[Grand RP Tourney] - Ańbu Juniør vs Zatanna

Status
Not open for further replies.

Ańbu Juniør

Legendary
Joined
Feb 3, 2009
Messages
18,522
Kin
2,358💸
Kumi
20,714💴
Trait Points
28⚔️
Status
Awards
BASIC RULES

• You can only use the bio you posted in your application or an update that dates from before the start of the tournament
• By default, the basic universal battle rules will be applied.
• You may use any Customs and skills your bio is permitted to use, including those learned.
• All players start mid-range from each other ( 10 meters ) in a plain field with a 50m radius with a river encircling it.
• A battle lasts max 5 days with a 2 day reply limit. If 2 replies are not made on each side, then the fight will either be voided or extended or the Mod in charge of the Tournament will make a decision on who progresses.
• The person who is listed first in the match-up in this thread will always start the battle
• The fights are held in the Tournaments and Events section.

I will be making use of my Inuzuka clan bio, Kōtetsu, The King of Beasts, for the duration of this tournament. Post your bio and I'll make the first move.

Pre-battle techniques:
Haiburīdo | The High Breed (Reference)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: After decades of research and selective breeding, the High Breed was born. The High Breed was bred to be genetically superior to all other Ninkens immediately displayed talents that completely overshadowed that of lesser breeds from a young age. High Breeds are born with a more robust constitution, resulting in them being larger, stronger and have a base speed of 13, faster than most other breeds as well as having a passive 20 damage increase to their techniques. They also look far more wolf-like as a result of their wolf-rich bloodline. High Breeds display savage intellect, and are capable of exercising great cunning and problem-solving abilities; and as a result of their advanced intellect, they have gained the ability of articulation. Other talents include a healing factor allowing them to heal just as well as Sage Mode's passive healing per turn, heightened smell based senses on par with 3T and extends up to 1 landmark away. However High Breed's have been known to reject their Inuzuka counterparts, entering into a faux relationship for a time, and then turning on their paired Inuzuka the moment they have grown large enough to kill their ill-suited partners. As a result, the High Breed was kept secret and many voted for their extermination, but in the end, they were merely banished into the woods of Konohagakure, kept alive in case the clan should have a need for them in the future. However, should a High Breed fully accept an Inuzuka a most curious phenomenon will occur in which both the High Breed and Inuzuka will become mentally linked, capable of sharing thoughts, feelings, and experiences with each other, with such a deeply intimate bond being the absolute apex of an Inuzuka and Ninken bond. (A high breed cannot use Ninjutsu or elemental Taijutsu (Aside from Inuzuka techniques of course) by default).

Note:
- Must either be posted in the user's bio (Along with an explanation of how they met a High Breed and a description of their High Breed) or posted at the start of a battle. (In which case their High Breed by default will simply look like a wolf that, for it's age, is up to twice larger than any known Ninken.)
( Ryōshi Ninken ) - Hunter Ninja Dog (Reference)
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The user's Ninken are among the Hunter breed of dogs, a breed available to every Inuzuka. These dogs are capable of using all of the Inuzuka canon techniques but with added effects as well as unique abilities exclusive to the main breed, unable to be obtained by custom breeds. Commonly used as the hunter dogs, these dogs are more suited to battle than their canon counterparts and as such have a neutrality to energy based attacks and a stream Gen to all matter based attacks. In addition to this, they are capable of dealing 20 damage via freeform attacks, though this cannot go over 80 damage inflicted a turn as well as a standard 20 additional damage to their Ninken techniques. These ninken move at a speed equivalent to that of a Sage ranked Increased Speed Specialist and have a tracking level of x2 as well as smell up to 2 landmarks away. However, this is unique to the Hunter Breed of dogs.
Note: Must be a member of the Inuzuka Clan.
Note: This is a passive technique, meant to describe the Ninken, and does not entail a sort of manipulation.
Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times. (In the case of the user's biography, the user will be incapable of using more than two techniques on their first post in a battle or event, and will suffer the respective chakra cost too)
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka's. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
(Ani) Brother (Passive)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos, except for the ability to change shape, the original ability that Mythos possessed in its form of "Mikomi", long, long ago.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, except the ability to change shape.
(Tennotsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description: "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it to heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.
( Fuuinjutsu: Hecate's Nekutai ) - Sealing Arts: Hecate's Binding
Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 ( -5 each turn )
Damage points: N/A
Description: The user forms a Fuuinjutsu that is simple in nature yet advanced in it's applications. Channeling chakra, the user creates a seal that is applied to a weapon of the user's choice. The purpose of this seal is to extend the user's chakra manipulation through an instrument of his choosing. This allows the user to release Jutsu from this instrument or item of choice as long as it's in the form of a streamed jutsu, like Great Majestic Annihilation or a projectile like Water Bullet. A one time use seal, this can be applied either in battle or pre applied before battle by placing in the user's bio. After applied, lasts until the user cancels it. In order for this to work, the weapon has to be in contact with the user's body or said jutsu will be released from their original point of release.
Note: Can only be used on weapons the user owns.
Note: This seal also binds the weapon to the user, meaning it can't be lost unless the user himself throws it away.
(Saishū Keijō) – Final Shape
Type: Artifact
Rank: A – Forbidden
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Ancient calcified essence of the Kulullu, the Beast of Sealing; it appears as a solid mass of bone-like frozen matter no larger than the size of a fist. The Final Shape reflects the Kulullu’s mastery over the Sealing Arts, able to manipulate barriers in such a way that allowed it to produce any non-geometric shape it desired. Though as a product that tends more toward the pillar of Life and Chaos, rather than Order and Chakra, it tends to prefer the former in its activation. The artifact confers on its user greater mastery over three barrier techniques: the Four Violet Flames barrier (A), Four Red Yang (S), and the Six Red Yang Formation (F). In order to use Final Shape, one uses it as an infusion of chakra and vitality, depending on the level applied. The infusion changes the inherent mechanics of each barrier type. On a basic level the technique allows the user to shape any of these three barriers to suit their needs, escaping basic geometric formations that they are confined to. That said, they must still be used as traditional barriers. They cannot be shaped into projectiles, formed into armor, or anything that does not confine them to being used as constructs to defend or confine a certain area of the map or landmark. Each barrier is modified to be able to absorb a certain amount of damage akin to a health pool, rather than being broken by a single technique that meets a threshold. When applied to the Violet Flames barrier it allows it to absorb 100 damage before breaking, at the cost of a 30 chakra infusion. The Four Red Yang Formation is afforded the capability to absorb up to 200 points of damage at the cost of a 60 chakra infusion and 20 health points, and its Six Red Yang counterpart can absorb up to 400 points of damage. This comes at the cost of 100 additional chakra infusion and 80 health points. The essence allows the user to overcome the need for multiple partners to use it. Regardless of the rank applied, once the barrier expires the user cannot use Fuuinjutsu above A-Rank for three turns. This Final Shape was issued in Arc 16, and will be sunset at the beginning of Arc 19.
 
