(Closed) The Final Battle!

Squidy

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Kaname Tosen, Djinn clan rank is now King's Candidate.
We agreed to a 24hr limit, correct?

Zapp was filled with excitement seeing his fellow clansmen standing before him. Even though the two agreed to test each others limits, the Youngin had no intentions of holding back what so ever.

Let's start off a little light, shall we? Zapp says as he gets into his usual battle stance with the Tekkyu tool levitating next to him.

Then suddenly a barrage of iron sand would be released from Zapps overcoat into the area around him creating a spiraling sandstorm within short range of himself, but this was just feint. Simultaneously as the iron sand is released from the coat the Youngin would extend his arm as he manipulates his magnetic chakra within the earth 6m behind Kaname. This would allow him to create a sharp, thin, small disc of iron sand that shoots out of the ground towards his clansmen back with the intent of delivering a deep but non fatal wound to his blind side.

All while this happens Zapp would use the fingers on his other hand to move the Tekkyu 6m into the air and then lateral above his opponent's location.
(Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
Type:
Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using his magnetic Chakra, the user will concentrate his Iron sand into a paper thin, razor sharp disc, anywhere on the battle field. This disc is no larger than the users palm, and once formed, once again using his magnetic chakra, the user will cause the disc to spin at extremely high speeds. With the disc spinning, the user can remote control the disc to send it flying in any direction from the formed location. This allows the disc to not only dodge any jutsu the user needs to dodge with it, but due to its small size, it is hard to see and fight against.
Restrictions
Remains active for the turn it is used in
Can only be used 4 times per battle
Must be formed at least 5 meters away from the opponent.
100 Hp | 1,250 Cp
Projected Cp Usage:
-10-10-20 = -40
Active Jutsu: Sensci | M.R.P. Passive 1/3
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto:
requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)

A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



 

21 Savage

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We agreed to a 24hr limit, correct?

Zapp was filled with excitement seeing his fellow clansmen standing before him. Even though the two agreed to test each others limits, the Youngin had no intentions of holding back what so ever.

Let's start off a little light, shall we? Zapp says as he gets into his usual battle stance with the Tekkyu tool levitating next to him.

Then suddenly a barrage of iron sand would be released from Zapps overcoat into the area around him creating a spiraling sandstorm within short range of himself, but this was just feint. Simultaneously as the iron sand is released from the coat the Youngin would extend his arm as he manipulates his magnetic chakra within the earth 6m behind Kaname. This would allow him to create a sharp, thin, small disc of iron sand that shoots out of the ground towards his clansmen back with the intent of delivering a deep but non fatal wound to his blind side.

All while this happens Zapp would use the fingers on his other hand to move the Tekkyu 6m into the air and then lateral above his opponent's location.
(Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
Type:
Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using his magnetic Chakra, the user will concentrate his Iron sand into a paper thin, razor sharp disc, anywhere on the battle field. This disc is no larger than the users palm, and once formed, once again using his magnetic chakra, the user will cause the disc to spin at extremely high speeds. With the disc spinning, the user can remote control the disc to send it flying in any direction from the formed location. This allows the disc to not only dodge any jutsu the user needs to dodge with it, but due to its small size, it is hard to see and fight against.
Restrictions
Remains active for the turn it is used in
Can only be used 4 times per battle
Must be formed at least 5 meters away from the opponent.
100 Hp | 1,250 Cp
Projected Cp Usage:
-10-10-20 = -40
Active Jutsu: Sensci | M.R.P. Passive 1/3
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto:
requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)

A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself




Yes boss.


"..a little light? Do you think you have that luxury?" would be Tōsen's first words in response to his new ally. Both combatants had agreed to reach their limits and push beyond their normal boundaries with this confrontation, leaving the dark skinned Djinn clan member to wonder just how powerful he was. Kaname would make a mental note to win this bout in record time since bloodshed wasn't a thing in his rule books.

Seemingly the young ninja kick started the fight by controlling a spiralling sandstorm within short range of himself, an action Tosen reacts to by readying for battle. Thanks to Tōsen's intrinsic special abilities, he is able to gain a level of clairvoyance through his Dispatch speciality that allows him to passively utilize the inner sonar skill, effectively listening to even the minute changes in his environment. Apart from this, through the Belial Jinn fused in his Zanpākuto, Tosen is capable of sensing his challenger's spirit at all times, keeping lock on his location.

As soon as Zapp sends the sharp, thin, small disk of iron sand from Tōsen's blind spot, he'd hear the swift change behind him but leave defending to something else. In response, a protective yellow barrier instantly forms around him, effortlessly taking the full brunt of the sneak attack. "..sneaky moves rile me, you should have attacked with your chest!"
Tosen would move 2m forwards, performing a short ritual of his clan, activating one of their many abilities (cosmetics). "BANKAI! BELIAL! LEND ME YOUR PO-WERRRR!"

In this instance, Tosen would have essentially fused with the Belial Djinn whom had been in his Zanpākuto beforehand. While fused, Tōsen's hair color changes to purple locks and increases length. Dark wings are revealed along with a skeleton armour that covers his body and a dormant dragon that around his neck. He also grows an extra pair of eyes on his forehead with which he places Zapp in an illusion while he spoke. "How strong is your loyalty to this order? Would you betray Arthur's trust? You don't look saint, I still have thoughts that insinuate you are not to be trusted. If they are true, I wouldn't want to be you.."

In Zapp's mind, he'd be experiencing an horrific illusion where he sees himself being bound to a wooden table embedded with sharp spikes around it having his ribs being sawed open from his vertebral
column by a masked man. His ribs are broken in the process and are shaped to resemble the wings of an eagle which are stained and soaked in blood. A gruesome end to the youngin. While the events unfolded in Zapp's mind, Tosen would throw an explosive tagged kunai directly aimed at his victim's heart.


Kariru ✽ Borg
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)
Damage: N/A
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it
won't activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transportation, allowing it to float and/or soar through the air by controlling it.
Note: Follows the Strength and Weakness Of The Djinn Clan
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.

Jin sōbi V2 ✽ Djinn Equip V2
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve
their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.
✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape
of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called Lelazzo Madraga where the user
takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downwards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below (Reaches long range).

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called Alf Al-Yad where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with
an attempt to simply crush their body. (Reaches long range)

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight
then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf. During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight,
Chakra sensory, Sound, Scent etc) except their sense of touch.

✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a
furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower
and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called Dhell-Dhell Dhalam which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range
outwards)
✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei
has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the
user can use a djinn exclusive Fuinjutsu technique called Dante Al-Thais : Where the user instantly erects a barrier from around them 2 meters out.
Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)
Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)


Genjutsu: Ketsueki īguru : Illusionary Technique: Blood Eagle
Spoiler
Type: Offensive
Rank: A(S)
Range: Short-Mid
Chakra Cost: 30
Damage points:60 [Mental Damage]
Descriptions: Blood Eagle was an atrocious and gruesome method of execution practiced several years ago to punish traitors and ninjas who had defected from their village of origin. This technique works using the same principle of the blood eagle and mimics the events through the illusion. The user of the jutsu performs the Dog> Tiger hand seals in
quick successions and casts his opponent under a horrific illusion where he sees himself being bound to a wooden table embedded with sharp spikes around it, and his are ribs being sawed open from his vertebral column by a masked man. The victims ribs are broken in the process and are shaped to resemble the wings of an eagle which are stained and soaked in blood. In reality the user is not harmed but is traumatized after experiencing such gruesome events.
Note: Must be taught by thunderbolt.
Note: Can Only Be Used Two times
Note: Requires A Cool Off Of one turn to
reuse.

1600 - 100 = 1500
 

Squidy

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"..a little light? Do you think you have that luxury?" would be Tōsen's first words in response to his new ally. Both combatants had agreed to reach their limits and push beyond their normal boundaries with this confrontation, leaving the dark skinned Djinn clan member to wonder just how powerful he was. Kaname would make a mental note to win this bout in record time since bloodshed wasn't a thing in his rule books.​

Seemingly the young ninja kick started the fight by controlling a spiralling sandstorm within short range of himself, an action Tosen reacts to by readying for battle. Thanks to Tōsen's intrinsic special abilities, he is able to gain a level of clairvoyance through his Dispatch speciality that allows him to passively utilize the inner sonar skill, effectively listening to even the minute changes in his environment. Apart from this, through the Belial Jinn fused in his Zanpākuto, Tosen is capable of sensing his challenger's spirit at all times, keeping lock on his location.​

As soon as Zapp sends the sharp, thin, small disk of iron sand from Tōsen's blind spot, he'd hear the swift change behind him but leave defending to something else. In response, a protective yellow barrier instantly forms around him, effortlessly taking the full brunt of the sneak attack. "..sneaky moves rile me, you should have attacked with your chest!"
Tosen would move 2m forwards, performing a short ritual of his clan, activating one of their many abilities (cosmetics). "BANKAI! BELIAL! LEND ME YOUR PO-WERRRR!"

In this instance, Tosen would have essentially fused with the Belial Djinn whom had been in his Zanpākuto beforehand. While fused, Tōsen's hair color changes to purple locks and increases length. Dark wings are revealed along with a skeleton armour that covers his body and a dormant dragon that around his neck. He also grows an extra pair of eyes on his forehead with which he places Zapp in an illusion while he spoke. "How strong is your loyalty to this order? Would you betray Arthur's trust? You don't look saint, I still have thoughts that insinuate you are not to be trusted. If they are true, I wouldn't want to be you.."

In Zapp's mind, he'd be experiencing an horrific illusion where he sees himself being bound to a wooden table embedded with sharp spikes around it having his ribs being sawed open from his vertebral​
column by a masked man. His ribs are broken in the process and are shaped to resemble the wings of an eagle which are stained and soaked in blood. A gruesome end to the youngin. While the events unfolded in Zapp's mind, Tosen would throw an explosive tagged kunai directly aimed at his victim's heart.​


Kariru ✽ Borg
Type: Defensive | Supplementary​
Rank: A​
Range: Short​
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)​
Damage: N/A​
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it​
won't activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transportation, allowing it to float and/or soar through the air by controlling it.​
Note: Follows the Strength and Weakness Of The Djinn Clan​
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.​

Jin sōbi V2 ✽ Djinn Equip V2​
Type: Supplementary​
Rank: S​
Range: Self​
Chakra: 40​
Damage: N/a​
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve​
their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.​
✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape​
of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called Lelazzo Madraga where the user​
takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downwards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below (Reaches long range).​

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called Alf Al-Yad where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with​
an attempt to simply crush their body. (Reaches long range)​

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight
then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf. During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight,
Chakra sensory, Sound, Scent etc) except their sense of touch.
✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a​
furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower​
and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called Dhell-Dhell Dhalam which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range​
outwards)​
✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei​
has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the​
user can use a djinn exclusive Fuinjutsu technique called Dante Al-Thais : Where the user instantly erects a barrier from around them 2 meters out.​
Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)​
Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.​
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.​
Note: Each form last a max of three turns​
Note: Each Special attack/technique is classified as S rank​
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)​


Genjutsu: Ketsueki īguru : Illusionary Technique: Blood Eagle​
Spoiler​
Type: Offensive​
Rank: A(S)​
Range: Short-Mid​
Chakra Cost: 30​
Damage points:60 [Mental Damage]​
Descriptions: Blood Eagle was an atrocious and gruesome method of execution practiced several years ago to punish traitors and ninjas who had defected from their village of origin. This technique works using the same principle of the blood eagle and mimics the events through the illusion. The user of the jutsu performs the Dog> Tiger hand seals in​
quick successions and casts his opponent under a horrific illusion where he sees himself being bound to a wooden table embedded with sharp spikes around it, and his are ribs being sawed open from his vertebral column by a masked man. The victims ribs are broken in the process and are shaped to resemble the wings of an eagle which are stained and soaked in blood. In reality the user is not harmed but is traumatized after experiencing such gruesome events.​
Note: Must be taught by thunderbolt.​
Note: Can Only Be Used Two times​
Note: Requires A Cool Off Of one turn to​
reuse.​




1600 - 100 = 1500
Amidst the growing sandstorm Sensci feels the construct forming around the target in response to Zapp's sneak attack, informing its user, causing the Youngin to smirk. I guess he has a few tricks up his sleeve, eh!? he thought to himself while forming a single hand seal creating a clone by his side. Having his previous thoughts of counters swarming through the Clone's head, it was easy for the doppelganger to attack Zapp's opponent while he transforms.

Waving 1 hand seal of his own the Clone would use the spiraling sandstorm within mid.range of himself as a pre-existing source for his techniques that spawns within close range of Kaname who also stands mid.range away shrouded within the storm. Suddenly numerous grains of iron sand stemming 3m from Tosen would seemingly break away from its previous locked movement within the sandstorm and rush into its target from all directions engulfing the man in a crushing, dense 5m ball of iron sand with immense pressure. It would be a feat non-noticeable by sights as Zapp's overcoat constantly releases grains of iron sand into the battlefield, thus replacing what was lost.

