[Doubles Championship] Venom & Xylon vs Pervy Sage & Starboy

Venom

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Standard Doubles Rules:

Standard doubles fights (2v2) are standard battles under Witchwood Doubles rules with no deviations.

-All Doubles Championship fights must be between two teams of two, specifically two RPers, not clones (2v2).
-A time limit of 48 hours, no exceptions. Extensions can be granted with the consent of the other team.
-Time limit extends to quoting and discussing a move, but once a Sensei has been contacted then timelimit is paused. Time limit does not reset after a check, it simply continues. Checks are final, meaning there is only a single check like in all Witchwood fights. Both teams must agree on this checker. They do not have the right to a second check.

My bio [Here] and Xylon's bio [Here] (His creation that is with us can be found in there). Post ya bios with ur active techs and we'll start off.
 

Starboy

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Zeref is a nagato skin bio, it has deva path, preta path and chakra sensing passively active as it enters the arena
It also has a tobirama edo (can be found within the bio) with him as the outer path and they're standing back to back.

( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. Dispicted as the eyes of the SO6P, the Rinnegan awaken on Madara Uchiha after he obtained his EMS and implanted Hashirama's Senju cells in himself. Having both lineage from the SO6P allowed him to awake the Rinnegan. When Madara activates the Rinnegan, he seems to not suffer any kind decrease in his EMS abilities in terms of tracking speed, clarity of perception or seeing chakra. Eventually his eyes were bestowed upon Nagato Uzumaki and in him manifested lower abilities (equal or comparable to a 3 Tomoe Sharingan). While Nagato was never able to deactivate his eyes, Madara could switch at will between his EMS and Rinnegan eyes, although he wasn't able to go from 3 Tomoe to Rinnegan directly. Eventually Obito transplanted Nagato's (and subsequently Madara's) Left Rinnegan into himself. By doing so he gained access to both Doujutsu at the same time although losing the ability to deactivate the Rinnegan and as such, losing chakra constantly to maintain it.
Note: Constantly passively active in Nagato and Obito bios
Note: Requires activation ( spending move ) for Madara bios but remains active indefinetely afterwards if the user chooses to. After having a complete Madara bio with Rinnegan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated EMS before and had it active for 1 full turn.

( Tendō ) - Deva Path
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user activates the Deva Path which grants him the ability to manipulate attractive and repulsive forces allowing it to repel or attract objects or people, mimicking at some extent gravity. The path allows him access to the various gravitational abilities such as Shinra Tensei, Bansho Tennin and Chibaku Tensei.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continously activated.

( Gakidō ) - Preta Path
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal, the user could absorb an infinite amount of chakra in any form. And the technique can be used in direct physical contact and absorb their chakra from their body or to create a barrier around them to absorb incoming Ninjutsu techniques.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continously activated.

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

I'm using Loki Kisei and I'm standing 2m to Pervy's right. These are my active/passive stuff that aren't in my bio.

( Legilimency ) - Legilimency passive
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.


( Fuuinjutsu: Hecate's Nekutai ) - Sealing Arts: Hecate's Binding
Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 ( -5 each turn )
Damage points: N/A
Description: The user forms a Fuuinjutsu that is simple in nature yet advanced in it's applications. Channeling chakra, the user creates a seal that is applied to a weapon of the user's choice. The purpose of this seal is to extend the user's chakra manipulation through an instrument of his choosing. This allows the user to release Jutsu from this instrument or item of choice as long as it's in the form of a streamed jutsu, like Great Majestic Annihilation or a projectile like Water Bullet. A one time use seal, this can be applied either in battle or pre applied before battle by placing in the user's bio. After applied, lasts until the user cancels it. In order for this to work, the weapon has to be in contact with the user's body or said jutsu will be released from their original point of release.
Note: Can only be used on weapons the user owns.
Note: This seal also binds the weapon to the user, meaning it can't be lost unless the user himself throws it away.
 

Venom

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One, two and three. Raiden counted them in his head as he smirked and looked over at Mugetsu waiting for him to start the attack. Whatever it may be. Without warning Mugetsu would start off with the boar hand seal to passively activate an ability of his as he continues with a string of hand seals, ending with slamming his hands to the ground. All occurring within one timeframe slot of course. What happens next is a powerful barrier forming and covering the 3 opponent’s entire short range. This barrier would of course increase in strength by one rank due to Mugetsu’s specialty as well as sustain itself. On the other hand, Raiden would begin his offence simultaneously with Mugetsu to bombard you all with attacks in the same timeframe (Nourishment/MIE + Lightning). Stringing together several hand seals to fuel the ground under and around the men’s short range with Raiton chakra to manipulate the earth. With this, several spikes cladded and infused with electricity would burst from the ground under two of the trapped targets (the edo is safe). The spikes would impale Loki in his limbs, torso region and neck. The electricity would make contact and simply course through his body to leave him paralyzed if not dead. The same would happen to Zeref. Impaled by spikes at the same places as Loki and paralyzed by the lightning. The spikes were big enough to burst through the body itself and small enough to not hit and break the walls of the barrier. Mugetsu would immediately rise after finishing the procedures for the barrier and wait in case one would escape to attack. Raiden wasn’t finish just yet though. He would take out a kunai with a special fuuin tag wrapped on the handle and throw it at the barrier.

(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn) +30
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.

(Ninjutsu: Narisshumento) - Ninja Art: Nourishment
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: A passive ability that is activated before or during the creation of a technique that requires the user to constantly focus in order to maintain it's form. By gesturing the 'Boar (亥, I)' hand seal, the user will infuse his next technique with an additional supply of chakra so that it may sustain itself on it's own accord. This ability grants the user the possibility to initiate his technique while quickly moving onto the next one without waiting for it's completion. The additionally released chakra would act as a pre-set mechanism that would finalize the shape manipulation of the technique in question. Prison/binding-like techniques will seemingly stay active while techniques that resemble some sort of life form (I.e Water Dragon Bullet) can be further manipulated to change their course of action at the cost of one of the user's jutsu per turn. The manipulation is done by a mental command, giving the chakra life-form a specific set of instructions. (I.e Launching itself towards the target and wrapping around them.) Terrain based techniques like pillars, spikes or even platforms will rise to their natural height while having the infused chakra linger for the previously mentioned turns. This will naturally force the opponent to overpower the chakra (Being B-Rank of that element) to then manipulate that source. Not only does this apply to terrain based but also water related techniques. With a simple mental command the user can prematurely end the technique if he so desires. Caution is required when using this technique as it could potentially endanger the user as well when using it with techniques such as 'Earth Release: Antlion Technique', with the potential of drastically and continuously sucking in the terrain.

⋩ Can be used two times on S-Ranks
⋩ Can not be used on Forbidden Techniques
⋩ The technique will self-sustain for three turns
⋩ Re-directing life-form based techniques counts as a move
⋩ Can not be used on stream-related techniques that require constant release from the mouth.


Raiton: Zeusu Takumi no Waza | Lightning Release: Zeus' Craftsmanship
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Calling on concepts from 'Four Pillar Bind' and 'Lightning Blades Levitation', this technique allows the user to perform two hand seals and send Lightning chakra into the ground to carve out multiple shapes of rock through the careful administration of the destructive properties of lightning. Various shapes can be crafted, ranging from walls, cubes and pillars to spikes and even crude weapons. The shapes, filled to the brim and coated with lightning chakra, can be manipulated to violently rise from the ground, guided into a desired position, and can even be made to levitate mid-air. Upon creation the shapes will, acting as conductors and amplifiers for the lightning chakra, release multiple bolts of lightning that dance from one shape to the next at rapid speeds and repeatedly shock anything caught within their formation. Meanwhile the created shapes pose the threat of crushing, smashing into, or stabbing through anything caught within their path. The created shapes can be of a large enough scale to impale and completely incapacitate a large summoning such as Gamabunta. However they can also be created in far smaller sizes for the sake of releasing smaller, yet far more potent lightning bolts. In the case of the creation of but a single shape, lightning will radiate out from around the rock forming a perimeter of electricity that will cover twice the area of that which the rock covers.

