Giving People The Smoke Time Volume 3

Vayne

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Prefight stuff not on bio yet.
(Iryō-yō Gantoretto ) - Medical Gauntlet
Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The medical gauntlet is a gauntlet that is also a computer that was created by Korra for gathering data and storing it. The gauntlet is a standard gauntlet with a touch screen/holo display. The screen always faces up no matter what angle the user has their arm up. The gauntlet also has an opening to fit in 5 test tube the user can use to store poison vials or DNA vials. With the DNA/Poison being stored the user is able to scan and learn about the KG/AE in the DNA as well as antidotes for poisons. In the NW the gauntlet can connect to any NPC computer to send and take files for the user. If other users have a gauntlet they can communicate with each other landmarks away to share important info faster. This is done by incorporating a similar sealing technique like (Fuuinjutsu: Kami Komyunikēshon) Sealing Arts: Scroll Communication technique to allow for the communication. The gauntlet computer that also can alert the user to when their chakra system is disrupted and in a genjutsu. The Gauntlet can release a burst of chakra into the user and break them out of A rank and below genjutsu. It can also alert the user to any damage they have taken and to what extent.
Note: Must be placed in the user's bio or posted at the beginning of the fight
Note: Must be taught by Korra
Note: Only 1 Gauntlet per bio
(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/rerelease techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.
 

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Solf looks at his opponent and releases a fire ball at him. He throws a smoke bomb also at his opponent. At the same time releasing the fireball he activates his three tomoe Sharingan.


(Katon: Gōka no Jutsu) - Fire Release: Hellfire Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will manipulate their chakra and breath out from their mouth a large fireball that travels at the opponent. As it reaches the opponent it bursts into a maelstrom of fire engulfing them in flames.

( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye
Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.
 

Vayne

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Seeing the fireball being released, Vayne would ingest one of the pills in his teeth before spewing out a large water bullet. The water would overcome the fire and once at 6 meters away from Solf, it would separate into 10 smaller bullets that are aimed to hit Solf from all over. Vayne would follow by dropping his lws.

(Suiton: Sawarabi no Shubyou) - Water Release: Dance of the Seedlings
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 + 15
Description: The user will spew a large drilling water bullet from their mouth, which will then travel in a linear fashion at fair speeds similar to that of Drilling Wind Bullet. During its flight, the bullet will seperate into 10 smaller, pebble-sized drilling water bullets. Each diverges far from the path taken by the original bullet's, and flies in arcs at great speeds that are angled in such a way as to assault a target from multiple directions in quick succesion. As each bullet strikes the enemy, they expand to the size of a bowling ball, dealing severe damage to the opponent. The division of the bullets timing, is pre-determined by the users intentions upon spewing the bullet.

Note: User is unable to use Water above S-rank in the same turn and the turn after.
Note: Only useable four times.
Note: Courtesy of Scaze
(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
-Costs a move per turn to use.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.
 

The_Empire

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Solf smirked as the water jutsu broke apart. This wasn't unique at all. This is baby tactics. He looks around and imitates drunk movements avoiding all the small water bullets and while doing this throwing 12 kunais at his opponent.

(Suiken) - Drunken Fist
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: This unusual taijutsu style is a unique style of combat Drunken Fist Fighters become human powerhouses who'll strike unpredictability, with no inhibitions, an explosive fury and without any second thoughts about their actions. The user can either make themselves drunk or imitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.

(Ninpo: Kakuu no mai ) - Ninja Art: Aerial Dance
Rank: D
Type: Offensive
Range: short - mid
Chakra cost: 10
Damage points: 20
Description: The user will release several barrages of kunai at their opponent.

2350 -30 -30 -10 -10 -10 =2260 Chakra Points
160 Health Points
 

Vayne

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As he unbuckles his weights, Vayne would notice the incoming kunai, he'd let out a sigh as he decided on a different course of action. He would summon scales on his body that would enable him to enter sage mode, albeit in a more unique camouflaged form. The kunai's damage would be useless against sm's defences, especially this form. Vayne would then go on the offense, arcing to the left, making his way towards Solf.



(Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's max chakra reserve so for an example if the users has 1000 max chakra reserve 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this tech

(Pitto No Kenjin) - Sage of Pits (Reference)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.
Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)
Note: Must have learned Pitvipers Sub-species of Snakes
( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.
1600 * 2 = 3200 - 10 (GOA) - 30 = 3160 with 10% = 316 SM chakra
 

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Solf look at the man and noticed a change in his opponent and disappeared. He smirked and stomp his right leg and has three pillars erupt from the ground with his opponent in the middle.

(Katon: Gōka Honoo no Hashira Jutsu) - Fire Release: Great Fire Flame Pillars Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will knead their fire chakra and release it into the ground by stomping down their leg and then causing three pillars of fire several meters tall spaced out evenly. The Pillars of fire can act as a defensive wall against incoming techniques or targets or used to attack low aerial targets.[/spoiler

2260 -10 -30 =2220 chakra points
160 health points

Solf: 8 +4(speed speciality) +4(default tracking) *[2(tracking speciality) + 3(three tomoe Sharingan)] = 80 tracking
Vayne: 8 *2 =16 speed
 

Vayne

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Sensing the build up of chakra through his SM, Vayne would be able to easily pick up that something was coming from underground from three specific directions, as such he would be able to easily determine what he had to do, reaching for his sword. As soon as the pillars begin to rise, Vayne would leap forward with his sword drawn, going into a powerful rotation towards Solf. Vayne would burst through one of the three pillars, essentially undisturbed as he slashes through it and continues towards Sold, aiming to cut him vertically in half

(Kenjutsu: Hayai Nokogiri) - Sword Arts: Graceful Saw
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 + 20 + 15
Description: The user will first channel their chakra into their sword, increasing the cutting potency of the blade, causing it to glow blue. The user will then leap towards the opponent extending the blade while spinning, causing their body to take a saw-type shape. This technique is said to even cut through solid earth of equal rank and below and cut through the flesh with ease. When spinning, the user is able to travel up to 10 meters away.
Note: Can only be used twice
Note: Courtesy of Teno
 

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Solf noticed the man spinning out of the way of the pillars and through one of them. He activates his Eternal Mangekyou Sharingan while he holds up his right hand which haves two sections of of wood to swirl around the spinning man and capture him. He holds the man mid air looking at him.

"Try harder!!!!!!!!!!!"

( Doujutsu: Eien no Mangekyou Sharingan ) - Eye Technique: Eternal Kaleidoscope Copy Wheel Eye
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 70 ( -20 per turn to keep active )
Damage: N/A
Description: The Eternal Mangekyo Sharingan literally meaning " Eternal Kaleidoscope Copy Wheel Eye", is the final step in the evolutionary state of the Sharingan. While Mangekyo Sharingan is but an imperfect Dojutsu, unable to sustain and keep its own power, weakening with each use, the Eternal Mangekyo Sharingan brings control and balance to the power wielded. By merging the users own MS with that of his sibling, the use is able to awaken the EMS. The EMS grants the user the same abilities granted by MS but to unsurpassed levels. While granting the user the ability to perceive the world with increadible insight, it also grants the user the ability to see through S-Rank visual illusions and track the movement speed of almost anything, perfecting the already amazing abilities of the standard MS, like casting Genjutsu without the need for handseals as long as a line of sight to the target is available. A unique feat however, is that once the user awakens EMS, he loses access to his normal MS, transitioning from 3T form to EMS directly. While MS damages the user as time passes and severely tires and drains the user as its used, the EMS doesn't. The user can keep it active without losing his eyesight or damaging himself and can use the normal MS techniques with no activation reduction or drawbacks. Its true that the chakra cost is higher, but the user will feel little to no effect in his stamina and energy. Through his EMS, Madara gained the ability to control Tailed Beasts by forcefully using his sharingan genjutsu/mind manipulation abilities to take control of the Bijuu and temporarily sever its connection to the host. If the Jinchuriki is in normal form or entering one of the transformations, it's blocked from transforming for 3 turns. If it's in incomplete form, it's forced back into normal form and left unable to access his bijuu for 3 turns and if its in complete form, the user gains control over the bijuu, manipulating its movements/actions completely for 2 turns or until the complete form ends (whatever comes first), leaving the host unable to acess his bijuu for 3 turns.
Note: Only usable by bios with EMS after meeting the necessary requirements.
Note: User needs to have activated his 3T Sharingan beforehand
Note: Once activated, lasts 10 turns per use and once the user has held the ability for 4 months, can be done passively, with no move cost.
Note: Using MS techniques don't reduce the activation time.
Note: Controlling a Bijuu is an exclusive ability of Madara Uchiha and can only be done once per battle. Once the control ends, the EMS reverts back to a 3T Sharingan. If the control is done on a complete form Jinchuriki, then the user can't do any other technique while controlling the enemy.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: While active, as long as a clear line of sight and the range is respected, the user can cast normal non-Doujutsu Genjutsu without the need for handseals. However, Doujutsu illusions still require eye contact (if feasible) or their own requirements; this ability only affects regular Genjutsu.