As this takes place Zapp responds to his fellow clansmen after finding it amusing that he would question his loyalty, even deciding to play in to the man's taunt a little. Ha! My loyalty stands for me and me alone......plus Kaname, you couldn't be even if your wants had changed, haha!
(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

Type: Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60+20= 80
Description:
Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle

Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by adding a beneficial layer to it. Initiated with 1 hand seal, or 1 additional hand seal when being used in conjunction, this technique empowers an offensive iron sand jutsu by adding an additional layer of iron sand with an increased density to the targeted jutsu's surface area. Offensive techniques will experience a boost of +20 damage due to the additional layer adding more weight behind its force.

>Can only be used on Iron Sand jutsu with a structured form
>Has a 2 turn cooldown after use
>Can be used 5x per battle

100 Hp | 1,210 Cp
Projected Cp Usage:
(-10-10-20)/2 = (x-40)/2
Clone Cp Usage: -30-20-10 = -60

Active Jutsu: Sensci x2 | M.R.P. Passive 2/3
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



 

21 Savage

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Amidst the growing sandstorm Sensci feels the construct forming around the target in response to Zapp's sneak attack, informing its user, causing the Youngin to smirk. I guess he has a few tricks up his sleeve, eh!? he thought to himself while forming a single hand seal creating a clone by his side. Having his previous thoughts of counters swarming through the Clone's head, it was easy for the doppelganger to attack Zapp's opponent while he transforms.

Waving 1 hand seal of his own the Clone would use the spiraling sandstorm within mid.range of himself as a pre-existing source for his techniques that spawns within close range of Kaname who also stands mid.range away shrouded within the storm. Suddenly numerous grains of iron sand stemming 3m from Tosen would seemingly break away from its previous locked movement within the sandstorm and rush into its target from all directions engulfing the man in a crushing, dense 5m ball of iron sand with immense pressure. It would be a feat non-noticeable by sights as Zapp's overcoat constantly releases grains of iron sand into the battlefield, thus replacing what was lost.

As this takes place Zapp responds to his fellow clansmen after finding it amusing that he would question his loyalty, even deciding to play in to the man's taunt a little. Ha! My loyalty stands for me and me alone......plus Kaname, you couldn't be even if your wants had changed, haha!
(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

Type: Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60+20= 80
Description:
Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle

Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by adding a beneficial layer to it. Initiated with 1 hand seal, or 1 additional hand seal when being used in conjunction, this technique empowers an offensive iron sand jutsu by adding an additional layer of iron sand with an increased density to the targeted jutsu's surface area. Offensive techniques will experience a boost of +20 damage due to the additional layer adding more weight behind its force.

>Can only be used on Iron Sand jutsu with a structured form
>Has a 2 turn cooldown after use
>Can be used 5x per battle

100 Hp | 1,210 Cp
Projected Cp Usage:
(-10-10-20)/2 = (x-40)/2
Clone Cp Usage: -30-20-10 = -60

Active Jutsu: Sensci x2 | M.R.P. Passive 2/3
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



Zapp creates a clone just as soon as Tosen calls on one of his favorite Djinns. The replica swiftly took matters into it's own hands as it springs on the offensive just as it appears. Through his enhanced hearing abilities, Tosen was able to pick the presence of the sand grains forming around him as they grinded against one another, pretty loud in his ears. It could only mean danger, one that would be dispersed immediately.

Before the grains could converge on Tosen, an advanced version of the previous yellow barrier would form around Tosen, incinerating the iron sand attack in it's entirety as they clashed.

Tosen would then attempt his previous move once more, this time locking both Zapp and his clone in an illusion. In their minds, they'd be experiencing an horrific illusion where they see themselves being bound to a wooden table embedded with sharp spikes around it having their ribs being sawed open from the vertebral column by a masked man. Their ribs are broken in the process and are shaped to resemble the wings of an eagle which are stained and soaked in blood. Tosen would throw two explosive tagged kunai directly aimed at both their hearts. Realistically, the clone would poof out of existence once caught in the illusion, reducing the number advantage back to normal.


Kyohi no rūku ✽ Rukh Of Rejection
Type: Offensive | Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is an advance version of the "Borg" technique, but a lot more stronger and has an offensive application to it which can be activated similar to that of the borg technique. When this technique is activated, the borg barrier will form around the user. Doing this anything or person that comes in contact with it will be forcefully pushed back with incredible force, being able to deflect or even shatter the bones inside said human being that was pushed back due to the force alone. The force alone is able to deflect S rank physical materials or halt the progression of it and completely destroy that below S rank while dispersing techniques of other elements and nature.
Note: Can use a max of two turns per battle.
Note: This technique can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid.
Note: Cant use any Djinn Techniques of S rank and above in the same turn.
Note: No Djinn techniques of S rank and above in the following turn
 
Last edited:

Squidy

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Zapp creates a clone just as soon as Tosen calls on one of his favorite Djinns. The replica swiftly took matters into it's own hands as it springs on the offensive just as it appears. Through his enhanced hearing abilities, Tosen was able to pick the presence of the sand grains forming around him as they grinded against one another, pretty loud in his ears. It could only mean danger, one that would be dispersed immediately.​
Before the grains could converge on Tosen, an advanced version of the previous yellow barrier would form around Tosen, incinerating the iron sand attack in it's entirety as they clashed.​
Tosen would then attempt his previous move once more, this time locking both Zapp and his clone in an illusion. In their minds, they'd be experiencing an horrific illusion where they see themselves being bound to a wooden table embedded with sharp spikes around it having their ribs being sawed open from the vertebral column by a masked man. Their ribs are broken in the process and are shaped to resemble the wings of an eagle which are stained and soaked in blood. Tosen would throw two explosive tagged kunai directly aimed at both their hearts. Realistically, the clone would poof out of existence once caught in the illusion, reducing the number advantage back to normal.​
Kyohi no rūku ✽ Rukh Of Rejection
Type: Offensive | Defensive​
Rank: S​
Range: Short​
Chakra: 40​
Damage: 80​
Description: This technique is an advance version of the "Borg" technique, but a lot more stronger and has an offensive application to it which can be activated similar to that of the borg technique. When this technique is activated, the borg barrier will form around the user. Doing this anything or person that comes in contact with it will be forcefully pushed back with incredible force, being able to deflect or even shatter the bones inside said human being that was pushed back due to the force alone. The force alone is able to deflect S rank physical materials or halt the progression of it and completely destroy that below S rank while dispersing techniques of other elements and nature.​
Note: Can use a max of two turns per battle.​
Note: This technique can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid.​
Note: Cant use any Djinn Techniques of S rank and above in the same turn.​
Note: No Djinn techniques of S rank and above in the following turn​
What's wrong Tosen!? You seem a little stiff!! Zapp yells teasing his clansmen as he and his clones proceed to continually attack. Being the weakest member of their clan the Youngin felt he had something to prove, so he had no intentions of letting down the pressure, if he had apply any at all that is.

