Come at me Vayne!

Gutsy

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  • BASIC RULES
  • By default, the basic universal battle rules will be applied.
  • All players start mid-range from each other ( 10 meters ).
  • 3 day reply limit.

The fight takes place on a wide, open plain split by a shallow river, its banks lined with patches of tall grass swaying in the wind. Scattered stones and broken trees offer sparse cover, while the ground is firm but uneven, cracked from old battles. The open sky above leaves little to hide beneath, making every movement sharp and exposed.

Using Jaina Proudmoore: https://animebase.me/threads/jaina-proudmoore.784004/ (outdated).
 

Gutsy

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Chakra: 3.000 – 30 – 40 - 15
Health: 200
Speed: 14
Tracking: 30

Additional Attribute Points from Sage Rank (2): Added to Agility to increase it to 7.




Jaina Proudmoore strode onto the battlefield, her midnight cloak trailing behind her like a shadow of the night sky. Her gaze locked on Boa with a cold, unyielding glare as her hands wove swiftly through a sequence of seals. At the final seal, frost rippled outward from her boots, spreading in jagged veins that burrowed deep into the soil. The ground itself shuddered as grass froze mid-sway, encased in glittering crystal. Lowering into a crouch, Jaina pressed her fingers to the ice and whispered, “Come forth… my children.”

From the permafrost rose two gaunt, humanoid figures, twisted effigies of ice, their hollow eyes fixed ahead as they lingered silently at her side, tethered to her will. As they took form, Jaina straightened, and with a gesture, countless shards of ice coalesced around Boa, a storm of frozen needles hanging for the briefest moment in the air before launching forward in a lethal, converging volley.

(Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: Similar to the setup of "King of The North", the user, with two hand seals (Dog, Snake), will dedicate all of his Arctic Earth chakra into transforming the entire terrain into a desolate tundra. The sheer scope of this technique spans up to long ranged in all directions all (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to 5m of the user becomes transformed to Arctic Earth. On the second turn it will spread to encompass 10m of the user's position and by the third turn the technique consumes 15m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turns after, the technique can grow far enough to take an entire landmark. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Once established, destroying the structure requires complete eradication. For example, merely destroying a patch/section will not stop the technique, as it will simply regenerate as it grows. Instead, one would need a counter that spans this technique's complete length and depth. Travelling across the terrain would also prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground. The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground instead with heightened efficiency (i.e quicker than usual).
Note(s):
- Can only be done three times (3x).
- Lasts 4 turns with each use, with a one turn cool down.

(Hokkyoku Āsurirīsu: Tsundora no Chūkū no Kodomo-tachi) - Arctic Earth: Hollow Children of the Tundra
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: The Hollow Children are familiars made of Arctic Earth that can be created from the user's body or the surrounding earth up to mid-ranged away, except within five meters of an opponent, unless the user is also within that range. The Arctic Earth creations are humanoid in appearance but severely emaciated, like skeletons, with glowing eyes and hollow chests. Despite their appearance however the Children are frighteningly quick, able to travel at inhuman speeds when in contact with Arctic Earth structures. On regular surfaces they move at the speed of normal Arctic Earth techniques, but when situated on Arctic Earth they are able to move at 1.5x the user's speed for as long as they maintain contact with the element. The user can use the creations as a source for Arctic Earth techniques up to B-rank from their bodies on regular terrain and A-rank when in contact with Arctic Earth. These count toward the user's move limit. Being savage in nature, the Children usually end up overwhelming opponents with their frigid bodies while gnawing and tearing them apart with surprising strength. The user may form one or multiple creations using this technique, following normal splitting rules, and they may remain on the field for a maximum of four turns regardless of rank. This jutsu requires three hand seals and can only be formed twice per battle with a two turn cool down. No Arctic Earth techniques above A-ranked can be performed for a turn after this technique ends.

(Hyouton: Sensatsu Suishou) Ice Release: 1000 Needles of Death
Type: Offensive
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30 + 15
Description: The user will make needles surround the opponent from all sides. Directly above them, though, there is an opening. The user can jump away at the last second before the needles converge on their opponent, or they can simply perform the jutsu from a safe distance.
 

Vayne

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One AP is removed from VIT for me, but HP stays same due to Sage Rank. Additional AP into AGL & DEX/

HP: 200
Chakra: 3000
Speed: 12
Tracking: 12 x (2+3) = 60

(Kagura Shingan) Mind's Eye of Divine Entertainment (Ref)
Supplementary
Rank: S-rank
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This ability, unique to Uzumaki Karin, is a much more advanced sensing ability than the normal Chakra Sensing technique. This ability allows Karin to find, sense, and track individuals through their chakra over vast range that exceeds 10 kms and allows her to see up to 6 landmarks away, including over oceans. This is done by focusing and opening the mind's eye, which Karin has active at all times. The ability extends to telling when a person is lying from the fluctuations in a person's chakra made from dishonest emotions or detecting if someone, including herself, is under a genjutsu, or even if someone is molding chakra for a technique. It can also detect diseases and other harmful effects the user or those within range might be under the effect off. Also by focusing on a particular chakra, Karin can perceive its location and movement with great detail. Even normal chakra suppression techniques are ineffective to hide from this ability.
Note: Its an exclusive ability of Uzumaki Karin bios and is active at all times.
(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique



Another day and another heathen to smite. The Empress and her companion (whose 6 meters to her left) would come face to face with a blonde woman, one who harboured ill intent towards them. This would be evident to Boa due to her keen prowess in perception. Seeing as things would soon escalate, Boa would respond to the original spawning of AE by summoning her weapon to her side, with the Plague ability passively being used in an empowered manner. This would cause minute amounts of Yumeton to spread in the air short range around Boa, with their rank being elevated to C rank on the True Colours scale due to Stargirl's usage.

Boa would continue to observe the woman as she spawns her companions, not particularly concerned about them yet. When the ice is formed, Boa would shift her weight and jump at the opportune time, utilzing her sensory to determine the location of the gap in the ice, allowing the attack to go by without harming her. (Free Dodge)

Semiramis on the other hand would not have been as idle. As the original AE is formed, Semiramis would lock in, both metaphorically and practically. Her 'Assassin of Red' ability would passively kick in, making her harder to track for the opponent. She would move around, aiming to circle to behind Jaina, specifically stopping at 8 meters distance behind them. Semiramis would stay and wait behind Jaina, waiting for Boa's signal.


(Kuchiyose no Jutsu) - Summoning Technique
Rank: B
Type: Defense/Attack/Suplementary
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description:
To summon the creature the ninja will wipe blood on his hand, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch the ground or another object, where a sealing formula will appear. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete, most summoning uses use a solid surface, though in some cases it can even be done mid air. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground. Others will clap their hands directly like Nagato through the use of his Animal Path. The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user.
( Dorīmuītā ) - Dream Eater (Ref)
Type: Weapon
Rank: S
Range: Short - Mid
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element in order to passively increase Yumeton techs by a rank Or +20 Damage . It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.

Reshape (S-Rank)
Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is S-rank/80 damage, though the shape is retained until changed again. This would take up a move slot when used.

Plague (D-rank) Raised to C rank via Stargirl
Plague is a passive ability caused by a seal on the blade that is continuously active; By a minute chakra drainage directly from the user, as long as the weapon is on their person. Using the chakra it drains from the user (-5 per turn), the plague seal releases minute amounts of Yumeton into the air, effecting up to Short range from the sword. The amount of Yumeton is so small that it simply looks like a faint mist or glimmer is within the range of the user and illuminating from the sword itself. This has no attack or defensive abilities other that introducing the Yumeton into the body of others by smell or touch. This has no major effects or drawbacks or people, simply effecting them with D-rank effects of Yumeton listed in "True colors". After every turn of someone being exposed to the Yumeton, the rank of effects would go up by 1 rank; So after 5 turns of being in close range, someone would suffer the effects of S-rank Yumeton exposure.

