseng, which boosts the users Yin Chakra or, in other words, mental awareness and stamina by clearing and calming ones mind and increasing the effectiveness of the patients synapses) to boost the body's ability to produce and regenerate chakra by improving both his Yin and his Yang Natures or, in other words, his physical and spiritual energies. The high concentration of such extracts enables the patient to recover 300 chakra points per turn for 3 turns after ingested. Additionally, the Chakra and Health Vitamin contains high levels of Camellia Sinensis (the plant from where Black and Green Tea is made) extracts which improve the patients blood flood (by increasing and improving heart function), immunity system (by improving the ability of the body to fight off infections by boosting the body's antibodies and white blood cells) and cell regeneration (by making sure the cells regenerate and multiply in a healthy manner, preventing the occurrence of cancer and other malformations as a result of cell multiplication). This enables the user to increase his physical stamina, fight off pathogens (like bacteria, virus, fungus, etc) that might be affecting his body (it can fight off infections up to S-Rank) but more importantly helps the use of healing techniques which triple in efficiency (normally, healing and regenerating techniques need to be used with care as not to cause abnormal tissue and cell growth but with the help of Camelia Sinesis extract, the medical ninja can make full use of healing and regenerating techniques, reducing its length by a third as well as the chakra cost) during 6 turns. Additionally, the presence of a highly concentrated and special variation of Lycium Barbarum (Wolfberry or "Goji Berry", which has incredible healing and anti oxidizing properties on its own) helps to reduce the negative effects of using Forbidden Rank techniques by negating their physical damage for the same 6 turns (this just means the user will no feel or suffer physical damage from using forbidden rank techniques but will, however, still need to abide to restrictions unrelated to that damage as well as suffer damage is is not pphysical in nature (like damage to his chakra pathways or spirit). To bind these extracts together, the medicine contains a Goat's Milk base together with Apricot pulp, and refined Walnut oil and extract all known for boosting healing and overall health in various manners, from increasing energy reserves in the body (being an important source of calories, minerals and vitamins) or its protein reserves, both aspects essential to heal and increase health. (All these effects are taken from Chinese medicine herbs and boosted for RP purposes)
Description of Side Effects: Like all known medicines, the Chakra and Health Pill has several side effects. While the first use may go unnoticed on the patient, its high healing and regeneration abilities consume high amounts of energy and calories which will carry a high risk on future uses. On the second use, the patient will feel drained of energy and he will not be able to make full use of the amount of chakra regenerated (only 75% will effectively be added to his chakra pool) but more importantly will start to feel muscular pain and loss of stamina. If the the pill is ingested a third time, the user will not be able to make full use of any of the chakra the pill forces his body to produce; all of that chakra will be spent trying to counteract the overload in the users body and chakra system. In this third use, any healing techniques the user might want to make use of won't work as intented and will damage his tissues, leading to death. A fourth use is possible but will lead to death shortly after ingestion.
Note: Can only be used or administered or given by Scorps

( Iryō Ninjutsu: Iryō Mōdo ) - Medical Technique: Medical Mode
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 ( -30 per turn )
Damage points: N/A ( Heals up to 50 damage per turn )
Description: After forming 4 hand seals, this mode envelops the user in a flowing blue chakra and allows them to constantly heal themselves in the midst of battle while at the same time boosting their stamina and vitality as it replenishes their strength and health. The limitation of the technique in terms of healing is it's low speed and inability to heal lost limbs. The technique lasts for three turns before deactivation.
Note: Must have medical training.
Note: Can only be used twice per event.

Considering the nature of the technique he just took full on, Galen would be covered in severe cuts, bruises, etc. However, the boosted effect of his medicine and the healing technique enables him to heal near instantly from the 140 damage combo considering he now heals 150 damage per turn. For the duration of his medical mode technique, he would be nearly invinsible. As he reaches the ground, hes already fully healed and lands gracefully. Roy, however, collapses into the ground with a loud "thund" sound.

