Fighting with shady-san

Shady Doctor

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Roronoa in sig. Don't this I have any passives outside Of whats in the bio.




Zora had that "idk" look on her face. This chick seemed like someone that thought she'd be above her. Silly tbh. With 3 simple hand seals, she would use her Fuuton mastery to spawn a wind dragon from the ground. Specifically, this dragon was formed 5m in front of her, having numerous alterations formed within it as it came into existence. Firstly, it would be infused with the Hungry Ghost, giving it additional abilities that would make it more difficult to combat. Secondly, it would have a seal applied to it that would come into fruition once certain conditions were met. The moment it is brought into existence, the wind dragon would fly towards the woman, aiming to devour and crush her in its jaws. Meanwhile Zora would draw her Spirit Reaper with her left hand as she slowly walk towards her opponent, having a small yawn escapes her mouth.

"Hopefully you're more skilled than the men I've met on these battle fields. Shit is depressing.."

(Fuuton: Andāwāru dodoragon no deburi | Wind Release: Underworld Dragon's Debris)
Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: By doing a series of 3 hand seals (Dragon - Dog - Snake) the user is able to initiate a wind technique made from the ground. Using wind chakra in the surface of the ground (earth, dirt, deserts etc) the user controls the air particles to lift rapidly, ripping the ground on a small level in order to bring up dirt, dust and small broken up rock with the air. The chakra enhanced air carries the debris with it as the user uses shape manipulation to create a dragon that resembles the water dragon technique, rivaling it in size, though due to the wind properties the dragon can achieve flight but only at the user's base speed. It is also to be noted that the outside of the Dragon is harmless smooth wind, while the inside of it is made of the earthen debris and sharpened wind. This allows the user to ride on the dragon to fly or evade the opponent without the risk of being cut by his own technique. Once materialized into existence the dragon uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the wind it's made of with the earthen material it brought up with it. From any part of its body, the dragon can release large streams (similar to the water bullet jutsu) of wind that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the dragon. Alternatively the dragon can reverse the flow of wind in its body, creating a vortex on any point on the surface of its body that would suck up things that the part of the body is aimed at. The suction's reach extends out to mid range, allowing the dragon to suck in anything within 15m of his immediate area. This ability counts as a move by the user and the sucked in target or item would be cut up and destroyed by the sharp wind and large debris spinning inside the dragon, equaling an A-rank (60 dmg) attack from the inside.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each ability used by the dragon counts as a move
☆ No S-Rank or above Wind on the turn this is deactivated
☆ The dragon can only use his ability 3 times, this so it has sufficient chakra left to sustain its own form.

(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.

Fuinjutsu: Tsuihō II - Sealing Arts: Banishment II
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
A sister technique to "Banishment"but instead of applying the seal to passive objects, the user applies the seal on his physical techs. The seal would only activate upon any foreign techniques that seeks to permeate, infuse, absorb the user's technique or seek to reduce the technique's power in any form, either by absorbing its chakra or by reducing its damage. Upon activation, the seal would instantly seal the foreign chakra or technique in question before it affects the user's technique. Won't disturb normal clash with other jutsus as the jutsu only prevents the aforementioned effects. For the seal to affect the user's technique however, it must be created from within short range of the user.
Applied in the same timeframe as the technique in question
Usable once every 2 turns.
 
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JojocIaw

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I have my weapon and my summonings with me. I am wearing atalanta on my back in her bow form. Dual snake heads wrapped around my waist. Stormbreaker in hand. Legilimency (B rank) passively activated. My potions are on me as well as generic ninja shit like kunai.

Type: Offensive|Supplementary
Rank: S
Range: Short
Chakra Cost: N/A. (+1 rank To Dark Arts/Raiton jutsu)
Damage points: 80(+1 rank to Dark Arts/Raiton)
Description: Stormbreaker is a axe created and enchanted multiple times by, for Hela, by Hela. It's handle doubles as a wand and is crafted with Elderwood - for its Dark Arts Specialty, Dragon heartstring - for its affinity to electricity, and chakra metal. This wand differs in appearance from more traditional wands, instead of looking like a yard stick, it resembles an axe used to chop trees. This wand is special because of the enchantments within it. One such enchantment being one that can absorb and contain electricity from foreign sources, and its allowed to do this because it was enchanted by the creator with mahou upon creation. (S rank and below once per turn). It can then release electricity during spells which add a paralysis effect to all projectile jutsu that emerge from the wand changing all jutsu colors to a light blue, similar to that of a lightning bolt. (1 turn paralysis). Not only is it capable of this, but also another special ability which makes this wand useful. Hela would bestow upon it another enchantment, allowing the user to passively recall the wand simply by wishing for it by their side. When the wand is in flight, it will move at lightning jutsu speed. While another enchantment on the axe has also been placed, this one causing damage to anyone who dares touch it while in the owners possession still. This pain is so unbearable that it will cause them to automatically drop the axe. With this being an actual axe ontop on being her wand, she can use it to cause damage by slashing an opponent. (Costs a move slot per turn to use and does S rank damage.)