Feast (A-rank)
The feast seal is a seal that gives the weapon the ability to "eat" through certain techniques. When faced with an elemental ability that is composed of an element that Yumeton is composed of (Earth/Fire/Water), the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on by eating said element. This seal is able to seal up to S-rank techniques of said elements (Earth/Fire/Water). It can only be used 4x per battle and can be activated directly in the same timeframe as the "Reshape" ability, but still costing a move. This also requires a 2 turn cool down between uses.

The sword is usually in a "sheathed" mode, being simply a crystalline handle to be carried around with ease. By simply beginning the passive -5 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done.

Note: A person can only be affected by the S-rank effects of the sword by physical contact with the blade
( Yumeton: Sutāgāru ) Dream Sand: Stargirl
Type: Supplementary
Rank: B
Range: N/A
Chakra: (+10 to chakra of original technique)
Damage: N/A
Description:by paying additional chakra of a dream sand or dream sand combination technique the user will create a much larger dose of Dream Sand by producing twice as much. Rather than add Damage, this raises the effect of the Dream Sand by 1 Tier on "True Colors" on techniques up to A rank. This user may use this ability up to 4 times per battle with a 2 turn cool down between each use. If the dream sand effected by this technique is rendered chakraless but not destroyed it will carry a passive strength of C rank on True Colors. This is a mere ability of dream sand users that simply requires an additional chakra portion. Therefore this technique is passive
Yumeton: Trū Cúlar | Dream Sand: True Colors (Ref)
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.


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

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

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

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

Gutsy

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Chakra: 2.915 - 40 - 50 - 80
Health: 200
Speed: 14 x 2 = 28
Tracking: 30




As Boa vaulted through the open gap and Semiramis slithered to circle Jaina’s flank, the earth beneath her feet rumbled. The frost already seeded below surged upward in a sudden bloom, expanding its reach to ten meters. In an instant, the ground erupted into a twisted forest of ice and permafrost. Trees of jagged frostwood tore skyward, their crystalline vines lashing out.

Semiramis, caught in the surge behind, was ensnared as the frozen tendrils coiled and sealed her in a constricting cocoon. At the same time, Boa descended into the thicket of frost, only for the sprouting trees to spear upward, impaling her path and sealing her form inside an unyielding shell of glass-like ice. Around them, the battlefield itself was consumed, the flowing river freezing solid in an instant.

As the frozen forest closed in around Semiramis and Boa, the two Hollow Children set into a sprint with unnatural swiftness (21 Speed). Their movements were feral, jagged silhouettes of permafrost tearing across the misted battlefield. In the same instant, both leapt upon Boa, claws raking to shred through her flesh while their fanged maws snapped hungrily for her throat, intent on ripping it open in a single, merciless strike.

(Hokkyoku āsurirīsu: Mekura Mori no Seigyo)- Arctic Earth: Conquest of A Blind Forest
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40 (+10), Forest is alive (300 Chakra Pool)
Damage: 80
Description: With three hand seals (Dog, Ram, Dog) the user will focus his chakra into the terrain below him. The chakra will seep exactly fifteen meters below the ground, causing the earth at that depth to rapidly turn to permafrost. This is an incognito process and only acute chakra perception will be able to acknowledge the chakra due to how far beneath the earth it travels. Once the earth is converted to permafrost it grows upward before erupting from the ground all around the terrain in the shape of of trees and vines and similar shapes with surprisingly alike that of the canon Deep Forest Emmergence. As these structures rise they wrap around any and all (except the user and his allies) that is on the surface, be it weapons, people, or summons. As the structures grow they cocoon the objects they consume and trap them in a casing which almost instantly freezes. Due to the malleability of the element as stated in its description the permafrost will create a frigid, glass looking forest with people and objects trapped in the trunks and vines in a beautifully sadistic display. Within this forest the temperature will drop considerably low due to all the frozen earth laying around and being so close to each other. Because of this a low lying mist will form as per the natural characteristic of permafrost. If after one turn the opponent or any of his/her living allies do not escape their frozen prisons they will die of hypothermia. And for every turn they spend in the 'shiny forest' they lose one rank of speed as their bodies seize up; courtesy of the cold.
Note (s):
- Can only be done 2×
-Lasts for four turns
- No Arctic Earth techniques above A ranked next turn
-No Fuuton, Doton or Suiton S-Rank or above in the user's next turn.

(Yoton: Jigoku ni henkō) - Yang Release: Change into Hell (Same Timeframe)
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50, -10 per turn)
Damage points: N/A
Description: The user is able to use their Yang nature too imbue life into an elemental technique, creating a Yang/Element sentient entity that remains on the field to aid them. The only limit is the size of the technique originally used as an elemental source, as the resulting entity will always be half the size. The entity can be interacted with, can act on its own, and is made of the element sourced with all its properties intact. Its strength is based on the original elemental technique used as a source. This doesn’t consume time since it is actually a skill applied to a technique used within the same timeframe. The infused chakra increases the technique by an additional ten chakra, of the fifty it costs in total. Note that the resulting entity created by this technique is bound by logical limitations of its shape and nature; a meteor cannot move on its own, a pillar cannot walk away, and a statue without arms cannot pick things up. Likewise, while it is able to use techniques from the source it is created from it cannot extend into different fields. For instance, if Susano’o is brought to life by this technique it cannot use Blaze Release unless the Susano’o itself is constructed, or partially formed, from Blaze itself (e.g. Sasuke’s Susano’o). It is bound by the literal source it is formed from, rather than the fields it is bound to.
Note: Usable 3 times per battle and up to 6 times per event to create one entity with up to 300 chakra points that is able to use jutsu from the source it was created from. Its chakra reserves can be replenished through external means, and because it has a chakra network can fall under the influence of Genjutsu or other Spiritual-based techniques.
Note: Yang Release Specialists and Yin-Yang users can apply this technique to advanced fields and CE and advanced elements.

While the Hollow Children shredded Boa and the frozen forest constricted Semiramis, Jaina’s hand rose calmly to her chest, as the seal roared to life. Crimson-black markings surged up her arm like living fire, and a jagged horn split forth from her brow, curving back like a spiked crown. Her chakra erupted in a suffocating wave that bent the air around her, warping sight and sound alike. With the Red Kāma’s second level unleashed, her speed tripled, and the Hollow Children themselves were dragged higher into her fury, their movements tearing across the battlefield at blinding pace (Hollow Children Speed: 63).