You throw away your friends and mentors so fast... Such weak morals...

Galen starts walking towards the now fallen Roy. His pace, not overly fast but determined.
With Spirit Void (Wind defence), it can only activate against a technique it can neutralise, so in this case it would be of no use. I was recently informed that despite it being F-ranked and not interacting with anything on a damage vs damage basis, it would count as having 90 'damage' so it'd basically be 90 damage vs 140 which sucks for me, but we move.

Anyways, I'll go with your move exactly as is - minus the Wind doing anything to protect me.



Roy is suddenly pulled in, toward his own attack and would in an instant activate an ability of his clan, a skill only available to a select few - and at this point, probably just Roy himself. Suddenly a great flow of energy is released from Roy, clearly visible as his hands and feet glow silver, the natural colour of his energy. Roy is able to manipulate this energy to form constructs which would protect him.

Using the energy present all around, he'd form a cocoon around himself, fitting perfectly, appearing as an armour made of energy (cocoon used to signify that all areas 360 degrees covered). Roy manipulates the energy so that it held in place, thus holding Roy in place so that he is not pulled in further by his opponent, and would remain in the mid-range area (logic being if I can create and move energy constructs across the field, I can use this energy to coat/surround myself myself and manipulate the energy to move me around without issues. Seeing as though the force doesn't interact with energy, it would be a case of your force pulling my physical body in (assuming it can do so with the energy all around me) vs my energy holding me in place).

The energy coating is also able to protect Roy from the brunt of the Wind/Earth attack before it is overcome by the strength of his own jutsu and pierced through...

(Shin Konki Myaku)- Greater Energy Pulse
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: 80+40 +10
Description: Usable by only Kiyoshi Masters, this technique employs the skill of one who has truly mastered philosophy and the Kiyoshi art. They are able to greatly enhance their ability, causing their hands and feet to glow constantly and more brightly with a more explosive or implosive effect when attacks connect. Also, they will be able to control and manipulate much larger amounts of pure chakra and energy, such as creating a large wall to block some attacks and things of that nature.
~Last for rest of match, as it is the signature technique of the Kiyoshi Clan Masters.

(Might be my first time using this... or second. Waited all those years then never got round to using it when I became 'caretaker' for the clan T_T)

(Haru no Nori: Gojiki)- Ride of Spring: Five Seasons
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage: (+10 to energy techniques)
Description: The user focuses elemental chakra into their energy and pure chakra, while at the same time keeping it pure. This causes their energy to be stronger and also have an effect based on the 5 elements (fire, water, earth, lightning, wind). The user can only focus one chakra at a time and needs a 1 turn period in-between without using energy related attacks to shift energy elements.
Fire- Energy will be able to burn things
Water- Energy will be able to douse out fires as well as possibly drown (if one can)
Earth- Energy will have a tough, solid composition.
Lightning- Energy will be able to shock and electrocute
Wind- Energy can slice/cut or blow away
~Must be at least a Kiyoshi Warrior

The Kiyoshi Energy pulse jutsu would remain active in its pure energy form, with Roy's hands and feet still glowing, but the S-rank construct (with elemental influence) created to protect him in that moment had been pierced through. Roy braced himself for what remained of the Wind/Earth attack (110 damage I think?). Due to the Kiyoshi energy with added damage being able to protect him from the brunt of the attack, Roy would be hit by a slightly weakened version of the Wind/Earth. However, due to Noteleks, Roy would make use of Mudkip's ability and the remaining attack would deal him almost no damage.

His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him.

Roy fell to the ground, hit by his own jutsu as his opponent had planned, but his condition was far from what he would have imagined. Taking the damage of of what would not even be considered a D-rank jutsu, Roy is left with a few scratches but nothing more. Roy had fallen before his opponent, who gradually decended following what appeared to be a series of hand seals.

It was clear he had somehow managed to heal himself from the attack as all injuries had cleared themselves from him. Grand Master Galen... suddenly it had clicked. Roy had met, and even fought this man before. Long ago during the village days, he had lost but somehow managed to survive the fight. It all began to click, even his fighting style had not changed whatsoever - having been so lost in his own head, Roy did not see what was right in front of him.

