[Grand RP Tourney] - -Broly- (3) vs Riker (11)

-Broly-

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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 your bio is permitted to you, including those learned.
• All players start mid-range from each other in a plain field with a 50m radius with a river encircling it.
• A battle lasts max one week with a 2- day reply limit.
• 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

Bio: Red Hood
Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.


Post your bio and I'll start things off. Lets have a good fight, best of luck!

Jason stands with one vital pistol pointed at his opponent and the other holstered on his hip with his hand on it.
 

-Broly-

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Jason starts by using his index finger from his hand that was positioned on his holstered gun to move slightly, touching and activating 2 cards at the same time. The first card would spawn a pattern of lines along the ground and giving Jason a seal on his forehead that would be unseen due his mask. This seal would reach into the limits of mid range and would empower the second card he activated. This second card would resemble a wizard in purple garb that also carries a staff with him. This wizard would be spawned forth 2 meters to the left of Jason.


Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
Type:Supplementary
Rank: S
Range:Short-Mid
Chakra:40 (-10 per turn)
Damage:N/A
Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead
-Lasts 3 turns
-Once ended, can't be used for 4 turns
-Can only be used twice
(Fuinjutsu/Dyueru Monsutāzu :Burakku Majishan) Sealing Arts/Duel Monsters: Dark Magician
Type:
Offensive/Supplementary
Rank: S F
Range:
Short-Long
Chakra: 40 50
Damage: 80 (+1 Rank "Seal of Orichalcos") = 90 (+30 "Perfect Sage Mode") = 120
Description:
Monster Card: The activation of this card forms seal on the user's body in additon to a barrier in the shape of a 2.5 meter tall human man bearing spiked full body armor over a cloak with sealing tags and kanji covering it, as well a staff. The staff glows when summoned and passively releases a barrier that it serves as a conduit to in order to bring the battlefield under the Dark Magician's control and remains on the field so long as he does. This barrier will automatically detect the strength and react to any effect that would destabilize or change reality (in this case actions such as the use and manipulation of Space/Time techniques, removal/addition/transportation of anything from this plane of existence [this doesn't affect the summoning of familiars/entities based on chakra from either user] or otherwise actions that warp reality itself) that are activated within it. When this occurs the staff will glow and will sap chakra from the user's main pool of chakra in a method similar to "Medical Sealing Technique: Chakra Link". Like this seal, this effect will seek to create a chakra equilibrium and will release chakra within it at the source/location of the disruption equal to the amount chakra used to create it, and thus will cancel out the disruption as well as it's effects by doing so, even going so far as to negate the chakra used within/around/by seals to stop such disruptions used in this way as well. In the case of reverse summoning attempts, the chakra is released within the barrier as a whole in order to block anyone from leaving from inside of it. Of course this only works on techniques up to this card's rank as well as rankless techniques. It should be noted that this effect does not discriminate, and also affects the user and any techniques they may use to achieve such an effect. The usage of this ability to cancel out the above described techniques costs a move slot.

With a disdain for those that violate the laws of reality and nature, Dark Magician may twirl his staff and form purple glowing sealing circle(s) (like the one found behind him in the spoiler) behind him. This circle seemingly sinks into the ground, returning beneath the target(s) and is able to seal Undead and forbidden Entities, dragging them within the seal. This may affect entities such as that made possible via Kinjutsu as well as clones made via Kinjutsu. This technique may only affect the target types named above and may affect targets up to F Rank. This effect may be used once per turn, with a 2 turn cooldown in between usages up to twice per battle. Each sealing effect may effect a single usage of a technique, therefore if 3 undead entities are created via the usage of 1 S rank technique, this effect will seal all 3 entities. This effect also takes up a move slot and may not affect the opponent themselves.