(Mokuton: Idenshi no Shondiame) - Wood Release: Genes of the First Hokage
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: the user makes his wood emerge from the ground creating two sections and spirals around the opponent and with the clinch of his hand, the wood crushes the opponent.

2220 -70 -10 -30 =2110 Chakra Points
160 Health Points
 

Vayne

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Sensing the incoming wood, Vayne would adjust, letting go of his sword as he performs a few techniques. Without the need of hand seals(speciality) Vayne would manipulate his shadow to form into two halves, each in the form of spiked maces. The halves would arc, meeting the wood and storing it wood within the shadows maces due to Into The Light's passive activation, allowing the maces to continue unweakened and undisturbed towards Solf in an attempt to smash him from the sides. However, Solf would not be aware of this due to Vayne casting an illusion through a single hand seal as he uses Elementary. Through the illusion, Solf would be left unaware of any techniques that are coming from the outside, putting him in a compromised state. Inside the illusion he would see Vayne as he was and would believe that he was being forced to copy Vayne's movements through his shadow usage.

On Vayne's end, he temporarily resists Erebus, continuing forwards with his momentum to deliver a right legged drop kick on Solf's head. This would be the motion Solf believes he would be doing. The entire attack would occur in one swift motion, as the shadows would deal with the wood and target Solf's lower body, while Vayne would continue uninterrupted to deliver the kick to the head.

(Kage: Shotou) Shadow Art: Elementary
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 + 20 + 15 = 95*2 if crits for 190
Description: After performing two hand seals the user will split his shadow into two halves. Each half could extend to mid range distance. The halves shape could be altered to the user's liking. For example, one half would be a fist while the second would be a dagger. One half can hold down the target and the other would stab said target. The halves can each reach 5 meters size if deemed necessary. Similar to other shadow art techniques the halves can rise upwards. As such, the user can use them as means to gain elevation for example. Lastly, the strength of the shadows is similar to that of steel.
-Usable 3 times.
-Shadow techniques can be performed through the halves.
(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light (Passively Activated)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/rerelease techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released
(Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used three times, lasting the same duration of the nara technique it was used with or 2 turns max. Additionally, the illusion can be performed in the same timeframe of using the nara technique. This technique can only be used once every two turns and no genjutsu for the following turn after this is used.

(Doroppu Kikku) - Drop Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40 + 20 + 15 = 75*2 if crits for 150
Description: The user will jump into the air or be airbourne and delivers a powerful drop kick that sends the opponent flying.
 

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Solf was put into a genjutsu but his gauntlet released a burst of chakra through him which takes him out of the illusion with ease and right when he was put into the genjutsu. He noticed the Nara technique and knew this wasn't something special. He rose up from the ground a dragon that he stands on the head of it as it take it away from his position and avoids the nara jutsu and the nara member himself. It takes him to mid range to the left of his position. As they are moving he keeps his body and head towards his opponent and looking at any signs of chakra usage.