Note:
- Can only be used 2x
- No Lightning techniques above A rank in the user's next turn
- Can only be taught by Scaze

( Fūin Fuda ) – Sealing Tag
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: A basic sealing technique where the user places one or more tags either directly on a target or on a technique which is restraining it. As its placed, a sealing formula spreads around the technique or the target, sealing it. This technique has been seen used with Sand ninjutsu, Earth, Water, Wood, Cloth Ninjutsu, etc but basically any technique in which you can apply the tags can be used. In the case of expert ninjas, the tags might even be incorporated into the restraining technique, with no need to actually manually place the tag or tags. Additionally, less experienced ninjas can find that throwing one or more kunais with the sealing tags attached at the technique which will trigger the same effect when the kunais stick on the technique. This prevents the target from moving, molding chakra or even being summoned.
Note: The seal takes a while to form, so most opponents can either counter the restraining technique (thus preventing the sealing formula of taking effect) or rip off the tags from themselves negating its effects entirely. If the target, however, fails to counter the restraining technique or is counter to it fails or if he doesn't remove the tags in his next move, then the seal will fully be placed and the target unable to release himself.
Note: This technique is specially designed to be used on summons and Edo Tensei Summons but will work on any opponent except Jinchurikiis.

Xylon:
Health: 200
Chakra: 2500 - 30 - 30 - 20 = 2420

Me:
Health: 200
Chakra: 2000 - 40 - 20 = 1940
 
Last edited:

Starboy

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Just like that, it began. I was immediately aware of every plan being thought up thanks to Legilimency and was already formulating my strategy. I knew what my partner and his partner ( Edo ) had in mind too so I could do what I needed to.

Zeref & Tobirama, through their shared vision and chakra sensory, could see the build up of chakra within our opponents and in short range around us. There was also the handseals that indicated an incoming attack. As Mugetsu slammed his hands on the ground, Tobi would materialize a water dragon the moment the barrier was created, intercepting and destroying it before it could affect Zeref and myself. Simultaneously, Zeref ( same timeframe as Tobi ) would weave a single handseal and create caramel from the ground around Mugetsu and Raiden. This caramel would form beneath them, binding their legs in place before proceeding to wrap around their entire bodies and restrict their movement entirely.

Whilst my partners were attacking and defending, I decided to deal with Raiden's attack ( same timeframe as Zeref and Tobi ). As he weaved his handseals and prepared to launch his attack, I'd already been gathering my Ichor chakra and as the ground beneath us began shifting around, I released Ichor from my feet that would be formed into a solid platform beneath the surface ( short range around us ) and clash with and cancel out the lightning before it could impale us, leaving us unharmed.

( Suiton: Suiryuudan no Jutsu ) - Water Release: Water Dragon Bullet Technique
Type: Offensive
Rank: A- S
Range: Short - Long
Chakra Cost: 30 - 40
Damage Points: 60 - 80 ( 60 + 20 = 80 )
Description: After performing a long series of handseals: Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird, the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a water specialty will be able to produce up to an S-Rank technique; normal ninja will produce the basic A-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.

Note: Requires a nearby water source.

(karumera) - Caramel release
Rank: D - S ( A )
Type: Supplementary/Attack/Defense
Range: Short-long
Chakra cost: 10-40
Damage points: 20-80
Description: The user will focus their chakra combining the necessary elements and create a caramel on the battlefield that they can use to attack, defend, or just bind the opponents. The caramel can be made in various shapes and forms. This can be made from the ground, the users chakra or via them spitting it out or releasing it from their body. This can be done in one of two forms, either solid or liquid Caramel. Liquid Caramel can only be used in projectile, blasts, attacks from the ground or familiars, basically unable to be held by the user. Hardened Caramel however can be used in any way reasonable. The user can make solid forms such as weapons and walls or waves and pulses of caramel. For B rank and below, the user will use hand gestures to form the caramel, for A rank the user will need to perform one handseal. A rank can be used once per turn, S rank can be used 3 times per battle with two turns between uses and no caramel A rank and above in the following turn.
Note: Liquid caramel dries up in 2 turns

( Noshoton: Panteon no sentaku ) Ξ Ichor Release: Choice of the Pantheon ( passive & reference )
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Due to the advanced nature of Ichor Release, when it is utilized the element shows up in a myriad of forms that give way to different effects when shown and used. This serves as a reference jutsu to be viewed when Ichor is used as it houses the general effects and results of us in one form as opposed to another. There are two main forms of Ichor, based on the two types of THC ( sativa and indica ). These two types are, respectively, Ambrosia and Nectar.

Ambrosia is associated with the Sativa strain of Ichor. Ambrosia Ichor is noted for it's uplifting and energetic effects on the body, often associated or linked to intense visual hallucinations/sensations, increased heart rate and blood flow, relief from pain, heightened spiritual awareness and mental capacities, and effects of similar ability. When applied to Ichor jutsu, this strain is able to be used for beneficial purposes such as increasing the body's resistance to pain, raising the user's mental defense, even increasing his speed, strength etc by increasing the blood flow. This type is commonly applied to himself and allies.

Nectar is associated with the indica strain of Ichor. Nectar Ichor is noted for it's feelings of sedation, "stoned" nature and relaxing effects on the body, often associated or linked to intense visual hallucinations/sensations, a distorted concept of time and space, sluggish/slow movements, overwhelming paranoia, forgetfulness, and in some scenarios headaches and intense migraines. When applied to Ichor jutsu, this strain is typically used for detrimental purpises, hindering opponents mainly as inherent side effects along eith the offensive nature of said jutsu. While the effects are often linked to detrimental uses, in some cases the user is able to utilize Nectar Ichor in a way that allows him to benefit from it, usually noted in specific jutsu.

Regardless of the strain, heavy dosages of Ichor can cause death, extreme irritation and even leave one comatose if severe, nonfatal amounts are taken.

Note: Most Ichor jutsu will follow one strain unless specifically noted to be a hybird strain of Ichor.
Note: A passive jutsu, this does not count towards the user's jutsu count if posted. Can be posted in conjunction with an Ichor jutsu, or at the start of battle.

( Noshoton: Panteon no Onkei ) Ξ Ichor Release: Blessings of the Pantheon
Rank: D-S A
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points:20 - 80
Description: The user can create various constructs formed from Ichor in one of three different methods. The first method is from his own body, releasing them from either his hands or his mouth and even feet and joints if necessary. The second is from any other Ichor source and third is from Water itself. These are created by using simply body movements and gestures or a simple handseal. These objects can range from a small gel pill of Ichor to waves, shields, swords, houses, chairs, etc. The user is able to essentially create whatever his mind can imagine. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant ( always requires a handseal ), the notable difference in this is the speed and power/scale of this one, capable of forming ocean sized pools of Ichor in moments. S-Rank usage can only be used 3 times per battle, once every 2 turns. No S-Rank or above Ichor on the turn after the S-Rank version is used. When used, the user has to specify which strain of Ichor is being utilized as the effects may vary.
 

Xylon

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Both Hayabusa felt the infiltration of a foreign source into their minds/head through their Taijin. It was quite obvious to them. Mugetsu psych lit up with amusement. He made sure to convey with his thoughts that his aggressor done fucked up. They also sensed the chakra underneath them. Raiden gripped on to the hilt of his sword as he created 2 spheres to hover around them. The technique was created to combat what was to come from underneath and so it did as quickly as it erupted from the ground. The entirety of the technique vanished without a trace. Leaving Mugetsu and Raiden free to follow up with bringing forth a partner into the depths of their mind (S rank usage each. Mugetsu’s usage occurring in the same TF as the spheres).

Its impolite to snoop. Mugetsu declared


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

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


(Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme x2
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden (S)
Range: Short - Long
Chakra Cost: 10 - 60
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

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

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

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

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

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

Chakra count
Xylon: 2420-40=2380
Venom: 1940-80=1860
 
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The Pervy Sage

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Both Hayabusa felt the infiltration of a foreign source into their minds/head through their Taijin. It was quite obvious to them. Mugetsu psych lit up with amusement. He made sure to convey with his thoughts that his aggressor done fucked up. They also sensed the chakra underneath them. Raiden gripped on to the hilt of his sword as he created 2 spheres to hover around them. The technique was created to combat what was to come from underneath and so it did as quickly as it erupted from the ground. The entirety of the technique vanished without a trace. Leaving Mugetsu and Raiden free to follow up with bringing forth a partner into the depths of their mind (S rank usage each. Mugetsu’s usage occurring in the same TF as the spheres).

Its impolite to snoop. Mugetsu declared


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

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


(Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme x2
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden (S)
Range: Short - Long
Chakra Cost: 10 - 60
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

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

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

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

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

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

Chakra count
Xylon: 2420-40=2380
Venom: 1940-80=1860
Zeref:

Zeref with his riinnegan can perceive the orbs forming that would deal with his Caramel he was trying to bind them with. He would not wait for his opponents to take advantage of the situation. As the orbs form, going to destroy the caramel, he would hold out his hands and release a Mid range version of Shinra tensei which would be made as a pulse aimed to hit the two of them, pushing forwards in a pulse enough to hit them both and the area around them. This would push outwards from Zeref, but not hit his ally to his side, pushing forwards to cover the area in front of him though, aiming to strike both of the men. This would happen before raiden has chance to use his Dantian technique.

