Goku Black vs ???

Serpent

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Rules: LOK's R&R
Status: Official
Range: Mid (12m)
Terrain: Grass Field w/ treeline at long range.
Time: Noon
Replay limit: 3 days

I'll be using Goku Black in Sig'. You can post your Bio and I'll make the opening move.
 

McRazor

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Rules: LOK's R&R
Status: Official
Range: Mid (12m)
Terrain: Grass Field w/ treeline at long range.
Time: Noon
Replay limit: 3 days

I'll be using Goku Black in Sig'. You can post your Bio and I'll make the opening move.
I'll take this with Barney in sig. Let's see the swords in action.
 

Serpent

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I'll take this with Barney in sig. Let's see the swords in action.
Bet, I'll let you take opening move.
Goku faces down his opponent with a menacing grin. He remains silent as he draws his legendary Demon blade and takes a battle stance.
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(Gram: Hametsu no Reimei) - Gram: Dawn of Ruin
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The origins of the demon blade continue to be as unknown as the other blades it was discovered with. All that is known about the Hangurian Steel greatsword is that it and it’s wielders must share a chakra bond more unique than the other blades to reach it’s full powers. Grim, also known as the Dawn of Ruin or the Demon Blade, is a two-handed, golden greatsword with a blue jewel embedded in the hilt. Users gains an augmented 10 bonus chakra to Kenjutsu and none elemental Kenjutsu based fields as one of it’s base abilities. Alongside this, it also allows the use of non-elemental Ninjutsu through the use of the sword. A unique ability of these blades is the ability to synchronize with their wielder, granting access to unique abilities based on the Specialties of the user. Should the user have a Kenjutsu Primary Specialty, the user gains the ability to reduce the damage or chakra output of his Kenjutsu techniques to empower Merodach’s Sin. Every jutsu reduced by 10 damage will have half of that damage channeled into Merodach’s Sin as Bonus Damage. Should the user have a Primary as well as Advanced Specialty related to Kenjutsu, then they will gain the ability of Merodach’s Sin ( Twice per battle, the user calls upon the demonic energy of the weapon, causing the jewel upon the blade to release all the stored chakra in a 5 meter swirling wave of twilight or violet auras. The aura swells around the sword and is released as a massive flash of light, a surging wave with the simple purpose of destruction with 100 base damage, moving at twice the speeds of an S ranked Lightning Jutsu. ). Should the user have all Three Main Specialties (Primary, Secondary, and Apex) aimed at Kenjutsu, then the wielder will gain the ability to submit their own Bonus Specialty related to Kenjutsu and a longsword, replacing Merodach’s Sin.
Note: Merodach’s Sin can only be used once every 6 turns, preventing the passive accumulation of chakra for it for 3 turns after use as well.
Note: Merodach’s Sin can only be empowered by up to 40 additional damage, unable to have outside enhancements applied.
 

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Bet, I'll let you take opening move.
Goku faces down his opponent with a menacing grin. He remains silent as he draws his legendary Demon blade and takes a battle stance.
You must be registered for see images
(Gram: Hametsu no Reimei) - Gram: Dawn of Ruin
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The origins of the demon blade continue to be as unknown as the other blades it was discovered with. All that is known about the Hangurian Steel greatsword is that it and it’s wielders must share a chakra bond more unique than the other blades to reach it’s full powers. Grim, also known as the Dawn of Ruin or the Demon Blade, is a two-handed, golden greatsword with a blue jewel embedded in the hilt. Users gains an augmented 10 bonus chakra to Kenjutsu and none elemental Kenjutsu based fields as one of it’s base abilities. Alongside this, it also allows the use of non-elemental Ninjutsu through the use of the sword. A unique ability of these blades is the ability to synchronize with their wielder, granting access to unique abilities based on the Specialties of the user. Should the user have a Kenjutsu Primary Specialty, the user gains the ability to reduce the damage or chakra output of his Kenjutsu techniques to empower Merodach’s Sin. Every jutsu reduced by 10 damage will have half of that damage channeled into Merodach’s Sin as Bonus Damage. Should the user have a Primary as well as Advanced Specialty related to Kenjutsu, then they will gain the ability of Merodach’s Sin ( Twice per battle, the user calls upon the demonic energy of the weapon, causing the jewel upon the blade to release all the stored chakra in a 5 meter swirling wave of twilight or violet auras. The aura swells around the sword and is released as a massive flash of light, a surging wave with the simple purpose of destruction with 100 base damage, moving at twice the speeds of an S ranked Lightning Jutsu. ). Should the user have all Three Main Specialties (Primary, Secondary, and Apex) aimed at Kenjutsu, then the wielder will gain the ability to submit their own Bonus Specialty related to Kenjutsu and a longsword, replacing Merodach’s Sin.
Note: Merodach’s Sin can only be used once every 6 turns, preventing the passive accumulation of chakra for it for 3 turns after use as well.
Note: Merodach’s Sin can only be empowered by up to 40 additional damage, unable to have outside enhancements applied.
Upon entering a safe range away from his opponent, Barney squinted his eyes a bit to better see the weapon he was holding. Yes. There was no mistake, it was a legendary weapon just like his own. Mimicking his opponent, Barney grabbed his Goddess of Water and pulled it out of its sheath, using this movement to passively trigger its Mystic Devour ability which spread mist up to mid range from himself, engulfing both of them. The mist would quickly be filled with his chakra and would allow Barney to sense his opponents movements within the mist while the sword provided a never ending source of it. Additiinally, the mist would immediately draw health from his opponent, starting a slow but steady drain.

(Ame-No-Mi-Kumari) - Goddess of Water (Reference/Passive)
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: One of the weapons formed during the Golden Age of the Hangurian Freehold, Ame-No-Mi-Kumari is a dark blue and silver hilted katana with a sea blue blade, created from Hangurian Ore. Little has been known about this blade, it’s history a legend. All that is known is the black metal ore that created it allows a chakra bond to form between them and their rightful wielder, gaining augmented skills in the process. Ame-No-Mi-Kumari grants a 20 damage increase to Water Release to holders. In addition to this, it reduces damage done by opposing Water techniques by 10 damage.

A unique ability of this blade is its ability to synchronize with it’s wielder, granting access to unique abilities based on the Specialities of the user. Should the user have a Water Primary Specialty, the passive 20 damage gained will become 30 instead as well as becoming neutral to other Basic Elements. Should the user have a Primary as well as Advanced Specialty related to Water, then the passive 10 damage mitigated will become 25 instead and they will gain the ability of Mystic Devour (A passive use of Hidden Mist up to mid range from the user, the mist absorbs enemy health by 10 per turn and splits half to user or user’s allies once stolen, rounded to nearest 5). Should the user have all Three Main Specialties (Primary, Secondary, and Apex) aimed at Water Release, then the wielder will gain the ability to submit their own Bonus Specialty related to Water Release and the katana he wields.
Note: Ame-No-Mi-Kumari allows the user to utilize Water jutsu without the need of seals.
(Suiton: Ten no namida) Water style: Tears in heavens
Type: Supplementary
Rank: C-Rank
Range: Short - Long
Chakra: 15
Damage: N/A
Description: This technique depends on manipulating water molecules present in the location (water source/water from previous water jutsus) to spread out in the atmosphere. By infusing the user's chakra into these molecules, the user can sense the enemy in/on the battlefield by sensing the body temperature or heat given out by the person. This is exactly like the mist jutsu, but here the molecules doesn't block the vision. The best part about this jutsu is that, the molecules in the air keep building up even if/when it is blown away by the wind till the water source/the water from the previous jutsu dries away. This helps in tough situations when due to some reasons, the user can't find the opponent.
Note: Can only be taught by Flash07.
- Requires a previous or existing water source.
- Lasts only six turns before water molecules evaporate or until water source is destroyed.