The constant squeaking from Sensci notified Zapp and his Clone that his opponent had once again effortlessly blocked their attack, but with the Tekkyu only floating 6m above Kaname, it was easy for the next string of attacks to happen the moment the long haired shinobi would release his defense. Using minor movements with his left hand Zapp lowers his magnetic scientific tool that was above Tosen in a position several meters behind him, 4m above the ground. As the device lowers it is triggered to release an energy based magnetic field within short range of itself that amplifies the two iron sand techniques being manipulated simultaneously as this happens.

Kaname in his demonic form would suddenly be faced with numerous spikes of iron sand that erupt from the ground and raise 5m upwards in every direction 5m around the man who sits as the epicenter of the technique. The Clone, who initiated the lower aerial attack, will manipulate the spikes to raise around the Tekkyu as it levitates missing the tool. While moving and triggering the Tekkyu with his left hand, Zapp would simultaneously use his right hand to form a large 5m long, 5m wide sharp iron spike that resembles a cone just several meters above the Tekkyu but also within a space 10m above the target that races downwards into the numerous spikes erupting upwards. The end result would be a massive clash between the two techniques that crushes all foreign things caught within the middle of their pathways.

Afterwards Zapp would position the Tekkyu in-between he and his target, being 6m in the air just outside of short range of Kaname, all amongst the raging iron sand sandstorm that stretches into long range around Zapp engulfing the entire battlefield in his element.
Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō
(Jiton: Satetsu Dokusutoraiku) - Magnet Release: Iron Sand Venom Strike {Zapp}
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60+20 = 80
Description:
This technique concentrates a mass amount of iron sand in the air that then transforms into a singular large spike that races down to the surface and towards the desired target.

Note: Can only be used by Third Kazekage and custom Iron Sand bios.

(Jiton: Satetsu Supaikumori) - Magnet Release: Iron Sand Spike Forest {Clone}
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60+20= 80
Description:
The user unleashes numerous devastating spikes of iron sand from underneath the area of the target and protrude out of the ground.

Note: Can only be used by Third Kazekage and custom Iron Sand bios.
100 Hp | 585 Cp
Projected Cp Usage:
-10-10-20-30 = -70

525 Cp
Clone Cp Usage:
-10-30 = -40

Active Jutsu: Sensci x2 | M.R.P. Passive 3/3
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



 

21 Savage

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What's wrong Tosen!? You seem a little stiff!! Zapp yells teasing his clansmen as he and his clones proceed to continually attack. Being the weakest member of their clan the Youngin felt he had something to prove, so he had no intentions of letting down the pressure, if he had apply any at all that is.

The constant squeaking from Sensci notified Zapp and his Clone that his opponent had once again effortlessly blocked their attack, but with the Tekkyu only floating 6m above Kaname, it was easy for the next string of attacks to happen the moment the long haired shinobi would release his defense. Using minor movements with his left hand Zapp lowers his magnetic scientific tool that was above Tosen in a position several meters behind him, 4m above the ground. As the device lowers it is triggered to release an energy based magnetic field within short range of itself that amplifies the two iron sand techniques being manipulated simultaneously as this happens.

Kaname in his demonic form would suddenly be faced with numerous spikes of iron sand that erupt from the ground and raise 5m upwards in every direction 5m around the man who sits as the epicenter of the technique. The Clone, who initiated the lower aerial attack, will manipulate the spikes to raise around the Tekkyu as it levitates missing the tool. While moving and triggering the Tekkyu with his left hand, Zapp would simultaneously use his right hand to form a large 5m long, 5m wide sharp iron spike that resembles a cone just several meters above the Tekkyu but also within a space 10m above the target that races downwards into the numerous spikes erupting upwards. The end result would be a massive clash between the two techniques that crushes all foreign things caught within the middle of their pathways.

Afterwards Zapp would position the Tekkyu in-between he and his target, being 6m in the air just outside of short range of Kaname, all amongst the raging iron sand sandstorm that stretches into long range around Zapp engulfing the entire battlefield in his element.
(Jiton: Satetsu Dokusutoraiku) - Magnet Release: Iron Sand Venom Strike {Zapp}
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60+20 = 80
Description:
This technique concentrates a mass amount of iron sand in the air that then transforms into a singular large spike that races down to the surface and towards the desired target.

Note: Can only be used by Third Kazekage and custom Iron Sand bios.

(Jiton: Satetsu Supaikumori) - Magnet Release: Iron Sand Spike Forest {Clone}
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60+20= 80
Description:
The user unleashes numerous devastating spikes of iron sand from underneath the area of the target and protrude out of the ground.

Note: Can only be used by Third Kazekage and custom Iron Sand bios.
100 Hp | 585 Cp
Projected Cp Usage:
-10-10-20-30 = -70

525 Cp
Clone Cp Usage:
-10-30 = -40

Active Jutsu: Sensci x2 | M.R.P. Passive 3/3
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



Zapp was relentless, he was trying very hard to subdue Tosen and his antics. It felt cute but the Djinn clan member was barely alive in the battle, he didn't see need to utilizing his full potential..yet

As soon as the combo iron sand attack looms, Tosen would have been alerted via his enhanced hearing of the incoming pincer assault designed for his doom. In a flash, Tosen would disappear from the middle of both the cone and the spikes from below darting straight at the Uzumaki, sword in hand. All he had done was charge lightning chakra into his body to increase his speed as he escapes the range of Zapp's coordinated moves before impact.

While he ran forwards, Tosen would send chakra into his palm, unleashing a massive 120° blast of lightning that spreads forwards, towards Zapp. This lightning blast would destroy the scientific ninja tool in front of him as well, before it's intended victim.

Additionally, the dark skinned shinobi would focus a considerable amount of Rukh in the air 5m above Zapp, materializing a colossal rain of several large & sharp Rukh spikes that strikes him to the earth, brutalizing and destroying him completely. The rain of spikes would cover the whole of short range around the victim, cutting all chances of escape without getting caught. The Rukh creation would be garnished with lightning, allowing it to electrocute on contact without stop.

( Raiton: Ōbādoraibu ) - Lightning Release: Overdrive
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-10 per turn)
Damage: N/A
Description: By utilising Lightning Release, the user can speed up the signals that are sent from the brain to the muscles to increase the user's striking speed. The technique also gives the user cutting capabilities from barehanded attacks. When in use this, allows the user to gain an increase of speed and Taijutsu, doubling his speed and increasing his Tai by 20 damage for 3 turns.


(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.