( Shinra Tensei ) - Divine Punishment
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 ( +20 per extra range )
Damage: N/A
Description: Using the Deva Paths abilities to manipulate gravitational forces, the user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again.
Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.
Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use any gravitational related techniques for the remainder of the fight and is unable to mold chakra for techniques above A-Rank for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be blocked or stopped. However, the enemies can still use techniques that prevent or reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped or directly countered, enemies can still manage to survive if the logically counter.
Note: can only be used by Rinnegan bios with the ( Tendō ) - Deva Path active

Chakra: 3000
Rinnegan - 10 (2 turns)
Sensory - 10 ( 2 turns)
Caramel - 30
Shinra tensei - 60

Total: 2890




Tobirama:

Although he was a path of Zeref, he could act on his own and that was his greatest gift in this fight. Dealing with the barrier with ease, he could see what Zeref saw through their linked vision and act as a linked mind through Zeref's control. Using his amazing water skills at the same time as his two allies, acting in perfect unison due to the links they had, tobirama would form a large water dragon directly behind his two opponents to come crashing down on them. This dragon forms out of nothing, needing no handseals, boosted by tobirama's water affinity, forming directly behind them large enough to come down on them and hit them both, smashing into them from behind as the shinra tensei hits them from the front and the barrier binds them pinning them down, draining their chakra. All three jutsu happen before raiden can form his Dantian technique

(Suiton: Suiryuudan no Jutsu) - Water Release: Water Dragon Bullet Technique
Type: Offensive
Rank: A - S
Range: Short - Long
Chakra Cost: 30 - 40
Damage Points: 60 - 80 +20 = 100
Description: After performing a long series of handseals: Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird, the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a water specialty will be able to produce up to an S-Rank technique; normal ninja will produce the basic A-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.

Note: Requires a nearby water source.

Chakra: N/A for edo i think?



Loki:

Loki successfully defended against the incoming attack but in the meantime he could read his allies mind. He could read Zeref's mind and how he could perceive the counter to their caramel, as well as understand how both Zeref and Tobirama were going to proceed. Loki knew his role in this situation was to stop the opponents from moving, and weaken them while the offensive was left to Tobi/zeref. So as Zeref releases his shinra tensei blast, and the water forms behind the two, Loki performs the needed handseals and Slams his hands on the ground using the opponents own trick against them, creating the multiple infinite embraces technique. This would force the two to the ground, and reduce them to A ranks and below. This would happen as the orbs deal with the caramel, before raiden can use his Dantian technique, acting in perfect unison with his allies thanks to being able to read their minds and plans. ( everything happens in the same T/F )

(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.

Chakra: 1600
Legilimency -10 (2 turns)
Seal - 10 ( 2 turns)
Ichor -30
MIE -30
Total: 1520 (+100 if MIE not broken)
Total:
 
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Venom

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Raiden hoped for his partner to handle the situation of the barrier and the dragon at the back as he did his own thing. With a simple mental command, the last sphere (outside the area of the barrier if it were to be fully form) would be thrown forward to block and cancel the attack that was coming forward as Raiden then continued with his original plan. As for Mugetsu, he spotted the barrier preemptively with his chakra sensing and would use the dragon technique before it could fully take effect and bind us to the ground. He would begin to heat up as he dealt with the barrier and the water dragon all within the same fluid motion (same TF). Firstly, he would conjure up two dragons utilizing his Shiraton and yin nature after activating a passive ability of his again through the boar hand seal (Nourishment). One would burst from his short range to break the barrier to immediately place a deadly effect on the one who created the barrier. That same dragon would continue on unphase to ram itself into the opponents ahead. As for the other one, created at the perimeter of the opponent’s short range behind them, would also dive downwards and inwards to slam into the men from the back. Simultaneously to Mugetsu’s attack, Yoru would sleeze his way out to create 4 balls base on his Graviton nature, with the staff to their side. One ball would easily destroy the water dragon and remain hovering behind the Hayabusas. As for the other 3 balls, they would all be sent off in their own path to hit their target. One would be hidden behind the dragon at the last second as it comes forward to hit Loki. The last two would take a more skyward approach as they come in from above to flank Tobirama and Zeref from their side at an upward angle. Raiden, Mugetsu and Yoru simply remaining still as the latter two control their techniques through a mental command. Raiden waiting for the moment to strike.

Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons (Shiraton base)
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

(Orbs of the Noble truths (Shitaidama 四諦) (Graviton base)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 70 (-20/ turn)
Damage points: 100/ball
Description: Shintaidama and spheres of natured chakra (not to be confused with Senjutsu), a lesser version of Truth Seeking balls. Though the technique is used by Yin-Yang release users, the orbs themselves aren’t composed of the natures. These fist sized balls are made up of chakra nature (s) the user possesses with curse marking covering the balls that govern the flow of nature in and out of the balls. Those with knowledge of, and potential ability to use truth seeking balls or any of it’s variation are capable of using this technique with one chakra nature (basic) while a Master of Yin-Yang release can create orbs of either an advanced nature, or two individual natures. Like the parent technique the user can use shape transformation as desired with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion, or use them to form a prison or shield. Noble truth balls, although capable of doing similar damage, are comparatively weaker than Yin release, Yang release and the original version of TSB. They carry on the type advantages and disadvantages of their natures. The orbs can be used as a source of an elemental technique or to perform individual attacks such as a long ranged stream of fire or water (equal to the strength of NTB itself, destroys orb if the technique is overpowered), the orbs are capable of any feat or form the orb’s element is such as Mud in the case of earth release and Mist in the case of water. But the orbs are not capable of anything ability that goes beyond the element, i.e the user cannot create ‘liquid’ fire as Yin-Yang users are capable of, unless he performs Change to Heaven on an orb. The curse markings govern the elements inflow and outflow as required by the user and make them interact-able without harm to the user, i.e. the user could touch and hold an orb of fire without burning himself.
Lastly, the Shakujo (Monk staff) user gains, only has 4 rings as opposed 6 in case of TSB. A set of 2 rings signifies nature transformation with rings composed of fire and lightning release. Another set of 2 rings signifies shape manipulation with rings composed of water and earth released. The 4 rings are held together by another larger ring of wind release. 4 rings represent 4 noble truths, while 6 rings (in case of truth seeking balls) represent 6 perfections/6 paths. Although this change is merely cosmetic, it still indicates the user’s skill in this line of techniques (use of NTB is novice, while TSB is skilled).
Note:The technique can be used thrice per conflict and lasts 6 turns. The user cannot re-use this technique to gain another set of NTB while a set is active, reusing the technique does however grant back any lost orbs.
-Use of TSB or a technique/mode that grants TSB transforms NTB to TSB, the user gains extra orbs as required during this change.
-The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 40 meters they will remain until the user gets close enough to call them back.
-The user can spend a move to change the nature of orbs during the technique. He cannot do so, more than three times per use.
-The user gains 4 orbs which surround them in any form they desire upon creation.

Ninjutsu: Narisshumento) - Ninja Art: Nourishment (Passive)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: A passive ability that is activated before or during the creation of a technique that requires the user to constantly focus in order to maintain it's form. By gesturing the 'Boar (亥, I)' hand seal, the user will infuse his next technique with an additional supply of chakra so that it may sustain itself on it's own accord. This ability grants the user the possibility to initiate his technique while quickly moving onto the next one without waiting for it's completion. The additionally released chakra would act as a pre-set mechanism that would finalize the shape manipulation of the technique in question. Prison/binding-like techniques will seemingly stay active while techniques that resemble some sort of life form (I.e Water Dragon Bullet) can be further manipulated to change their course of action at the cost of one of the user's jutsu per turn. The manipulation is done by a mental command, giving the chakra life-form a specific set of instructions. (I.e Launching itself towards the target and wrapping around them.) Terrain based techniques like pillars, spikes or even platforms will rise to their natural height while having the infused chakra linger for the previously mentioned turns. This will naturally force the opponent to overpower the chakra (Being B-Rank of that element) to then manipulate that source. Not only does this apply to terrain based but also water related techniques. With a simple mental command the user can prematurely end the technique if he so desires. Caution is required when using this technique as it could potentially endanger the user as well when using it with techniques such as 'Earth Release: Antlion Technique', with the potential of drastically and continuously sucking in the terrain.