( Akai Kāma ) - Red Karma
Type: Mode
Rank: S
Range: Short
Chakra: 80 for level 1, 100 for level 2.
Damage: ( Varies depending on Level )
Description: Kāma, a seal that normally serves as a compressed backup of an Ōtsutsuki that they can embed in the body of a chosen recipient to transform into should they sustain fatal injuries, is capable of being placed on entities that are not considered proper vessels. Such individuals are unable to serve as a receptacle for the Ōtsutsuki's soul and thus cannot be used for the process of reincarnation, but retain its other traits, gaining tremendous power and abilities. When activated, this Red Kāma significantly enhances the user's physical abilities and power as well as allows the usage of Kāma Rift as well as Nesaku. They can also make use of Kāma to absorb enemy's attacks like ninjutsu and large-scale explosions. Unlike the normal seal, this variant only has 2 levels, differentiated between the power gain and the manifestion of a horn that grows across their head similar to a headband but spiked in the middle, extending over the top of the head towards the spine.
  • Level 1: The lowest level, this version simply creates black markings across the user's body, and increases all of their Ninjutsu and Taijutsu by +20. This level also allows the user to cause explosions of built up chakra and allows the user the ability to absorb Ninjutsu containing up to 30 chakra regardless of rank up to 3 times ( once per turn ). The user gains a doubled speed as well as a durability capable of reducing 15 damage from techniques. He also becomes capable of healing 10 damage per turn.
  • Level 2: This level, containing the same markings as before but with them now stretching up the arm and allowing the user to grow a small horn, likewise allows the user to increase their physical attacks and Ninjutsu by +30. Their Kāma now allows the user the ability to absorb any Ninjutsu of 50 chakra and below regardless of rank up to 3 times ( once per turn ) and the use of Kāma Rift. The user gains a 3x speed boost as well as a durability capable of reducing 25 damage from techniques. He also becomes capable of healing 15 damage per turn.
Note: Kāma cannot absorb non-chakra based physical matter, such as non chakra based viruses or natural existing water from a river being manipulated, thus becoming a vulnerability towards such attacks and weapons.
Note: Only Custom Characters with Red Kāma can use this.
Note: Can only be activated a max of 3 times. Level 1 lasts up to 6 turns while Level 2 can only be used a max of 4 turns. Level 2 can only be used one time. Collectively, this technique can only last a max of 7 turns each use before timing out.
Note: After absorption, the user is only able to use 2 jutsu the next turn.
 
Last edited:

Vayne

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Boa could sense the build up of chakra, anticipating a decently strong attack. As such, she would start building her chakra for a strong counter of her own. Upon the emergence of the AE, it would be met with Boa releasing Osmium empowered Yumeton from her body. The Yumeton would be released in it's sand like state, in a manner similar to the water colliding wave, causing it to rush downwards, pushing Boa herself upwards (15m from ground), whilst spreading the Yumeton rapidly around the field (20m in every direction). The Yumeton would power through the AE in her vicinity, not losing any strength in the process, and continue on to destroy the rest of the forrest while moving towards Jaina herself. The Hollow Children would be swept away in the counter, even being reduced in speed when approaching Boa (specialty), getting overwhelmed by the Yumeton which would once again not lose any strength.

On the other end of the field, Semiramis would act to defend herself. A torrent of serpents is released from her mouth, rapidly emerging, forming a sea of pit viper snakes that would serve three purposes. Firstly, the snakes would serve as meat shields, mitigating the damaging aspect of the emerging forrest. Second, they would serve to move Semiramis backwards, pushing her 5 meters back, placing her at 13 meters distance from Jaina's position and 23m from Boa's starting position. Thirdly, the plethora of snakes would serve as a means to hide Semiramis, making pinpointing her much harder, especially considering her already utilised Assassin of Red state.

All in all, Jaina would be facing two waves of attacks from different directions. Naturally, the Yumeton wave was the true issue, but the sea of snakes would be a good distraction. The Yumeton itself would wipe out the snakes when they collide, stopping just 3 meters shy of Semiramis' new position. Boa herself would land in her starting position after her attack, keenly observing the field with her senses.

Yumeton: Futsūno katsu | Dream Sand: Ordinary Life
Type: Attack / Defense / Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40 +10 = 50
Damage: 30 - 80 +20 +20(CW) +15(AP bonus)= 135
Description: Using Yumeton chakra, the user will be able to create objects, tools and other creations composed of the Crystalline Sand with two handseals. These can be created directly from the user's body, from already existing Yumeton or created from a source of earth. The creations can be created in the form similar to sand, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (sand like/solid). Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as the great golem technique (S). Each creation of Yumeton of course would hold the side affects the element carriers upon touching, ingesting it or smelling the fumes it let's off when burned, though the user himself wouldn't be affected to the former (touch) seeing as it is directly made from his chakra and body. These effects are very strong drug induced psychoactive side-effects which range from intense visual hallucinations, distortion of senses (color, sound and vision), unconsciousness, altered concept of time and even death.

Note: S-rank variants can only be used 3x maximum and once used the user will be limited to A-rank and below Yumeton techniques for 1 turn
Note: A-rank can only be used 5x max

(Ōsmuton: Kurobuchi) – Osmium Release: Black Edge
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10)
Damage: N/A
Description: Black Edge is a supplementary technique aimed to enhance the strength of the user's techniques which are derived from solid and liquid elements, such as Earth and Water Release, and other CE/AE of a similar nature to the aforementioned basic elements. By infusing additional chakra into a chosen technique, in the same timeframe as its creation or anytime it is on the field, the user forcibly produces Osmium within its mass, bolstering its structural integrity by taking advantage of the element's own density. This results in the strength of the targeted technique being increased by an additional rank, or +20 damage for jutsu above S-Rank. Defensive techniques or ones without damage will be capable of defending against one rank higher than usual. For Earth Release techniques and AE/CE of a solid nature, the strengthened jutsu will turn darker, its surface resembling a writhing mass of minerals due to the nature of light reflecting off the element itself, as a result of the infusion. In the case of Water Release and AE/CE of a liquid nature, they will darken to the point of almost resembling oil. Black Edge does not alter the inherent properties of targeted techniques, or their strengths and weaknesses. This technique can be used four times per battle with a one turn cooldown and requires a single handseal upon use.

(Mandara no jin) – Myriad Snake Net
Type: Offensive
Rank: A
Range: Mid
Chakra: 30
Damage: 60
Description: The user will release a torrent of serpents out their mouth. This wave will rise and rush towards the target and covering them while biting them and crushing them.

Note: Must be able to summon snakes
Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers (Ref)
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.
 

Gutsy

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Chakra: 2.825 - 20 - 40 - 30
Health: 200
Speed: 14
Tracking: 30




The battlefield vanished in chaos. A tidal surge of serpents and a glittering haze of crystalline sand tore across the plain, obscuring Boa and Semiramis in a storm of scales and shards. Vision failed in the maelstrom, but Jaina was no longer there to be found. The ground beneath, already transfigured by her earlier jutsu into Arctic Earth, its veins stretching deep below the surface, welcomed her. Her body sank seamlessly into that permafrost just before the onslaught struck, chakra fusing her with the frozen terrain until she was indistinguishable from it. She was the ice itself, moving unseen through the body of the tundra.

Eight meters behind Boa, from the frozen earth, Jaina stepped free, her hands already in motion. Around Boa, glacial slabs erupted into place, rising into four sheer walls that locked her into a narrow corridor, spike protruding from within the walls piercing her and locking her in place. The frozen spires groaned as they met, sealing her into a lane of refracted light.

Jaina exhaled, releasing a vacuum sphere that howled down the corridor. The wind bullet, compressed to a razor’s edge, tore forward with amplified force, the Arctic Earth rails guiding it straight toward Boa’s chest.