Dark Magicians final ability may be used once per summoning and costs a moveslot and may only be used if the Seal of Orichachos is on the field. By slamming his staff on the ground he may erect a barrier around a target similar to "Sealing Technique: Three Directions Seal". This barrier forms in the shape of a pyramid, and possesses a diameter of 15m from corner to corner. Once created, it quickly implodes, collapsing in on itself dealing damage to the opponent equivalent to an (S rank) Jutsu, and has the added benefit of drawing them to the center of the pyramid, due to the aforementioned collapsing of the barrier.


Note: Must have Advanced Fuin in order to use Dark Magician's staff effect to seal away entities
Note: Dark Magician lasts for a total of 4 turns and may be used twice per battle with a 2 turn cooldown between usages
Note: The Dark Magician may use one of its abilities upon creation at the cost of an additional moveslot

Alongside Dark Magician's creation, he utilizes one of his abilities and slams his staff onto the ground in order to bring into existence a pyramid shaped barrier, who's closest wall would be 5.5 meters in front of the opponent with the remainder of it enclosing his opponent inside. Of course this would mean that there was quite a bit of space between Jason and the Pyramid. The pyramid would have a diameter of 15 meters alongside the above described position. Simultaneous to the barrier creation and instantly, Jason would passively enter Sage Mode. This would of course mean that the Dark Magician and barrier would be infused with Senjutsu as well as strengthened by it (120 Damage). Dark Magician would also move forwards towards the opponent as well. He would be manipulated to stay out of the way of his own attacks as well as Jason's in order to eventually reach the opponent's short range.

The barrier would immediately implode and collapse upon its formation, dragging the target backwards and to the center as well as delivering a great deal of damage to him.



( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30.Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn 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.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Sage Chakra: 160-50-40 = 70

Jason wouldn't stop there though. For at the same time he would dash in an erratic zig zag formation, side to side of his former central position. He would be sure to maintain a forward progress towards his target while doing this however so that he would quickly enter his target's short range from behind them and just out of their field of view on their left side (48 Speed). He would be sure not to run into or get hit by his Dark Magician's barrier or any of his further attacks in order to eventually reach the opponent's short range.


Simultaneous to the above actions he would also fire a barrage of freeform bullets from his Vital Pistols that spanned an area of 7 meters around his target. These would come quickly as Jason would naturally fire from his already held out gun, as well as drawing and firing his other pistol to accomplish this. He would be able to adjust for both his and his targets possible movements via his advanced senses. Passively applied to these bullets were the Explosive Round, Gotham Stars and Loud and Clear tags. The Loud and Clear & Gotham Stars would go off the moment the bullets were fired, with all bullets fired from either gun carrying small copies of the seals. Loud and Clear + Gotham Stars would release a sharp noise and a flash of light respectively. These sealed certain aspects of his senses so that the target would immediately be blinded and deafened, not being able to see or hear the actions of Jason this turn.

(Torishimari: Jōrei) Crackdown: Ordinance x3
Type: Offensive/Supplementary
Rank: C
Range:Short-Long
Chakra: 15
Damage:
N/A (30 for Explosive Rounds) (+30 "Perfect Sage Mode") = 60
Description:
Similar to explosive tags, smoke bombs, and flash bombs for kunai. Ordinance can be applied without taking a slot in the timeframe or jutsu cap. This is due to this technique representing the application of common kunai accessories (smoke bomb, explosive tag, flash bomb, along with 1 modern type of accessory) to bullets fired from Vital Pistols, as these bullets are stated to replace the user’s kunai. The user simply forms a sealing tag onto the number of bullets he intends to use within Vital Pistols. This seal bares a kanji representing the type of ninja tool accessory being applied and seals itself onto the bullets, making this seal break up and form copies of the sealing tag all over the bullets used. Each variation of ordinance still counts and functions as only one seal however. Through the power of Advanced Fuinjutsu, the user is able to program functions into the timing of activation of the tags like that seen with normal explosive tags. This would be things such as whether they activate after a certain time period, after they reach a certain target, or upon contact with an opposing technique.