Being able to sense his opponent, Barney would proceed to perform a slice with his Goddess along the ground beside him, with a spinning motion of his wrist while his other hand was free. The slice would create a jet that would tear the ground as it traveled towards the opponent, enjoying all the benefits that his Goddess provided, +50 to its damage output and being neutral to all of the opponents basic elements, as well as being able to overpower his own water techniques if he chose to use them against his Goddess.

(Suiton: Mizu Kamikiri) - Water Release: Rising Water Slicer
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40+50
Description: After performing the Tiger hand seal the user creates a fast jet of water running through the ground that is powerful enough to slice through solid rock.

With the distraction, impairment and offensive threat, Barney needed one more piece of the puzzle to finish off his move. He tilted the hilt of his Goddess once again, causing liquid chains to form around his opponent, aimed to tie the opponent down and prevent movement just in time for the slicing jet to slash across the opponent.

(Suiton: Rikkidou Kusari no Jutsu)- Water Style: Liquid Chains
type: Supplementary
Rank: B
Range: Long
Chakra Cost:25
Damage:N/A
Description: The user binds their opponent using highly concentrated water that comes up, directly under the opponent, from underground which take the form of chains. The water will chase the opponent for a short distance until the opponent gets far away from it. This attack is extremely difficult to evade and can only be escaped with a replacement jutsu, or earth jutsu.

-
Barney
Health Points160
Chakra Points2000-15-20-25=1940
Speed10
Tracking14

Tears in Heaven1/6
Void Infusions2/3

(Mukō: Senmon Chūnyū) – Void: Specialized Infusion (Successful)
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.
(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
 
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Serpent

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Upon entering a safe range away from his opponent, Barney squinted his eyes a bit to better see the weapon he was holding. Yes. There was no mistake, it was a legendary weapon just like his own. Mimicking his opponent, Barney grabbed his Goddess of Water and pulled it out of its sheath, using this movement to passively trigger its Mystic Devour ability which spread mist up to mid range from himself, engulfing both of them. The mist would quickly be filled with his chakra and would allow Barney to sense his opponents movements within the mist while the sword provided a never ending source of it. Additiinally, the mist would immediately draw health from his opponent, starting a slow but steady drain.

(Ame-No-Mi-Kumari) - Goddess of Water (Reference/Passive)
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: One of the weapons formed during the Golden Age of the Hangurian Freehold, Ame-No-Mi-Kumari is a dark blue and silver hilted katana with a sea blue blade, created from Hangurian Ore. Little has been known about this blade, it’s history a legend. All that is known is the black metal ore that created it allows a chakra bond to form between them and their rightful wielder, gaining augmented skills in the process. Ame-No-Mi-Kumari grants a 20 damage increase to Water Release to holders. In addition to this, it reduces damage done by opposing Water techniques by 10 damage.

A unique ability of this blade is its ability to synchronize with it’s wielder, granting access to unique abilities based on the Specialities of the user. Should the user have a Water Primary Specialty, the passive 20 damage gained will become 30 instead as well as becoming neutral to other Basic Elements. Should the user have a Primary as well as Advanced Specialty related to Water, then the passive 10 damage mitigated will become 25 instead and they will gain the ability of Mystic Devour (A passive use of Hidden Mist up to mid range from the user, the mist absorbs enemy health by 10 per turn and splits half to user or user’s allies once stolen, rounded to nearest 5). Should the user have all Three Main Specialties (Primary, Secondary, and Apex) aimed at Water Release, then the wielder will gain the ability to submit their own Bonus Specialty related to Water Release and the katana he wields.
Note: Ame-No-Mi-Kumari allows the user to utilize Water jutsu without the need of seals.
(Suiton: Ten no namida) Water style: Tears in heavens
Type: Supplementary
Rank: C-Rank
Range: Short - Long
Chakra: 15
Damage: N/A
Description: This technique depends on manipulating water molecules present in the location (water source/water from previous water jutsus) to spread out in the atmosphere. By infusing the user's chakra into these molecules, the user can sense the enemy in/on the battlefield by sensing the body temperature or heat given out by the person. This is exactly like the mist jutsu, but here the molecules doesn't block the vision. The best part about this jutsu is that, the molecules in the air keep building up even if/when it is blown away by the wind till the water source/the water from the previous jutsu dries away. This helps in tough situations when due to some reasons, the user can't find the opponent.
Note: Can only be taught by Flash07.
- Requires a previous or existing water source.
- Lasts only six turns before water molecules evaporate or until water source is destroyed.

Being able to sense his opponent, Barney would proceed to perform a slice with his Goddess along the ground beside him, with a spinning motion of his wrist while his other hand was free. The slice would create a jet that would tear the ground as it traveled towards the opponent, enjoying all the benefits that his Goddess provided, +50 to its damage output and being neutral to all of the opponents basic elements, as well as being able to overpower his own water techniques if he chose to use them against his Goddess.

(Suiton: Mizu Kamikiri) - Water Release: Rising Water Slicer
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40+50
Description: After performing the Tiger hand seal the user creates a fast jet of water running through the ground that is powerful enough to slice through solid rock.

With the distraction, impairment and offensive threat, Barney needed one more piece of the puzzle to finish off his move. He tilted the hilt of his Goddess once again, causing liquid chains to form around his opponent, aimed to tie the opponent down and prevent movement just in time for the slicing jet to slash across the opponent.

(Suiton: Rikkidou Kusari no Jutsu)- Water Style: Liquid Chains
type: Supplementary
Rank: B
Range: Long
Chakra Cost:25
Damage:N/A
Description: The user binds their opponent using highly concentrated water that comes up, directly under the opponent, from underground which take the form of chains. The water will chase the opponent for a short distance until the opponent gets far away from it. This attack is extremely difficult to evade and can only be escaped with a replacement jutsu, or earth jutsu.

-
Barney
Health Points160
Chakra Points2000-15-20-25=1940
Speed10
Tracking14

Tears in Heaven1/6
Void Infusions2/3

(Mukō: Senmon Chūnyū) – Void: Specialized Infusion (Successful)
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.
(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
As the mist forms around the area, Goku feels his health slowly begin to drain. His visual perception of his opponent was now hindered by this very mist. He simply chuckles at his opponent. While they both seemed to possess one of the legendary blades. They were by no means equal.

"I wonder, Do you understand the difference between you and I?"

Goku speaks aloud as he suddenly hears a jet of water raging towards him. Enhacning his swords ability by focusing chakra into it, Goku slashes down into the ground, releasing a shockwave around himself. This will not only serve to push away the mist temporally, but also act as a barrier to the incoming attack. This shockwave is not only enhanced by Goku's skill in Kenjutsu, but also his unique chakra causing the attack to rival his opponents as they clash and disperse. This will unknowingly also disperse the far weaker chains of water

(Gōken: Kabuto Kudaki) Strong Sword: Helmet Crusher
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30 + 10 = 40
Damage points: 60 + 10 + 20 = 90
Description: The user enhances chakra into sword, increasing its size and cutting power by creating a chakra sword. Then, he delivers a straight slash into the ground, creating a huge shockwave that will deal massive damage to his opponent.
"The difference is, you are powerful because of your sword. My sword is powerful, Because Of ME!!"