(Hokkyoku āsurirīsu: Shi-jigen ni Hinan)- Arctic Earth: Refuge in The Fourth Dimension
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: This technique, similar to the Hiding in Rock technique that allows the user to merge with any earthen structure, allows the user to fuse himself with any Arctic Earth structure he comes in contact with. This fusion is much more in depth as the user essentially 'becomes' the structure. For example if the user creates a permafrost golem he may enter the golem and become it. Performing maneuvers and jutsu within this new body. This also has its disadvantages; in addition to be super weak to lightning, earth, and Mokuton techniques, if the structure that the user has fused with is completely destroyed he is killed. While inside a permafrost structure the user can only perform Arctic Earth techniques, Suiton, Doton, and Fūton ninjutsu. Everything else becomes impossible for the user to perform such as Taijutsu, Ninjutsu (non-elemental), Genjutsu, and Kekkei Genkai technqiues. While in the body the user has the utmost control over it as he would with his own body, and moving at his base speed. He is also able to exit at any time (providing that it isnt severely damaged) but doing so destroys the structure.
Note (s):
- Can only be used once every two turns
- Costs 10 chakra per turn to maintain

(Hokkyoku āsurirīsu: Fuyu no Sasayaki)- Arctic Earth: Whispers of Winter
Type: Supplementary/Defensive/Offensive
Rank: C-S S
Range: Short-Long
Chakra cost: 15-40 40
Damage: 30-80 80
Description: The most rudimentary technique of the release. By focusing Arctic Earth chakra throughout the body and/or surrounding earth the user is able to create tools and constructs made of permafrost. These can range from simple a kunai to a full length staff in terms of weaponry as well as walls, pillars, and other complex shapes. They can be formed from the earth up to mid ranged of the user and carry a certain malleable property in that, whenever the user comes in physical contact with his creations he can will them change shape and re-purpose (for example a kunai morphing into a tanto) but not rank (meaning the new tanto would remain the rank of the kunai). The size of these creatioms are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Destructive Earth Rising Pillars'. As per the properties of Arctic Earth, whenever these constructs come in contact with exposed skin it leaves it painfully frostbitten as the element is very frigid. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 4× per match.
-No S-Rank or above Arctic Earth techniques on the next turn (after the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.

(Fūton: Shinkūgyoku) – Wind Release: Vacuum Sphere
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After performing the necessary hand seals Rat → Rabbit → Dog, the user takes a deep breath and exhales several small blasts of wind chakra.in such a manner that they are dispersed over an expansive range, enough to make it difficult to avoid them entirely without taking any damage. Due to the properties of this technique, the expelled blasts are capable of piercing into and potentially through an opponent's flesh when they collide, in a similar manner to how bullets function.
 

Vayne

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As Jaina seemingly 'disappeared' from the surface, Boa would take the opportunity to summon the scales of the snake sage on her body, causing her to instantly enter her variation of perfected sage mode at full capacity. Soon enough, Jaina would resurface, easily being sensed by Boa who would turn to face her. With a single booming command, Boa would alert Semiramis of what to do. As such, as soon the Whispers of Winter is used, Semiramis would reverse summon Boa to her side, placing her well outside of the range of Jaina's attack attempt.

With Boa by her side, Semiramis would utilise her passive ability; Servant of the Holy Grail War, to transform into a bow. This would serve for combat reasons later on, but more impactful is to not have Semiramis succumb to the Yumeton that is still being released from Boa's weapon. From the distance, Boa would simply wait for her opponent's move.


(Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's max chakra reserve so for an example if the users has 1000 max chakra reserve 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this tech
( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode
Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.
(Pitto No Kenjin) - Sage of Pits (Ref)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.
Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)
Note: Must have learned Pitvipers Sub-species of Snakes

(Gyaku Kuchiyose no Jutsu) – Reverse Summoning Technique
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: This technique is the counterpart of the summoning technique, in which it allows an animal to summon the human that they have a contract with back to their side, regardless of where they are. The animal must be at least B-Rank in strength to have enough chakra to use the technique though all animals that can use Ninjutsu in any form can use this technique on their summoners.
SC: 1200 - 10 - 5 = 1185
Speed: 48
Tracking: 72
 

Gutsy

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Chakra: 2.765 - 100 - 40 -20 - 50
Health: 200
Speed: 14 x 3 = 42
Tracking: 30




As Jaina emerged and the frozen corridor was being constructed, Jaina felt the shift, Boa’s chakra flickered, torn from her grasp. The Empress did not resist; she was pulled. Semiramis’ command had taken hold, and in an instant, Boa’s silhouette warped out of the frozen corridor, reappearing at the far edge beside her servant.

The seal burned to life across her skin, crimson marks racing like wildfire over her arm, a horn splitting from her brow. The air around her groaned beneath the weight of it, Red Kāma, Level Two awakened. Her chakra screamed like a furnace banked in ice.

( Akai Kāma ) - Red Karma
Type: Mode
Rank: S
Range: Short
Chakra: 80 for level 1, 100 for level 2.
Damage: ( Varies depending on Level )
Description: Kāma, a seal that normally serves as a compressed backup of an Ōtsutsuki that they can embed in the body of a chosen recipient to transform into should they sustain fatal injuries, is capable of being placed on entities that are not considered proper vessels. Such individuals are unable to serve as a receptacle for the Ōtsutsuki's soul and thus cannot be used for the process of reincarnation, but retain its other traits, gaining tremendous power and abilities. When activated, this Red Kāma significantly enhances the user's physical abilities and power as well as allows the usage of Kāma Rift as well as Nesaku. They can also make use of Kāma to absorb enemy's attacks like ninjutsu and large-scale explosions. Unlike the normal seal, this variant only has 2 levels, differentiated between the power gain and the manifestion of a horn that grows across their head similar to a headband but spiked in the middle, extending over the top of the head towards the spine.
  • Level 1: The lowest level, this version simply creates black markings across the user's body, and increases all of their Ninjutsu and Taijutsu by +20. This level also allows the user to cause explosions of built up chakra and allows the user the ability to absorb Ninjutsu containing up to 30 chakra regardless of rank up to 3 times ( once per turn ). The user gains a doubled speed as well as a durability capable of reducing 15 damage from techniques. He also becomes capable of healing 10 damage per turn.
  • Level 2: This level, containing the same markings as before but with them now stretching up the arm and allowing the user to grow a small horn, likewise allows the user to increase their physical attacks and Ninjutsu by +30. Their Kāma now allows the user the ability to absorb any Ninjutsu of 50 chakra and below regardless of rank up to 3 times ( once per turn ) and the use of Kāma Rift. The user gains a 3x speed boost as well as a durability capable of reducing 25 damage from techniques. He also becomes capable of healing 15 damage per turn.
Note: Kāma cannot absorb non-chakra based physical matter, such as non chakra based viruses or natural existing water from a river being manipulated, thus becoming a vulnerability towards such attacks and weapons.
Note: Only Custom Characters with Red Kāma can use this.
Note: Can only be activated a max of 3 times. Level 1 lasts up to 6 turns while Level 2 can only be used a max of 4 turns. Level 2 can only be used one time. Collectively, this technique can only last a max of 7 turns each use before timing out.
Note: After absorption, the user is only able to use 2 jutsu the next turn.

Jaina's hands pressed against the ground. From the Arctic Earth beneath Boa, the ground tore open in ten directions. Jagged sharks of permafrost and stone erupted upward, their maws snapping as they broke free from the frozen soil jumping at Boa from every angle. Each one gleamed like glass, eyes hollow, bodies carved from both ice and earth. They moved as one, lunging inward to consume her in a frenzy of teeth and frost.

[Doton : Kichigai Gurando] - Earth Release : Mad Ground
Type: Attack
Range: Short-Mid
Rank: S-Rank
Chakra Cost:40
Damage Points: 80 + 30 + 20 = 130
Description: The user gather great amount of his doton chakra , then he channel it onto his hands , slamming his hands on the ground and focus it onto the ground that surround the opponent , and then he make from the surrounding ground 10 sharks that surround the opponent from all sides and angels and then he direct it towards the opponen
Note: Can only be used 2 times.
Note: Must master Doton.
Note: Can't use any Doton jutsu at the same turn.
Note: Can't use Doton jutsu higher than b rank for the next turn.
Note: Must take the permission from Kamishiro to use it.