(Mokuton: Mokuryū) - Wood Release: Wood Dragon
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn if maintained)
Damage: 80
Description:After performing the two required hand seals, the user creates a gigantic wooden dragon from the ground directly beneath or near them, which can then be directed to attack an intended target. Its shape closely resembles a Chinese dragon, though with a short trunk-like nose (similar to that of a Hindu Makara), having an elongated and serpentine body that is longer than Naruto Uzumaki's Tailed Beast Mode, which can be used to constrict larger opponents. According to Madara Uchiha, Hashirama Senju used this technique to restrain Kurama in the past, which is proof that it has the same Bijuu suppressing/controlling abilities known to some Wood techniques. In fact, the dragon is capable of absorbing Bijuu chakra, weakening any Jinchuriki held by it. The user can keep manipulating and maintaining it as long as he keeps the Snake handseal made and expends chakra, acting as an active technique that can be shaped and controlled for a wide range of purposes, attacks and defenses. This technique can be combine with the Wood Human technique to boost its power.
Note: Only usable by Madara and Hashirama and Yamato bios

2110 -20 -40 -10 =2040 Chakra Points
160 Health Points
 
Last edited:

Vayne

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Solf was put into a genjutsu but his gauntlet released a burst of chakra through him which takes him out of the illusion with ease and right when he was put into the genjutsu. He noticed the Nara technique and knew this wasn't something special. He rose up from the ground a dragon that he stands on the head of it as it take it away from his position and avoids the nara jutsu and the nara member himself. It takes him to mid range to the left of his position. As they are moving he keeps his body and head towards his opponent and looking at any signs of chakra usage.

(Mokuton: Mokuryū) - Wood Release: Wood Dragon
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn if maintained)
Damage: 80
Description:After performing the two required hand seals, the user creates a gigantic wooden dragon from the ground directly beneath or near them, which can then be directed to attack an intended target. Its shape closely resembles a Chinese dragon, though with a short trunk-like nose (similar to that of a Hindu Makara), having an elongated and serpentine body that is longer than Naruto Uzumaki's Tailed Beast Mode, which can be used to constrict larger opponents. According to Madara Uchiha, Hashirama Senju used this technique to restrain Kurama in the past, which is proof that it has the same Bijuu suppressing/controlling abilities known to some Wood techniques. In fact, the dragon is capable of absorbing Bijuu chakra, weakening any Jinchuriki held by it. The user can keep manipulating and maintaining it as long as he keeps the Snake handseal made and expends chakra, acting as an active technique that can be shaped and controlled for a wide range of purposes, attacks and defenses. This technique can be combine with the Wood Human technique to boost its power.
Note: Only usable by Madara and Hashirama and Yamato bios

2110 -20 -40 -10 =2040 Chakra Points
160 Health Points
this doesnt work too
 

Pervyy

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Vaynes sage mode didnt work for one

Tf would of been scales - fire - sm anyway

so sm sensory wouldn’t be in effect

Solf would of taken the hit from vaynes sword cause his ems isn’t passive until the 24th

I could go on but he’s taken the L.

tomorrow I’m going to post all that is wrong in this fight though cause it’s messy
 

Pervyy

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Well, now it's not late and i'm not in bed i can post properly in this fight like i said i would. You've already come to an agreement, after you asked me to check this, wish you'd hold off on asking for a check unless you're certain you are at an impasse. Anyway, i started checking it, made some notes above and stuff in here needs sorting, so for my benefit i'm posting this check in full, to help you guys, so the same mistakes aren't made again.


Round one:

Solf - As you saw on discord last night there has been confusion with activating stuff at the same time when it comes to doujutsu. So i'm going to clear this up for you. You can never do two active jutsu at the same time unless it is stated within the jutsu itself. Here is a quote from discord:

Passives are basically techniques that don't count towards the allowed moves per turn. Doujutsu activations are examples; when EMS hits a certain point, it can be activated and wont count towards your three moves allowed.