Last edited:

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,083
Kin
2,740💸
Kumi
916💴
Trait Points
5⚔️

Lets have some fun

(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.

The Banshee's Wail | Josei Himei
Type: Supplementary
Rank: A
Range: N/A
Chakra: (-10 per turn)
Damage: N/A
Description:
The Banshee's Wail is a special set of in-ear defenders that were made for the purpose of mimicking the Sound Ninjutsu known as Inner Sonar, but to a much more advanced level. By using technology fitted within the defenders, the user can decipher where and what happens around them with pinpoint precision without the need to use their breathing for the technique. When the device receives any vibrations of sound, it can calculate where it had come from, and by sending a harmless current into the users inner ear, can allow them to "feel" where or what happened without actually seeing it. The device itself also has built in dampeners that allow it filter out any extreme noise above certain thresholds that would be damaging to the user while also being able to filter out any noise that may affect the users balance through manipulation of sound.
Notes:
-Must be kept active with 10 chakra per turn.
-Can filter 60 damage worth of Sound jutsu per turn
-Last up to 4 turns per activation and can only be activated twice.

( Chakura Tu ) Chakra Blade
Type: Tool
Rank: A
Range: Short
Chakra: 30 per turn
Damage: 60
Description: The user invents a chakra blade that uses the wielder's chakra to generate a makeshift blade but has the downside of draining too much chakra too quickly. These blades are able to cut through attacks of the same rank and below with ease. Cyborgs are able to grow these blades from attachments to their body.
Note: Ninja can have up to 2 Chakra Blades. Cyborgs can have up to 4 and are able to be double sided for double the chakra cost.

Tenshi | Valkyrie
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A (10/20/30 or -10 per turn)
Damage: N/A
Description:
A simple small backpack type tool, this has several protrusions along the shoulder blade joints that stick out. From these the user can eject chakra to create wing like creations, that allow the user to float gently and softly. Within the backpack are rechargeable solar batteries that can hold 50 chakra.
The wings themselves are able to launch the user in a direction with a cost of 10 per range, meaning 10 for short, 20 for mid and 30 for long. At the cost of 10 chakra per turn the user can keep the wings active to float.
As a the battery itself cannot be charging while in use, meaning that while active it cannot recover chakra.
Notes:
-Should the user wish, they can funnel their own chakra into the tool. Activation of the pack will cost a move, however maintaining for floating is considered passive.
-Activation of wings can only be activated every other turn, meaning once activated it takes a turn to cool down before being activated again.

Futōmei Seido | Opaque Precision
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description:
A simple but effective body seal, the user writes onto a paper tag the symbol for light and having it placed on their body. When activated in battle, it creates a bright chakra sphere the covers up to short range, comprised entirely of chakra fueled light being continuelly fueled from the users chakra. This light shines as brightly as a paper flash bomb or Lightning Pillar, obscuring the user and making it difficult to look towards the source. While opponents find it hard to look towards the user, the downside is that even while turned away, they can still tell where the user is from the bright shining light. Lasts up to 3 turns.
Notes:
Must be placed in the users biography or at the start of a fight
Can only be used twice with a 3 turn cooldown inbetween each use.

( 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.
 
Last edited:

Ańbu Juniør

Legendary
Joined
Feb 3, 2009
Messages
18,522
Kin
2,358💸
Kumi
20,714💴
Trait Points
28⚔️
Status
Awards
Caladbolg was strapped firmly across my back and the calcified essence of the Kulullu was fastened in place on my hip. With Sirris and Sif housed within me, Solaire was the only ninken on the field. Our opponent was someone I had faced before, so there was no need to exchange pleasantries this time around. A single thought was shared between myself and my pack brother, and we sprung into action at the same time. I began by passively applying a seal to Caladbolg's blade before weaving a number of handseals and slamming my hands to the ground, creating a barrier that forced Kazumi to the ground and rendered her immobile due to the massive pressure it exerted.

Solaire on the other hand leaped into the air at an angle away from me and gathered a large amount of chakra as he rapidly rotated his body. As he spins he shapes the chakra around him into a spear before diving back to the eath and drilling into it, sending the chakra into it in the form of two massive, spiraling beams of radiant gold chakra. The beams would burst from the earth at a 50-degree angle just in front of Kazumi, doing massive damage to her as they rip through her trapped body. Our offensive was deployed seamlessly, meaning that as I slam the ground to create the barrier, Solaire would dig into the eath and launch his chakra, leaving the woman no room to maneuver as the drills would rise from beneath her as she's forced to the ground by the barrier

[Fuuinjutsu: Henkan] - Sealing Art: Conversion (Passive)
Type: Supplementary
Rank: A-Rank
Range: Short - long
Chakra: 30
Damage:60
Description: A simple fuuinjutsu formula that is applied to a form of metal. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire or lightning. Though, instead of containing this element within the seal, instead in coverts the element and redistributes it through the metallic object, channeling it around it. For example, if this seal were applied to a sword, the user could activate the seal to draw in the lightning and have it then converted and redistributed around the sword, using the seal as a method of reshaping the technique and applying it as a coating around the sword. Like the cannon B rank seal, this can absorb up to S rank energy based elements, and reform them to coat the object the seal is applied to. This will only work on wind, lightning and fire based elements, and advanced variants such as typhoon or black lightning. This is possible much like how jiraiya was able to use the seal to absorb amaterasu, and advanced variant of fire. The limit to this is, that the seal can only coat the item it's placed on and not be manipulated further. It will coat the item for 1 turn. The formula can be applied to part of an object so as to not hurt the user when the coating is applied, for example, only applied to the blade of a sword, so the user can hold the handle without hurting themselves.