(Hokkyoku Āsurirīsu: Kōkina Kōtei)- Arctic Earth: Highborn Imperium (Passive)
Type: Supplementary
Rank: A
Chakra: N/A (+20 to Doton technique)
Damage: N/A (+20 to Doton technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's Doton techniques by infusing trace amounts of an all-too-similar Arctic Earth chakra. By adding an extra hand seal at the end of a regular Doton jutsu, the Arctic Earth chakra bolsters it passively even before the technique is formed. By the time the technique actually comes into being it will be seen with glistening, ice-like veins coursing over it's structures as well as a core of frozen earth at its center. The infusion boosts the technique's damage, but it also allows it to take on Arctic Earth's known S/W's which in turn improves its usefulness and adaptability. Some properties also adopted by the superior Doton structure is the ability to meld with existing Arctic Earth structures, morph into varying shapes upon physical contact, and the option to be used as source for future Arctic Earth techniques.
Note(s):
- Can only be performed four times
- The user is unable perform Arctic Earth and Doton techniques above A ranked in the next turn

The ten sharks of Arctic Earth erupted from the frozen ground around Boa, their jagged maws snapping shut as they lunged from every angle, but even as they closed in the air above shattered with a sudden Rift; Jaina stepped through the rupture in space rimmed in frostfire light (purely cosmetic), katana already drawn, and in the same breath she dropped from the sky like a blade of judgment, her strike angled for Boa’s head as the sharks surged upward to devour her from below.

( Kāma Hame ) - Karma Rift
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique is a Space–Time Ninjutsu used by those with access to Kāma. The user creates a rift, which allows anyone enveloped to transfer to a chosen location including foreign dimensions. The rift's formation is fast enough to catch targets off guard and transport them alongside the user, as well as to evade attacks from enemies at the last moment. Two Kāma recipients can collaboratively manifest the rift from their marks to bypass barriers. The rift's formation is fast enough for catch targets off guard, teleporting as close as 5 meters away and if in contact with them, transport them alongside himself when teleporting.
Note: Can only be used once every 2 turns and requires Kāma to be active.
Note: Can only be used by Kawaki, Boruto, Jigen and custom bios with Red Kāma
Note: Can only be used 3 times in Level 2 and 5 times in Level 3.
 
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Vayne

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A strong burst of chakra could be sensed emanating form Jaina, drawing a wry smile from Boa. The Empress could sense the build up of chakra beneath her, but given it's nature and apparent strength, she would remain unbothered. As the sharks emerged and converged on her location, and in tandem with Jaina herself appearing from above, Boa would utilise her unique physiology. She would remain in place, allowing the two attacks to seemingly land unchallenged. In reality, Boa would have liquified her body, rendering her immune to physical damage. Notably, due to entering short range with Boa, Jaina would have unknowingly made contact with the Yumeton that was being released from her weapon, resulting in Jaina falling victim to the C rank side-effects of the element.

Naturally, this was only the first step in Boa's attempt to punish her opponent. Exploiting her superior speed and their close proximity, as well as Jaina's position in the air, Boa would move backwards at full speed, removing herself from the path of the sword (which would have been halfway across her head) and deliver a single palm strike to Jaina's upper back, placing a specific seal on her while inflicting damage. Due to Boa's enhanced strength, the attack would likely send Jaina tumbling forwards a couple of meters.

Following this, Boa would allow the camouflage aspect of her unique SM to come into the fold, hiding her presence. She would position herself a couple of meters behind Jaina's landing spot, awaiting a response.

(She Taieki no Jutsu) - Body Fluid Shedding Technique
Type: Defensive
Rank: S
Range: Short
Chakra: 40 (+10 per turn)
Damage: N/A
Description: A technique that allows Kabuto to liquefy his body and the snakes he controls at will, which he created after examining and altering the Hōzuki clan's Hydrification Technique. By partitioning parts of his body using his own bodily fluids, Kabuto is able to separate portions of himself in a manner reminiscent of a snake shedding its skin, similar to other techniques, while leaving behind only trails of chakra-infused liquid. Due to these resulting trails of fluid, Kabuto can inhibit certain forms of sensing techniques from detecting him, such as dōjutsu. He can also liquefy his insides to prevent himself from experiencing the harmful effects of intense sound vibrations. Kabuto has employed this ability to liquefy parts of his body for the purpose of escaping stabbings or piercing attacks without injury, as shown when he had escaped having his tail punctured and pinned down by Susanoo's arrow. While liquified, Kabuto is indeed immune to physical damage but is left vulnerable to lightning damage.

Note: Only useable 4 times and lasts while fueled though while liquified the user cannot do hand seals and is limited to A-Ranks and below
Note: Only useable by Advanced Kabuto bios.

( Dorīmuītā ) - Dream Eater (Ref)
Type: Weapon
Rank: S
Range: Short - Mid
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element in order to passively increase Yumeton techs by a rank Or +20 Damage . It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.

Reshape (S-Rank)
Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is S-rank/80 damage, though the shape is retained until changed again. This would take up a move slot when used.

Plague (D-rank) Raised to C rank via Stargirl
Plague is a passive ability caused by a seal on the blade that is continuously active; By a minute chakra drainage directly from the user, as long as the weapon is on their person. Using the chakra it drains from the user (-5 per turn), the plague seal releases minute amounts of Yumeton into the air, effecting up to Short range from the sword. The amount of Yumeton is so small that it simply looks like a faint mist or glimmer is within the range of the user and illuminating from the sword itself. This has no attack or defensive abilities other that introducing the Yumeton into the body of others by smell or touch. This has no major effects or drawbacks or people, simply effecting them with D-rank effects of Yumeton listed in "True colors". After every turn of someone being exposed to the Yumeton, the rank of effects would go up by 1 rank; So after 5 turns of being in close range, someone would suffer the effects of S-rank Yumeton exposure.

Feast (A-rank)
The feast seal is a seal that gives the weapon the ability to "eat" through certain techniques. When faced with an elemental ability that is composed of an element that Yumeton is composed of (Earth/Fire/Water), the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on by eating said element. This seal is able to seal up to S-rank techniques of said elements (Earth/Fire/Water). It can only be used 4x per battle and can be activated directly in the same timeframe as the "Reshape" ability, but still costing a move. This also requires a 2 turn cool down between uses.

The sword is usually in a "sheathed" mode, being simply a crystalline handle to be carried around with ease. By simply beginning the passive -5 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done.

Note: A person can only be affected by the S-rank effects of the sword by physical contact with the blade

Yumeton: Trū Cúlar | Dream Sand: True Colors (Ref)
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.