Goku yells out as he powers up, his Star chakra enveloping around him as a unique aura, He will then instantly absorb a massive amount of natural energy from the surroundings into himself. Thanks to his affinity and training in Yang, his natural chakra levels are far more vast then normal. As his skill and mastery over the sage arts allows him to convert an even higher percentage of this massive chakra reserve into Senjutsu. This will cause his hair to lengthen and grow wild, reaching down the middle of his back, while two long pointed bangs of hair appear on the sides of his neck. His muscularity will grow and bulk as a fur tail grows from behind him and a thick hide forms around his body. Dark markings form around his eyes as he enters this legendary Sage mode. Goku then slowly lifts off the ground and hovers about 2m in the air as the mist begins to surround him again.
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( Kujaku Myōhō ) - Mysterious Peacock Method
Type: Supplementary
Rank: B - A
Range: Short
Chakra Cost: 20 - 30 ( -5 per turn )
Damage: N/A ( -10 per turn )
Description: The user will make the Bird hand seal and spill their Star Chakra behind them. The technique itself manifests in the form of a feather-shaped array behind them and spreads out a peacock's tail feathers, giving it it's name. This array of chakra allows various applications with their chakra through shape manipulation. As long as the technique is active the user can make full use of the star chakra. However, the longer the technique is active, the more detrimental it is to the user's health. The user's body takes increasing damage for keeping the technique active and for using its techniques. Prolonged use of the technique is incredibly difficult, with low ranking users only being able to sustain this technique for 6 turns at a time. The user is capable of deactivating and re-activating the technique at will. However, after two usages of the technique, the user will be unable to use the technique for the rest of the match.
Note: Genin and Chunin ranked members can only use for 6 turns at a time. Jounins can use for up to 8 turns at a time.
Note: Can only be activated if the user has more than 100 health but lasts as long as the user has health.
(Kanpekinanin Ōzaru Sennin Modo) Perfect Oozaru Sage Mode
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: N/A (+30 to 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 molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. Once activated the user will undergo physical alterations. Their hair is lengthened while becoming wilder, reaching down to the middle of their back, while two long pointed bangs of hair appear on both sides of the neck. The user will have increased muscularity while they gain a fur tail and a thick hide. This hide however does not increase the users Damage Resistance, instead as a payoff the user's healing factor gained by Sage Mode is higher then normal, providing a healing factor of 15 per turn while active. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering Ninjutsu and Taijutsu techniques by 30 and increases the users speed, rivaling monkey sage mode. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required. Lastly, gained though Oozaru's unique ability of Ki control. The user is able to make use of their ability of flight, being able to fly and maneuver as fast as they can run.
Notes:
-Usable three times per battle by Perfect Sages and must wait two turns before using this technique again.
-Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
-Perfect Sages can convert a maximum of 40% of their total chakra reserve
-Can only be used by Serpent

Chakra: 3000 -970 = 2030
Senjutsu: 900
Health: 250 - 10 + 15 = 250
Speed: 11 x 4 = 44
Tracking: 15 x 4 = 60
 

McRazor

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As the mist forms around the area, Goku feels his health slowly begin to drain. His visual perception of his opponent was now hindered by this very mist. He simply chuckles at his opponent. While they both seemed to possess one of the legendary blades. They were by no means equal.

"I wonder, Do you understand the difference between you and I?"

Goku speaks aloud as he suddenly hears a jet of water raging towards him. Enhacning his swords ability by focusing chakra into it, Goku slashes down into the ground, releasing a shockwave around himself. This will not only serve to push away the mist temporally, but also act as a barrier to the incoming attack. This shockwave is not only enhanced by Goku's skill in Kenjutsu, but also his unique chakra causing the attack to rival his opponents as they clash and disperse. This will unknowingly also disperse the far weaker chains of water

(Gōken: Kabuto Kudaki) Strong Sword: Helmet Crusher
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30 + 10 = 40
Damage points: 60 + 10 + 20 = 90
Description: The user enhances chakra into sword, increasing its size and cutting power by creating a chakra sword. Then, he delivers a straight slash into the ground, creating a huge shockwave that will deal massive damage to his opponent.
"The difference is, you are powerful because of your sword. My sword is powerful, Because Of ME!!"

Goku yells out as he powers up, his Star chakra enveloping around him as a unique aura, He will then instantly absorb a massive amount of natural energy from the surroundings into himself. Thanks to his affinity and training in Yang, his natural chakra levels are far more vast then normal. As his skill and mastery over the sage arts allows him to convert an even higher percentage of this massive chakra reserve into Senjutsu. This will cause his hair to lengthen and grow wild, reaching down the middle of his back, while two long pointed bangs of hair appear on the sides of his neck. His muscularity will grow and bulk as a fur tail grows from behind him and a thick hide forms around his body. Dark markings form around his eyes as he enters this legendary Sage mode. Goku then slowly lifts off the ground and hovers about 2m in the air as the mist begins to surround him again.
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( Kujaku Myōhō ) - Mysterious Peacock Method
Type: Supplementary
Rank: B - A
Range: Short
Chakra Cost: 20 - 30 ( -5 per turn )
Damage: N/A ( -10 per turn )
Description: The user will make the Bird hand seal and spill their Star Chakra behind them. The technique itself manifests in the form of a feather-shaped array behind them and spreads out a peacock's tail feathers, giving it it's name. This array of chakra allows various applications with their chakra through shape manipulation. As long as the technique is active the user can make full use of the star chakra. However, the longer the technique is active, the more detrimental it is to the user's health. The user's body takes increasing damage for keeping the technique active and for using its techniques. Prolonged use of the technique is incredibly difficult, with low ranking users only being able to sustain this technique for 6 turns at a time. The user is capable of deactivating and re-activating the technique at will. However, after two usages of the technique, the user will be unable to use the technique for the rest of the match.
Note: Genin and Chunin ranked members can only use for 6 turns at a time. Jounins can use for up to 8 turns at a time.
Note: Can only be activated if the user has more than 100 health but lasts as long as the user has health.
(Kanpekinanin Ōzaru Sennin Modo) Perfect Oozaru Sage Mode
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: N/A (+30 to 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 molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. Once activated the user will undergo physical alterations. Their hair is lengthened while becoming wilder, reaching down to the middle of their back, while two long pointed bangs of hair appear on both sides of the neck. The user will have increased muscularity while they gain a fur tail and a thick hide. This hide however does not increase the users Damage Resistance, instead as a payoff the user's healing factor gained by Sage Mode is higher then normal, providing a healing factor of 15 per turn while active. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering Ninjutsu and Taijutsu techniques by 30 and increases the users speed, rivaling monkey sage mode. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required. Lastly, gained though Oozaru's unique ability of Ki control. The user is able to make use of their ability of flight, being able to fly and maneuver as fast as they can run.
Notes:
-Usable three times per battle by Perfect Sages and must wait two turns before using this technique again.
-Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
-Perfect Sages can convert a maximum of 40% of their total chakra reserve
-Can only be used by Serpent

Chakra: 3000 -970 = 2030
Senjutsu: 900
Health: 250 - 10 + 15 = 250
Speed: 11 x 4 = 44
Tracking: 15 x 4 = 60
Barney could sense his opponent undergoing a change and surprisingly lift off from the ground. His comments wouldn't bother Barney, but instead would enter through one ear and exit from the other. What surprised him however, was the fact that the opponent didn't attack Barney back, yet instead simply opted to taunt him. Without much hassle, the mist that was spread around them would assume another dangerous property albeit harmless at first glance. This would serve to deplete the opponents chakra reserves at a much faster rate while Barney prepared to unleash a proper assault. While holding his Goddess with his left hand Barney brought his right in front of his mouth and spat a stream of water directed at where he sensed the opponent to be in mid air, being able to redirect the wave in case he felt movement.