⋩ Can be used two times on S-Ranks
⋩ Can not be used on Forbidden Techniques
⋩ The technique will self-sustain for three turns
⋩ Re-directing life-form based techniques counts as a move
⋩ Can not be used on stream-related techniques that require constant release from the mouth.

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

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

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

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

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

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

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

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

Chakra count:
Xylon: 2380 - 10 - 150 - 20
Venom: 1860 - 5 - 40
Yoru: 2000 - 70

(Might be slightly off with the calculation but ill fix it)
 

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Raiden hoped for his partner to handle the situation of the barrier and the dragon at the back as he did his own thing. With a simple mental command, the last sphere (outside the area of the barrier if it were to be fully form) would be thrown forward to block and cancel the attack that was coming forward as Raiden then continued with his original plan. As for Mugetsu, he spotted the barrier preemptively with his chakra sensing and would use the dragon technique before it could fully take effect and bind us to the ground. He would begin to heat up as he dealt with the barrier and the water dragon all within the same fluid motion (same TF). Firstly, he would conjure up two dragons utilizing his Shiraton and yin nature after activating a passive ability of his again through the boar hand seal (Nourishment). One would burst from his short range to break the barrier to immediately place a deadly effect on the one who created the barrier. That same dragon would continue on unphase to ram itself into the opponents ahead. As for the other one, created at the perimeter of the opponent’s short range behind them, would also dive downwards and inwards to slam into the men from the back. Simultaneously to Mugetsu’s attack, Yoru would sleeze his way out to create 4 balls base on his Graviton nature, with the staff to their side. One ball would easily destroy the water dragon and remain hovering behind the Hayabusas. As for the other 3 balls, they would all be sent off in their own path to hit their target. One would be hidden behind the dragon at the last second as it comes forward to hit Loki. The last two would take a more skyward approach as they come in from above to flank Tobirama and Zeref from their side at an upward angle. Raiden, Mugetsu and Yoru simply remaining still as the latter two control their techniques through a mental command. Raiden waiting for the moment to strike.

Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons (Shiraton base)
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

(Orbs of the Noble truths (Shitaidama 四諦) (Graviton base)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 70 (-20/ turn)
Damage points: 100/ball
Description: Shintaidama and spheres of natured chakra (not to be confused with Senjutsu), a lesser version of Truth Seeking balls. Though the technique is used by Yin-Yang release users, the orbs themselves aren’t composed of the natures. These fist sized balls are made up of chakra nature (s) the user possesses with curse marking covering the balls that govern the flow of nature in and out of the balls. Those with knowledge of, and potential ability to use truth seeking balls or any of it’s variation are capable of using this technique with one chakra nature (basic) while a Master of Yin-Yang release can create orbs of either an advanced nature, or two individual natures. Like the parent technique the user can use shape transformation as desired with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion, or use them to form a prison or shield. Noble truth balls, although capable of doing similar damage, are comparatively weaker than Yin release, Yang release and the original version of TSB. They carry on the type advantages and disadvantages of their natures. The orbs can be used as a source of an elemental technique or to perform individual attacks such as a long ranged stream of fire or water (equal to the strength of NTB itself, destroys orb if the technique is overpowered), the orbs are capable of any feat or form the orb’s element is such as Mud in the case of earth release and Mist in the case of water. But the orbs are not capable of anything ability that goes beyond the element, i.e the user cannot create ‘liquid’ fire as Yin-Yang users are capable of, unless he performs Change to Heaven on an orb. The curse markings govern the elements inflow and outflow as required by the user and make them interact-able without harm to the user, i.e. the user could touch and hold an orb of fire without burning himself.
Lastly, the Shakujo (Monk staff) user gains, only has 4 rings as opposed 6 in case of TSB. A set of 2 rings signifies nature transformation with rings composed of fire and lightning release. Another set of 2 rings signifies shape manipulation with rings composed of water and earth released. The 4 rings are held together by another larger ring of wind release. 4 rings represent 4 noble truths, while 6 rings (in case of truth seeking balls) represent 6 perfections/6 paths. Although this change is merely cosmetic, it still indicates the user’s skill in this line of techniques (use of NTB is novice, while TSB is skilled).
Note:The technique can be used thrice per conflict and lasts 6 turns. The user cannot re-use this technique to gain another set of NTB while a set is active, reusing the technique does however grant back any lost orbs.
-Use of TSB or a technique/mode that grants TSB transforms NTB to TSB, the user gains extra orbs as required during this change.
-The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 40 meters they will remain until the user gets close enough to call them back.
-The user can spend a move to change the nature of orbs during the technique. He cannot do so, more than three times per use.
-The user gains 4 orbs which surround them in any form they desire upon creation.

Ninjutsu: Narisshumento) - Ninja Art: Nourishment (Passive)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: A passive ability that is activated before or during the creation of a technique that requires the user to constantly focus in order to maintain it's form. By gesturing the 'Boar (亥, I)' hand seal, the user will infuse his next technique with an additional supply of chakra so that it may sustain itself on it's own accord. This ability grants the user the possibility to initiate his technique while quickly moving onto the next one without waiting for it's completion. The additionally released chakra would act as a pre-set mechanism that would finalize the shape manipulation of the technique in question. Prison/binding-like techniques will seemingly stay active while techniques that resemble some sort of life form (I.e Water Dragon Bullet) can be further manipulated to change their course of action at the cost of one of the user's jutsu per turn. The manipulation is done by a mental command, giving the chakra life-form a specific set of instructions. (I.e Launching itself towards the target and wrapping around them.) Terrain based techniques like pillars, spikes or even platforms will rise to their natural height while having the infused chakra linger for the previously mentioned turns. This will naturally force the opponent to overpower the chakra (Being B-Rank of that element) to then manipulate that source. Not only does this apply to terrain based but also water related techniques. With a simple mental command the user can prematurely end the technique if he so desires. Caution is required when using this technique as it could potentially endanger the user as well when using it with techniques such as 'Earth Release: Antlion Technique', with the potential of drastically and continuously sucking in the terrain.

⋩ Can be used two times on S-Ranks
⋩ Can not be used on Forbidden Techniques
⋩ The technique will self-sustain for three turns
⋩ Re-directing life-form based techniques counts as a move
⋩ Can not be used on stream-related techniques that require constant release from the mouth.

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

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

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

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

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

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

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

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

Chakra count:
Xylon: 2380 - 10 - 150 - 20
Venom: 1860 - 5 - 40
Yoru: 2000 - 70

(Might be slightly off with the calculation but ill fix it)
Lemme hit you up chief, i got some confusion with your move and how you done it.
 

Jᴀʏ

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BATTLE CHECK

Alright, sorry for the wait fellas but the moment you've all been waiting for is here. So let's get into it shall we?

Essentially the issue lies with the latest two moves. Zeref, Tobirama and Loki all perform a counter assault within the same time frame. Zeref performs his mid-range Shinra Tensei, Tobirama is Water Jutsu, and Loki MIE. Now although I'm not grading the battle, I do appreciate the way Pervy and Starboy constructed his post made it very easy to understand what was going on and explained everything he needed too. Now, all these attacks happen in the same time-frame and Venom counters by utulizing one of his spheres to BLOCK Shinra Tensei. Lets take a look,

"Raiden hoped for his partner to handle the situation of the barrier and the dragon at the back as he did his own thing. With a simple mental command, the last sphere (outside the area of the barrier if it were to be fully form) would be thrown forward to block and cancel the attack that was coming forward"
Lets take a peep at the Shinra Tenseo description as well,

"The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be blocked or stopped. However, the enemies can still use techniques that prevent or reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. "
Now, it's much well known that Shinra Tensei is unblockable and unstoppable you cannot clash per say to counter it. You either reduce the damage you take or evade it, regardless of the method you cannot block it EVER or cancel or neutralize it.

So the counter Venom performed for Shinra Tensei fails. Now as for the timing of the counters and how this would look in regards to the entirety of both moves, I would agree the timing here is a little stretched. Mugetsu reacts thanks to his chakra sensing before the effect fully take place, enabling him to release two Yin-Natured Dragons, one to destroy the barriers and head straight on to attack Zeref and Co. while the other one takes an angle to attack as its spawned just beyond short range of Zeref n Co. (Mind you none of thede come in contact with Shinra Tensei or effect it in anyway.) While this happens Yoru uses one of the bootleg TSBs to destroy the Water Dragon. I think the rest of this counter works, Shinra Tensei doesn't land instantly so it wouldn't prevent them from countering the barrier and the water jutsu and considering they reacted simultaneously it would all happen within the same time-frame.