Dorīmukonbājon ✽ Dream Conversion
Type: Offensive |Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect)
Damage: 30-80
Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like Rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user don't want to add elemental affects, it does simple damage depending on the description of the technique.
Note: A and S rank can be used a max of 5 times collectively with one turn cool down
Note: Cant create below the earth but is able to be created above the ground, and even under water.
Note: A Rank requires two handseals, S rank requires three hand seals.
 

Squidy

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Zapp was relentless, he was trying very hard to subdue Tosen and his antics. It felt cute but the Djinn clan member was barely alive in the battle, he didn't see need to utilizing his full potential..yet​
As soon as the combo iron sand attack looms, Tosen would have been alerted via his enhanced hearing of the incoming pincer assault designed for his doom. In a flash, Tosen would disappear from the middle of both the cone and the spikes from below darting straight at the Uzumaki, sword in hand. All he had done was charge lightning chakra into his body to increase his speed as he escapes the range of Zapp's coordinated moves before impact.​
While he ran forwards, Tosen would send chakra into his sword before slashing the air in front of him diagonally, sending a powerful wave of fire chakra directly at the opponent's tool in his path in a way that the wave slices through the scientific tool and heads for Zapp as well.​
Additionally, the dark skinned shinobi would focus a considerable amount of Rukh in the air 5m above Zapp, materializing a colossal rain of several large & sharp Rukh spikes that strikes him to the earth, brutalizing and destroying him completely. The rain of spikes would cover the whole of short range around the victim, cutting all chances of escape without getting caught. The Rukh creation would be garnished with lightning, allowing it to electrocute on contact without stop.​
( Raiton: Ōbādoraibu ) - Lightning Release: Overdrive
Type: Supplementary​
Rank: B​
Range: Short​
Chakra: 20 (-10 per turn)​
Damage: N/A​
Description: By utilising Lightning Release, the user can speed up the signals that are sent from the brain to the muscles to increase the user's striking speed. The technique also gives the user cutting capabilities from barehanded attacks. When in use this, allows the user to gain an increase of speed and Taijutsu, doubling his speed and increasing his Tai by 20 damage for 3 turns.​
(Kumo-Ryū Kaengiri) - Cloud Style: Flame Slash​
Rank: A​
Type: Offensive​
Range: Short - Mid​
Chakra cost: 30​
Damage points: 60​
Description: The user imbues their blade with fire, before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing. A skilled user of this technique, is capable of surrounding their immediate area with a circular wall of these flames, incinerating multiple targets even if they approach from numerous angles simultaneously.​
Dorīmukonbājon ✽ Dream Conversion​
Type: Offensive |Defensive​
Rank: C-S​
Range: Short - Long​
Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect)​
Damage: 30-80​
Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like Rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user don't want to add elemental affects, it does simple damage depending on the description of the technique.​
Note: A and S rank can be used a max of 5 times collectively with one turn cool down​
Note: Cant create below the earth but is able to be created above the ground, and even under water.​
Note: A Rank requires two handseals, S rank requires three hand seals.​
Tsch! Zapp was slightly annoyed at his clansmen's resilience, but he did not expect the task of beating Kaname to be an easy one. Seeing his comrade dodge his attacks with a high speed forwards movement showed the depth of his skills, and Zapp and his clone would waste no time in reacting to his advance before he could get too far.

With the sandstorm no longer in play, the previously suspended grains of iron sand would have littered the surface of the battlefield up into long range, making the Clone's next course of action easier to perform. As the man advances he would suddenly be faced with numerous spikes that rise upwards from the iron sand covering the battlefield, stemming 10m in every direction with Kaname as the epicenter. The spikes would raise upwards 6m creating a miniature forest with the intent to impale Tosen from several angles.

Simultaneously as the Clone attacks, Zapp would gear into action using the Tekkyu as his tool of choice. Using hand movements he would position the Tekkyu to rise upwards into the air 8m while also triggering one of the tools functions. Iron sand would begin to gather around the device as it rises, forming into a large humanoid figure with claws for hands and a wolf's head, that levitates above the opponent. The Wolf-man would stand 10m in height, and his arms would be 6m in length, and while the spikes below rise upwards the humanoid beast would deliver a powerful downwards claw strike to Tosen intending to tear him apart.
Type: Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle

Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60+20= 80
Description:
Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
100 Hp | 515 Cp
Projected Cp Usage:
-10-30 = -40

485 Cp
Clone Cp Usage:
-10-30 = -40

Active Jutsu: Sensci x2 | M.R.P. Passive 3/3 cooldown
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



 

21 Savage

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Tsch! Zapp was slightly annoyed at his clansmen's resilience, but he did not expect the task of beating Kaname to be an easy one. Seeing his comrade dodge his attacks with a high speed forwards movement showed the depth of his skills, and Zapp and his clone would waste no time in reacting to his advance before he could get too far.

With the sandstorm no longer in play, the previously suspended grains of iron sand would have littered the surface of the battlefield up into long range, making the Clone's next course of action easier to perform. As the man advances he would suddenly be faced with numerous spikes that rise upwards from the iron sand covering the battlefield, stemming 10m in every direction with Kaname as the epicenter. The spikes would raise upwards 6m creating a miniature forest with the intent to impale Tosen from several angles.

Simultaneously as the Clone attacks, Zapp would gear into action using the Tekkyu as his tool of choice. Using hand movements he would position the Tekkyu to rise upwards into the air 8m while also triggering one of the tools functions. Iron sand would begin to gather around the device as it rises, forming into a large humanoid figure with claws for hands and a wolf's head, that levitates above the opponent. The Wolf-man would stand 10m in height, and his arms would be 6m in length, and while the spikes below rise upwards the humanoid beast would deliver a powerful downwards claw strike to Tosen intending to tear him apart.
Type: Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle

100 Hp | 515 Cp
Projected Cp Usage:
-10-30 = -40

485 Cp
Clone Cp Usage:
-10-30 = -40

Active Jutsu: Sensci x2 | M.R.P. Passive 3/3 cooldown
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



Zapp was dedicated, trying his best to subdue his ally, Kaname Tosen who had been holding back so as to analyze the youngin's true abilities.

In the middle of his escape, Kaname's senses would tingle again signalling danger from beneath him once again. It would seem Zapp had a thing for these type of attacks. As soon as the forest of spikes erupted, Kaname would unsheathe his sword while leaping forward to complete a full spin which causes his body to take a saw type shape that easily tears through the forest of spikes and everything seeking to impale the Djinn like hot knife through butter.

Meanwhile, in response to the growing wolf man and its claw strike, Tosen would recreate the yellow spherical barrier from earlier around himself and floats straight into the air, dodging the beast's claw strike with his active speed boost. Now floating in the air parallel to the wolf man's face, Tosen would charge lightning chakra into his hand and release a 120° blast of lightning straight into it's face, destroying the creation completely.