Because of how relatively soon the activations are, they can essentially be activated at the same time as a real technique and not count towards the allowed moves

Tl;dr passives dont count towards timeframe. Doujutsu activations can also be done alongside normal Jutsu and both would occupy the same TF slot

Doujutsu can only be activated at the same time as a jutsu if they are passive. So in your first move, your three tomoe sharingan would be passive. And you need to state that. Later on in the fight, your EMS wasn't, you need to wait until 2 months after you finished your training and that is the 24th of this month.

Vayne - The pill says "-Costs a move per turn to use. " right? So you've got to eat that, then spew out the water. The wording in your move says so. So time frame wise you'd be hit by the fire, as you can't do two jutsu before the fireball hits you. You can't spew out water and ingest a pill at the same time. So you'd have to eat the pill costing a move, then spew out the water. You've added the damage boost to the water, so it would have to come after the pill anyway. So it would be:

Fire > Eat pill > fire hits you > water

I'm sure there is some ruling about boosting a jutsu in the same timeframe, i think it's riker vs broly in the grand rp tourny, worth a read as that applied to sage mode.

Round two:

Solf - This move was perfectly fine to be honest. You can do drunken fist and the jutsu to throw the kunai at the same time as the drunken fist doesn't require any chakra. Something that helps cyborgs when their tech doesn't use chakra.

Vayne - As i said, your sage mode failed. The scale defence was fine but your scales state "These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. " It would be in your next turn that you could enter imperfect sage mode. Shame it wasn't perfect sage mode cause using those scales then perfect sage mode is a nice combo to keep you going.

Round three:

Solf - Solf used the flame pillars. If you stated where the pillars of fire were it might of helped.

Vayne - As i was asked at some point on discord before this check, if a jutsu forces you to do an action like jump forwards etc, you can use that as a form of dodge. As long as you're using a jutsu to counter a jutsu it's perfectly fine. As Vayne's jutsu states "The user will then leap towards the opponent extending the blade while spinning, " he has to leap forwards for the attack so it's fine. If Solf had said one of the flame pillars were in front of Vayne, i'd of probably said Vayne just jumps into the fire, details like that help.

Round four:

Solf - This ties back to turn one where i explained the passive stuff. Time frame would be:

Fire pillars - Vayne leaps for kenjutsu - You activate EMS - You get hit

But Vayne continued so the wood would wrap around him before he strikes.

Vayne - Don't post about crits in the damage unless they actually hit. Not only this but the maces you made, it would be 95 damage divided by two. As power is divided equally between the two things you create. This is relevant as it means, from one side he'd have a mace which was i believe A rank boosted? And the same on the other side. So if he wanted to counter he could counter just on one side to avoid, making it easier than countering the entire jutsu. Also, technically your illusion wouldn't work on him i believe " The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. " - going off the assumption he's got his EMS active, he would be immune to this as it's a visual effect. ", it also grants the user the ability to see through S-Rank visual illusions ".

Round five:

Solf - You need to post the med gauntlet to use it. Either way it would have been Med gauntlet first to break the illusion but by this time you'd be hit by the shadows.


All of the above is the reason i wanted to post this as there is a lot to take in and learn on both parts. Partly, i feel bad as i taught Solf the EMS, so now i feel i should go back and see what i missed in the training.

Damage wise though:
Vayne would of been hit by the fire - 80 damage
Solf technically would of been hit by the kenjutsu - 95 (Not including sm buff as it was incorrect)
Solf didn't need to break the gen so he didn't need use the gauntlet and his wood dragon would of actually kept the fight going.

But as you agreed Vayne won.
 

The_Empire

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Well, now it's not late and i'm not in bed i can post properly in this fight like i said i would. You've already come to an agreement, after you asked me to check this, wish you'd hold off on asking for a check unless you're certain you are at an impasse. Anyway, i started checking it, made some notes above and stuff in here needs sorting, so for my benefit i'm posting this check in full, to help you guys, so the same mistakes aren't made again.