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

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

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

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

( Fūinjutsu: Gogyou Fūin ) - Sealing Technique: Five Elements Seal
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user forms an elemental seal on the fingers of one hand as they are engulfed in blue chakra, one for each of the following five "elements": water, metal, earth, fire and wood. He then slams his hand onto the opponent, causing an imbalance in the opponent's chakra. This restricts the targets chakra flow allowing him to use only 65% of his chakra. As a result, the target can only mold techniques up to A-Rank while the seal is active. Furthermore, advanced techniques that require great chakra control such as Medical Jutsu, Sealing Jutsu, etc cannot be easily used, requiring more time, effort and at times being even impossible to accomplish. The seal is unique in the sense that it can be applied solely or imbued and mixed with an existing seal in the target. In this case, the seal already present in the target needs to be one in direct connection to its chakra flow (like a Jinchuriki Seal, Curse Mark, etc). The seal is useful not only in battle but also to restrict a patients ability to mold chakra, allowing the medical ninja an easier and safer approach.
Note: Can only be learned by Medical Ninjas in the Medical School.
(Hōshō) - Crumbling Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30 +30 = 60
Description: The user strikes the opponent with a forwarding palm thrust.
SC: 1185 - 20 - 10 - 40 - 30 = 1085
 

Gutsy

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Chakra: 2.555 - 40 - 30 - 20
Health: 200
Speed: 14 x 3 = 42
Tracking: 30 (1/4) = 23-24 ish




As Jaina’s sword seemed to bite into Boa’s skull and the sharks closed from below, she saw it, the Empress’s body liquefying, slipping free. In that same instant the Yumeton haze struck her senses like poison. Colors bled at the edge of her vision, time lurched in stutters, and Boa’s movement came through the haze like a nightmare. Jaina knew she had erred, instinct, not precision, guided her next breath.

She simply let go. Her body unraveled mid-air into smoke, Boa’s fist sweeping through the haze without resistance as a detonation of smoke erupted. The plain vanished in a flood of blackened vapor that rolled outward to mid-range in every direction. The smoke thickened and blackened with smoldering ash, heat biting against skin, the very air turned heavy, every breath within it a choking, searing pain.

Inside it, Jaina was everywhere and nowhere. She drifted unseen through the chakra-laden smog until she reached its edge, her body reforming in silence. At the outer rim she stood again, cloak trailing, her eyes locked on the roiling veil where Boa was lost. Step by step, she withdrew further into the distance, until the space between them stretched to long range.

( Kemuri no Katachi ) - Body of Smoke
Type: Supplementary
Rank: A - S S
Range: Short - Long
Chakra: 30 - 40 40
Damage: N/A
Description: A technique very much similar to the Hozuki Clan's Hydrification Technique, the user is able to transform themselves into a smoke-like state by channeling chakra throughout their body. In this form, the user becomes immune to all Taijutsu, Kenjutsu, and gas-related techniques unless they are elementally based. They can also manipulate the appropriate chakra for smoke, fire, and any of their own gas-related techniques. The user has complete control over the density of their smoke-like state, allowing them to solidify up to two appendages at once in order to wield standard shinobi tools for freeform combat and basic Ninjutsu/Kenjutsu purposes. This also allows them to use their own body as a source for smoke ninjutsu. However, the user is subject to smoke's weaknesses and strengths. A simple B-Rank Wind jutsu can knock them out of this form, forcing them back to their original body for sometime before they are able to transform themselves once again. As such, this technique forces the user to employ careful, yet effective strategies when it is in effect.
Note: User may not use any subsequent speed boost in this form and will stay rooted to the ground.
Note: If knocked out of this form, user may not return to it for two turns.
Note: Only useable by bios that've learned Smoke Ninjutsu; S-rank is exclusive to those with the Smoke Screen specialty.

[Boido Funka] - Void Eruption (Same Timeframe)
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30 + 10 = 40
Damage: 60 + 30 + 20 = 110
Description: This technique allows the user to, when turning their body into smoke, the user will release a larger quantity of chakra into their technique, happening in the same time frame. This will cause the user to go off in a form of a large smoke bomb, as they are turning into smoke, releasing a blast of smoke that reaches all around to mid range. The smoke which covers the entire battlefield, is thick and restricts people's visual prowess, while also making it difficult to breath [Those who stay within the smoke suffocates within two turns, passing out]. The user can use this as they turn their body to smoke or once they are already in that form.
Additionally, as the smoke body and the outwards burst of smoke to cover the field happens, the user is capable of moving through the smoke, allowing themselves to hide and move freely, to evade incoming attacks, by still being in smoke form. The user can use this to travel up to mid range in any direction. The user can retain their body of smoke form after using this or reform at an time.
Note:
Spoiler
- When used in conjunction with Body of Smoke, it is done in the same timeframe
- Can be used three times per fight

[Haí no shuraudo] - Ashen Shroud (Same Timeframe)
Rank: B
Type: Supplementary
Range: Short-Long
Chakra: 20 (+10 to smoke jutsu)
Damage: N/A [+20 to Smoke Ninjutsu]
Description: With the capability of fire and the capability of utilizing smoke ninjutsu, the user will infuse his fire chakra into existing smoke and/or smoke techniques, or infuse it into smoke techniques that they are currently making [same timeframe]. This will generate smoldering ash within the smoke, it not only burns, it also makes it even harder to breath, as it increases the heat and general damage output, increasing the rank of the smoke by +1 and increasing the damage by 20. This makes the smoke thicker and harder to see through, giving it a darker color.
Note: Can be used 4 times per fight.
Note: Can only be used on a jutsu once.
 

Vayne

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A look of disgust plasters on Boa's face upon Jaina's counter. Not only was the smoke hot, it was smelly. In response, Boa would start moving and activate the seal of a thousand voices to flood her body with chakra, replenishing her reserves, while also healing her. The additional healing on top of that of SM would result in Boa taking minimal damage, mainly due to the majority of the damage being shaven off due to Boa's SM variation and natural durability.

Boa's movements would have been angled towards Jaina, whom Boa could still track due to her Kagura Shingan and the Yumeton present within Jaina's body. Boa moved with grace, initially moving faster then matching Jaina's speed to catch up and then maintain a 7 meters distance between them.

As she moved, Boa would perform the required hand seals and place Jaina under two powerful illusions, both meant to supplement each other, with the prior absorbed 'Plague' Yumeton serving as a core component. Through The Sanctuary, Jaina would start to feel a reassuring comfort around her body, a sense of rejuvenation, like a warm nursing cushion. Was it real? Or was it the effects of the hallucinogenics she had consumed? The visual hallucinations were first, but now a physical feeling of comfort? Was it happiness because she landed a hit? Or was it another effect of the drugs? Needless to say, Jaina's mind should be swimming with conflicting thoughts, augmented by the Yumeton present. However, this was not the only extent of the Plague's powers on her mind.

Through Power, the Yumeton within Jaina would have been controlled to cast a powerful illusion, building on the psychoactive component. Jaina would start to hear the Song of the Sirens emanating from the water of the river, transfixing her into a spell of doom. It was only appropriate for the Sirens to accompany the Empress of beauty. The illusionary song would be intensely alluring, devilishly enchanting, bringing with it the 'After Hours' effect. While not an immediate threat, the After Hours effect would trigger upon the usage of future sound or similar related techniques. The illusions overall defences would be bolstered, first through 1000 voices' additional chakra, second through SM's increase of the surge needed, and thirdly through TSotFD shutting down physical pain as an option.

Boa would remain on Jaina's heels, maintaining the 7 meters distance.