Explosive Rounds– These tags similar to that of the explosive tags have been improved and is capable of explosions that deal a total of 30 Damage whether the user fires one bullet or a lot more in the timeframe this is used in. These bullets are Capable of creating 2 meter area explosions. With this applied the user may use any technique within reason that utilizes paper bombs/explosive tags with the tags on these bullets.

Haze - This seal give the effect of creating bullets that may release smoke like regular smoke bombs as they travel. By using adv fuin, the user may manipulate the type smoke released. If the user coats the seal of the smoke bomb with a Poison, the seal is able to seal the chakra makeup of the substance into the smoke it releases. This would release smoke with the properties as the substance coating the seal to be released. However by using this feature, any usage limits, requirements, or drawbacks of the using the technique thats tied to that substance applies.

Gotham Stars- This gives the bullets the effect of a strong flash bomb, however the target(s) seeing flash actually triggers a seal similar in aspect to Medical Sealing Arts: Bloodline Sealing Technique. This seal makes it so that Dojutsu and any bloodline ability users will find that such traits ability to protect them against flashes of light has been sealed away. The blindness lasts 1 turn. The light is extremely strong and it is effective from mid range. The flash of light is the vessel for the seal, and the opponent seeing the light is the trigger, which activates the sealing effect on their eyes.

Loud and Clear - This seal is capable of unsealing a quick and very loud noise as when the user programs it to. The noise is the vessel for the seal, and the act of hearing the noise for the opponent triggers the activation of a seal that seals the target(s) hearing, and making it seem as if the bang had deafened them. This deafening lasts 1 turn.

Sage Chakra: 70-45= 25



The true power of the bullets comes in the form of the explosion that will trigger via Explosive Rounds once the bullets are within range to explode and damage the target. This explosion would deal damage (70) and seek to hinder the target in general. these explosions would of course hit the target's critical hit areas.


(Jūyōna pisutoru) Vital Pistols
Type:Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage: 80
Description:These pistols are engineered to be completely symbiotic with the user by using the user's technological knowledge, to the point where they are strengthen by the vitality of the user. These weapons are deeply connected to the user through the power of advanced biomechanical and genetic sciences. The user may fire freeform chakra bullets that move as fast as the average lightning jutsu. These bullets only do the damage of a normal kunai however, and these freeform bullets act to replace the use of the user's Kunai completely. The User may also release an S rank (80 Damage) Barrage of chakra bullets that cover a 6 meter span in width and height. This costs a move and can only used once per turn, 4 times per battle.

Vital Pistols can merge to form a single scoped rifle as well. This rifle can scope in up to 2 landmarks away (Long Range in battle). The user may shoot and fire a chakra bullet (S Rank/80 Damage) at the cost of a move up to 4 times a battle. By expending an additional moveslot when firing the rifle, the user can apply a seal onto the bullet via its Compensator ability that creates a barrier with the ability to prevent the detection of the bullets chakra by sensors and dojutsu users by disrupting its chakra signature and deflecting chakra away. This can be used twice with a 2 turn cooldown in between each shot. The user may use a supplementary ability/technique alongside the firing of the rifle.


Compensator: This gun bears a seal that makes it so that any effects applied to the gun via sealing script are also applied to bullets fired from it so long as they cost a move. Placing a seal upon the gun will cause the bullet that comes out it to carry the same effects of the seal. This would be split across the bullets, meaning an A rank seal will its strength split up to 4 times. This ability is active and may be used simultaneously with another technique as this ability is supplementary. Up to 2 seals can be applied at one time with their effects applied to alternating bullets. Compensator can be used up to 3 times with a break of 2 turns in between use.


25-10= 15 Sage Chakra
 
Last edited:

Joestar

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Jason starts by using his index finger from his hand that was positioned on his holstered gun to move slightly, touching and activating 2 cards at the same time. The first card would spawn a pattern of lines along the ground and giving Jason a seal on his forehead that would be unseen due his mask. This seal would reach into the limits of mid range and would empower the second card he activated. This second card would resemble a wizard in purple garb that also carries a staff with him. This wizard would be spawned forth 2 meters to the left of Jason.