Round one:

Solf - As you saw on discord last night there has been confusion with activating stuff at the same time when it comes to doujutsu. So i'm going to clear this up for you. You can never do two active jutsu at the same time unless it is stated within the jutsu itself. Here is a quote from discord:

Passives are basically techniques that don't count towards the allowed moves per turn. Doujutsu activations are examples; when EMS hits a certain point, it can be activated and wont count towards your three moves allowed.

Because of how relatively soon the activations are, they can essentially be activated at the same time as a real technique and not count towards the allowed moves

Tl;dr passives dont count towards timeframe. Doujutsu activations can also be done alongside normal Jutsu and both would occupy the same TF slot

Doujutsu can only be activated at the same time as a jutsu if they are passive. So in your first move, your three tomoe sharingan would be passive. And you need to state that. Later on in the fight, your EMS wasn't, you need to wait until 2 months after you finished your training and that is the 24th of this month.

Vayne - The pill says "-Costs a move per turn to use. " right? So you've got to eat that, then spew out the water. The wording in your move says so. So time frame wise you'd be hit by the fire, as you can't do two jutsu before the fireball hits you. You can't spew out water and ingest a pill at the same time. So you'd have to eat the pill costing a move, then spew out the water. You've added the damage boost to the water, so it would have to come after the pill anyway. So it would be:

Fire > Eat pill > fire hits you > water

I'm sure there is some ruling about boosting a jutsu in the same timeframe, i think it's riker vs broly in the grand rp tourny, worth a read as that applied to sage mode.

Round two:

Solf - This move was perfectly fine to be honest. You can do drunken fist and the jutsu to throw the kunai at the same time as the drunken fist doesn't require any chakra. Something that helps cyborgs when their tech doesn't use chakra.

Vayne - As i said, your sage mode failed. The scale defence was fine but your scales state "These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. " It would be in your next turn that you could enter imperfect sage mode. Shame it wasn't perfect sage mode cause using those scales then perfect sage mode is a nice combo to keep you going.

Round three:

Solf - Solf used the flame pillars. If you stated where the pillars of fire were it might of helped.

Vayne - As i was asked at some point on discord before this check, if a jutsu forces you to do an action like jump forwards etc, you can use that as a form of dodge. As long as you're using a jutsu to counter a jutsu it's perfectly fine. As Vayne's jutsu states "The user will then leap towards the opponent extending the blade while spinning, " he has to leap forwards for the attack so it's fine. If Solf had said one of the flame pillars were in front of Vayne, i'd of probably said Vayne just jumps into the fire, details like that help.

Round four:

Solf - This ties back to turn one where i explained the passive stuff. Time frame would be:

Fire pillars - Vayne leaps for kenjutsu - You activate EMS - You get hit

But Vayne continued so the wood would wrap around him before he strikes.

Vayne - Don't post about crits in the damage unless they actually hit. Not only this but the maces you made, it would be 95 damage divided by two. As power is divided equally between the two things you create. This is relevant as it means, from one side he'd have a mace which was i believe A rank boosted? And the same on the other side. So if he wanted to counter he could counter just on one side to avoid, making it easier than countering the entire jutsu. Also, technically your illusion wouldn't work on him i believe " The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. " - going off the assumption he's got his EMS active, he would be immune to this as it's a visual effect. ", it also grants the user the ability to see through S-Rank visual illusions ".

Round five:

Solf - You need to post the med gauntlet to use it. Either way it would have been Med gauntlet first to break the illusion but by this time you'd be hit by the shadows.


All of the above is the reason i wanted to post this as there is a lot to take in and learn on both parts. Partly, i feel bad as i taught Solf the EMS, so now i feel i should go back and see what i missed in the training.

Damage wise though:
Vayne would of been hit by the fire - 80 damage
Solf technically would of been hit by the kenjutsu - 95 (Not including sm buff as it was incorrect)
Solf didn't need to break the gen so he didn't need use the gauntlet and his wood dragon would of actually kept the fight going.

But as you agreed Vayne won.