(Iryō Fuinjutsu: 1000 Koe) - Medical Sealing Style: 1000 Voices
Rank: S
Type: Supplamentary
Range: Self
Chakra Cost: N/a (-10 per technique used)
Damage points: N/a
Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does. This seal works by storing chakra into the seal (the closed eye) on their hand by expelling more chakra, causing an additional +10 Chakra to every technique used by the user. By doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.
Note: Can essentially use twice
Note: The amount of Chakra stored is adding to the chakra pool
Note: In order to activate the buffs the user needs more than 200 chakra points in the seal
Note: The Seal has a pre amount of 300 chakra into it
Note: Technique last for five turns before it wears off.
Note: Once the technique wears off, the users body will become more fragile, causing every damage applied to the user to have an additional 20 Damage
Note: Cant use Fuinjutsu S rank or above for 2 turns after technique ends
(Genjutsu: Seidou Shiraha no Hato) Illusion Technique: The Sanctuary of the Feathery Dove
Rank: S
Range: Short-Mid
Chakra Cost: 40 +10 (1000 Voices)
Damage Points: N/A
Description: After 3 handseals, the user is able to cast a genjutsu either on her/himself or on an opponent. The genjutsu pertains as the removal of harm and pain, giving a false sense of security, where there is none, by reattaching severed limbs or healing up wounds and burns or merely anesthetizing the opponent from pain. The illusion comes with a feeling as if the user has been coated by a soft bubble, like a feathery cushion, while seeing missing limbs being reattached, or wounds healing up or poisons being removed from the organism. The illusion makes it so that anything posterior to the initial cast of the genjutsu simple disappears or is bounced off from the skin, instead of healing, further adding to the false notion of security.
While it could be use to sustain wounds that do not put someone in immediate danger, being solely nuisances, the genjutsu could also cover up potentially fatal and paralyzing injuries, making its target careless and self-harmful. The genjutsu latches strongly to the opponent's mind, allowing the user to combine it with a second genjutsu, making the second genjutsu strong against physical pain releases, however, major pain stimuli (very deep cuts, strong burns, etc. ) will still break it.
Note: Lasts three turns at max.
Note: Can only be used twice.
Note: If used with a painful second genjutsu, there will be no pain involved.
Note: Can be used against opponent's genjutsu as a means to counter its effect, up to the rank of the technique.
Note: Genjutsu specialists or doujutsu users can cast against 1 rank higher.
Note: Courtesy of Lili-Chwan.
(Yumeton: Chikara wa chikaradesu) - Dream Sand: Power is Power
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 +10 (1000 Voices)
Damage: Dependent
Description: Once an opponent absorbs Dream Sand into their systems, the user becomes capable of casting a powerful illusion (3 hand seals) that is directly tied to the psychoactive effects of the element, gaining the ability to dictate the details of what the experienced hallucinations involve. This enables the user to craft intense hallucinations that can become significantly detrimental to the victim's self being. These hallucinations can have an affect on all the senses, but limited to one at a time, with the affected category gaining the unique side effect labeled 'After Hours'. The After Hours effect is the result of the hallucinations severely affecting the psyche of the opponent's causing them to become vulnerable and receive mental damage from future techniques that affect said categories. For instance, if the user caused a hallucination that affects the target's senses of touch, hearing, or smell, then proceeds to use a physical technique, a sound technique, or an odour based technique respectively, the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the base damage of the used technique. Should the opponent not cleanse their systems from the Dream Sand, the controlled hallucinations and their effects would persist until the 80 100 (Via CW) damage mark is reached. Breaking the illusion will purge the body of dream sand. Usable twice, with a two turn cool-down and no A rank or above DS techniques the turn after.
HP: 200 - 110 + 50(PSM Damage Shaving) + 10 (Body AP Damage Shaving) + 10 (SM Healing) + 20 (1000 Voices) = 180
SC: 1085 - 10 - 20 (SM) - 40 - 40 = 975
 
Last edited:

Gutsy

Kage in the Making 👑
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Chakra: 2.465 - 70 - 50 - 40 - 20
Health: 200
Speed: 14 x 3 = 42
Tracking: 30




The illusions pressed in like chains around her body. The light warmth curled around Jaina's skin, her wounds seeming to knit together as a false comfort soothed her. From the river came the siren's hymn, beautiful and terrible, each note laced with poison. Yet there it was, the tell. The feathers did not shift in the wind. The river's music stuttered on a single broken chord, a sound out of place. To most, the deception would be perfect. But Jaina's gaze cut deeper. Mind's Keen Eye revealed the cracks in the tapestry, the seams where reality had been stitched too neatly.

With a surge, she unleashed a torrent of Yang chakra. Touch of the Sun blazed through her body like wildfire, scouring her network clean. The false warmth dissolved, the sirens fell silent, and the tainted threads of Dream Sand were burned away.

(Yoton: Taiyōnomegumi) - Yang Release: Touch of the Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost:70 per use
Damage points: N/A
Description: Through the infusion of Yang natured chakra into others, users can heal others to their original best physical form. It can be used to regrow missing body parts, heal wounds, purge poisons, etc. The target needs to be alive and the bigger the injury, the longer it takes to heal. The limits of the heal, however, are almost none as it can heal 150 damage per turn and can even heal the chakra system or other injuries that are otherwise not possible to be healed. The technique requires time and physical contact and as such isn't very suited to use in a battle when compared to regular Iryo Ninjutsu.
Note: Yang Release Specialists and Yin-Yang users are able to use on themselves.

The instant she was released from the illusions that had bound her mind, space itself broke next. A rift split reality in front of her, its edges rimmed with frostfire light. In a blink, Jaina stepped through, the battlefield folding, as she reappeared at the farthest edges of the plain. Long range, out of Boa's immediate reach, her cloakmtrailing as she skidded across the ice-rimed earth, the permafrost that had turned the earth entirely into arctic earth (Winter is here).

( Kāma Hame ) - Karma Rift
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique is a Space–Time Ninjutsu used by those with access to Kāma. The user creates a rift, which allows anyone enveloped to transfer to a chosen location including foreign dimensions. The rift's formation is fast enough to catch targets off guard and transport them alongside the user, as well as to evade attacks from enemies at the last moment. Two Kāma recipients can collaboratively manifest the rift from their marks to bypass barriers. The rift's formation is fast enough for catch targets off guard, teleporting as close as 5 meters away and if in contact with them, transport them alongside himself when teleporting.
Note: Can only be used once every 2 turns and requires Kāma to be active.
Note: Can only be used by Kawaki, Boruto, Jigen and custom bios with Red Kāma
Note: Can only be used 3 times in Level 2 and 5 times in Level 3.

She did not waste the reprieve. Slamming her plam into the tundra, she poured her chakra into the frozen veins beneath. The ground convulsed, and from its depths rose a colossus. Ten meters tall, plated in ice-veined stone, the giant's helm gleamed like a diver wrought from glaciers. In one hand, it dragged a massive anchor chained to the earth itself. As it stood the tundra shuddered beneath its weight.

Nautilus, reborn in Arctic Earth. The construct loomed in silence, its anchor grating as it locked into place. The frostlit titan towered above the battlefield, Jaina standing atop its head, a sentinel awaiting her command.