Sage of Illusionary Touch - Galen of the Binkan clan, I remember you

With this Roy performs 2 quick hand seals and causes the ground below Galen (which you'd have now landed on) to turn into thick non-flammable mud. The chakra infused mud would trap you within it upon formation, and sap you of your strength and energy, aiming to suffocate you. The swamp is made in the area all around you, covering 5 meters in front and 10 meters in all other directions (and 10 meters deep).

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden
Range: Short - Long
Chakra: 30 - 50
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.
 
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Scorps

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You do? Hum.. Thats quite surprising... Its been so long and those of your kind live such short lives. Its impressive. Like a baby's first poop...

As the earth beneath Galen begins to shift into mud, he knows exactly what to do. With a swift movement he does one handseal and, from within the mud of the technique, a pilar of dark green glass pierces through the surface, at an angle, beneath his feet. It would propel him forwards, towards Roy. The pillar is 1x1 meter across, squared.

ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Monogatari no Kuro Kanashiki || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Tales of the Black Anvil
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description:
Through the Tales of the Black Anvil, one can create various constructs of Dragon Glass from his own body, other Dragon Glass sources or from earthen sources by doing one simple handseal (Snake if used from an existing source). These can be anything from walls, pillars, plateaus, blades, spikes, etc. and can be blunt or sharp, virtually pitch black or translucent in a dark green hue. The only limit is the users imagination and his circumstances. The constructs are, however, lifeless and simplistic but can exist without the users chakra to sustain them. This is highly useful to create hand held weapons or even defensive walls or other structures which, upon being created, will not simply disappear with the end of the technique.

Mid air, Galen opens his 5th Inner Gate and unleashes a torrent of chakra from within him.

I'll admit, Roy. I am a bit embarassed. I never imagined myself to be held back by you. I guess I'm really showing my age...

( Hachimon ) The Eight Inner Gates

Type: Supplementary
Rank: Forbidden
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 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.
  • ( 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. 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 power far exceeding 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 Taijutsu and its 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.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
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: After use of the 8th Gate, the user will pass away.

As he reaches the ground, mid way between his initial position and his foe and in the limits of short range around his foe, Galen disappears in a burst of speed. He positions himself right in front of Roy and delivers a massive drop kick to Roy's left foot.

( Koyubi Kōgeki ) - Little Toe Attack
Type: Offensive
Rank: S
Range: Short
Chakra: N/A
Damage: 80 +30
Description: After opening at least the 4th Inner Gate, the user attacks the opponent with a very powerful and fast extended leg drop kick. Guy used this attack against the Demonic Statue of the Outer Path to literally attack its little toe, sending it toppling over, with great force. Its powerful enough to create a large crater upon impact, destroying the nearby area.
Note: Requires the user to have opened at least four of the Eight Gates.
 

Erzo

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Nice move!!!




You do? Hum.. Thats quite surprising... Its been so long and those of your kind live such short lives. Its impressive. Like a baby's first poop...

As the earth beneath Galen begins to shift into mud, he knows exactly what to do. With a swift movement he does one handseal and, from within the mud of the technique, a pilar of dark green glass pierces through the surface, at an angle, beneath his feet. It would propel him forwards, towards Roy. The pillar is 1x1 meter across, squared.

ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Monogatari no Kuro Kanashiki || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Tales of the Black Anvil
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description:
Through the Tales of the Black Anvil, one can create various constructs of Dragon Glass from his own body, other Dragon Glass sources or from earthen sources by doing one simple handseal (Snake if used from an existing source). These can be anything from walls, pillars, plateaus, blades, spikes, etc. and can be blunt or sharp, virtually pitch black or translucent in a dark green hue. The only limit is the users imagination and his circumstances. The constructs are, however, lifeless and simplistic but can exist without the users chakra to sustain them. This is highly useful to create hand held weapons or even defensive walls or other structures which, upon being created, will not simply disappear with the end of the technique.