Alongside Dark Magician's creation, he utilizes one of his abilities and slams his staff onto the ground in order to bring into existence a pyramid shaped barrier, who's closest wall would be 5.5 meters in front of the opponent with the remainder of it enclosing his opponent inside. Of course this would mean that there was quite a bit of space between Jason and the Pyramid. The pyramid would have a diameter of 15 meters alongside the above described position. Simultaneous to the barrier creation and instantly, Jason would passively enter Sage Mode. This would of course mean that the Dark Magician and barrier would be infused with Senjutsu as well as strengthened by it (120 Damage). Dark Magician would also move forwards towards the opponent as well. He would be manipulated to stay out of the way of his own attacks as well as Jason's in order to eventually reach the opponent's short range.

The barrier would immediately implode and collapse upon its formation, dragging the target backwards and to the center as well as delivering a great deal of damage to him.



( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30.Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn 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.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Sage Chakra: 160-50-40 = 70

Jason wouldn't stop there though. For at the same time he would dash in an erratic zig zag formation, side to side of his former central position. He would be sure to maintain a forward progress towards his target while doing this however so that he would quickly enter his target's short range from behind them and just out of their field of view on their left side (48 Speed). He would be sure not to run into or get hit by his Dark Magician's barrier or any of his further attacks in order to eventually reach the opponent's short range.


Simultaneous to the above actions he would also fire a barrage of freeform bullets from his Vital Pistols that spanned an area of 7 meters around his target. These would come quickly as Jason would naturally fire from his already held out gun, as well as drawing and firing his other pistol to accomplish this. He would be able to adjust for both his and his targets possible movements via his advanced senses. Passively applied to these bullets were the Explosive Round, Gotham Stars and Loud and Clear tags. The Loud and Clear & Gotham Stars would go off the moment the bullets were fired, with all bullets fired from either gun carrying small copies of the seals. Loud and Clear + Gotham Stars would release a sharp noise and a flash of light respectively. These sealed certain aspects of his senses so that the target would immediately be blinded and deafened, not being able to see or hear the actions of Jason this turn.

(Torishimari: Jōrei) Crackdown: Ordinance x3
Type: Offensive/Supplementary
Rank: C
Range:Short-Long
Chakra: 15
Damage:
N/A (30 for Explosive Rounds) (+30 "Perfect Sage Mode") = 60
Description:
Similar to explosive tags, smoke bombs, and flash bombs for kunai. Ordinance can be applied without taking a slot in the timeframe or jutsu cap. This is due to this technique representing the application of common kunai accessories (smoke bomb, explosive tag, flash bomb, along with 1 modern type of accessory) to bullets fired from Vital Pistols, as these bullets are stated to replace the user’s kunai. The user simply forms a sealing tag onto the number of bullets he intends to use within Vital Pistols. This seal bares a kanji representing the type of ninja tool accessory being applied and seals itself onto the bullets, making this seal break up and form copies of the sealing tag all over the bullets used. Each variation of ordinance still counts and functions as only one seal however. Through the power of Advanced Fuinjutsu, the user is able to program functions into the timing of activation of the tags like that seen with normal explosive tags. This would be things such as whether they activate after a certain time period, after they reach a certain target, or upon contact with an opposing technique.

Explosive Rounds– These tags similar to that of the explosive tags have been improved and is capable of explosions that deal a total of 30 Damage whether the user fires one bullet or a lot more in the timeframe this is used in. These bullets are Capable of creating 2 meter area explosions. With this applied the user may use any technique within reason that utilizes paper bombs/explosive tags with the tags on these bullets.