( Suiton: Kuchiutsushi ) Water Release: Trophallaxis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn )
Damage Points: N/A
Description: The user is able to charge water chakra through the air or through an existing water source, turning it into mist. While the user is able to control the aggregation of the water particles, creating such a thin mist than is only visible to doujutsu and chakra or water sensors, or creating a thick and opaque mist similar to Hiding in the Mist technique. This technique possesses the chakra-draining special property of water, though it works differently than other techniques. The mist particles of Trophallaxis will cling to the opponent's body and chakra pathway, opening up the pores, like sauna vapour, which will mess up the opponent's chakra moulding process. When one moulds chakra, one converts spiritual and physical energy to make a chakra reservoir and then uses it, but poor chakra control can produce either too little chakra, making a technique weak, or too much chakra, creating waste. Trophallaxis creates a leak in the opponent's chakra that is unnoticeable to non-Chakra Sensors and Med-Nin ( who have unparalleled chakra control, like Sakura and Tsunade ). Every time someone moulds chakra for a technique within the mist, they will produce the technique as expected, without any sort of hindrance or counter-effect, but will spend 50% more chakra than necessary, which will be stolen by the mist and converted to the user's domain, making the particles lighter with the newly gained energy and thus rising it to the top of the mist. If capable, the user can send his insects to the top of the mist to retrieve the chakra directly onto the user, to absorb it.
Note: Only stays in the field for 4 turns.
Note: Requires the user to be an Aburame in order to use insects.
Note: Can only use Water Techniques and Non-Elemental Techniques while this is active.
Note: The user is unaffected by the mist.
Note: Can only be used 3 times.
Note: Requires 3 turns in between usages.
Note: Forbidden techniques used within the mist will break the Trophallaxis.
(Suiton: Suidanha) Water Release: Severing Wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80+50
Description: After doing the Tiger hand seal, the user will quickly exhale a very thin stream of pressurized water that will be able to cut even rock. The most noteworthy feature of the technique is how fast the stream is and how sharp it can be. By moving his head, the user can alter the jet's cutting path, creating longer cuts or affecting bigger targets.

-
Barney
Health Points160
Chakra Points1940-30-40=1870
Speed10
Tracking14

Tears in Heaven2/6
Trophallaxis1/4
Void Infusions2/3
 

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
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Barney could sense his opponent undergoing a change and surprisingly lift off from the ground. His comments wouldn't bother Barney, but instead would enter through one ear and exit from the other. What surprised him however, was the fact that the opponent didn't attack Barney back, yet instead simply opted to taunt him. Without much hassle, the mist that was spread around them would assume another dangerous property albeit harmless at first glance. This would serve to deplete the opponents chakra reserves at a much faster rate while Barney prepared to unleash a proper assault. While holding his Goddess with his left hand Barney brought his right in front of his mouth and spat a stream of water directed at where he sensed the opponent to be in mid air, being able to redirect the wave in case he felt movement.

( Suiton: Kuchiutsushi ) Water Release: Trophallaxis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn )
Damage Points: N/A
Description: The user is able to charge water chakra through the air or through an existing water source, turning it into mist. While the user is able to control the aggregation of the water particles, creating such a thin mist than is only visible to doujutsu and chakra or water sensors, or creating a thick and opaque mist similar to Hiding in the Mist technique. This technique possesses the chakra-draining special property of water, though it works differently than other techniques. The mist particles of Trophallaxis will cling to the opponent's body and chakra pathway, opening up the pores, like sauna vapour, which will mess up the opponent's chakra moulding process. When one moulds chakra, one converts spiritual and physical energy to make a chakra reservoir and then uses it, but poor chakra control can produce either too little chakra, making a technique weak, or too much chakra, creating waste. Trophallaxis creates a leak in the opponent's chakra that is unnoticeable to non-Chakra Sensors and Med-Nin ( who have unparalleled chakra control, like Sakura and Tsunade ). Every time someone moulds chakra for a technique within the mist, they will produce the technique as expected, without any sort of hindrance or counter-effect, but will spend 50% more chakra than necessary, which will be stolen by the mist and converted to the user's domain, making the particles lighter with the newly gained energy and thus rising it to the top of the mist. If capable, the user can send his insects to the top of the mist to retrieve the chakra directly onto the user, to absorb it.
Note: Only stays in the field for 4 turns.
Note: Requires the user to be an Aburame in order to use insects.
Note: Can only use Water Techniques and Non-Elemental Techniques while this is active.
Note: The user is unaffected by the mist.
Note: Can only be used 3 times.
Note: Requires 3 turns in between usages.
Note: Forbidden techniques used within the mist will break the Trophallaxis.
(Suiton: Suidanha) Water Release: Severing Wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80+50
Description: After doing the Tiger hand seal, the user will quickly exhale a very thin stream of pressurized water that will be able to cut even rock. The most noteworthy feature of the technique is how fast the stream is and how sharp it can be. By moving his head, the user can alter the jet's cutting path, creating longer cuts or affecting bigger targets.

-
Barney
Health Points160
Chakra Points1940-30-40=1870
Speed10
Tracking14

Tears in Heaven2/6
Trophallaxis1/4
Void Infusions2/3
Goku simply remains in place as his opponent alters the mist. While he can sense the change via his Sage Mode, he was unsure the effect it had on him. As his opponent releases a jet of water aimed directly at him, Goku opts to remain in place, crossing his arms instead of dodging the attack. With pure chakra control, Goku will focus his MPM aura to condense around him forming a protective shield that the water clashes with. Given his natural destructive power of his MPM chakra and his infusion of Senjutsu, this shield will be of equal power to his opponents attack, causing them to cancel each other out. The aura will then return to it's standard state.

"Ah, so that's what you've done."

Goku thinks to himself as he senses the excess chakra used to produce his shield.

( Kujaku Myōhō - Mamoru ) - Mysterious Peacock Method - Protect
Type: Defensive
Rank: C - S
Range: Short
Chakra Cost: 15 - 40 (40 + 50% = 60)
Damage: N/A
Description: While the Mysterious Peacock method is active, the user will have the array of feathers form around them and cover their body like a protective body shield which is strong enough to deflect anything from basic weapons to Ninjutsu and basic Taijutsu techniques.
Note: S rank usage can only be done once every turn.
"This power of mine is a combination of years of training, learning to combine the natural natures of this world, and that of the starts."

Goku will then burst forth in a blur of raw speed, flying directly above his opponent before stopping 8m above them, Then with his legendary sword will swipe three times at his opponent as he focus chakra through it, an achievement gained though his connection and mastery over the blade. This will release a several massive blades of wind that rain down upon Barney.

(Fūton: Shinkū Renpa) – Wind Release: Serial Waves
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40 + 50% = 60
Damage: 80 + 50 = 130
Description: After performing a the required hand seals Rat → Snake → Horse → Dog the user takes a deep breath and exhales several blades of wind at different angles, by rapidly moving their head in various directions. The power of this technique can be dramatically enhanced when utilized in conjunction with the effects of extreme suction, such as that generated by the Baku, where the augmented attack proved effective enough to even slice through the defenses of a complete Susanoo.