Note: Useable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and redistributed coating the item within mere moments, last until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu above A rank in the following turn.
(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.
(Joushou Doriru Dageki) – Rising Drill Shock
Type: Offensive/Defensive
Rank: S
Range: Short - Mid (Made short-range with a mid-range reach)
Chakra: 40
Damage: 80 (+ 20 = 100)
Description: This is a technique developed by Caius of the Inuzuka clan. While gathering large amounts of chakra, the user will jump into the air and spin furiously and shape the chakra around him into a spear similarly to the second method of lightning release: ascending earth. He then dives down and drills straight into the ground, releasing the chakra under the targets, and shot upward or at an angle in the form of two large vertical columns made from the user's chakra, that spin at ferocious speeds as they rise, granting the columns piercing and shredding capabilities. Alternatively the columns can be used to shield the user and an ally.
-Can be used twice per battle
-No S-rank or above techniques next turn
-Can be performed by an Inuzuka or his ninken
-Physical contact with the ground must be made
Health
160
Chakra
2000 - 85​
 
  • Haha
Reactions: Daemon

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,083
Kin
2,740💸
Kumi
916💴
Trait Points
5⚔️
Caladbolg was strapped firmly across my back and the calcified essence of the Kulullu was fastened in place on my hip. With Sirris and Sif housed within me, Solaire was the only ninken on the field. Our opponent was someone I had faced before, so there was no need to exchange pleasantries this time around. A single thought was shared between myself and my pack brother, and we sprung into action at the same time. I began by passively applying a seal to Caladbolg's blade before weaving a number of handseals and slamming my hands to the ground, creating a barrier that forced Kazumi to the ground and rendered her immobile due to the massive pressure it exerted.
Solaire on the other hand leaped into the air at an angle away from me and gathered a large amount of chakra as he rapidly rotated his body. As he spins he shapes the chakra around him into a spear before diving back to the eath and drilling into it, sending the chakra into it in the form of two massive, spiraling beams of radiant gold chakra. The beams would burst from the earth at a 50-degree angle just in front of Kazumi, doing massive damage to her as they rip through her trapped body. Our offensive was deployed seamlessly, meaning that as I slam the ground to create the barrier, Solaire would dig into the eath and launch his chakra, leaving the woman no room to maneuver as the drills would rise from beneath her as she's forced to the ground by the barrier
[Fuuinjutsu: Henkan] - Sealing Art: Conversion (Passive)
Type: Supplementary
Rank: A-Rank
Range: Short - long
Chakra: 30
Damage:60
Description: A simple fuuinjutsu formula that is applied to a form of metal. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire or lightning. Though, instead of containing this element within the seal, instead in coverts the element and redistributes it through the metallic object, channeling it around it. For example, if this seal were applied to a sword, the user could activate the seal to draw in the lightning and have it then converted and redistributed around the sword, using the seal as a method of reshaping the technique and applying it as a coating around the sword. Like the cannon B rank seal, this can absorb up to S rank energy based elements, and reform them to coat the object the seal is applied to. This will only work on wind, lightning and fire based elements, and advanced variants such as typhoon or black lightning. This is possible much like how jiraiya was able to use the seal to absorb amaterasu, and advanced variant of fire. The limit to this is, that the seal can only coat the item it's placed on and not be manipulated further. It will coat the item for 1 turn. The formula can be applied to part of an object so as to not hurt the user when the coating is applied, for example, only applied to the blade of a sword, so the user can hold the handle without hurting themselves.
Note: Useable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and redistributed coating the item within mere moments, last until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu above A rank in the following turn.
(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.
(Joushou Doriru Dageki) – Rising Drill Shock
Type: Offensive/Defensive
Rank: S
Range: Short - Mid (Made short-range with a mid-range reach)
Chakra: 40
Damage: 80 (+ 20 = 100)
Description: This is a technique developed by Caius of the Inuzuka clan. While gathering large amounts of chakra, the user will jump into the air and spin furiously and shape the chakra around him into a spear similarly to the second method of lightning release: ascending earth. He then dives down and drills straight into the ground, releasing the chakra under the targets, and shot upward or at an angle in the form of two large vertical columns made from the user's chakra, that spin at ferocious speeds as they rise, granting the columns piercing and shredding capabilities. Alternatively the columns can be used to shield the user and an ally.
-Can be used twice per battle
-No S-rank or above techniques next turn
-Can be performed by an Inuzuka or his ninken
-Physical contact with the ground must be made
Health

160
Chakra
2000 - 85
Kazumi had fought many opponents before but this time it was for the honour of glory in a tournament. She had been ready to fight the moment the tournament was announced. As the fight started her opponent dropped to the ground to place a barrier on her. The barrier itself was translucent mostly but a shade of pink. Not bothered by it at all, she felt some chakra leave her and some force try to push her to the ground, but she still had plenty of reserves left. Kazumi would bend down channeling chakra into her fist would crush the ground around them, sending out a huge omnidirectional shockwave around them. The massive blast would ripple through the air sending a wave of pressure towards the two targets dealing heavy damage should they be caught. The shockwave would deal damage to kotetsu as well as disrupt the beam that was coming from underground. Surging chakra around her body and following up with it, she would then rush towards Kotetsu aiming to finish this fight quickly. Channeling chakra to her hands and feet, and through her body, she would freeform strike his head (critical strike).