Note: Similar to normal wand exchanges, Stormbreaker can be lost and transferred to a new Clan member but only via defeat of the wandholder.
Note: Absorption ability can only be used three times per battle with a cooldown of two turns
Note: Absorption ability cannot be used in the same turn that Stormbreaker is used to perform an S-rank melee attack
Note: As this is a CW, if the wand switches hands and goes to another user, if it is equipped this wand will become the new holder's CW. Can only be owned/used by KISEI members.

Rank: A


Type: Supplementary


Range: N/A


Chakra cost: 30


Attack points: N/A


Description: One of the few female Ligers present, the user forms the summoning handseals or wipes blood across a summoning tattoo and summons Atalanta, the greatest archer of the Liger species. Slimmer than other Ligers, Atalanta is much faster than most of them, being twice as fast as Heracles and slightly faster than Sinbad. Having being abandoned as a cub and left to die on a mountaintop, Atalanta survived the harsh conditions due to training she received from several hunter Ligers that were nearby. This rough environment caused her to become harsh in her actions and words, and a fierce warrior, her skill with taijutsu being notably proficient. However, it is her mastery of the bow that lead her to become renown. Trained by Hunter Ligers, Atalanta is able to make use of her bow and arrows for long ranged combat, using her strength to allow the arrows to fly slightly faster then kunais and shuriken manually thrown. She is able to use any arrow based jutsus of the user up to S rank as well as Taijutsu up to A rank. What is notable about Atalanta's archery mastery is through the usage of 2 key abilities unique to her archery skills: The first, named The Calydonian Hunt, requires her to release a small, slightly curved arrow, though this curve doesn't prevent it from aerodynamically traveling. Imbibed with chakra, this arrow is capable of remarkable travel through the body, causing more damage to the opponent as an arrow is capable of piercing, for example, his leg and traveling and cutting the inside of the limbs as it exits (must always exist that side of the body, a single arrow cannot enter an arm and exist the opposing leg) before detonating in a short ranged explosion, releasing this powerful tusk shaped arrow in the form of shrapnel, causing severe damage to the opponent capable of causing them to bleed out. These arrows can also be detonated prematurely. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this, the second ability allows Atalanta to transform into a dark gold bow with several of these tusk shaped arrows (5 of these, each B ranked). This bow is almost indestructible and can be wielded as a makeshift sword, capable of being used for freeform kenjutsu. After these arrows have been utilized, Atalanta's bow disperses as does she.


Note: Can only be summoned once


Note: Lasts four turns


Note: Arrows produced when Atalanta is in bow form are able to perform the Calydonian Hunt's ability but if Atalanta is used in bow form and these arrows are launched, Atalanta can not be summoned in Liger form and vice versa.


Note: Calydonian Hunt's ability counts as a move per turn of the user's. Freeform archery does not count as a move but arrow based jutsus in jutsu form does.

Type: Supplementary

Rank: B

Range: Short

Chakra: 20

Damage: N/A

Description: The user summons a double-headed, snake to attack his enemies. The snake is not big but is very fast and dangerous. Its bite carries a B-Rank physical damage and its body is small and slippery. Its mass is somewhat larger than the user but not by much.



Note: Requires signing of the Snake Contract

Note: Can only be summoned once

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



Hela would stand in front of the green haired girl, her intent made clear to Hela due to her passive legilimency. The girl would preform handseals, and as she did this Hela would channel Mahou chakra within her. Just as the Wind attack was launched, Hela would teleport meters above the girl, and attempt the slash at the girls skull with her weapon, stormbreaker. This action would be disguised by Zora's previous attack as she would not be able to see her nor hear the sound that apparition would make. The girl's actions would be used against her.

Type: Supplementary
Rank: B - S
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.
 
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