Chakra: 2030
Senjutsu: 900 - 135 = 765
Health: 250
Speed: 44
Tracking: 60
 

McRazor

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Goku simply remains in place as his opponent alters the mist. While he can sense the change via his Sage Mode, he was unsure the effect it had on him. As his opponent releases a jet of water aimed directly at him, Goku opts to remain in place, crossing his arms instead of dodging the attack. With pure chakra control, Goku will focus his MPM aura to condense around him forming a protective shield that the water clashes with. Given his natural destructive power of his MPM chakra and his infusion of Senjutsu, this shield will be of equal power to his opponents attack, causing them to cancel each other out. The aura will then return to it's standard state.

"Ah, so that's what you've done."

Goku thinks to himself as he senses the excess chakra used to produce his shield.

( Kujaku Myōhō - Mamoru ) - Mysterious Peacock Method - Protect
Type: Defensive
Rank: C - S
Range: Short
Chakra Cost: 15 - 40 (40 + 50% = 60)
Damage: N/A
Description: While the Mysterious Peacock method is active, the user will have the array of feathers form around them and cover their body like a protective body shield which is strong enough to deflect anything from basic weapons to Ninjutsu and basic Taijutsu techniques.
Note: S rank usage can only be done once every turn.
"This power of mine is a combination of years of training, learning to combine the natural natures of this world, and that of the starts."

Goku will then burst forth in a blur of raw speed, flying directly above his opponent before stopping 8m above them, Then with his legendary sword will swipe three times at his opponent as he focus chakra through it, an achievement gained though his connection and mastery over the blade. This will release a several massive blades of wind that rain down upon Barney.

(Fūton: Shinkū Renpa) – Wind Release: Serial Waves
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40 + 50% = 60
Damage: 80 + 50 = 130
Description: After performing a the required hand seals Rat → Snake → Horse → Dog the user takes a deep breath and exhales several blades of wind at different angles, by rapidly moving their head in various directions. The power of this technique can be dramatically enhanced when utilized in conjunction with the effects of extreme suction, such as that generated by the Baku, where the augmented attack proved effective enough to even slice through the defenses of a complete Susanoo.

Chakra: 2030
Senjutsu: 900 - 135 = 765
Health: 250
Speed: 44
Tracking: 60
Within an instant after defending against his water severing wave, Barney could sense his opponent in a new location, right above him. The speed at which the positional shift happened was absurd. It was as if he simply teleported from one position to the other, something that rare people could do. Mimicking his opponents slice with his weapon, Barney would additionally stab his Goddess into the ground, creating a massive amount of water to burst upwards and around him, catching his opponent in flight and overpowering the wind technique. Smaller bullets would form from the water aimed to further incapacitate the opponent after which the water would turn into a massive dragon that grabbed his opponent in its jaws and slammed him into the ground at the edge of short range. Barney would then pull his Goddess out of the ground and flex his legs to perform a dash forwards in case that his opponent was slammed into the ground in order to immediately strike. The idea of having such a fast opponent was troublesome so Barney released his leg weights but was afraid that it would most likely not be enough so he kept his guard up, nevertheless.

(Suiton: Suiryū Kōbaku ) - Water Release: Water Dragon Biting Explosion
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100+50
Description: The user will clap his hands and slam them on the ground, streaming an incredibly rapid stream of water through it, creating a large pool of water beneath the opponent to form, that gushes upwards in a burst, lifting the opponent high into the air. The user does the Bird → Dog → Snake → Rat hand seals after his opponent is mid air, using the water pool to shoot up to 8 small water bullets, designed to further raise the opponent into the air, disorient him and damage him. The water bullets gather above the opponent after hitting and passing through his position and form into a water dragon which then attacks the target, grabbing it in its jaws and forcefully bringing it crashing into the ground. The dragon comes down from above the target, bites the target and coils down, towards the ground, crushing the target between the ground and the now incredible mass of falling water. Tobirama Senju does this technique with his own specific hand seals, similar to how he does some other water techniques. Despite long and seemingly complex, the technique is quite fast to perform and trigger.
Note: Can only be used by Water Primary Specialists.
Note: Can on.y be used twice.
(Kaihou Kasugai) Automated Clamps
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent

( Katai Omori ) - Leg Weights
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

-
Barney
Health Points160
Chakra Points1870-70-30=1770
Speed10x2=20
Tracking14
Tears in Heaven3/6
Trophallaxis2/4
Void Infusions2/3
 
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Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
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Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
Within an instant after defending against his water severing wave, Barney could sense his opponent in a new location, right above him. The speed at which the positional shift happened was absurd. It was as if he simply teleported from one position to the other, something that rare people could do. Mimicking his opponents slice with his weapon, Barney would additionally stab his Goddess into the ground, creating a massive amount of water to burst upwards and around him, catching his opponent in flight and overpowering the wind technique. Smaller bullets would form from the water aimed to further incapacitate the opponent after which the water would turn into a massive dragon that grabbed his opponent in its jaws and slammed him into the ground at the edge of short range. Barney would then pull his Goddess out of the ground and flex his legs to perform a dash forwards in case that his opponent was slammed into the ground in order to immediately strike. The idea of having such a fast opponent was troublesome so Barney released his leg weights but was afraid that it would most likely not be enough so he kept his guard up, nevertheless.

(Suiton: Suiryū Kōbaku ) - Water Release: Water Dragon Biting Explosion
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100+50
Description: The user will clap his hands and slam them on the ground, streaming an incredibly rapid stream of water through it, creating a large pool of water beneath the opponent to form, that gushes upwards in a burst, lifting the opponent high into the air. The user does the Bird → Dog → Snake → Rat hand seals after his opponent is mid air, using the water pool to shoot up to 8 small water bullets, designed to further raise the opponent into the air, disorient him and damage him. The water bullets gather above the opponent after hitting and passing through his position and form into a water dragon which then attacks the target, grabbing it in its jaws and forcefully bringing it crashing into the ground. The dragon comes down from above the target, bites the target and coils down, towards the ground, crushing the target between the ground and the now incredible mass of falling water. Tobirama Senju does this technique with his own specific hand seals, similar to how he does some other water techniques. Despite long and seemingly complex, the technique is quite fast to perform and trigger.
Note: Can only be used by Water Primary Specialists.
Note: Can on.y be used twice.
(Kaihou Kasugai) Automated Clamps
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent

( Katai Omori ) - Leg Weights
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

-
Barney
Health Points160
Chakra Points1870-70-30=1770
Speed10x2=20
Tracking14
Tears in Heaven3/6
Trophallaxis2/4
Void Infusions2/3
The water will erupt and power through his wind technique, weakening on it's path toward Goku. Like before, Goku will simply alter his aura produced by his MPM and cause it to condense and wrap around himself providing a barricade that rivals the power of the water technique. This will cause the rising water to break along the aura as the two techniques clash and cancel each other out.

"Oh, that one had some impact"

( Kujaku Myōhō - Mamoru ) - Mysterious Peacock Method - Protect
Type: Defensive
Rank: C - S (S)
Range: Short
Chakra Cost: 15 - 40 (60)
Damage: N/A
Description: While the Mysterious Peacock method is active, the user will have the array of feathers form around them and cover their body like a protective body shield which is strong enough to deflect anything from basic weapons to Ninjutsu and basic Taijutsu techniques.
Note: S rank usage can only be done once every turn.
In another burst of speed, Goku will fly in an arc, moving closer to his opponent he will land on the ground 5m to their left, now entering short range. As he lands, he will point his sword toward his opponent, releasing chakra through the blade it will release a single chunk of stone from it, that rapidly expands to crash into Barney and crush him against the ground if not defended.