( Shōgeki no Nami Hana )- Shock Wave Blossom
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30+25=55-10=45
Damage: 60+20+25=105
Description: The user, with her super strength, punches the ground causing a powerful tremor through the field. This forces standing targets to be knocked down and the earth shattered.
Note: Can only be used by Sakura, Tsunade, or Sarada bios.

( Chakura Chikara ) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: ( +25 to taijutsu techniques )
Damage points: ( +25 to taijutsu techniques )
Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike.
Note: Can only be used by Sakura, Momoshiki, Sarada or Tsunade bios.
Note: Once activated, lasts the entire battle.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn) - 15=85
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.




Health - 200
Chakra - 2000>1870
 
Last edited:

Ańbu Juniør

Legendary
Joined
Feb 3, 2009
Messages
18,522
Kin
2,358💸
Kumi
20,714💴
Trait Points
28⚔️
Status
Awards
Kazumi had fought many opponents before but this time it was for the honour of glory in a tournament. She had been ready to fight the moment the tournament was announced. As the fight started her opponent dropped to the ground to place a barrier on her. The barrier itself was translucent mostly but a shade of pink. Not bothered by it at all, she felt some chakra leave her and some force try to push her to the ground, but she still had plenty of reserves left. Kazumi would bend down channeling chakra into her fist would crush the ground around them, sending out a huge omnidirectional shockwave around them. The massive blast would ripple through the air sending a wave of pressure towards the two targets dealing heavy damage should they be caught. The shockwave would deal damage to kotetsu as well as disrupt the beam that was coming from underground. Surging chakra around her body and following up with it, she would then rush towards Kotetsu aiming to finish this fight quickly. Channeling chakra to her hands and feet, and through her body, she would freeform strike his head (critical strike).

( Shōgeki no Nami Hana )- Shock Wave Blossom
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30+25=55-10=45
Damage: 60+20+25=105
Description: The user, with her super strength, punches the ground causing a powerful tremor through the field. This forces standing targets to be knocked down and the earth shattered.
Note: Can only be used by Sakura, Tsunade, or Sarada bios.

( Chakura Chikara ) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: ( +25 to taijutsu techniques )
Damage points: ( +25 to taijutsu techniques )
Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike.
Note: Can only be used by Sakura, Momoshiki, Sarada or Tsunade bios.
Note: Once activated, lasts the entire battle.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn) - 15=85
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.




Health - 200
Chakra - 2000>1870
Just have some quick questions.
 

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
28,593
Kin
2,191💸
Kumi
73,836💴
Trait Points
41⚔️
In AJ's CR post, he raises doubt as to how Sakura is capable of navigating while under the effects of MIE, stating that it should be unable to funnel the chakra into her Jutsu to enhance it enough to make her response valid, citing a Kai ruling to support his argument. Zatanna argues that she is capable of this, citing a Vex ruling to support her argument.

This is an easy issue to deal with. First, both of those rulings should be pointed out as one can think they contradict one another but this is not the case; Kai's ruling states activation can be done alongside other Taijutsu or physical actions as long as they do not require chakra to be used. This is very true: You cannot activate Chakra Enhanced Strength at the same time as a Jutsu that requires chakra as two techniques using chakra cannot take place. This will cause both techniques to cancel out and neither is used, as per previous rulings.

The ruling Vex made states that he believes that the barrier would be able to bind Zatanna [Sakura] for any significant amount of time, or to even force her onto the ground.

The difference between these rulings applies to how the techniques are used, which techniques are used and the actual scenarios. In the second, Sakura is under the effects of the White Seal and the Strength of a Hundred Jutsu, both tremendously increasing her capabilities. In the first, she has neither of these applied to her being and instead uses CES at the same time as a Taijutsu attack. While Sakura's passive enhanced strength would likely enable her to have some mobility, it doesn't allow her to ignore the chakra draining effects of the barrier. It would just enable her some limited form of movement and not at the same level as before - definitely not with just her passive damage increases alone. Let's assume she has full mobility though.

CES has to be activated prior to use, thats how it enhances Taijutsu by adding more chakra to the attacks to dramatically increase it's power. This is the very reason she activates it and then attacks in the RP. If this requires activation prior to applying to techniques, it cannot be done at the same time as a technique requiring chakra which invalidates both.

Even then, because the effects of the seal are still present, it cannot augment a technique after it's use if the technique would use more chakra than the user can use at the time, which would be 30 chakra. This would prevent the attack from working on two different accoaccounts and the subsequent Yang technique also fails due to its heavy chakra use and would leave her in the same place as she didn't move outside of the attacks. This would mean AJ's dogs also impact her with their drill from below, causing heavy damage to her.

Tl;dr Zatannas move fails due to using both at th same time as well as having too much chakra for them to work, leaving AJs move to go through uncontested. It is now AJs turn.
 

Ańbu Juniør

Legendary
Joined
Feb 3, 2009
Messages
18,522
Kin
2,358💸
Kumi
20,714💴
Trait Points
28⚔️
Status
Awards
Thanks LoK. I'll leave you to figure out the amount of damage you take after reductions (if you have any), and what percentage of Damage/Effects you suffer from according to the health system @Strix.
The massive drills of chakra burst forth from the ground to deal heavy damage to Kazumi's body. The scent of her blood filled our noses, causing me and my ninken to enter a frenzy of excitement that allowed us to lock onto her scent. Regardless of the means, she could no longer escape us. Through our shared mental link, I instructed Solaire to jump from the hole he'd dug into and return to my side. As he moved, Sif emerged from my body and invoked an incredibly fast spin in a drill-like shape, one of such ferocity that the air around him howled and quaked as he moved forward through the air to strike Kazumi. Additionally, he infused his rotation with raw chakra to create a lubricating layer that served to reduce the friction as he spun and amplified the strength of his rotation.