Mid air, Galen opens his 5th Inner Gate and unleashes a torrent of chakra from within him.

I'll admit, Roy. I am a bit embarassed. I never imagined myself to be held back by you. I guess I'm really showing my age...

( Hachimon ) The Eight Inner Gates

Type: Supplementary
Rank: Forbidden
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 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.
  • ( 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. 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 power far exceeding 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 Taijutsu and its 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.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
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: After use of the 8th Gate, the user will pass away.

As he reaches the ground, mid way between his initial position and his foe and in the limits of short range around his foe, Galen disappears in a burst of speed. He positions himself right in front of Roy and delivers a massive drop kick to Roy's left foot.

( Koyubi Kōgeki ) - Little Toe Attack
Type: Offensive
Rank: S
Range: Short
Chakra: N/A
Damage: 80 +30
Description: After opening at least the 4th Inner Gate, the user attacks the opponent with a very powerful and fast extended leg drop kick. Guy used this attack against the Demonic Statue of the Outer Path to literally attack its little toe, sending it toppling over, with great force. Its powerful enough to create a large crater upon impact, destroying the nearby area.
Note: Requires the user to have opened at least four of the Eight Gates.
Thanks <.>


Roy could sense the creation of a small construct beneath within the swamp, to free Galen from the swamp and send him flying forward, towards Roy. Roy begins to channel his sound chakra all around his body preparing to release this in a blast, deflecting anything which may enter within his range.

Suddenly, and whilst in mid-air his opponent releases from within himself a large quantity of chakra, with Roy clearly sensing that his opponent had gone through a chance which he could not quite explain. As the man had continued to travel towards Roy (and just before you land at the edge of short range), Roy would release a 360 degrees burst of Sound chakra from his body, capable of repelling any projectiles and weapons used against him, as well as taijutsu/kenjutsu attacks. The waves - should you enter within the short range area of Roy - would forcefully push you back.

Roy follows up the burst of sound chakra via a jutsu which would mimc the properties of the sound burst released, and add more strength, allowing it to be 1 rank higher than usual. Creating a strong F-ranked shield like construct made all around the user, with the 360 degree shield reaching up to 5 meters, aiming to deflect anything within short range away from Roy's body. This is all finished through a third jutsu which is used to maintain the construct shield made all around Roy, holding the sound frequency in place.

Due to the nature of the techniques, all three would occur within the same time-frame.

Oto Suishin: Kiken'na bachi | Sound Propulsion: Risky Repellence
Type: Deffensive
Rank: S rank F-rank
Range: Short
Chakra: 40
Damage: N/A
Description: Using this technique, the user can release a 360° omnidirectional burst of highly pressurized sound waves from his body in order to stop and repel projectiles and weapons thrown or swung at the user. This technique is a bit different than most of the Sound Propulsion techniques because it isn't focused in a specific direction in order to provoke movement, thus why the user isn't propulsed in any direction either. This is possible because the burst is omnidirectional, meaning that it pushes at the users body from all sides simultaneously, leaving him at the same place, unharmed. However, the highly pressurized sound waves used would be able to repel aforementioned techniques used against the user because they're based on the principles of the Repulsion technique. Logically, since the highly pressurized sound waves are made of sound chakra, they would follow the strengths and weaknesses for sound release. Timing of this technique is of utmost importance in order to execute it properly. If the user performs the technique too early then the pressurized sound waves would form a shield-like construct around the user and simply stop the incoming technique, but if they were timed to collide with the incoming technique at its zenith, it would be able to repel the technique backwards at the opponent due to its momentum. This works only for projectile techniques, taijutsu and kenjutsu techniques as well as free form variations of the latter two. The zenith of the high pressure sound wave is at half of short range from the users body. Due to the nature of the technique, it's impeccable need for timing and the fact that it doesn't produce destructive soundwaves, this technique can't be used to harm the opponent directly if he comes into range of the technique, and can only be used to forcefully push him back. The defense lasts for a turn, after which the soundwaves dissipate. This technique is used as a last resort defense, when everything else fails.
Note: Can only be used by Sound Propulsion students
Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn
Note: Can only be used 2 times per battle
Note: Need to wait at least one turn before using again