(Iwadeppō no Jutsu) - Earth Release: Rock Gun Technique
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (45)
Damage: 60 + 50 = 110
Description: After performing the Monkey Hand seal, the user expels a bullet size chunk of rock from his mouth. After they are fired, the chunks expand into huge boulders capable of causing short range destruction.

Chakra: 2030
Senjutsu: 765 - 120 = 645
Health: 250
Speed: 44
Tracking: 60
 
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McRazor

Active member
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Joined
Aug 21, 2010
Messages
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4,572💴
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Awards
The water will erupt and power through his wind technique, weakening on it's path toward Goku. Like before, Goku will simply alter his aura produced by his MPM and cause it to condense and wrap around himself providing a barricade that rivals the power of the water technique. This will cause the rising water to break along the aura as the two techniques clash and cancel each other out.

"Oh, that one had some impact"

( Kujaku Myōhō - Mamoru ) - Mysterious Peacock Method - Protect
Type: Defensive
Rank: C - S (S)
Range: Short
Chakra Cost: 15 - 40 (60)
Damage: N/A
Description: While the Mysterious Peacock method is active, the user will have the array of feathers form around them and cover their body like a protective body shield which is strong enough to deflect anything from basic weapons to Ninjutsu and basic Taijutsu techniques.
Note: S rank usage can only be done once every turn.
In another burst of speed, Goku will fly in an arc, moving closer to his opponent he will land on the ground 5m to their left, now entering short range. As he lands, he will point his sword toward his opponent, releasing chakra through the blade it will release a single chunk of stone from it, that rapidly expands to crash into Barney and crush him against the ground if not defended.

(Iwadeppō no Jutsu) - Earth Release: Rock Gun Technique
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (45)
Damage: 60 + 50 = 110
Description: After performing the Monkey Hand seal, the user expels a bullet size chunk of rock from his mouth. After they are fired, the chunks expand into huge boulders capable of causing short range destruction.

Chakra: 2030
Senjutsu: 765 - 120 = 645
Health: 250
Speed: 44
Tracking: 60
Barney's idea would still persist, albeit with a different outcome. His technique was defended against and instead of being slammed into the ground his opponent landed softly, followed by the release of a solid structure that appeared like a small bullet but with crushing force. He went through with his movements as planned, releasing the leg weights but dashing to the side instead to dodge the bullet and the destruction it could cause. He circled around the outskirts of short range aimed to appear behind the opponent and during his run he used the dangling motion of his Goddess to trigger and condense the mist around the opponent into a dense sphere that acted like a prison. Since he held his Goddess in his dominant hand, he would outstretch his other arm as he stopped his run, forcing the dense pressure form within the prison to crush his opponent and Barney's hand in the process. A worthy sacrifice if it meant putting an end to his opponent. The usage of the Dense Pressure however meant an end to the Trophallaxis.

(Kaihou Kasugai) Automated Clamps
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent

( Katai Omori ) - Leg Weights
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.
(Suiton: Suirou No Jutsu) - Water Style: Water Prison
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This technique is used to trap a victim inside a virtually inescapable sphere of water by waving the Snake → Ram → Horse → Hare → Ram → Horse → Hare → Hands spread in front palms out. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This technique requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Once trapped the target is unable to move while within it due to the heaviness of the water. Because of the density of the water it can be used, to a limited extent, for defensive purposes if performed on oneself. Water clones can be used in preparation for the technique, which block an opponent's attack and trap the attacker in the prison using the clone's own water.
(Suiton: Koi Kihou) Water Release: Dense Pressure
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100+50
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is within the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle
-This Jutsu can only be taught by Serpent

-
Barney
Health Points160
Chakra Points1770-15-50=1705
Speed20
Tracking14
Tears in Heaven4/6
Void Infusions2/3
 

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
Barney's idea would still persist, albeit with a different outcome. His technique was defended against and instead of being slammed into the ground his opponent landed softly, followed by the release of a solid structure that appeared like a small bullet but with crushing force. He went through with his movements as planned, releasing the leg weights but dashing to the side instead to dodge the bullet and the destruction it could cause. He circled around the outskirts of short range aimed to appear behind the opponent and during his run he used the dangling motion of his Goddess to trigger and condense the mist around the opponent into a dense sphere that acted like a prison. Since he held his Goddess in his dominant hand, he would outstretch his other arm as he stopped his run, forcing the dense pressure form within the prison to crush his opponent and Barney's hand in the process. A worthy sacrifice if it meant putting an end to his opponent. The usage of the Dense Pressure however meant an end to the Trophallaxis.

(Kaihou Kasugai) Automated Clamps
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent

( Katai Omori ) - Leg Weights
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.
(Suiton: Suirou No Jutsu) - Water Style: Water Prison
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This technique is used to trap a victim inside a virtually inescapable sphere of water by waving the Snake → Ram → Horse → Hare → Ram → Horse → Hare → Hands spread in front palms out. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This technique requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Once trapped the target is unable to move while within it due to the heaviness of the water. Because of the density of the water it can be used, to a limited extent, for defensive purposes if performed on oneself. Water clones can be used in preparation for the technique, which block an opponent's attack and trap the attacker in the prison using the clone's own water.
(Suiton: Koi Kihou) Water Release: Dense Pressure
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100+50
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is within the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle
-This Jutsu can only be taught by Serpent

-
Barney
Health Points160
Chakra Points1770-15-50=1705
Speed20
Tracking14
Tears in Heaven4/6
Void Infusions2/3
Sensing his opponents movement, Goku simply smirks as they maneuver around him, avoiding his rock technique. His opponent will conjure water that rapidly forms into a sphere around him providing limited time to escape. As the sphere finishes it's formation, Goku will release his Aura outward behind him. Causing a large mid-scale blast to explode (before dense pressure happens) all while remaining in place. Goku will then turn to face his opponent once more, either after they are blasted away, or defended/evaded the blast technique.

"You have no chance, Barney."

Goku says in a serious tone as he stands, angerly glaring at his opponent. It was clear by his intent and pressure he was letting off, the pure weight of his chakra. That he intended to take the offensive and finish Barney with his next assault.

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(Kujaku Myōhō: Zan) - Mysterious Peacock Method: Destroy
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (45)
Damage: 60 + 50 = 110
Description: Using the array of feathers on their back, the shinobi will send them outward in either a bulbous shaped blast or a sharp spear like entity toward their target. The blast causes blunt force/concussive blast like damage to the target(s). The sharp feather can pierce and slice through objects. The blast version of this technique can be sent up to long range while the spear can only go to mid-range. Either way, the user can only create up to 5 blasts or spheres from their chakra.
(Sakki) - Killing Intent
Rank: D - S
Type: Supplementary
Range: Short - Long
Chakra cost: N/A
Damage points: N/A
Description: Killing Intent pertains to the ability of the user giving off their pure killing intention and having it affect their opponent and others around them up to the point of paralyzing them. When the Killing Intent is particularly strong, it can even give the victim visions of their own gruesome death, nausea, pain, etc. This can cause the Killing Intent to be confused with a genjutsu, despite not being a genjutsu at all; simply a showcase of intention and power. The target will feel as if facing an overwhelming enemy and, even if not a sensor, will suddenly feel the pressure of the users chakra and its magnitude, making the effect that much more dramatic. To effectively be used, the user needs to focus on his target and concentrate on the killing intent towards it, meaning that one must see the target and be focused on it. The strength of the Killing Intent is dependent on many factors and go through several levels. If a difference in rank smaller than 2 ranks exist, the enemy will feel only the pressure and the ominous presence of their dark intentions. Its enough to lose your grasp on a weapon or stay clinched to it (depending on the situation) or even to hesitate in an attack, stumble or mess up a handseal, all depending on the situation and proximity. The effect is small and normally not that significant but can be effectively used to pressure enemies into making a mistake. If a difference of 2 ranks or more exist, the enemy will be frozen, almost unable to move as the overwhelming killing intent dominates their own conscious and riddles them with nightmarish versions of death. The paralyzation gradually weakens as time passes and can only be maintained while the user is focused on the target. The further away the target, the weaker it is and it can only fully paralyze a target within short range. Similarly, the more targets one focuses on, the weaker the effect is in each one (divinding the effects equally between the number of targets). Lastly, the stronger the user is in relation to the target, the stronger the effect will be. The target can counter Killing Intent directed at it through pain, "mind cleansing" techniques or their own Killing Intent.
Note: Intensity of technique depends on the rank of the user, distance to target and number of targets one is focusing on
Note: Can only be used once
Note: Lasts only while the user is focusing on it and while focusing on it the user can't mold chakra
Chakra: 2030
Senjutsu: 645 - 60 = 585
Health: 250
Speed: 44
Tracking: 60
 