I, on the other hand, weaved two handseals and changed the ground into an adhesive, chakra-infused swamp of mud that was a hundred meters deep and spanned the entire field, except for a three-meter area around myself and Solaire. It would immediately ensnare Kazumi, causing her to sink into it and suffocate, a process that would be sped up by Sif's attack. Naturally, as he traveled through the air (about a meter off the ground) he would have no contact with the mud.

Vánagandr Wa - Odin Ni Hoshoku Shimasu | Vánagandr - Preying of Odin (Passive)
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Hunted and the Hunter, this technique seeks to encapsulate both concepts and, as two sides of the same coin manifests itself in the form of two distinct abilities.

Hunted - Marked

In response to drawing blood from an opponent an Inuzuka bonded with a high breed will be influenced by the strong frenzy and excitement elicited from their mental link with their Ninken. This rising frenzy will allow both the Inuzuka and Ninken to produce an exaggerated lock on effect to the enemies scent and blood - to such an extent that an opponent, once locked on to, will be incapable of hiding from the user through any means other than space/time. Even then, a space time user will, to a locked on Inuzuka, leave behind a discernible residue that will seep out from around their warping point like a scar, and through inspection of the scar an Inuzuka will be able to acquire information such as whether an opponent has returned to the current world, how long they've been gone for, and through use of a sixth sense such as the one that allows dogs to anticipate bad weather or even disasters, the user can even anticipate when they will return and immediately re-locate them once they do. Furthermore, upon entering within short range of one of their Hunters, a Hunted target will be subjected to extreme and constant mental intimidation, not unlike killing intent, that will forcefully lower their speed back down to their base speed, and also reduce the power of all of their Ninjutsu by -15, and their primary affinity by a full -20. However this can be treated in the same was as Killing intent, in that the shock of physical pain can remove the adverse mental stimuli - however it is superior to killing intent in that as long as the activation conditions are maintained Intimidation will renew itself next turn without cost - meaning that continuous releases may be necessary.


Hunter - Void Assault

Being Apex Predators the High Breed take much delight in stalking and hunting their prey. This ability, void assault, is an extension of a predator's natural ability to hunt, and takes a core ability of many great land predators - stalking, and amplifies it greatly. Through use of chakra a High Breed is capable of entering into an unparalleled stealth, one that masks not only it's visage, but also it's chakra system from an opponent. A stealthed high breed cannot be detected through any means, whether it be through the five senses or through a special clan specific 6th or 7th sense, as their use of chakra serves to deflect all forms of detection - not unlike how chakra is used to deflect light to render the target invisible during 'Hiding in Camouflage' technique; and thus elevates a High Breed into a state of absolute stealth (this is true to all Chakra Sensing, Emotion Sensing, Doujutsu, Enhanced Hearing, etc - basically, all forms of sensing; however it cannot prevent physical means of detection such as weight, contact, etc sensing or methods which don't fall under the "senses" category). They leave behind no scent, no trail, they cannot be heard or smelt, nor can the vibrations of their movements be felt. However, the absolute stealth will completely shatter as a High Breed enters within a meter and a half of an opponent. As with all forms of Stalking, Void Assault is utilized to close distance and, once within pouncing distance the prey will become aware of their predator as it closes in - in this case, a High Breed will be rejected from its state of stealth, to such an extent that even the most foolish and unsuspecting will be alerted to the sudden presence of a being behind them. The exception however is if a High Breed remains dead still - at which point Void Assault can be maintained even within a meter of an opponent, however the moment a High Breed makes a move or attempts to mold chakra the stealth will be broken.

Note:
- Marked is the passive portion of this technique, it activates automatically upon drawing an opponents blood or coming into contact with their blood sample (30 meters range for encountering blood). The intimidation aspect however requires a move to activate, and once activated will remain persistent indefinitely (However an Inuzuka or one of his Ninkens is required to be within short range of its targets for the effects to persist, otherwise they will wear off after a turn until the conditions are once again met)
- The initial passive activation of marked saps 20 chakra from all hunting participants.

- Void Assault can be cast by multiple Ninken simultaneously, counting as only one technique if that is the case. It can only be broken by entering into a meter and a half distance of an opponent, otherwise it will remain active until the Ninken chooses to cancel the technique or uses a technique of his own (keeping the stealth ability active requires focus and conscious input, preventing its sustained effect when actively engaging in performing techniques, including Taijutsu).
- Void assault drains -20 chakra per turn from each Ninken. (High Breeds have their own independent chakra supply)
- Void assault can be initiated 4 times through use of this technique.
- Summons marked as Hunted will immediately disperse back to their homeland out of fear.
Ōkami No Kaminoikari | Wrath of the Wolf God
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (80 + 20 + 20 = 120)
Description: Existing as the pinnacle of Gatsuuga or Gatenga variants, Wrath of the Wolf God requires the expenditure of vast amounts of chakra so as to reach staggering gyration speeds. Initiated by channeling chakra throughout the body so as to cushion internal organs and heighten muscle, bone, and connective to place the body in an above peak state, Wrath of the Wolf God will have the user then begin to spin just as they would when utilizing a Gatsuuga or Gatenga technique. The difference, however, lies in the immense amount of chakra that will flow through, and seep out of the user's body. At times the chakra will spin in the same direction as the user, at other times it will spin in the opposite, adjacent or random angles that will generate increased traction for even greater rotations per minute. Regardless of the manner in which the chakra spins, one thing will be certain, that the user's physical spin will far surpass that of any Gatsuuga or Gatenga technique ever demonstrated. So fast in fact, that the air will visibly ripple in the wake of the user as they move, as the user will easily achieve the tops speeds of Dance of the Wolf God, and a howl - said to be that of Fenrir himself will emanate from the user's position. The flaw of this technique, however, is that it is not immediately invoked at its full power. On the turn of its creation Wrath of the Wolf God will only possess the power of an S-ranked attack (it is considered neutral to elemental techniques), however, as the user's rotation speed continuously increases it will, by each passing turn, receive a cumulative +10 damage boost that will allow it to reach its full powered forbidden ranked damage by the turn after it is used. Once Wrath of the Wolf God is started, it can only be stopped by the user or a technique of equal or greater power, against anything else the Gatsuuga/Gatenga will merely momentarily lose momentum, and then immediately recover by the beginning of the next turn, it may be vital, then, for an opponent to stop it in its initial stage, before it can ramp up in power.
Notes:
- This technique can only be used once per Ninken or Inuzuka. If an Inuzuka uses it, then the Ninken cannot use it, and vice-versa.
- The backlash when this technique ending is severe, once stopped the restrictions will take a turn to kick in. On the next turn, the user will, on account of achieving such immense rotation speeds, experience severe dizziness to such an extent that they will not be able to walk properly, halving their speed, and their vision will also be severely impaired as everything will appear blurry. On account of motion sickness, the user will experience severe nausea that will prevent then from using any technique that involves spewing a substance from the mouth for a turn, and their extremities will be racked with pain for two turns.
- If canceled before Wrath of the Wolf God can reach its forbidden ranked power, then the user will only experience the pain backlash, and for only one turn.
- If the complete version is achieved the user will, upon receiving the backlash, be barred from Inuzuka or taijutsu techniques above B-rank for two turns.
Ōkami No Keitaku | Blessing of the Wolf God
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Blessing of the Wolf God is a technique designed to assist the use of Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of raw chakra into a Gatenga or Gatsuuga natured technique, the user is able to create a lubricating layer of chakra that serves to reduce the friction that is created when an Inuzuka or a Ninken rapidly spin their body while moving through the air, increasing the intensity of the spins and amplifying the strength of said rotation by +20. This technique can be used alongside Gatsuuga and Gatenga techniques as they are initiated, meaning that it can be used within the same timeframe of the technique to which it is applied.
Notes:
- This technique can be two times per Ninken and Inuzuka, but cannot be used consecutively.
- In the following turn, the Ninken or Inuzuka who used this technique will be unable to perform Gatsuuga or Gatenga techniques above A rank due to the stain the intensified rotating added to their bodies.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, it can be performed in virtually the same timeframe as it has no independent usages.
- Can only be taught by Ańbu Juniør.
( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden
Range: Short - Long
Chakra: 30 - 50
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.
Health
160
Chakra
1915 + 85 - 90​
 