Haze - This seal give the effect of creating bullets that may release smoke like regular smoke bombs as they travel. By using adv fuin, the user may manipulate the type smoke released. If the user coats the seal of the smoke bomb with a Poison, the seal is able to seal the chakra makeup of the substance into the smoke it releases. This would release smoke with the properties as the substance coating the seal to be released. However by using this feature, any usage limits, requirements, or drawbacks of the using the technique thats tied to that substance applies.

Gotham Stars- This gives the bullets the effect of a strong flash bomb, however the target(s) seeing flash actually triggers a seal similar in aspect to Medical Sealing Arts: Bloodline Sealing Technique. This seal makes it so that Dojutsu and any bloodline ability users will find that such traits ability to protect them against flashes of light has been sealed away. The blindness lasts 1 turn. The light is extremely strong and it is effective from mid range. The flash of light is the vessel for the seal, and the opponent seeing the light is the trigger, which activates the sealing effect on their eyes.

Loud and Clear - This seal is capable of unsealing a quick and very loud noise as when the user programs it to. The noise is the vessel for the seal, and the act of hearing the noise for the opponent triggers the activation of a seal that seals the target(s) hearing, and making it seem as if the bang had deafened them. This deafening lasts 1 turn.

Sage Chakra: 70-45= 25



The true power of the bullets comes in the form of the explosion that will trigger via Explosive Rounds once the bullets are within range to explode and damage the target. This explosion would deal damage (70) and seek to hinder the target in general. these explosions would of course hit the target's critical hit areas.


(Jūyōna pisutoru) Vital Pistols
Type:Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage: 80
Description:These pistols are engineered to be completely symbiotic with the user by using the user's technological knowledge, to the point where they are strengthen by the vitality of the user. These weapons are deeply connected to the user through the power of advanced biomechanical and genetic sciences. The user may fire freeform chakra bullets that move as fast as the average lightning jutsu. These bullets only do the damage of a normal kunai however, and these freeform bullets act to replace the use of the user's Kunai completely. The User may also release an S rank (80 Damage) Barrage of chakra bullets that cover a 6 meter span in width and height. This costs a move and can only used once per turn, 4 times per battle.

Vital Pistols can merge to form a single scoped rifle as well. This rifle can scope in up to 2 landmarks away (Long Range in battle). The user may shoot and fire a chakra bullet (S Rank/80 Damage) at the cost of a move up to 4 times a battle. By expending an additional moveslot when firing the rifle, the user can apply a seal onto the bullet via its Compensator ability that creates a barrier with the ability to prevent the detection of the bullets chakra by sensors and dojutsu users by disrupting its chakra signature and deflecting chakra away. This can be used twice with a 2 turn cooldown in between each shot. The user may use a supplementary ability/technique alongside the firing of the rifle.


Compensator: This gun bears a seal that makes it so that any effects applied to the gun via sealing script are also applied to bullets fired from it so long as they cost a move. Placing a seal upon the gun will cause the bullet that comes out it to carry the same effects of the seal. This would be split across the bullets, meaning an A rank seal will its strength split up to 4 times. This ability is active and may be used simultaneously with another technique as this ability is supplementary. Up to 2 seals can be applied at one time with their effects applied to alternating bullets. Compensator can be used up to 3 times with a break of 2 turns in between use.


25-10= 15 Sage Chakra
Jesus felt a surge of Natural Energy seep into Jason's body. A Sage Mode user or another ability to harness Senjutsu? The Messiah had no way of knowing for sure, but acted on the action nonetheless. As the Magician's pyramid completed itself around him, Jesus manifested his chakra above himself in the shape of a large dragon with the formation of the needed seals.

The dragon appeared as though it were made of water and covered with an armor of dull brown stone, formed through the combination of Water Release and Earth Release. Jesus controlled the dragon's tail to coil around him without harm or restraint to his own movement, and had it charge upwards. The maneuver lifted Jesus from the ground, and the dragon smashed through the pyramid. The maneuver also had the fortuitous result in removing Jesus from the path Jason's bullets, and the dragon settled ten meters above the ground, hoisting Jesus closer to its underbelly by lifting its tail, and it cradled him with its arms.