So Raiden, Mugetsu and Yoru all get hit with Shinra Tensei and suffer 80 DMG, they manage to counter MIE and the Water Dragon as well as launch their own counter assaults simultaneously.

Venom and Xylon are both sages, so they are left with 120 HP. Yoru I believe also has 120 HP, they have lost 40% of their total HP, and are also knocked back five or so meters.

It's Pervy n Starboy's turn to counter.
 

Drackos

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After some discussion and deliberation a new ruling has been determined:

I want to be clear here. Jay's ruling is correct and that this isn't overruling him, but certain miscommunications have required this ruling to be made. People shouldn't be penalized for using information they were given by a moderator in an official capacity and then being ruled that it was incorrect. So once again - I'm not overruling Jay; his verdict is correct. Celestial Spheres cannot counteract, neutralize, destroy, or block, Shinra Tensei. This is determined because of the nature of Shinra Tensei, and that customs (of which the 7SM are included) do not supersede canons, which Shinra Tensei falls into.

But the information that led Venom and Xylon to believe that this counter was valid was handed to them in an official sense by a moderator. And this information was acted on accordingly. So it isn't fair to punish them for doing what they were told was correct, even though it wasn't. So this is what is going to happen:

We are treating Xylon and Venom's use of the Celestial Spheres as valid, even though it would NOT be treated so in another fight. This is to avoid punishing them for asking proper use, and then having this reversed later on. The Shinra Tensei is countered in this case, and they are not struck by it.

Second, and to be VERY clear on this, timelimit remains paused until both parties are ready to proceed with the fight. I've already clarified this in the Doubles information thread. Essentially when a check happens (and I'm being very clear here) after a sensei is agreed on, the timelimit does NOT resume until both parties concerns are resolved. This does not mean they are entitled to a second check; it just means if they have questions for the sensei that checked the fight, then the timelimit remains paused.

Please resume this battle once both parties are ready to proceed.
 

Starboy

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Sorry bout the delay, things been hectic.
Tch. This was becoming tiresome. Every thing we did seemed to go awry. Now we had several attacks headed toward us from what appeared to be all angles simultaneously. Cornered. At least that's what our opponents wanted anyway. Acting swiftly, Tobi and I would step towards each other ( we're 2m apart so one step, barely ) so that we were back-to-back and begin our plan.

Zeref and Tobi, through their linked vision, were aware of the attacks from the front and back the moment they began forming while I was alerted by navigating their thoughts. With this knowledge, I'd place my hand on Tobi and with absolute determination after marking the intended destination, I'd apparate along with Tobi (we are outside the range of the absorption ) instantly to where the dragon was ( no longer is to be clear ) originally formed behind us ( so short range behind Zeref ). Meanwhile ( at the same time ) Zeref would deal with the attacks that were all converging on our original position, absorbing them all ( dragons & orbs ) so that they no longer posed any threat and their effects would no longer be an issue. Upon appearing, Tobi would weave the necessary handseals and change the ground beneath ( short range all around and 50m deep ) our opponents into a muddy swamp that they would sink into.

( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra cost: 40 ( -100 per turn if used on an enemy )
Damage points: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as the sage chakra. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.

( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S ( A )
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.

Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
 

Venom

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Sorry bout the delay, things been hectic.
Tch. This was becoming tiresome. Every thing we did seemed to go awry. Now we had several attacks headed toward us from what appeared to be all angles simultaneously. Cornered. At least that's what our opponents wanted anyway. Acting swiftly, Tobi and I would step towards each other ( we're 2m apart so one step, barely ) so that we were back-to-back and begin our plan.

Zeref and Tobi, through their linked vision, were aware of the attacks from the front and back the moment they began forming while I was alerted by navigating their thoughts. With this knowledge, I'd place my hand on Tobi and with absolute determination after marking the intended destination, I'd apparate along with Tobi (we are outside the range of the absorption ) instantly to where the dragon was ( no longer is to be clear ) originally formed behind us ( so short range behind Zeref ). Meanwhile ( at the same time ) Zeref would deal with the attacks that were all converging on our original position, absorbing them all ( dragons & orbs ) so that they no longer posed any threat and their effects would no longer be an issue. Upon appearing, Tobi would weave the necessary handseals and change the ground beneath ( short range all around and 50m deep ) our opponents into a muddy swamp that they would sink into.

( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra cost: 40 ( -100 per turn if used on an enemy )
Damage points: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as the sage chakra. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.

( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S ( A )
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.

Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Shoutout me for predicting this move. U owe me Xylon z.z

Lemme VM u to clear up somethings before making our move right quick
 
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Xylon

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Mugetsu was inspecting as things played out throughout the match. Mind reading, enhanced water release, distortion in space, infinite embraces. Some things were clear by this point. The dojutsu user had the big guns, the funny looking person had the tricks. Last one was an edo puppet, they don’t fool an edo user such as himself particularly the way his chakra doesn’t deplete. Some poor water master got caught. It was also apparent by this point that there was some form of coordination in their moves. Mugetsu knew they read his mind but the timing of the water dragon to break his barrier couldn’t have been possible without any communication. If he can get into my mind, he’s in theirs. As two of them moved towards each other, Mugetsu knew there was another trick. The Dojutsu user amassed chakra meanwhile the tricksters and edos body broke into a curious type of chakra. The stage was set, the techniques coming at them were of grand scale. The trickster would play another trick, however, Mugetsu had managed to weaken him by hitting his barrier with a phantom dragon. The big move was gonna come from the Dojutsu user, and as the barrier around him began to manifest, Mugetsu’s mental creation would trigger a powerful spiritual attack. Made sense on him, he was the one with the moves and the Trickster was already caught. As an independent actor, the creation didn’t require Mugetsu’s manipulation yet still shared his thought process. The technique would dwindle the Dojutsu users spirit causing the technique to fall apart, and preventing him from further using anything so advance. The The Dragons would consume him. 2 of the orbs however, were aimed at the water user and the trickster. Yoru who shared Mugetsu’s entire thought process, would manipulate two of the orbs with precision, to fly straight towards the trickster and the edo releasing a suspending tractor as they move towards them, the last one would be above the dojutsu user suspended to counterattack any one last trick or to finish him immediately should he survive the Dragons.

At the same time as the trickster breaks his body in the strange chakra form, Mugetsu would perform a Hand seal. The trickster would appear where the dragon was and Mugetsu would release a burning pillar of purple fire from the ground straight to the sky and directly on top of them, the same shade as the dragons. The flame would release an intense pungent smell overwhelming their senses. Mugetsu had further enhanced the technique with Wuji, employing 5 agents(passively), embedded method, to disrupt any technique they would use in retaliation.

Raiden would stand watch, should the opponents survive everything thrown at them, the water user would likely try and counter given his leisure. Raiden covers the ground in a surge of electricity to rise up should the opponent try and use a water technique. This would inadvertently prevent the use of any earth release technique as well. If the opponent, manage to use the earth release technique despite everything, Raiden would know that as well given his chakra sensing capabilities. His move wouldn't change


Mental Creation:
(Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S (B Rank)
Range: Short - Long
Chakra Cost: 10 - 70 (20)
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.
Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.
Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.
Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.
Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.
Mugetsu :
(Katon: Barioria no Unmei) | Fire Release: Doom of Valyria (enhanced with Schifone’s Acrimony- Seven Sovereign Flames. Check bio)
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: An extremely powerful jutsu, Doom of Valyria allows the user to (after making 4 handseals) flood immense amounts of fire chakra into the ground, and through it raise gigantic pillar(s) of fire. These pillars will spiral ferociously as they rise which, is not just a cosmetic effect, but rather serves to imbue the rising flame with the effects of ‘Aggravate’. That is, the rotating columns of fire will, through use of convection, create shifting high to low, and low to high airflows that will serve to exert a powerful suction effect. The suction effect will span out up to short range away from the pillars, and can neutralise propulsion forces of B rank and below. The scale of this technique can be such that it would be capable of affecting large swathes of land, each pillar affecting up to a short ranged radius area and towering up to 15 meters into the sky
Note:
This technique can only be used twice, with a two turn cooldown in between uses. Once used, the user will be barred from utilising fire techniques above B rank for the rest of the turn, and cannot use fire above S rank next turn. Because of its effects, this technique is potentially fatal if used within short range of the user, unless they have some kind of countermeasure.