(Ototon: Heka no Kaiteki ) - Sound Release: Heka's Comfort
Type: Defence/Supplementary
Rank: B
Range: Short - Long (depends on jutsu its backing)
Chakra Cost: 20
Damage Points: N/A
Description: Heka's Comfort is a jutsu versed in its supplement use of supporting other defensive and supplementary jutsus. Not having any power or use by itself, it's a jutsu used alongside another sound jutsu, allowing its use to be instant, and within the same time frame. It works by the release of sound waves which mimic the properties/abilities of the previously used jutsu, allowing this jutsu to act as back up and further strength, which is clearly shown as it allows the previously used sound jutsu to work against jutsus 1 rank higher than their usual limit. However, as mentioned, this by no means can do any damage by itself, nor when used alongside Sound jutsus which are able to deal damage. It's uses are purely supplementary and for defence purposes and thus can only be used alongside jutsus which are of the same type.
~ Can only be taught by Erzo. Can only be used 4 times with a turn wait after each usage.

(Ototon: Niji Parusu) - Sound Release: Secondary Pulse
Rank: C
Type: Defence/suplementary
Range: Short - Long
Chakra Cost: 15 (-5 )
Damage Points: N/A
Description: A pulse based jutsu used to copy and sustain other Sound frequencies, Secondary pulse has no power to do damage of its own, whether physical or mental. The main and only aspect of this jutsu is to be used as support for other Sound techniques, mimicking their frequency when they're used and preserving that frequency continuously throughout battle. Due to its special function, it can however only be used with jutsus that are defensive and/or supplementary, making it a mostly defensive/supplementary aid to those who use it. To make up for this, however it is able to sustain two frequencies with the user paying -5 chakra point for per a single turn. In addition, it has the ability to change the frequency of jutsus its used on in order to effect different things. For example, a frequency which effects techniques of A-ranked can be altered so that it specifically works on C-ranked jutsus. This ability only works to lower the frequency to deal with lower ranked techniques, and cannot work to amplify sound jutsus, meaning something A-ranked will not be able to change its frequency to S-ranked, but must be kept at the same frequency, or go down lower to B/C/D-ranks. Altering frequency simply changes the frequency so that the sound is able to work on different techniques of the same and/or lower ranks, and has no other purpose. ~ Can only be taught by Erzo. This jutsu - once used - lasts a total of five turns, once those 5 turns are up, the user must wait a turn before being to use this jutsu again. Due to its simple nature, it can be used alongside a Sound jutsu which fit the criteria needed for this to work (in the same time frame), but other wise consumes its own spot in time-frame if activated independently. When used to change frequency (either same rank or lower) it counts as one of the moves per turn.
 

Scorps

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As soon as Galen is about to reach the ground, he becomes aware of his opponent's technique. His now inhumane speed and reactions, boosted by the overflow of chakra within him, makes the decision making an easy feat. He continues forward and into short range of his enemy just as he triggers the sound wave, same as he intended to originally do. However, as soon as his right foot touches the ground, he begins a rotation and seemlessly moves into a high left leg, roundabout, rotating kick. Its so fast that his leg is engulfed in what appears to be black golden flames. Decay. With his leg coated in decay chakra, he rips through the sound, rotating, until he ends the kick with a drop of the leg, right in front of Roy. The impact generating a burst of decay and a shockwave, damaging Roy and sending him backwards.

( Konoha Gōen Shippū ) -Tree Leaf Roaring Flame Hurricane
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60 +10+30 = 100
Description: The user unlocks five of the Eight Gates and begins a kick so fast his leg catches on fire. The user then spins around into the air, creating a spiral of flame before bringing his leg down through the centre and into the ground where the fire bursts outwards blasting any enemy within close proximity.
Note: Requires the user to have opened at least five of the Eight Gates.