Upon contact with the pyramid, two secondary effects imbued into the dragon during its creation took place. Jason would find himself tethered with two parasites binding themselves to his person. The Hungry Ghost drained power from Jason and his pyramid alike. At the same time, an image of the Black Sabbath would flash through Jason's mind.

"You have two paths," it whispered, seemingly echoing Jesus' voice itself. "Kill yourself, or do not kill yourself." As quickly as it appeared, the phantom's visage vanished, leaving Jason with the two choices.

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


(Inton: Burakku Sabasu ) - Yin Release: Black Sabbath
Type: Supplementary/Offensive
Rank: S
Range: N/A
Chakra Cost: 50
Damage: 100(if triggered)
Description: Black Sabbath is a Stand that acts as a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will add the Ram and Snake hand seals to seal Black Sabbath within their technique. Sealing Black Sabbath inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite merges with the target's spiritual energy. Black Sabbath will manifest itself within the infected target's mind for a brief moment, appearing to whisper to them the incantation "You have two paths," before presenting the target with two possible courses of action. The two courses are action are determined by the caster of Black Sabbath and represent a choice the infected must make. The two choices are contrasting absolutes, ensuring that the opponent must make a decision one way or the other(for instance, the choices presented can be "Use Fire jutsu" vs "Do not use any Fire jutsu." The choices are stated to the opponent within the same post Black Sabbath latches to the opponent in, along with specifying the "correct" choice). Upon casting Black Sabbath, the user will select one of these two choices to act as a "trigger;" should the opponent chose the choice that is selected to be the trigger, Black Sabbath will present itself, appearing as though it were emerging behind the opponent from their own shadow. From its mouth, Black Sabbath will release a golden arrow, piercing the opponent and dealing spiritual damage to them. Due to being spiritual in nature, the arrow's piercing deals no physical wounds, but will serve to further weaken their spiritual abilities. The opponent's spiritual-based techniques will either weaken by one degree, or spiritual based techniques used upon them will have their power and effects increased by one rank(which effect takes place is at Black Sabbath's caster's discretion). Once Black Sabbath is released/triggered, its tether/effect is immediate and cannot be blocked or circumvented by ordinary means. Black Sabbath remains tethered to the opponent for three turns or until triggered, whichever comes first.
Note: Surges or Barriers that utilize Yin, Yin-Yang or Natural Energy of equal chakra can break or prevent the tethering of Black Sabbath
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Black Sabbath can only be used on S-rank techniques and below.

His move executed, Jesus strengthened his connection with the Natural Energy around him, increasing his awareness to make up for the flash and noise created from Jason's bullets.

Kami no Shiwaza|Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).

Correct choice: Kill yourself.
Trigger: Do not kill yourself
 
Last edited:

-Broly-

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Jesus felt a surge of Natural Energy seep into Jason's body. A Sage Mode user or another ability to harness Senjutsu? The Messiah had no way of knowing for sure, but acted on the action nonetheless. As the Magician's pyramid completed itself around him, Jesus manifested his chakra above himself in the shape of a large dragon with the formation of the needed seals.

The dragon appeared as though it were made of water and covered with an armor of dull brown stone, formed through the combination of Water Release and Earth Release. Jesus controlled the dragon's tail to coil around him without harm or restraint to his own movement, and had it charge upwards. The maneuver lifted Jesus from the ground, and the dragon smashed through the pyramid. The maneuver also had the fortuitous result in removing Jesus from the path Jason's bullets, and the dragon settled ten meters above the ground, hoisting Jesus closer to its underbelly by lifting its tail, and it cradled him with its arms.

Upon contact with the pyramid, two secondary effects imbued into the dragon during its creation took place. Jason would find himself tethered with two parasites binding themselves to his person. The Hungry Ghost drained power from Jason and his pyramid alike. At the same time, an image of the Black Sabbath would flash through Jason's mind.