(Neidan: Wuxing) Internal Alchemy: Five Agents (passive)
Type: Supplementary
Rank: B – S (A rank)
Range: N/A
Chakra Cost: 20 - 40 (30)
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cool down duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

Raiden:

Raiton: Joutou no Shisha) - Lightning Release: Ascension to Valhalla
Type: Offensive/Defensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning of up to 10 chakra above. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralised, the user will perform three handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a cylindrical column of lightning to rise up around them and travel towards the sky. Everything within the cylinder's confines will be paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. Upon encapsulating the opponent, constructions of lightning will extend from the interior walls of the cylinder but all of them remain connected to the central structure. These constructs can take whatever shape or form the user desires and will either deal blunt damage or piercing strikes depending on their form.

Note: Can only be used twice per battle
Note: No Lightning above A-Rank in the user's next turn
Note: Cooldown time of four turns in between uses
Mugetsu: -20-40-30 =2110
Raiden: -40 = 1775
 

The Pervy Sage

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Mugetsu was inspecting as things played out throughout the match. Mind reading, enhanced water release, distortion in space, infinite embraces. Some things were clear by this point. The dojutsu user had the big guns, the funny looking person had the tricks. Last one was an edo puppet, they don’t fool an edo user such as himself particularly the way his chakra doesn’t deplete. Some poor water master got caught. It was also apparent by this point that there was some form of coordination in their moves. Mugetsu knew they read his mind but the timing of the water dragon to break his barrier couldn’t have been possible without any communication. If he can get into my mind, he’s in theirs. As two of them moved towards each other, Mugetsu knew there was another trick. The Dojutsu user amassed chakra meanwhile the tricksters and edos body broke into a curious type of chakra. The stage was set, the techniques coming at them were of grand scale. The trickster would play another trick, however, Mugetsu had managed to weaken him by hitting his barrier with a phantom dragon. The big move was gonna come from the Dojutsu user, and as the barrier around him began to manifest, Mugetsu’s mental creation would trigger a powerful spiritual attack. Made sense on him, he was the one with the moves and the Trickster was already caught. As an independent actor, the creation didn’t require Mugetsu’s manipulation yet still shared his thought process. The technique would dwindle the Dojutsu users spirit causing the technique to fall apart, and preventing him from further using anything so advance. The The Dragons would consume him. 2 of the orbs however, were aimed at the water user and the trickster. Yoru who shared Mugetsu’s entire thought process, would manipulate two of the orbs with precision, to fly straight towards the trickster and the edo releasing a suspending tractor as they move towards them, the last one would be above the dojutsu user suspended to counterattack any one last trick or to finish him immediately should he survive the Dragons.

At the same time as the trickster breaks his body in the strange chakra form, Mugetsu would perform a Hand seal. The trickster would appear where the dragon was and Mugetsu would release a burning pillar of purple fire from the ground straight to the sky and directly on top of them, the same shade as the dragons. The flame would release an intense pungent smell overwhelming their senses. Mugetsu had further enhanced the technique with Wuji, employing 5 agents(passively), embedded method, to disrupt any technique they would use in retaliation.

Raiden would stand watch, should the opponents survive everything thrown at them, the water user would likely try and counter given his leisure. Raiden covers the ground in a surge of electricity to rise up should the opponent try and use a water technique. This would inadvertently prevent the use of any earth release technique as well. If the opponent, manage to use the earth release technique despite everything, Raiden would know that as well given his chakra sensing capabilities. His move wouldn't change


Mental Creation:
(Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S (B Rank)
Range: Short - Long
Chakra Cost: 10 - 70 (20)
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.
Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.
Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.
Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.
Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.
Mugetsu :
(Katon: Barioria no Unmei) | Fire Release: Doom of Valyria (enhanced with Schifone’s Acrimony- Seven Sovereign Flames. Check bio)
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: An extremely powerful jutsu, Doom of Valyria allows the user to (after making 4 handseals) flood immense amounts of fire chakra into the ground, and through it raise gigantic pillar(s) of fire. These pillars will spiral ferociously as they rise which, is not just a cosmetic effect, but rather serves to imbue the rising flame with the effects of ‘Aggravate’. That is, the rotating columns of fire will, through use of convection, create shifting high to low, and low to high airflows that will serve to exert a powerful suction effect. The suction effect will span out up to short range away from the pillars, and can neutralise propulsion forces of B rank and below. The scale of this technique can be such that it would be capable of affecting large swathes of land, each pillar affecting up to a short ranged radius area and towering up to 15 meters into the sky
Note:
This technique can only be used twice, with a two turn cooldown in between uses. Once used, the user will be barred from utilising fire techniques above B rank for the rest of the turn, and cannot use fire above S rank next turn. Because of its effects, this technique is potentially fatal if used within short range of the user, unless they have some kind of countermeasure.

(Neidan: Wuxing) Internal Alchemy: Five Agents (passive)
Type: Supplementary
Rank: B – S (A rank)
Range: N/A
Chakra Cost: 20 - 40 (30)
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cool down duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

Raiden:

Raiton: Joutou no Shisha) - Lightning Release: Ascension to Valhalla
Type: Offensive/Defensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning of up to 10 chakra above. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralised, the user will perform three handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a cylindrical column of lightning to rise up around them and travel towards the sky. Everything within the cylinder's confines will be paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. Upon encapsulating the opponent, constructions of lightning will extend from the interior walls of the cylinder but all of them remain connected to the central structure. These constructs can take whatever shape or form the user desires and will either deal blunt damage or piercing strikes depending on their form.

Note: Can only be used twice per battle
Note: No Lightning above A-Rank in the user's next turn
Note: Cooldown time of four turns in between uses
Mugetsu: -20-40-30 =2110
Raiden: -40 = 1775

Just want to ask you about something chief, it's about timing and such, will vm in a sec.
 

Shady Doctor

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Ok so ima keep this short. Drackos asked me to check this. If yall got questions just slide in my dms on discord.

The way is see it is:

1: SB and pervy initiate their techs in unison; SB breaking down into mahou while Pervy puts up the absorbing barrier. The dragons and orbs hit the barrier and starts to get absorbed by it while SB appears behind pervy but out of range of the barrier.

2: Xy activates his mental tech when he notices the barrier/teleporting happening; Making them unable to do S ranks and higher any further. While in the same TF venom uses lightning and Xy's real body uses those flames ans agents together.

The way i see it, the barrier at least starts to aborb the techs it aimed to absorb, thus fully absorbing the orbs (which i assume are hella smaller than that big Rasengan that was shown) and partially absorbing the dragon (disrupting and ending the technique imo). This leaves pervy and SB to defend the other techniques that were used (Lightning and fire)


*prepares my dms*

EDIT1: Also there's 2 of the orbs Xylon made, heading at SB and the edo to defend.

EDIT2: Ok so a quote from the orbs technique:

"The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 40 meters they will remain until the user gets close enough to call them back."

So with pervy being mid range away (15m) andSeeing as SB and the edo moved behind Pervy far enough to not be touched by the barrier (5m or so) they'd be effectively (20m) away from xylon. This is long range and out of the way of the orbs reach.

So pervy and the guys need to defend the fire first, then in a second time frame the lightning would come (confirmed by xylon that the fire n lightning are different timeframes). So yeah. .....
 
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The Pervy Sage

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-So the dragons ended, two balls absorbed. "partially absorbing the dragon (disrupting and ending the technique imo) "
-My boys long range, your tsb can't reach them so i don't need to counter.
-Fire coming from below, then lightning after
-Zeref absorb ends after negating the dragons etc, he is now limited to A ranks and below while mid range or close.

-Venom told me to just reply on discord in the main chat and so i am based off the check given




Zeref:

As Zeref forms his barrier to absorb the techniques that are coming in, he manages to absorb the two orbs and start to absorb the dragons, which disrupts the dragons and ends that technique. With this, he can see the build up of chakra in the ground and can feel his own chakra being disrupted, he can't seem to continue using the barrier. He needs to regroup and rely on his allies to back him up. So as his barrier ends, the dragons negated along with the orbs. Zeref would release his fire chakra through his hands and feet at the same time. The blast from his feet would be aimed to push him up and backwards now that the dragon was no longer behind him, pushing him back towards his allies but in the air, while the second stream of fire with the same jutsu would be aimed diagonally downwards from his hands increasing the speed he's pushed backwards while the blast of fire would hit Raiden in front of him, this would prevent him from using his follow on lightning jutsu that would be used after the fire. This fire blast would propel Zeref back to his allies and up in the air at a rapid speed, going 20m up while going 10m back. He did this as he knew exactly what his Edo path would be doing due to their link.

Reaching Long range he would be out of the range of the technique that would be throwing off his chakra and in the following turn he will be able to use jutsu as normal.