(Doton: Fuka-sa no Nōchirasutaitan) Earth Release: Nautilus the Titan of the Depths
Rank: S
Type: Supplementary / Offensive
Range: Short - Long
Chakra Cost: 40 (+10 from Arctic Earth)
Damage Points: N/A (+20 DMG from Arctic Earth)
Description: The user will perform the boar hand seal and then proceed to slam their palm upon the ground in front of them. This will cause a creature made of rock and earth to rise out of the ground either below or in front of the jutsu user. This creature is known as Nautilus, the Titan of the Depths. Nautilus, the giant rock of a man, is a creature embodied by a large diving suit made of complete rock and earth, giving him his unique features. The giant earthen warrior will while rising from the ground, use one of its hands to grab hold of the earth besides it and from there it would seem that the earth itself got loosened, creating a large anchor made of rock in his hand, which has a long earthen chain attached to it. Due to this giant warrior of rock and earth, seemingly looking like a diver has a large diving helmet on, it is also very efficient at moving and fighting under water, while it has a small hatch in the side of its head where the user can enter and stay safe from the water, while monitoring the giant. When Nautilus stands at his full height, he is almost 10 meters tall, and with his large anchor attached to a chain, he can throw it and retract it. As such he can effectively reach opponents in long range, with his massive anchor. The anchor itself is so large and heavy, so if Nautilus hurls it in a straight line towards his target and if successful, it can successfully break every single bone in an opponent’s body with ease. If Nautilus uses his hands or body, without the anchor, he is still capable of reaching targets of up to mid-range from him. This giant of a warrior, possesses two abilities in all, the first is called Riptide, while the other is named Depth Charge. The first ability, named Riptide, is activated, when Nautilus slams his giant foot into the ground with such force, that he releases waves of chakra through the ground, which effectively causes 3 chains of explosions to occur in 3 perfect circles around him, going further away from him, for each chain explosion of earth. These chain explosions go into mid-range from where he stands, and he can choose where the chain explosions happen, as long as it is within mid-range. His most powerful ability, would be the Depth Charge, which is made through him slamming his giant Anchor into the ground with such enormous force that it will pulverize the ground beneath it, while sending an incredible powerful forward shockwave through the ground, which has a 4 meter width, making the earth seem to explode upwards in a straight line, all the way into long range.
Note:
- Nautilus Riptide ability is equal to that of a B-rank technique
- Nautilus Depth Charge ability is equal to that of an A-rank technique
- Nautilus is capable of performing Riptide twice per battle
- Nautilus is capable of performing Depth Charge once per battle
- Nautilus abilities counts towards the move count
- Nautilus stays on the field for three turns unless destroyed
- Nautilus can only be created once per battle

(Hokkyoku Āsurirīsu: Kōkina Kōtei)- Arctic Earth: Highborn Imperium (Passive)
Type: Supplementary
Rank: A
Chakra: N/A (+20 to Doton technique)
Damage: N/A (+20 to Doton technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's Doton techniques by infusing trace amounts of an all-too-similar Arctic Earth chakra. By adding an extra hand seal at the end of a regular Doton jutsu, the Arctic Earth chakra bolsters it passively even before the technique is formed. By the time the technique actually comes into being it will be seen with glistening, ice-like veins coursing over it's structures as well as a core of frozen earth at its center. The infusion boosts the technique's damage, but it also allows it to take on Arctic Earth's known S/W's which in turn improves its usefulness and adaptability. Some properties also adopted by the superior Doton structure is the ability to meld with existing Arctic Earth structures, morph into varying shapes upon physical contact, and the option to be used as source for future Arctic Earth techniques.
Note(s):
- Can only be performed four times
- The user is unable perform Arctic Earth and Doton techniques above A ranked in the next turn
 

Vayne

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A huge dose of chakra would emanate from Jaina once again, defensively utilised this time around. Boa would know that a portion of her plan had been subverted, so she would switch gears partially. By clasping her her hands, she would cause white lines to to spread to her extremities, empowering her for future combat. Soon after, Jaina would be sensed emerging at long range distance, prompting Boa to immediately utilise a long range sound illusion. Through the illusion, Jaina would be led to believe that she had entered a barren wasteland, chained and bound, with her muscle and strength seemingly melting away. In reality, she would simply be restricted, preventing her next action and leaving her open for Boa's attack.

A powerful arrow would be shot towards Jaina's chest, moving at great speeds and carrying significant power, both due to the drill and Boa's SM. The arrow would have a chakra thread attached to it, allowing Boa to move the arrow around should she need to, guarantying the arrow reaches it's target. Boa would observe from a distance, not bothered by the range for now.


(Senpo/Fuuinjutsu: Burakkushīru) - Sage Art/Sealing Technique: Black Seal
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (+20 to Taijutsu)
Damage: N/A (+ 20 to Taijutsu )
Description: Sage Art: Black Seal is a Senjutsu Seal that is triggered by the user clasping their hands. Once their hands are clasped, thick white lines travel up their body, originating from their arms and spreads to their extremities. The Black Seal itself is the white lines that cover the user’s body. This fuuinjutsu works by absorbing Nature Energy into the white markings as soon as the technique is initiated. The white markings serve as a “reservoir” for the Nature Energy absorbed from the user’s environment. The purpose of this additionally absorbed Nature Energy is the user’s ability to access and utilize it when striking. As the user of Black Seal strikes an opponent, they are capable of releasing bursts of Natural Energy from the seal to increase the impact and a damage behind their hits (+20). Once this natural energy is released, it is injected into the opponent's chakra system if the hit lands. By injecting Nature Energy into the opponent, their chakra system balance will be thrown off. As a result, the target's body will begin to petrify and turn into stone. After one strike, the target will become notably slower, moving at 75% of his top speed. After more than 60 chakra has been inserted, the target will become half as fast. Should more chakra be inserted through this, the target will become stone. Once activated, Black Seal will remain active for alone as Sage Mode is active for an additional -5 chakra drained per turn. (Turns -10 per turn to sustain SM into -15 per turn.) Black Seal can be used a total of three times per battle. Can only be Taught by Daemon.

(Mateki: Mugen Onsa) - Demon Flute: Phantom Sound Chains
Type: Supplementary/Offensive
Rank: B
Range: Short-Long
Chakra: 20 +10 (1000 Voices)
Damage: 40
Description: A Genjutsu technique utilized by the Sound ninja Tayuya. To use this illusion she needs to enter her cursed seal level two form. When she plays the music for this illusion on her flute, her opponent's mind enters a barren wasteland. While in this illusion the ninja feels retrained by chains which bind them as their skin and muscle begins to melt off their bones. Although all this is purely illusory, the opponent believes themselves to be injured and takes damage, as well as is unable to move because they think they are restrained.

Note: Only useable by Tayuya bios.

(Kumo Senkyū: Suzaku no Jutsu) - Spider War Bow: Terrible Split Technique
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40 +10 (1000 Voices)
Damage: 80 +30 = 110
Description: A destructive archery technique that is the perfect one hit kill. Usable when in his level two cursed seal form, Kidōmaru expels Spider Sticky Gold from his mouth and gathers it to form a large war bow. By using his eight "limbs", Kidōmaru can boost the tension in the bow to an extraordinary level. Also, by attaching a chakra thread to the arrow he can control it up to 50 meters from his target, achieving an astounding accuracy. On top of this, the third eye which opens when he enters level two gives him unmatched precision. Even from distances where he cannot be sensed by his opponent, his lightning speed arrow pierces through his target. If on the chance that he does miss, he will refine his methods until he lands a kill-shot. The power of his arrows can create craters in the ground, and could be further increased by adding a drill to the arrowhead. The arrow impact with the drill added, could pile-drive through forests.

Note: Only useable by Kidōmaru bios while his CM level two is active.
Note: Can only be used four times per battle.
HP: 180 + 20 + 10 = 200 Cap
SC: 975 - 10 - 20 - 20 - 20 - 40 = 865
 

Sinthorus

Sannin of the Scrolls 📜
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Alright, so both participants wanted me to grade this fight, so here it goes.

I was gonna break down every move, but Lord, I don't have the will to do that here. Overall, Vayne messed up less and seemed to have more control in the fight. The start of the battle was way too passive, with no one taking control. Vayne had a lil set up but that was all. Yang with the forest would halve its size making it weaker. From there, Vayne's moves felt more refined, and he had more control.

Winner: Vayne.
 
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