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

Kariru ✽ Borg
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)
Damage: N/A
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it
won't activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transportation, allowing it to float and/or soar through the air by controlling it.
Note: Follows the Strength and Weakness Of The Djinn Clan
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
 

Squidy

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Zapp was dedicated, trying his best to subdue his ally, Kaname Tosen who had been holding back so as to analyze the youngin's true abilities.​
In the middle of his escape, Kaname's senses would tingle again signalling danger from beneath him once again. It would seem Zapp had a thing for these type of attacks. As soon as the forest of spikes erupted, Kaname would unsheathe his sword while leaping forward to complete a full spin which causes his body to take a saw type shape that easily tears through the forest of spikes and everything seeking to impale the Djinn like hot knife through butter.​
Meanwhile, in response to the growing wolf man and its claw strike, Tosen would recreate the yellow spherical barrier from earlier around himself and floats straight into the air, dodging the beast's claw strike with his active speed boost. Now floating in the air parallel to the wolf man's face, Tosen would charge lightning chakra into his hand and release a 120° blast of lightning straight into it's face, destroying the creation completely.​
(Kenjutsu: Hayai Nokogiri) - Sword Arts: Graceful Saw
Type: Offensive/Defensive​
Rank: S​
Range: Short-Mid​
Chakra: 40​
Damage: 80​
Description: The user will first channel their chakra into their sword, increasing the cutting potency of the blade, causing it to glow blue. The user will then leap towards the opponent extending the blade while spinning, causing their body to take a saw-type shape. This technique is said to even cut through solid earth of equal rank and below and cut through the flesh with ease. When spinning, the user is able to travel up to 10 meters away.​
Note: Can only be used twice​
Kariru ✽ Borg​
Type: Defensive | Supplementary​
Rank: A​
Range: Short​
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)​
Damage: N/A​
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it​
won't activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transportation, allowing it to float and/or soar through the air by controlling it.​
Note: Follows the Strength and Weakness Of The Djinn Clan​
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.​
(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm​
Type: Offensive​
Rank: S​
Range: Short-Mid​
Chakra: 40​
Damage: 80​
Description: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.​
Zapp would smirk this time around after seeing his comrade dodge and defend against his barrage of techniques. Looking at his clone he would nod his head forwards prompting the being to advance 5m forwards while they both responded to the man's attempt of survival. This is it Kaname....my strongest technique..! Zapp whispers to himself as he and his Clone simultaneously waves a single hand seal.

As Tosen cuts through the rising iron sand spikes while evading the large wolf-man's claw attack, the hand seal Zap triggered would cause the iron sand being deflected by his opponent to conjoin with the Wolf adding an additional layer to it in the form of armor that also empowers its strength. Via hand movements he would also move the Wolf-man in response to his evading target, and thus reposition the beast, allowing the Animal to take another swipe at Kaname before he could release his lightning jutsu. Well aware as well as attentive, Zapp would control the Wolf-man to follow every move of his comrade, so if he dodges once again, this time around the Wolf-man would just follow his movements.

All the while as the Clone advances 5m while waving a hand seal he would then release a thin spear of lightning that speedily moves towards Tosen, who may be caught up with the Wolf-man in terms of attention, aimed to pierce through the man's torso missing all vital spots yet remaining deadly in destructive force.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60+20 = 80+20 = 100
Description:
Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by adding a beneficial layer to it. Initiated with 1 hand seal, or 1 additional hand seal when being used in conjunction, this technique empowers an offensive iron sand jutsu by adding an additional layer of iron sand with an increased density to the targeted jutsu's surface area. Offensive techniques will experience a boost of +20 damage due to the additional layer adding more weight behind its force.

>Can only be used on Iron Sand jutsu with a structured form
>Has a 2 turn cooldown after use
>Can be used 5x per battle


(Raiton: Gian) - Lightning Style: False Darkness
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Descripton: The user, after performing the Snake handseal, emits lightning in the shape of a spear from their hands or mouth which then pierces the enemy. Kakuzu, the original user, shoots the technique from his Lightning mask's mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.
100 Hp | 475 Cp
Projected Cp Usage:
-10-20 = -30

445 Cp
Clone Cp Usage:
-10-40 = -50

Active Jutsu: Sensci x2 | M.R.P. Passive 2/3 cooldown | Keijo 2/3
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



 

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As Kaname tore through the spikes effortlessly, he would notice that the iron sand from the spikes moved differently, merging with the tall creature. He could only deduce one thing, the wolf man was getting reinforced. "Bakayaro!"

As he floats through the air and dodges the first claw strike, Kaname would see the wolf man repositioning itself to take another strike. Kaname knew if he didn't get rid of the creature, it would become a problem in the turns to come. In a quick flash, Kaname would weave three hand seals and inhale breath into a single large, crushing sphere of wind chakra that he then proceed to expel from his mouth aimed at the wolf man's torso in attempt to tear through it. The extra hand seal added would pump more chakra into the wind sphere, allowing it to increase in rank.

Meanwhile, Kaname would soar 7m farther into the sky with his active Borg technique escaping Zapp's clone lightning spear with ease. Floating in the air above, Kaname would speak to Zapp & his clone.

"Zapp, as you can tell, I've gone soft with you. Is that all you can do? Is this the extent of your strength? Do you want me to show you true power? Do you?! DOOO YOUUUUU?!!!!!"

(Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Type: Offensive
Rank: S (F)
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.

(Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A
Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 15m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least five meters from the opponent. Due to the extra fuuton chakra added to the transformed wind jutsu its rank is increased by +1.
~ The breeze can be seen by naked eyes
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Lytes
~ Can be used five times per battle.
 

Squidy

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As Kaname tore through the spikes effortlessly, he would notice that the iron sand from the spikes moved differently, merging with the tall creature. He could only deduce one thing, the wolf man was getting reinforced. "Bakayaro!"
As he floats through the air and dodges the first claw strike, Kaname would see the wolf man repositioning itself to take another strike. Kaname knew if he didn't get rid of the creature, it would become a problem in the turns to come. In a quick flash, Kaname would weave three hand seals and inhale breath into a single large, crushing sphere of wind chakra that he then proceed to expel from his mouth aimed at the wolf man's torso in attempt to tear through it. The extra hand seal added would pump more chakra into the wind sphere, allowing it to increase in rank.​
Meanwhile, Kaname would soar 7m farther into the sky with his active Borg technique escaping Zapp's clone lightning spear with ease. Floating in the air above, Kaname would speak to Zapp & his clone.​
"Zapp, as you can tell, I've gone soft with you. Is that all you can do? Is this the extent of your strength? Do you want me to show you true power? Do you?! DOOO YOUUUUU?!!!!!"

(Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Type: Offensive
Rank: S (F)
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.

(Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A
Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 15m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least five meters from the opponent. Due to the extra fuuton chakra added to the transformed wind jutsu its rank is increased by +1.
~ The breeze can be seen by naked eyes
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Lytes
~ Can be used five times per battle.
Discussing something
 

Squidy

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As Kaname tore through the spikes effortlessly, he would notice that the iron sand from the spikes moved differently, merging with the tall creature. He could only deduce one thing, the wolf man was getting reinforced. "Bakayaro!"
As he floats through the air and dodges the first claw strike, Kaname would see the wolf man repositioning itself to take another strike. Kaname knew if he didn't get rid of the creature, it would become a problem in the turns to come. In a quick flash, Kaname would weave three hand seals and inhale breath into a single large, crushing sphere of wind chakra that he then proceed to expel from his mouth aimed at the wolf man's torso in attempt to tear through it. The extra hand seal added would pump more chakra into the wind sphere, allowing it to increase in rank.​
Meanwhile, Kaname would soar 7m farther into the sky with his active Borg technique escaping Zapp's clone lightning spear with ease. Floating in the air above, Kaname would speak to Zapp & his clone.​
"Zapp, as you can tell, I've gone soft with you. Is that all you can do? Is this the extent of your strength? Do you want me to show you true power? Do you?! DOOO YOUUUUU?!!!!!"

(Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Type: Offensive
Rank: S (F)
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.

(Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A
Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 15m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least five meters from the opponent. Due to the extra fuuton chakra added to the transformed wind jutsu its rank is increased by +1.
~ The breeze can be seen by naked eyes
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Lytes
~ Can be used five times per battle.
As agreed you'd dodge the lightning jutsu but take 70 dmg from the wolf-man as it overpowers your wind jutsu.
Humph, finally..... Zap whispers to himself after seeing the Wolf'man's attack successfully break through Kaname's wind jutsu before knocking him downwards towards the ground. Although he was facing a tough opponent, the Youngin pushed himself beyond his normal limits just in order to lay a finger on Tosen, so he couldn't help but smile and chuckle in a short celebration at the sight of his success.

It's not over yet! his Clone yells while looking over his shoulder towards Zapp who seemed thrown off by his minor accomplishment. Responding with a nod the two would then return their attention towards Kaname and thus continue their barrage of attacks, hoping to finish their comrade off soon, as the feeling of exhaustion looms on them both.

Following suit as the Wolf-man lands his hit, the beast would not hesitate and continue applying pressure as it gives chase to the falling man in an attempt to deliver yet another slash to Kaname's body. Unlike before the beast wasn't at full strength, but being classed with a powerful A rank(70 dmg), the creature would still be a force to be reckoned with.

While this happens the Clone waves 2 hand seals before clapping his hands together triggering an iron sand jutsu with a special property. As Tosen falls towards the ground, spikes within a diameter 5m around his location with him as the epicenter would erupt upwards 5m before rising an additional 5m as the surface beneath the spikes rises upwards as well resembling a sea urchin. The structure fully erect would be 10m in all, 5m spikes extending from a 5m base in all directions, and all the while the structure's magnetic field would be amplified to extend 5m around the 10m object subsequently pulling in all smaller magnetic objects into its spikey domain. This magnetic field would pull Zapp's comrade in with such a force that it would halve his current speed if opposed.

Zapp would maneuver the Wolf-man in accordance to his partners technique so they wouldn't clash but instead deal a deadly combo to the slowed Kaname within the same time-frame.
Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking.
CLONE
Type: Offensive
Rank: B
Range: Mid.
Chakra: 20
Damage: 40
Description: Waving 1 hand seal before slamming hand, or stomping foot, on the ground while manipulating their magnetic chakra the user will initiate this technique as they focus on the desired location of target. Affecting any area within mid.range of the user upon activation of this technique, the targeted area begins to shake as a plethora of iron sand raises up from the earth below swiftly erupting through the surface as a half sphere with numerous closely knit spikes that seemingly resembles a sea urchin. The target area is only 5ms in diameter and the spiked half sphere erupts from the earth below pretty swiftly piercing into the target/s as the half sphere itself rises 5m high while its many spikes grow outwards 5m from the half sphere covering the entire 180 degrees around the jutsu. This jutsu is rather large in size and if used incorrectly can even leave it's user impaled, but if desired, the user can even split this jutsu in size and power creating up to two sea urchin like objects of iron sand that only cover 5ms in diameter in there entirety.(2 sea urchins with a 2.5m half sphere and 2.5m extending spikes)
>Can be used 4x per battle


Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/a
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by waving 1 hand seal, or 1 additional hand seal when used in conjunction. Upon initiation this jutsu increases the magnetic field of an iron structure, both in power and range, making it so that the structure emits said field within the space of short range around it which affects all material able to be magnetized (ex organic, metals, etc). Affected objects within the magnetic field of the targeted iron sand jutsu will be swiftly pulled into the field's core, which is the iron sand jutsu, with a strong magnetic force that if fought against by an opposite force will experience great resistance that dramatically reduces speed(halves speed). In order for this technique to successfully work the targeted jutsu must be bigger than the magnetized objects being pulled in, meaning in order to work on a human sized object the targeted jutsu must be bigger than 2m<.This magnetic field can be disrupted/negated by lightning techniques of the same rank as this technique.
>Can only be used on objects 2m<
>When this jutsu is in play it can not be used again until completion
>Can be used 4x per battle, with a two turn cool down in between usages and each usage lasts 3 turns

100 Hp | 445 Cp
Projected Cp Usage:
-10-0 = -10

395 Cp
Clone Cp Usage:
-10-20-20 = -50

Active Jutsu: Sensci x2 | M.R.P. Passive 1/3 cooldown | Keijo 3/3
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



 

21 Savage

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As agreed you'd dodge the lightning jutsu but take 70 dmg from the wolf-man as it overpowers your wind jutsu.
Humph, finally..... Zap whispers to himself after seeing the Wolf'man's attack successfully break through Kaname's wind jutsu before knocking him downwards towards the ground. Although he was facing a tough opponent, the Youngin pushed himself beyond his normal limits just in order to lay a finger on Tosen, so he couldn't help but smile and chuckle in a short celebration at the sight of his success.

It's not over yet! his Clone yells while looking over his shoulder towards Zapp who seemed thrown off by his minor accomplishment. Responding with a nod the two would then return their attention towards Kaname and thus continue their barrage of attacks, hoping to finish their comrade off soon, as the feeling of exhaustion looms on them both.