  • Like
Reactions: Shady Doctor

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,083
Kin
2,740💸
Kumi
916💴
Trait Points
5⚔️
With the pressure abaded, the earth tembled and turned into mud. with a howl the dog was rotating towards Kazumi with a taijutsu technique. Summoning forth underneath her, with its passive ability to swim through Swamp and tank all sorts of damage, Kazumi summoned forth Mega Aggron. As Kazumi stood on its back, it reared up tanking the hit from the dog with easae. The taijutsu not being able to break through its body. Kazumi would flood her body with Yang chakra as she would enter the Yang Mode, sending two orbs towards where Kotetsu was standing. One would strike his foot the other would strike the ground to create a huge explosion

Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Mega Aggron is a large Sage ranked bipedal armoured crocodile-like Pokemon. It is primarily black with plates of silver-colored armor. The armor on its head has two pairs of holes with horns protruding from the foremost holes. Its forehead plating extends past its upper jaw in a small point. It has sky-blue eyes, and two nostril-like holes on the tip of its upper jaw. On the rim of its mouth are several pointed, fang-like protrusions and the nape of its neck and back have gray-silver armor sections. Aggron’s entire body is as hard as steel allowing him to tank Forbidden techniques without sustaining damage. Due to it’s large bulk, Aggron moves at the speed of an S-Jounin. He can however travel underground or swim through Swamp passively at the speed of a Sage. Aggron has an ability called Sturdy which allows him to tank a single technique beyond his normal immunity regardless of it’s damage value. It must be activated prior to being struck with a technique, costs a move to use and can only be used twice per battle. He also has another ability called Filter which reduces the damage he takes from Ninjutsu by ¼ and damage from Taijutsu by ½. He is able to use both Steel and Earth techniques of any rank. After tanking at least a single technique and at the cost of a move, Aggron can use an ability called Metal Burst which releases an omnidirectional blast of steel shards from his body equivalent in damage to the last technique he was struck by that spans into mid-range in every direction.

Note: Filter is a passive ability
Note: Metal Burst can be used three times per battle
Note: Sturdy can only be used once per battle (twice per event)

(Yoton Modo) - Yang State
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo's Six Paths Sage Mode, those who have completed Yang can enter this mode to elevate their prowess but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black jumpsuit akin to the one Bruce Lee donned in the “Tower of Death.” Their hair and sclera become white as well and their hands gain pure white, fingerless gloves with black magatama on the back. Along with the 4 Truth-Seeking Orbs, the user will gain a pair of white nunchaku consisting of the same energy and ability of the orbs. The main attribute that users in this state gain is Tian. Tian refers to a physical power beyond the scope of the earthly mortal. While in this state, the user’s ability to track and react to movements and actions is near limitless. Gaining a tracking capability on par with the Eighth Gate, the user's speed increases by x6 as well. Almost all physical damage is all but negligible to a user in this state, tanking S rank damage from any clash. The only possible way to cause physical harm to a user in this state would be for them to use Yang Release or Forbidden ranked techniques, or techniques that exceed the damage of 7th Gate and beyond. The effects of these Jutsu, while not dealing physical damage, will still apply such as fatigue, paralysis, etc. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.
Note: This technique only last 6 turns and can be used only once per battle.
Note: One must have completed Yang Release in order to use this technique. The user can only use either Yin or Yang State on any bio.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.