"You have two paths," it whispered, seemingly echoing Jesus' voice itself. "Bring harm to Jesus, or do not." As quickly as it appeared, the phantom's visage vanished, leaving Jason with the two choices.

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


(Inton: Burakku Sabasu ) - Yin Release: Black Sabbath
Type: Supplementary/Offensive
Rank: S
Range: N/A
Chakra Cost: 50
Damage: 100(if triggered)
Description: Black Sabbath is a Stand that acts as a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will add the Ram and Snake hand seals to seal Black Sabbath within their technique. Sealing Black Sabbath inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite merges with the target's spiritual energy. Black Sabbath will manifest itself within the infected target's mind for a brief moment, appearing to whisper to them the incantation "You have two paths," before presenting the target with two possible courses of action. The two courses are action are determined by the caster of Black Sabbath and represent a choice the infected must make. The two choices are contrasting absolutes, ensuring that the opponent must make a decision one way or the other(for instance, the choices presented can be "Use Fire jutsu" vs "Do not use any Fire jutsu." The choices are stated to the opponent within the same post Black Sabbath latches to the opponent in, along with specifying the "correct" choice). Upon casting Black Sabbath, the user will select one of these two choices to act as a "trigger;" should the opponent chose the choice that is selected to be the trigger, Black Sabbath will present itself, appearing as though it were emerging behind the opponent from their own shadow. From its mouth, Black Sabbath will release a golden arrow, piercing the opponent and dealing spiritual damage to them. Due to being spiritual in nature, the arrow's piercing deals no physical wounds, but will serve to further weaken their spiritual abilities. The opponent's spiritual-based techniques will either weaken by one degree, or spiritual based techniques used upon them will have their power and effects increased by one rank(which effect takes place is at Black Sabbath's caster's discretion). Once Black Sabbath is released/triggered, its tether/effect is immediate and cannot be blocked or circumvented by ordinary means. Black Sabbath remains tethered to the opponent for three turns or until triggered, whichever comes first.
Note: Surges or Barriers that utilize Yin, Yin-Yang or Natural Energy of equal chakra can break or prevent the tethering of Black Sabbath
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Black Sabbath can only be used on S-rank techniques and below.

His move executed, Jesus strengthened his connection with the Natural Energy around him, increasing his awareness to make up for the flash and noise created from Jason's bullets.

Kami no Shiwaza|Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).

Correct choice: no harm
Trigger: do harm
Imma DM you but since I'm at work and could get called away soon list what I see here so I dont forget

Dark Magician was 120 Damage, because of me using Sage mode, both it and its barrier were infused with senjutsu. This was stated in my move

Jason would passively enter Sage Mode. This would of course mean that the Dark Magician and barrier would be infused with Senjutsu as well as strengthened by it (120 Damage)
Naturally the 120 Damage barrier would cancel the 120 Damage Yin dragon. The fact that it is imbued with senjutsu would mean that Hungry Ghost and Black Sabbath never tether to me.

From Hungry Ghost
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
From Black Sabbath
Note: Surges or Barriers that utilize Yin, Yin-Yang or Natural Energy of equal chakra can break or prevent the tethering of Black Sabbath
(Dark Magician has 50 chakra, equal to BS)

This would mean that the dragon hits the barrier and is cancelled, leaving you at the mercy of the hail of bullets launched at you and I guess delivering 120 damage (60 X 2 [Critical Hit] = 120) and it being my turn. Jason would also be untouched by Hungry Ghost or Black Sabbath and your last Enochian tech wouldnt happen
 

Drackos

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Alright, let's get this show on the road.

Honestly, I was confused; you guys wanted me to hurry and write a post within a few hours of having this assigned to me. But yet at the same time if I did rush something out, then you may get upset I wasn't thorough enough. So I'm going to my best to be as thorough as possible, and even touch on issues that aren't actually mentioned in either argument. Not for the sake of this fight, but for fights going forward.