First issue Serpent had was with the use of SM at the same time as another technique, citing a TF break and referencing a Rinnegan activation as why this was invalid. However, he's wrong on his example as part of his initial point and this misconception shouldn't linger anymore than now; Doujutsu can and always have been activated at the same time. This can be seen in my Advanced Madara test, my normal EMS test and even in others tests.

Even in the actual ruling NK made that said two techniques cannot be used at the same (I believe Pervy vs AJ), it was amended to note that Doujutsu activation don't count in this.
As stated in the linked and the quote it starts doujutsu can be used at the same time. It doesn't say anything about passive or active jutsu. Its straight forward say doujutsu can and always been activated in the same time frame.

Also the gauntlet doesn't require me to do anything even if I did post it I can still do what I need to defend the shadow attack. It's near instant right when genjutsu happens it recognizes and burst of chakra is released.

Also the Sharingan to passively get out of the genjutsu you have to find clues that you are in a genjutsu. It just doesn't happened. Chris and other mods have made that announcement before. So even if I have my EMS activated it doesn't auto Pierce through the genjutsu.

Also that sage jutsu actually states it can be used in the first turn to activate sage mode. I put it in bold.

(Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's max chakra reserve so for an example if the users has 1000 max chakra reserve 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this tech
 

Pervyy

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As stated in the linked and the quote it starts doujutsu can be used at the same time. It doesn't say anything about passive or active jutsu. Its straight forward say doujutsu can and always been activated in the same time frame.

Also the gauntlet doesn't require me to do anything even if I did post it I can still do what I need to defend the shadow attack. It's near instant right when genjutsu happens it recognizes and burst of chakra is released.

Also the Sharingan to passively get out of the genjutsu you have to find clues that you are in a genjutsu. It just doesn't happened. Chris and other mods have made that announcement before. So even if I have my EMS activated it doesn't auto Pierce through the genjutsu.

Also that sage jutsu actually states it can be used in the first turn to activate sage mode. I put it in bold.

(Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's max chakra reserve so for an example if the users has 1000 max chakra reserve 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this tech
Solf, i'm clearing things up for you. Don't get so defensive and come at me. I'm trying to explain to you what it actually means.

1. Only doujutsu, happen at the same time as another jutsu, if it's passive. It's not about arguing. I'm tell you that's how it is. Any other passive jutsu, doesn't take a time slot, but if it costs jutsu, it can't happen at the exact same time. Same goes for activating paths, i can do it passively, but not at the same time as another jutsu it just doesn't take a move slot.

2. If you're using an ability, you need to post the source for reference. You made use of the gauntlet in this fight, you need to post it so the opponent can see what you're doing. If you'd posted the jutsu it would of been clear how it worked, when it comes to the point you're trying to argue. BUT if you want to go there let me say this. The gauntlet is instant? That's great, but you can't react to the shadows until you know they are there, you can't do this until the genjutsu is broken by that logic. So in that sense you're waiting for the gen to break. You can't use the wood dragon until AFTER. So it would be a different time frame slot. You wouldn't act until the illusion was broken. I don't know why you're arguing this point but it's your call.

3. The seeing through the genjutsu comes down to your can see the chakra, in your system etc and tell you're in an illusion and so forth. I mean the fact you don't write any details isn't my fault. I'm just pointing out you can see through them without the need for the gauntlet and it wouldn't cost a move etc. Trying to help you in that regard but that's up to you bud.

4. Sorry i missed the line, but it contradicts the line about about the following turns. But that jutsu also states "While this technique is converting chakra the user can only use two other jutsus until this technique ends. ". This doesn't discriminate between active/passive jutsu. So it would of messed with vaynes later move when it comes to shadows?

I mean i'm not going to keep arguing with you when you asked for me to check then i post to try and help and you just want to argue. I missed a line on the sm jutsu but the line before it contradicts it. My bad. But the doujutsu thing i'm explaining to you to help you. The med gauntlet, you made use of so you need to post it. Seeing through genjutsu is about detail, use it. And after that good luck.

If you have a problem feel free hit me up on discord. I'll find some rulings to explain more stuff but i won't be replying here again after i've only tried to help you after you asked for it man.
 
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