±Ibiton: Lilith no Tsumi | Decay Release: The Sin of Lilith±
Type: Offensive/Defensive
Rank: B-Rank
Range: Short-Long
Chkra: 20 (-5 per turn to sustain)
Damage: 40 (+10 to Taijutsu/Kenjutsu used in conjunction)
Description:
The simplest technique of Ibiton, its based upon its main release and pertains to the ability to create simple, generic Decay Chakra in its main release form to attack or defend or even combine with Taijutsu or Kenjutsu; its the most basic application of Ibiton. The user will produce the "flames" of the main release of Ibiton and will either shoot them as contained projectiles or as stream-like attacks, simply engulf his limbs or weapons or manifest small constructs which he can use to fight in close quarter situations or for any purpose he might need. The "flame" attacks can be produced by exhaling, through the users hands or feet (or manifested in any other body part), channeled through weapons, etc but they will always come from the users body or be manifested upon it or on something in contact with it. Another simple application is the ability to infuse weapons or objects with decay chakra through this method to enhance its attacking power. Normally, the user can do this with any of the basic 5 elements passively and most special elements in any basic weapon like a kunai. However, because of decay's unique properties, doing so decays the weapon, rendering it impossible to use. Through this technique the user can rettain control and infuse decay "flames" into a basic weapon, which will engulf it and allow it to be thrown without destroying it but affecting anything it touches with Decay. Because it infuses quite a lot of decay chakra, the kunai or basic weapon carries a B-Rank damage of the main release of Ibiton. More than one weapon can be infused at a time (the power divided amongst them) and more than one manifestation of Decay flames can be produced at a time. It can also be used to enhance Taijutsu attacks or Kenjutsu attacks by adding decay chakra to it and thus its damage. In this case, this technique serves simply as an infusion of the Taijutsu or Kenjutsu technique with decay chakra, being done at the same time and with no time cost. In the case of ranged Kenjutsu techniques, the weapon, engulfed in Decay Chakra, will release, not simple raw chakra/slashing attacks but actually Decay Chakra, producing Decay damage though retaining the techniques original characteristics.

(Decay is strong against all forms of energy; sound is a vibration of a medium which means its essentially kinetic energy apply to a medium with a given frequency thus its weak towards Decay)

Galen then dissappears in a burst of speed and positions himself behind Roy, intercepting him by putting his right hand on his neck and his left forearm across the middle of his back. Galen's right index finger presses against Roy's left neck nerve cluster, discharging upon contact an electrical shock. Immediately, Roy falls to the ground, unable to move his lower body. Galen's extensive medical knowledge and experience allowed him to anesthetise Roy's neck nerves, temporarily preventing him from moving anything from the neck down. He rapidly begins to experience difficulty breathing and, able only to move his eyes, would, surely, feel a tiny bit of panic. Or a lot.

( Iryō Raikō Ninjutsu: Shinkeikei Konran no Jutsu ) -
Lightning Medical Technique: Skill of Nervous System Confusion

Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: The user charges electrical chakra into his index finger and hits the opponent. Doing so temporarily neutralizes all feeling to the targeted area for a limited amount of time, essentially anesthetizing it ( by overloading and numbing the nerves with the electrical discharge ), allowing the medical ninja to perform minor surgery or sutures without the patient having to endure the pain or being able to move his body part. This type of local anesthesia is very effective on the limbs and superficial tissues and, depending on which nerve cluster/pressure point/body area its applied to, can even leave a whole limb anesthetized. In battle, this skill can be used with free form taijutsu to great effect, though, due to the rapid contact, will produce a shorter effect.
Note: Lasts 5 turns for medical uses but only one turn if used offensively.

With his opponent now bent over before him, Galen grabs his neck and....

This sound really cringes me....

... with a fast twisting motion, breaks it, killing him.
 
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