(Katon: Metsuryū Hokasui) - Fire style: Dragon Slayer Fire Stream
Type: Attack/Defence
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will focus their fire chakra into their hands or feet. The the user will surround their hands of feet in flames releasing a blast of fire from their hands like when a rocket blasts off. This concerntrated stream will travel up to mid range. Due to the power of the flames, if the user doesn't have his feet firmly on the ground the blast of fire will push him in the opposite direction to which the flames are traveling

Note: can only make max of 2 blasts per use




Tobirama:

Tobirama with his linked vision and chakra sensing could also see/sense the chakra in the ground coming and so he would resort to what had worked so well so far, his water release. He knew that Zeref would be coming back and up as they had a plan and could easily work in sync. Due to them being so far back the remaining orbs wouldn't reach them. (they are long range). Tobirama using his water affinity to form a mass of water all across the ground and under him and loki to lift them up into the air, to the point where Zeref would be propelling to. (Zeref would release his stream, focusing chakra into his feet to slide to a halt on this mass of water. This large mass of water would lift loki and tobirama up, while covering the ground, the fire would shoot up, but even though it's neutral to water now, it would be negated due to the water being stronger. (— 15-20 Damage Points, The Stronger Tech continues, but is lowered by 20 Damage Points), meaning the water would remain with 80 damage points. As the water lifts Loki and Tobirama up, while being across the ground due to the large mass. Tobirama controls the water to form two spears to shoot out of the water, one aimed at Mugetsu, the other aimed at raiden. The spear aimed at raiden comes from the left side of the fire stream aimed to strike him, so it doesn't negate the fire stream aimed to hit him. The water forms under tobirama and loki as Zeref releases the blast of fire, spreading out and lifting them up, while it's controlled to strike them. Loki, tobirama and Zeref would all be together, long range from you, 20m in the air. The water being s rank in power still after negating the fire coming out of the ground while lifting them up.

(Suiton: Suishū Gorugon) - Water Release: Powerful Blasting Rain Trench
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+10 to sustain)
Damage: 80+20 = 100
Description: After performing the Dragon → Tiger handseals, this technique will summon a large amount of water near the user that will then be used to strike at the opponent in several versatile ways. Shizuku has been known to transform it into a dragon with a gaping mouth to attack though the user can shape it in any way he needs for his intended purpose. The water used will be stationary till it is sent offensively toward the opponent and as long as the user fuels it and the technique isn't fully negated, the Tiger handseal can be sustained and the water manipulated and used. The technique can also be used from nearby water sources, including low rank water techniques, for the same effect. Due to the immense control needed, the technique is considered a highly advanced use of water release, requiring the user to possess a primary water specialty to use.

Note: Can only be used by Water Primary Specialists.





Loki:

Loki might not have had the linked vision but he could read his allies minds as they went to act. He knew the Zeref would be coming backwards releasing his fire, he knew Tobirama would be lifting them up and protecting them from the fire, he knew that the enemies were being attacked, he just had to aid them in this, offering his support once more. Loki would perform 3 handseals creating a large wave of Entropy to form 5m behind the enemies that would push fowards to go up to 5m in front of them, this wave would be 15m x 15m aiming to hit both the enemies at the same time. The wave was formed at the same time as Zeref shooting backwards and the water forming under them, loki making it as they are all lifted up. The wave would hit both of them doing a mass of internal damage.

( Entropoton: Akuyaku no Shizuka ) Entropy ∞ Silent Undoer
Type: Offensive/Defensive/Supplementary
Rank: C-S S
Range: Short-Long
Chakra: 15-40 (-10 per turn)
Damage: 30-80
Description: This technique serves as a basic release for the element, and allows the user to concentrate various amounts of Entropic Radiation either within his body, the terrain around him, or even the air. When conjured without a source the element cannot be formed within 5 meters (short ranged) of an opponent, unless the user himself is within that range. The radiation can be used in various forms; it can be condensed into solid objects such as weapons, shields, pillars, etc and it can stay as simple radiation to cover vast distances and wreak havoc from afar. When made into objects, the element will be able to, upon contact with techniques and/or chakra filled entities, disperse the kinetic and potential energies found within said technique which can cause it to lose form. The other side to this technique is when the element is released in full blown radiation form. As per abilities of the CE, the radiation is able to pass through solid objects to get to hidden targets. Once contact is made the radiation will forcefully scatter the energies within its target which can lead to severe internal damage within people and summons, and loss of form to techniques. To use this technique above B-ranked, the user will have to perform a hand seal. A-ranked usages require two hand seals and a turn cool down between applications, S-Ranked requires three hand seals, two turn cool down, and a maximum usage limit of three times. After using the S-ranked variant the user will be unable to perform Entropy techniques above A-Ranked in the next turn. Applications of Silent Undoer can remain on the field more than a single turn up to a max of three turns but at a price of ten chakra per turn.


Summary:
- Zeref blasts back and upwards to long range, landing on the water, fire stream would hit raiden
- Tobirama forms mass of water, lifting him and loki, covers ground negating fire, shoots out spears to hit both targets
- Loki makes wave of entropy to hit them from behind as water and fire hits from the front.
- All happen at same time
- inb4 quote
 

Venom

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“Also there's 2 of the orbs Xylon made, heading at SB and the edo to defend.”

2/4 orbs were not aimed at Zeref, but at Tobi and Loki. So u absorbed one orb not two.

And like I said before I don't agree with that checking giving u the go ahead with the distance thing. Our move was created with a certain distance in mind. That doesn't make sense to change it to ur benefits. Smh. But i'll continue and have the checker look at those things.

______


The trio watched and timed it just right to counter. Once again, the opponents sent their attacks. Yoru would partially lose control of the two orbs he sent at Tobirama and Loki, but they weren’t 40meters away so he could still manipulate them. Which he did to keep them afloat. While that happened, the orb that still remained behind morphed into a platform to fit Mugetsu, Raiden and obviously Yoru on (with his master still though) and easily lifted them up and forward quickly to avoid the incoming fire and what they sensed behind them. Moving at the speed of a normal traveling TSB, the Hayabusa group would close the needed gap (6m traveling distance. 9m from pervy now and 14 from Loki/Tobi) within a short timeframe. With this, Yoru would have one of his orbs reverse and instead slam into pervy as he is propelling himself back to his partners (remember the orbs were aimed at them originally so they were simply there stationary) then the other orb would simply explode with a mid range reach all around (this orb would be 3m from loki/tobi and 2m (or less since he was moving bk) from pervy). If successful yoru would time the movement to move further up more pass mid range (to long only then) to escape the radius of the blast. All of his actions being govern through mental commands. Requiring no movement.

As for Raiden, instead of raising his lightning from the ground he would instead fuel it into the forming water dragon. Controlling to shape into something else that immediately captures the two in place as it squeezes and shocks them. While pushing forward towards Zeref to either ram into him or simply get closer for the explosion. As for Mugetsu, he simply used his ototon chakra and clap his hands to instantly paralyze his foes right after Raiden performed his last hand seal.

Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.

Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudinii

Ototon: Midasu no koe ) Sound Release: The voice of Midas
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user charges sound chakra into each of their hands and slams them together, creating a sound similar to two heavy golden cymbals crashing together. As the hands slam together, it releases a high pitched, high frequency sound wave, resonating in the enemies ear, and causing muscle paralysis upon hearing it. As the loud sound happens, it creates an echoing amongst the field, trapping any who hear it under paralysis, causing slight pain to them, causing their ear drums to bleed. Paralysis lasts one turn but the user cannot use any other sound techniques for 2 turns after using it.