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McRazor

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Sensing his opponents movement, Goku simply smirks as they maneuver around him, avoiding his rock technique. His opponent will conjure water that rapidly forms into a sphere around him providing limited time to escape. As the sphere finishes it's formation, Goku will release his Aura outward behind him. Causing a large mid-scale blast to explode (before dense pressure happens) all while remaining in place. Goku will then turn to face his opponent once more, either after they are blasted away, or defended/evaded the blast technique.

"You have no chance, Barney."

Goku says in a serious tone as he stands, angerly glaring at his opponent. It was clear by his intent and pressure he was letting off, the pure weight of his chakra. That he intended to take the offensive and finish Barney with his next assault.

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(Kujaku Myōhō: Zan) - Mysterious Peacock Method: Destroy
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (45)
Damage: 60 + 50 = 110
Description: Using the array of feathers on their back, the shinobi will send them outward in either a bulbous shaped blast or a sharp spear like entity toward their target. The blast causes blunt force/concussive blast like damage to the target(s). The sharp feather can pierce and slice through objects. The blast version of this technique can be sent up to long range while the spear can only go to mid-range. Either way, the user can only create up to 5 blasts or spheres from their chakra.
(Sakki) - Killing Intent
Rank: D - S
Type: Supplementary
Range: Short - Long
Chakra cost: N/A
Damage points: N/A
Description: Killing Intent pertains to the ability of the user giving off their pure killing intention and having it affect their opponent and others around them up to the point of paralyzing them. When the Killing Intent is particularly strong, it can even give the victim visions of their own gruesome death, nausea, pain, etc. This can cause the Killing Intent to be confused with a genjutsu, despite not being a genjutsu at all; simply a showcase of intention and power. The target will feel as if facing an overwhelming enemy and, even if not a sensor, will suddenly feel the pressure of the users chakra and its magnitude, making the effect that much more dramatic. To effectively be used, the user needs to focus on his target and concentrate on the killing intent towards it, meaning that one must see the target and be focused on it. The strength of the Killing Intent is dependent on many factors and go through several levels. If a difference in rank smaller than 2 ranks exist, the enemy will feel only the pressure and the ominous presence of their dark intentions. Its enough to lose your grasp on a weapon or stay clinched to it (depending on the situation) or even to hesitate in an attack, stumble or mess up a handseal, all depending on the situation and proximity. The effect is small and normally not that significant but can be effectively used to pressure enemies into making a mistake. If a difference of 2 ranks or more exist, the enemy will be frozen, almost unable to move as the overwhelming killing intent dominates their own conscious and riddles them with nightmarish versions of death. The paralyzation gradually weakens as time passes and can only be maintained while the user is focused on the target. The further away the target, the weaker it is and it can only fully paralyze a target within short range. Similarly, the more targets one focuses on, the weaker the effect is in each one (divinding the effects equally between the number of targets). Lastly, the stronger the user is in relation to the target, the stronger the effect will be. The target can counter Killing Intent directed at it through pain, "mind cleansing" techniques or their own Killing Intent.
Note: Intensity of technique depends on the rank of the user, distance to target and number of targets one is focusing on
Note: Can only be used once
Note: Lasts only while the user is focusing on it and while focusing on it the user can't mold chakra
Chakra: 2030
Senjutsu: 645 - 60 = 585
Health: 250
Speed: 44
Tracking: 60
The formation of the destructive blast from the feathers wouldn't matter much in such a tight scenario. Since the orb of water was allowed to form in its entirety and since Barney already had his hand on it as the blast was in its genesis, spreading outwards from the center of the orb of water where the opponent was standing, the dense pressure would form inwards from its edges to contain the blast in its entirety. With his opponent subdued within the dense pressure of the orb, Barney would use his good hand to drive his Goddess into the orb to follow through with Cavitation which would additionally make an abundance of bubbles that would implode under the dense pressure of the water resulting in a potent combination aimed to tame the beast before him.

(Suiton: Koi Kihou) Water Release: Dense Pressure
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100+50
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is within the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle
-This Jutsu can only be taught by Serpent
Suiton: Kyabitēshon | Water Release: Cavitation
Type: Offense/Supplementary
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60+50
Description: Cavitation is a very advanced technique where the user, after performing a single handseal, uses his own chakra to create air pockets in a body of water. The size and number of the pockets, so called cavities, differs from each body of water. After being created the cavities collapse on itself, i.e. implode, under the pressure of the water. When the cavitation bubbles collapse, they force energetic liquid into very small volumes, thereby creating spots of high temperature and emitting shock waves, the latter of which are a source of noise. The implosion effect is so strong that it can easily create holes in metal objects over a prolonged period of time. It also causes instability in the body of water and harm to anything caught within it. The cavities usually differ in size, from the moment they are created to the moment they implode. Even so, they never exceed the size of a somewhat regular marble (1/2 to 1 inch). The number of the cavities depends on the size of the water source because they can be created in every inch of the water source giving a better implosion effect overall. Bigger water source equals more cavities.
Note: Needs a water source
Note: Usable only twice (2) per battle
Note: Only McRazor can teach this

-
Barney
Health Points160
Chakra Points1765-50-30=1675
Speed20
Tracking14
Tears in Heaven5/6
Void Infusions2/3

I don't know how to quantify the damage done to Barney's hand since it doesn't state any damage as usual.
 
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Serpent

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The formation of the destructive blast from the feathers wouldn't matter much in such a tight scenario. Since the orb of water was allowed to form in its entirety and since Barney already had his hand on it as the blast was in its genesis, spreading outwards from the center of the orb of water where the opponent was standing, the dense pressure would form inwards from its edges to contain the blast in its entirety. With his opponent subdued within the dense pressure of the orb, Barney would use his good hand to drive his Goddess into the orb to follow through with Cavitation which would additionally make an abundance of bubbles that would implode under the dense pressure of the water resulting in a potent combination aimed to tame the beast before him.