(Yoton: Gudodama) Yang Release: Truth-Seeking Ball (ref)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 70 (-20 per turn)
Damage: 100 each
Description: This is a version of the Truth-Seeking Ball capable only to users within the Yang State. These orbs possess the five nature elements plus the user’s Yang Release chakra. The ratio of Yang chakra that exists within the orbs is greater than the parent technique and thus has more physical qualities to compensate for the lack of Yin and natural energy. These orbs are around the size of a fist and are bright, radiant, and white. These orbs are malleable like the parent technique due to the collection of nature chakra within them; however, they have a great deal more physical energy due to their high ratio of Yang chakra. The high concentration of Yang makes these orbs incredibly hot to the touch. No heat actually emanates from the orbs, but if anyone or anything else other than the user comes into contact with the orbs, they’ll scorch immediately. These orbs can effortlessly evaporate liquids and disintegrate solids. High energy elements like lightning and fire only feed its energy and thus these orbs can only be matched by chakra exceeding forbidden rank in strength. Like the parent technique, the user can generate various shapes and entities with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion with these orbs. With the use of a single hand seal, however, the user can use one of their orbs to heal themselves or others from damage that could have otherwise been fatal. The user can do this twice ( only once on themselves ), sacrificing up to two spheres, however, the user can only use the application once every three turns. Again, like the parent technique, the user can only command the orbs for two turns before they return to an idle position. After using one of the orbs to heal damage, the user will be unable to use the Truth Seeking Orbs for 3 turns.
Note: Can only be used while in Yang State.
Note: The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 20 meters they will remain until the user gets close enough to call them back.
Note: The user gains 4 orbs which surround them in any form they desire upon creation.

( Toyokumono ) - Toyokumono (ref)
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-50 per turn)
Damage points: N/A
Description: This technique is the strongest non Eighth Gate Taijutsu in existence. Toyokumono gives the user's Taijutsu powerful space warping abilities and puts them on par with Night Guy in terms of capabilities. The effects of this technique are strongest the closer one is to the user, allowing the user to bend space towards him to let Taijutsu attacks "phase" through counters. When taijutsu is used, the user is able to cause the space around and near the attacks to bend either towards or away from the attack. When in short range, this allows the user go have a near 100% chance of landing attacks despite any physical counter presented. Should target be mid range away, the user is able to warp the space in between his attack, causing it to bend towards it, effectively pulling the target towards the attack and reducing the space between the attack and opponent to short range. With this technique, the only way to avoid taijutsu would be to combat them with energy attacks or stay out of mid range.
Note: The S/T warping of this technique allows attacks to effectively warp through defenses of equal rank and lower regardless of chakra input or damage should they be physical/corporeal.
Note: This ability remains active for as long as the user is using Yang State.

HP 130 - (20% drawbacks)
Chakra 1870-40-200=1630
 

Ańbu Juniør

Legendary
Joined
Feb 3, 2009
Messages
18,522
Kin
2,358💸
Kumi
20,714💴
Trait Points
28⚔️
Status
Awards
With the pressure abaded, the earth tembled and turned into mud. with a howl the dog was rotating towards Kazumi with a taijutsu technique. Summoning forth underneath her, with its passive ability to swim through Swamp and tank all sorts of damage, Kazumi summoned forth Mega Aggron. As Kazumi stood on its back, it reared up tanking the hit from the dog with easae. The taijutsu not being able to break through its body. Kazumi would flood her body with Yang chakra as she would enter the Yang Mode, sending two orbs towards where Kotetsu was standing. One would strike his foot the other would strike the ground to create a huge explosion

Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Mega Aggron is a large Sage ranked bipedal armoured crocodile-like Pokemon. It is primarily black with plates of silver-colored armor. The armor on its head has two pairs of holes with horns protruding from the foremost holes. Its forehead plating extends past its upper jaw in a small point. It has sky-blue eyes, and two nostril-like holes on the tip of its upper jaw. On the rim of its mouth are several pointed, fang-like protrusions and the nape of its neck and back have gray-silver armor sections. Aggron’s entire body is as hard as steel allowing him to tank Forbidden techniques without sustaining damage. Due to it’s large bulk, Aggron moves at the speed of an S-Jounin. He can however travel underground or swim through Swamp passively at the speed of a Sage. Aggron has an ability called Sturdy which allows him to tank a single technique beyond his normal immunity regardless of it’s damage value. It must be activated prior to being struck with a technique, costs a move to use and can only be used twice per battle. He also has another ability called Filter which reduces the damage he takes from Ninjutsu by ¼ and damage from Taijutsu by ½. He is able to use both Steel and Earth techniques of any rank. After tanking at least a single technique and at the cost of a move, Aggron can use an ability called Metal Burst which releases an omnidirectional blast of steel shards from his body equivalent in damage to the last technique he was struck by that spans into mid-range in every direction.

Note: Filter is a passive ability
Note: Metal Burst can be used three times per battle
Note: Sturdy can only be used once per battle (twice per event)

(Yoton Modo) - Yang State
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo's Six Paths Sage Mode, those who have completed Yang can enter this mode to elevate their prowess but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black jumpsuit akin to the one Bruce Lee donned in the “Tower of Death.” Their hair and sclera become white as well and their hands gain pure white, fingerless gloves with black magatama on the back. Along with the 4 Truth-Seeking Orbs, the user will gain a pair of white nunchaku consisting of the same energy and ability of the orbs. The main attribute that users in this state gain is Tian. Tian refers to a physical power beyond the scope of the earthly mortal. While in this state, the user’s ability to track and react to movements and actions is near limitless. Gaining a tracking capability on par with the Eighth Gate, the user's speed increases by x6 as well. Almost all physical damage is all but negligible to a user in this state, tanking S rank damage from any clash. The only possible way to cause physical harm to a user in this state would be for them to use Yang Release or Forbidden ranked techniques, or techniques that exceed the damage of 7th Gate and beyond. The effects of these Jutsu, while not dealing physical damage, will still apply such as fatigue, paralysis, etc. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.
Note: This technique only last 6 turns and can be used only once per battle.
Note: One must have completed Yang Release in order to use this technique. The user can only use either Yin or Yang State on any bio.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.