Reference:
Orbs of the Noble truths (Shitaidama 四諦) (Graviton base)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 70 (-20/ turn)
Damage points: 100/ball
Description: Shintaidama and spheres of natured chakra (not to be confused with Senjutsu), a lesser version of Truth Seeking balls. Though the technique is used by Yin-Yang release users, the orbs themselves aren’t composed of the natures. These fist sized balls are made up of chakra nature (s) the user possesses with curse marking covering the balls that govern the flow of nature in and out of the balls. Those with knowledge of, and potential ability to use truth seeking balls or any of it’s variation are capable of using this technique with one chakra nature (basic) while a Master of Yin-Yang release can create orbs of either an advanced nature, or two individual natures. Like the parent technique the user can use shape transformation as desired with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion, or use them to form a prison or shield. Noble truth balls, although capable of doing similar damage, are comparatively weaker than Yin release, Yang release and the original version of TSB. They carry on the type advantages and disadvantages of their natures. The orbs can be used as a source of an elemental technique or to perform individual attacks such as a long ranged stream of fire or water (equal to the strength of NTB itself, destroys orb if the technique is overpowered), the orbs are capable of any feat or form the orb’s element is such as Mud in the case of earth release and Mist in the case of water. But the orbs are not capable of anything ability that goes beyond the element, i.e the user cannot create ‘liquid’ fire as Yin-Yang users are capable of, unless he performs Change to Heaven on an orb. The curse markings govern the elements inflow and outflow as required by the user and make them interact-able without harm to the user, i.e. the user could touch and hold an orb of fire without burning himself.
Lastly, the Shakujo (Monk staff) user gains, only has 4 rings as opposed 6 in case of TSB. A set of 2 rings signifies nature transformation with rings composed of fire and lightning release. Another set of 2 rings signifies shape manipulation with rings composed of water and earth released. The 4 rings are held together by another larger ring of wind release. 4 rings represent 4 noble truths, while 6 rings (in case of truth seeking balls) represent 6 perfections/6 paths. Although this change is merely cosmetic, it still indicates the user’s skill in this line of techniques (use of NTB is novice, while TSB is skilled).
Note:The technique can be used thrice per conflict and lasts 6 turns. The user cannot re-use this technique to gain another set of NTB while a set is active, reusing the technique does however grant back any lost orbs.
-Use of TSB or a technique/mode that grants TSB transforms NTB to TSB, the user gains extra orbs as required during this change.
-The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 40 meters they will remain until the user gets close enough to call them back.
-The user can spend a move to change the nature of orbs during the technique. He cannot do so, more than three times per use.
-The user gains 4 orbs which surround them in any form they desire upon creation.
 

Starboy

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“Also there's 2 of the orbs Xylon made, heading at SB and the edo to defend.”

2/4 orbs were not aimed at Zeref, but at Tobi and Loki. So u absorbed one orb not two.

And like I said before I don't agree with that checking giving u the go ahead with the distance thing. Our move was created with a certain distance in mind. That doesn't make sense to change it to ur benefits. Smh. But i'll continue and have the checker look at those things.

______


The trio watched and timed it just right to counter. Once again, the opponents sent their attacks. Yoru would partially lose control of the two orbs he sent at Tobirama and Loki, but they weren’t 40meters away so he could still manipulate them. Which he did to keep them afloat. While that happened, the orb that still remained behind morphed into a platform to fit Mugetsu, Raiden and obviously Yoru on (with his master still though) and easily lifted them up and forward quickly to avoid the incoming fire and what they sensed behind them. Moving at the speed of a normal traveling TSB, the Hayabusa group would close the needed gap (6m traveling distance. 9m from pervy now and 14 from Loki/Tobi) within a short timeframe. With this, Yoru would have one of his orbs reverse and instead slam into pervy as he is propelling himself back to his partners (remember the orbs were aimed at them originally so they were simply there stationary) then the other orb would simply explode with a mid range reach all around (this orb would be 3m from loki/tobi and 2m (or less since he was moving bk) from pervy). If successful yoru would time the movement to move further up more pass mid range (to long only then) to escape the radius of the blast. All of his actions being govern through mental commands. Requiring no movement.

As for Raiden, instead of raising his lightning from the ground he would instead fuel it into the forming water dragon. Controlling to shape into something else that immediately captures the two in place as it squeezes and shocks them. While pushing forward towards Zeref to either ram into him or simply get closer for the explosion. As for Mugetsu, he simply used his ototon chakra and clap his hands to instantly paralyze his foes right after Raiden performed his last hand seal.

Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.

Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudinii

Ototon: Midasu no koe ) Sound Release: The voice of Midas
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user charges sound chakra into each of their hands and slams them together, creating a sound similar to two heavy golden cymbals crashing together. As the hands slam together, it releases a high pitched, high frequency sound wave, resonating in the enemies ear, and causing muscle paralysis upon hearing it. As the loud sound happens, it creates an echoing amongst the field, trapping any who hear it under paralysis, causing slight pain to them, causing their ear drums to bleed. Paralysis lasts one turn but the user cannot use any other sound techniques for 2 turns after using it.

Reference:
Orbs of the Noble truths (Shitaidama 四諦) (Graviton base)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 70 (-20/ turn)
Damage points: 100/ball
Description: Shintaidama and spheres of natured chakra (not to be confused with Senjutsu), a lesser version of Truth Seeking balls. Though the technique is used by Yin-Yang release users, the orbs themselves aren’t composed of the natures. These fist sized balls are made up of chakra nature (s) the user possesses with curse marking covering the balls that govern the flow of nature in and out of the balls. Those with knowledge of, and potential ability to use truth seeking balls or any of it’s variation are capable of using this technique with one chakra nature (basic) while a Master of Yin-Yang release can create orbs of either an advanced nature, or two individual natures. Like the parent technique the user can use shape transformation as desired with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion, or use them to form a prison or shield. Noble truth balls, although capable of doing similar damage, are comparatively weaker than Yin release, Yang release and the original version of TSB. They carry on the type advantages and disadvantages of their natures. The orbs can be used as a source of an elemental technique or to perform individual attacks such as a long ranged stream of fire or water (equal to the strength of NTB itself, destroys orb if the technique is overpowered), the orbs are capable of any feat or form the orb’s element is such as Mud in the case of earth release and Mist in the case of water. But the orbs are not capable of anything ability that goes beyond the element, i.e the user cannot create ‘liquid’ fire as Yin-Yang users are capable of, unless he performs Change to Heaven on an orb. The curse markings govern the elements inflow and outflow as required by the user and make them interact-able without harm to the user, i.e. the user could touch and hold an orb of fire without burning himself.
Lastly, the Shakujo (Monk staff) user gains, only has 4 rings as opposed 6 in case of TSB. A set of 2 rings signifies nature transformation with rings composed of fire and lightning release. Another set of 2 rings signifies shape manipulation with rings composed of water and earth released. The 4 rings are held together by another larger ring of wind release. 4 rings represent 4 noble truths, while 6 rings (in case of truth seeking balls) represent 6 perfections/6 paths. Although this change is merely cosmetic, it still indicates the user’s skill in this line of techniques (use of NTB is novice, while TSB is skilled).
Note:The technique can be used thrice per conflict and lasts 6 turns. The user cannot re-use this technique to gain another set of NTB while a set is active, reusing the technique does however grant back any lost orbs.
-Use of TSB or a technique/mode that grants TSB transforms NTB to TSB, the user gains extra orbs as required during this change.
-The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 40 meters they will remain until the user gets close enough to call them back.
-The user can spend a move to change the nature of orbs during the technique. He cannot do so, more than three times per use.
-The user gains 4 orbs which surround them in any form they desire upon creation.
In another addition of 21 questions.... will hit you up.
 
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Drackos

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It's really late and I'm really tired. But here we go.

I'm keeping it short. Like really short. Like abnormally short. I've been mulling this over for hours now. There were right and wrong points on both sides here.

Use of the orbs was fine if the technique was reposted. My understanding of techniques like Truth-Seeking Orbs is that they can be freeform manipulated, or manipulated at the cost of a move. So you can use them to form a platform and dodge, but you need to repost the technique as reference and at the cost of one of your moves. That said, the concept of them using this and dodging the Entropy was fine. The distance the Entropy was placed and the speed of the Orbs and their manipulation is adequate in my view. But that said, it still failed because it wasn't reposted.

Triggering an explosion would count as a move (except in the turn of activation), but in this case it doesn't need to be reposted since its an active technique. Reposting only applies to dodging and evasion.

Venom right on the Lightning part.

Voice of Midas paralyzes. It doesn't disable the user's ability to mold chakra or currently sustained techniques. And yes, it affects allies. So Venom right here too.

I'm just gonna leave a small note here, cause I don't wholeheartedly believe in just outright overturning sensei rulings and leaving them some autonomy. But I don't fully agree with Shady's ruling. Most notably on the part about the absorption barrier and Xylon's technique that prevents S-Rank techniques.

Overall I'm pretty disappointed with how this event has gone so far. There's a little less than 20 days left now and it seems the kneejerk reaction to someone doing anything is pettiness. Like if I sneezed someone in this event will probably call me petty. Unfortunate shit happened in this fight but I was really hoping a doubles Valentines event would bring people to just have some fun. Especially since the penalty to losing was essentially nonexistent (instantly healed to 80% of your health anyway so you can keep fighting). Maybe I was naive to think otherwise since pretty solid prizes were being offered.

So I'm ruling this a D K/O. Use the remaining time in this event to have some fun and get through some fights. I'll need to rethink my approach to events with prizes I think.
 
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