(Suiton: Koi Kihou) Water Release: Dense Pressure
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100+50
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is within the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle
-This Jutsu can only be taught by Serpent
Suiton: Kyabitēshon | Water Release: Cavitation
Type: Offense/Supplementary
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60+50
Description: Cavitation is a very advanced technique where the user, after performing a single handseal, uses his own chakra to create air pockets in a body of water. The size and number of the pockets, so called cavities, differs from each body of water. After being created the cavities collapse on itself, i.e. implode, under the pressure of the water. When the cavitation bubbles collapse, they force energetic liquid into very small volumes, thereby creating spots of high temperature and emitting shock waves, the latter of which are a source of noise. The implosion effect is so strong that it can easily create holes in metal objects over a prolonged period of time. It also causes instability in the body of water and harm to anything caught within it. The cavities usually differ in size, from the moment they are created to the moment they implode. Even so, they never exceed the size of a somewhat regular marble (1/2 to 1 inch). The number of the cavities depends on the size of the water source because they can be created in every inch of the water source giving a better implosion effect overall. Bigger water source equals more cavities.
Note: Needs a water source
Note: Usable only twice (2) per battle
Note: Only McRazor can teach this

-
Barney
Health Points160
Chakra Points1765-50-30=1675
Speed20
Tracking14
Tears in Heaven5/6
Void Infusions2/3

I don't know how to quantify the damage done to Barney's hand since it doesn't state any damage as usual.
You used it with your sword, so it would crush your sword, which is indestructible so nothing happens to it.
Goku is crushed under the weight of the water, he had underestimated his opponents previous attack causing him to take the full blunt of it. Still trapped within the sphere of water and unable to move, Goku will sense and physically see multiple bubbles forming around him. A feeling of excitement will overcome him as his bloodlust for battle has only skyrocketed after taking the battle damage. The thrill overwhelming him, his Star Chakra will erupt from him, beyond what it was before, growing massive in size and bursting the sphere of water and pushing everyone around him back. It's sear power easily defending from Barney's Cavitation attack. This raw energy forming into a Japanese styled dragon akin to Shenron. As he burst forth from the sphere Goku will fly high into the air 10m straight up, as his Zenatta Orb begins to heal him.

"This feeling... this pain is glorious. I shall unleash it upon you, ten fold!"

Goku yells out as he manipulates his chakra dragon into releasing a blast of chakra from his mouth toward barney's current location. (A-ranked + 50 = 110 damage)

( Kujaku Myōhō - Ryu ) - Mysterious Peacock method - Dragon
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 140 + 20 = 160 ( -30 to user )
Description: The user will channel their star chakra and have it completely envelop them in a dark purple aura and shoot up into the sky. The chakra will form a serpentine like dragon and wrap its lower body around the user. Upon being created, the user can passively control the dragon to have it dive and attack or release powerful blasts of star chakra equivalent to A-rank (once per turn). The user may also chose to have the dragon grow wings to elevate the both of them, however they can only fly as fast as their current speed. Due to the use of all the user's star chakra, the user cannot use any other Mysterious Peacock technique while this is in play. The dragon may remain on the field a total of 4 turns and doesn't require the user to have previously activated the Mysterious Peacock Method. However once this technique ends, the user's body will have sustained so much damage that they will only be able to use the Mysterious Peacock Method once afterwards (if possible) and for a total of 4 turns instead of five.
Note: If the user was using their Mysterious Peacock Method technique when using this, they will collapse unable to use above A rank techniques for 3 turns. This technique can only be used once per battle.
(Zenyatta Kyutai) Zenyatta Orbs
Type: Tool
Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage points: N/A
Description: Special drone Orbs created by a Monk named Zenyatta. These Orbs are created out of an unknown chakra metal and filled with Zenyatta's chakra. The user will have six orbs that hover near the user or that can be warn like a large necklace. The user can freely manipulate these orbs through an attached transceiver connected behind the users ears. They supply their own power source within them via batteries. Depending on the type of orb used, they will create a link to a target glowing yellow for Harmony or purple for Discord. This link will supply a different effect to a target depending on the type of orb used.
Orb of Discord: Amplifies any amount damage the target takes by 30 additional damage. This doesn't cause damage, only increases the amount of damage a target receives.
Orb of Harmony: Slowly restores 15 health to the target per turn when wounded, or reduces the amount of damage they take by 30. Only one effect can be in place at a time.
These orbs can be directed to a target within a mid-ranged area. Once within short range of the target they will connect to the target and remain attached, even if a target moves to long range. They can be countered with B-rank lightning or A-rank technique, causing them to return to their owner. A-rank lightning or S-rank technique can destroy the orbs indefinitely.
Note:
-Discord Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event
-Harmony Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event
-A target can only be targeted with a single orb at a time.
-Can only be taught by Serpent

Chakra: 2030
Senjutsu: 585 - 80 = 505
Health: 135 + 15 + 15 = 165
Speed: 44
Tracking: 60 - 10 (40% torso drawback) = 50

Peacock Method: 5/8
Peacock Dragon: 1/4
 

Alyx

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Greetings! I apologize for the delay, something called “life” decided to smack me around a bit. Anyways I been reading the fight on and off, and my first comment is that I really enjoyed this one. Def one of my most favorite recent fights. I loved Razor’s use of only water, showing that he’s committed to it through and through. On Serpent’s hand, I enjoyed the rp aspect of his part – playing the Goku Black character quite nicely. Its good to see your kit for him is coming along well, but overall I think it’s a pretty even fight. The only “issue” that came to my attention is that its been ruled a long time ago that the “damage” of Water Exploding Bullet doesn’t actually start until the bullets themselves are released since the initial thrust into the air is none damaging. However using it defensively is something that I personally didn’t think much into. That however isn’t the end of the world, what had me a bit perplexed is the “Dense Water” use. You said you don’t know how it would damage you, and normally…you’d have taken the 150 DMG too from the crushing force. Damn near koing yourself lmao, but using it via your sword as a proxy was smart. Overall, I had no choice but issue this as a draw initially. However in return to that, my tie breaker method is well…who spent the most chakra or lost the most health.

Serpent by the end of the battle lost the most HP by willingly taking the damage, and if I did my math right – he also spent the most chakra. This nets Razor the win in my book (I know you might think this is a bit controversial but you guys both did really well). Therefore, McRazor is the winner of this. Any disputes that may possibly sway the judgement if I genuinely missed something can be addressed on Discord DMs. Anyways, good shit bro!

 

Serpent

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Greetings! I apologize for the delay, something called “life” decided to smack me around a bit. Anyways I been reading the fight on and off, and my first comment is that I really enjoyed this one. Def one of my most favorite recent fights. I loved Razor’s use of only water, showing that he’s committed to it through and through. On Serpent’s hand, I enjoyed the rp aspect of his part – playing the Goku Black character quite nicely. Its good to see your kit for him is coming along well, but overall I think it’s a pretty even fight. The only “issue” that came to my attention is that its been ruled a long time ago that the “damage” of Water Exploding Bullet doesn’t actually start until the bullets themselves are released since the initial thrust into the air is none damaging. However using it defensively is something that I personally didn’t think much into. That however isn’t the end of the world, what had me a bit perplexed is the “Dense Water” use. You said you don’t know how it would damage you, and normally…you’d have taken the 150 DMG too from the crushing force. Damn near koing yourself lmao, but using it via your sword as a proxy was smart. Overall, I had no choice but issue this as a draw initially. However in return to that, my tie breaker method is well…who spent the most chakra or lost the most health.

Serpent by the end of the battle lost the most HP by willingly taking the damage, and if I did my math right – he also spent the most chakra. This nets Razor the win in my book (I know you might think this is a bit controversial but you guys both did really well). Therefore, McRazor is the winner of this. Any disputes that may possibly sway the judgement if I genuinely missed something can be addressed on Discord DMs. Anyways, good shit bro!

No dispute, I'd agree with this 100%. GG's bro.
 
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