(Yoton: Gudodama) Yang Release: Truth-Seeking Ball (ref)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 70 (-20 per turn)
Damage: 100 each
Description: This is a version of the Truth-Seeking Ball capable only to users within the Yang State. These orbs possess the five nature elements plus the user’s Yang Release chakra. The ratio of Yang chakra that exists within the orbs is greater than the parent technique and thus has more physical qualities to compensate for the lack of Yin and natural energy. These orbs are around the size of a fist and are bright, radiant, and white. These orbs are malleable like the parent technique due to the collection of nature chakra within them; however, they have a great deal more physical energy due to their high ratio of Yang chakra. The high concentration of Yang makes these orbs incredibly hot to the touch. No heat actually emanates from the orbs, but if anyone or anything else other than the user comes into contact with the orbs, they’ll scorch immediately. These orbs can effortlessly evaporate liquids and disintegrate solids. High energy elements like lightning and fire only feed its energy and thus these orbs can only be matched by chakra exceeding forbidden rank in strength. Like the parent technique, the user can generate various shapes and entities with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion with these orbs. With the use of a single hand seal, however, the user can use one of their orbs to heal themselves or others from damage that could have otherwise been fatal. The user can do this twice ( only once on themselves ), sacrificing up to two spheres, however, the user can only use the application once every three turns. Again, like the parent technique, the user can only command the orbs for two turns before they return to an idle position. After using one of the orbs to heal damage, the user will be unable to use the Truth Seeking Orbs for 3 turns.
Note: Can only be used while in Yang State.
Note: The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 20 meters they will remain until the user gets close enough to call them back.
Note: The user gains 4 orbs which surround them in any form they desire upon creation.

( Toyokumono ) - Toyokumono (ref)
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-50 per turn)
Damage points: N/A
Description: This technique is the strongest non Eighth Gate Taijutsu in existence. Toyokumono gives the user's Taijutsu powerful space warping abilities and puts them on par with Night Guy in terms of capabilities. The effects of this technique are strongest the closer one is to the user, allowing the user to bend space towards him to let Taijutsu attacks "phase" through counters. When taijutsu is used, the user is able to cause the space around and near the attacks to bend either towards or away from the attack. When in short range, this allows the user go have a near 100% chance of landing attacks despite any physical counter presented. Should target be mid range away, the user is able to warp the space in between his attack, causing it to bend towards it, effectively pulling the target towards the attack and reducing the space between the attack and opponent to short range. With this technique, the only way to avoid taijutsu would be to combat them with energy attacks or stay out of mid range.
Note: The S/T warping of this technique allows attacks to effectively warp through defenses of equal rank and lower regardless of chakra input or damage should they be physical/corporeal.
Note: This ability remains active for as long as the user is using Yang State.

HP 130 - (20% drawbacks)
Chakra 1870-40-200=1630
Yea....I don't believe this works.
 

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
28,593
Kin
2,191💸
Kumi
73,836💴
Trait Points
41⚔️
In AJ's second CR post, he raises doubt as to how Sakura is capable of first summoning Aggron and if the summoning itself can save her from the clutches of the swamp via it's ability to move through the swamp unhindered. Zatanna argues the opposite and says that this is possible.

The first of the two is the easiest to answer, using both the manga and the RP to back the reasoning. When Naruto was learning to summon toads, Jiraiya pushed him off a cliff towards spikes and he managed to summon Gamabunta for the first time while in the air. This is his first confirmed use of Summoning and he did not touch the earth. This can be seen here:

You must be registered for see medias

Later in Shippuden, Might Guy was seen meditating at the Waterfall of Truth when Kisame came crashing through and a fight began. Kisame attempted to flee but Guy had Kirabi launch him in the air after him. While in the air, Guy summoned Ningame while in midair to the turtle's irritation, shown below.

You must be registered for see images


With the addition of the Sasuke reference Zatanna raised in her CR post, it becomes glaringly obvious that you can summon animals while airborne. This has also been the case for several years in the RP itself, starting with the initial summoning of Ningame in air by Guy.

The second issue is almost as clear as the first issue, given the wording of the technique and the scenario at hand; The wording of the Aggron summoning itself states clearly that he is capable of navigating through Swamp of the Underworld at Sage ranked speeds, moving with ease as if never ensnared by it. With it being verified that Aggron can be summoned, and it's ability to move unobstructed, there is nothing to suggest in the technique itself that it would not be capable of moving a much smaller object as well. The closest argument to be made relies on the fact Swamp pulls the target further into it's clutches, not relying on gravity to achieve this. Because it pulls the target down on it's own, this means that it can be argued the pulling effect would have some level of success on Zatanna and prevent an easy escape, though this becomes vaguely reasoned/justified and at best would amount to a slowed movement but a successful one by Aggron nonetheless. As the one who made both the Swamp update and Aggron, I can rule on their interaction and I determine that Aggron would still be able to move about as well as save the user.

tl;dr Zatanna move checks out and the Aggron would move her while within the swamp.

Overall Ruling:

I'm not sure where some of the numbers come in at as I used the bios linked and found different numbers on my own. For example, when AJ's dog attack lands, it would hit Zatanna for a listed 100 damage. I see no passive damage shaving capabilities and because of the timeframe timing, this would happen before the Yang State technique had a chance to be used and as she didn't use it again in the next turn, it never triggers so she would be left with 100 health.

I saw misconceptions in discussions surrounding AJ's initial move as well that must be cleared up; the statement was that AJ went over his chakra cap by taking in 100 chakra from Zatanna while only spending 40 against her, going over his cap and dying. This is simply not true: Techniques that are passively used/drain chakra at the start of the fight are factored into chakra usage. AJ spends 65 chakra before the battle even starts and then passively spends another 20 per turn, putting him at -85 chakra from just passives in his first turn - this being before he has even actively used a jutsu. Having spent 105 chakra the first turn and absorbing 100 from Zatanna, this puts him at -5 chakra total. This means he is definitely safe from this.

With these factored in mind, it's hard to argue otherwise that Zatanna made better moves in the short show that we were given. In the two moves shown, Zatanna's entire move was essentially voided while AJ has not made any glaring issues in his moves. At best, AJ's biggest mishap was with the potential overabsorption of chakra which was cleared up above. AJ progresses to the next round.
 
Status
Not open for further replies.
Top