Following suit as the Wolf-man lands his hit, the beast would not hesitate and continue applying pressure as it gives chase to the falling man in an attempt to deliver yet another slash to Kaname's body. Unlike before the beast wasn't at full strength, but being classed with a powerful A rank(70 dmg), the creature would still be a force to be reckoned with.

While this happens the Clone waves 2 hand seals before clapping his hands together triggering an iron sand jutsu with a special property. As Tosen falls towards the ground, spikes within a diameter 5m around his location with him as the epicenter would erupt upwards 5m before rising an additional 5m as the surface beneath the spikes rises upwards as well resembling a sea urchin. The structure fully erect would be 10m in all, 5m spikes extending from a 5m base in all directions, and all the while the structure's magnetic field would be amplified to extend 5m around the 10m object subsequently pulling in all smaller magnetic objects into its spikey domain. This magnetic field would pull Zapp's comrade in with such a force that it would halve his current speed if opposed.

Zapp would maneuver the Wolf-man in accordance to his partners technique so they wouldn't clash but instead deal a deadly combo to the slowed Kaname within the same time-frame.
CLONE
Type: Offensive
Rank: B
Range: Mid.
Chakra: 20
Damage: 40
Description: Waving 1 hand seal before slamming hand, or stomping foot, on the ground while manipulating their magnetic chakra the user will initiate this technique as they focus on the desired location of target. Affecting any area within mid.range of the user upon activation of this technique, the targeted area begins to shake as a plethora of iron sand raises up from the earth below swiftly erupting through the surface as a half sphere with numerous closely knit spikes that seemingly resembles a sea urchin. The target area is only 5ms in diameter and the spiked half sphere erupts from the earth below pretty swiftly piercing into the target/s as the half sphere itself rises 5m high while its many spikes grow outwards 5m from the half sphere covering the entire 180 degrees around the jutsu. This jutsu is rather large in size and if used incorrectly can even leave it's user impaled, but if desired, the user can even split this jutsu in size and power creating up to two sea urchin like objects of iron sand that only cover 5ms in diameter in there entirety.(2 sea urchins with a 2.5m half sphere and 2.5m extending spikes)
>Can be used 4x per battle


Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/a
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by waving 1 hand seal, or 1 additional hand seal when used in conjunction. Upon initiation this jutsu increases the magnetic field of an iron structure, both in power and range, making it so that the structure emits said field within the space of short range around it which affects all material able to be magnetized (ex organic, metals, etc). Affected objects within the magnetic field of the targeted iron sand jutsu will be swiftly pulled into the field's core, which is the iron sand jutsu, with a strong magnetic force that if fought against by an opposite force will experience great resistance that dramatically reduces speed(halves speed). In order for this technique to successfully work the targeted jutsu must be bigger than the magnetized objects being pulled in, meaning in order to work on a human sized object the targeted jutsu must be bigger than 2m<.This magnetic field can be disrupted/negated by lightning techniques of the same rank as this technique.
>Can only be used on objects 2m<
>When this jutsu is in play it can not be used again until completion
>Can be used 4x per battle, with a two turn cool down in between usages and each usage lasts 3 turns

100 Hp | 445 Cp
Projected Cp Usage:
-10-0 = -10

395 Cp
Clone Cp Usage:
-10-20-20 = -50

Active Jutsu: Sensci x2 | M.R.P. Passive 1/3 cooldown | Keijo 3/3
Sensci ✦ Sensci
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.
Tekkyū ✦ Iron Ball
Type:
Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto
Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



"..so this is what pain feels like?" would be Tōsen's words as he fell back to the earth, falling victim to the wolf man's claw. Blood trickled down his shoulders, staining his white overall with red hue, a testament to Zapp's battle prowess & relentlessness as he was able to land a blow despite being not so favoured by the odds.

But that would be all.

It would seem the iron sand creation had become drunk with euphoria after landing the first blow and attempting to land another. "Hehe, addicted to hitting me already?"

Suddenly, Kaname would reverse summon himself and just his target (the real Zapp) away from the battlefield to the Djinn Dungeon, leaving his clone (and tool) wondering what had happened. The Dungeon would be a random island, in the middle of a large ocean where Kaname would manifest two accomplices, Belial & Leraje.

As soon as they are manifested, Kaname would have related the necessary plans to both Jinns telepathically, making their moves flawless. Belial would place Zapp in an illusion where his limbs are being slowly and gradually devoured by termites and ants. These termites and ants would start devouring the limbs and eventually progress to the vital body organs until it reaches his heart. While the bugs crawl up on Zapp's legs, he'd be restrained from movement in the process, till his body in its entirety is consumed.

Simultaneously, Leraje would utilize his special ability while Zapp had been occupied. The Djinn would dart into the sky creating a large symbol that reaches long range while converting his sword into a large pink scythe. The pink scythe would be swung downwards, sending a powerful sharp air pressure that slices the youngin in half and even slams down on him, enough to cause a 10m deep craters. A fitting grave for the young blood.

"Uzumaki Zapp, welcome to hell."

Danjon Djinn ✽ Dungeon Of Djinns
Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you don't have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play), but they are able to manipulate the terrain, from something as creating walls,houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings. When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with
Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user
Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns at the cost of a move
Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.

Jin sōbi V2 ✽ Djinn Equip V2
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve
their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.

✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called Lelazzo Madraga where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downwards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below (Reaches long range).

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called Alf Al-Yad where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with
an attempt to simply crush their body. (Reaches long range)

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight
then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf. During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.


✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a
furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower
and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called Dhell-Dhell Dhalam which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range
outwards)

✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei
has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the
user can use a djinn exclusive Fuinjutsu technique called Dante Al-Thais : Where the user instantly erects a barrier from around them 2 meters out.
Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)
Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)


(Genjutsu: Tabe ari) - Illusionary Technique: Devouring Ants
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Descriptions: This technique was previously used in the ancient times as a means of punishment to punish criminals or outlaws who hand committed treason or committed grievous offenses, its sole purpose was to kill its opponent in a slowly but painful manner, however such practices have long been abolished. The user of the jutsu performs the ox and tiger hand-seals in quick successions casting his opponent under a genjutsu where his limbs are being slowly and gradually devoured by termites and
ants, the termites and ants start devouring the limbs and eventually progresses unto vital body organs until it reaches its heart, the ants and termites start by crawling up the opponents legs restraining it in the process, then further progressing upwards towards their torso. However, in reality the opponent is unharmed, receiving only mental damage as the illusion progresses.
Note: Can only be taught by thunderbolt
Note: Can only be used three times.
 

Squidy

Active member
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Laying on the ground Zapp's light would fade into darkness as the voices of loved ones from his past begin to resonate in his head.

Welcome home Zapp................


GG
 
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