A lot of the main issues with the moves here weren't addressed in either argument, which was surprising because there are a lot of key flaws with Broly's move. Our roleplay rules do not permit me to retcon that move to have it make sense, or to reconcile the issues to allow for a better fight. Instead I'm forced to address Riker's move itself which allows for a sort of pseudo immunity to Broly that has been an issue in the roleplay. The core issue here though that needs to be addressed, and desperately so is what I dub the "Validation Rule." This is a rule that's been causing problems time and time again. In essence when one player posts a move and then it is replied to by another roleplayer, that move is validated even if it is flawed beyond all recognition. For the sake of consistency, despite LoK's earlier ruling in this event (Priest fight) regarding this issue, I'm going to apply that rule to this fight. But going forward that rule is going to be addressed and see significant changes to it. While it may not necessarily be the same issue in every fight, how can one be expected to make a valid reply to an invalid fight post, and then be quoted for it because they either overlooked their opponents move or did not understand it to be invalid themselves? So, in short, we're going to be changing this rule in the very near future. But that change will not apply to this fight.

The first issue I have is with the timeframe with Dark Magician and Sage Mode. Sage Mode specialists allow for the passive use of Sage Mode, as well as the instantaneous activation of Perfect Sage Mode. It can be activated instantly and passively; but this does not mean you can use it in the same timeframe as another technique to use the boons of the Sage Mode to empower it. So in this case, I don't actually believe Dark Magician would even be enhanced by Senjutsu at all, even though the SM was initiated at the same time. It would be techniques that would occur afterwards that gain that enhancement. That said, this was accepted by Riker in his response so it is a moot point. I'm not addressing this for the sake of this fight, but for future fights. Despite Sage Mode's instantaneous activation, it is still the process by which natural energy is blended with chakra that you gain Senjutsu. That would mean that Dark Magician couldn't benefit from the boon of something that comes from after the activation of Sage Mode.

The second major issue I see with Broly's move is the use of the Dark Magician's pyramid barrier. There are certain summons in the roleplay that can instantly utilize their abilities upon being created. For instance, a snake that is summoned and has the ability, upon being summoned, to release a mist that spreads throughout the battlefield would not occur in a separate timeframe. However, in this case the pyramid barrier was produced in the same instance that the Dark Magician itself was created. These things are not instantaneous, and cannot happen within the same timeframe as each other. The Dark Magician cannot be created, and in the process of that creation, produce a barrier using one of it's abilities. No, that needs to happen after. So in short, a familiar, or summon, cannot access their core abilities aside from those that activate upon summoning. A pyramid from the Dark Magician could only be created after, not "alongside," as Broly words it. But like with the first issue, this use was validated in the reply and it can no longer be addressed.

I'm taking the time to address these issues because, at the heart of all of this, they are still issues. Despite Riker's validation of Broly's move, I want it to be known that these two applications of these techniques, and techniques like them, are invalid usage.

Had Riker not have validated this move, my ruling would have been something like this following: Broly's move would have essentially not happened in the form he had stated. I would have ruled that the enhancement gained from Perfect Sage Mode would not have applied to the Dark Magician. Likewise, the Pyramid barrier generated from the Dark Magician would not have occurred at all. Thus Riker's techniques, the Elemental Yin Dragon, its Hungry Ghost, and the Black Sabbath, would have all impacted Broly.

Broly was correct though in his interpretation of the YY note regarding Surges and Barriers; the barrier he created through the Pyramid, despite its invalid creation and invalid Senjutsu, did have Senjutsu in the validated move. Because of this, it would have prevented the tethering from occurring. But, like I said above, had Riker not have validated the move then this would never have happened. But that isn't the world we live in.

So I want to be clear about a few things. Despite the validated move, I am invalidating the use of the techniques above and those that are similar to them in future fights. Sage Mode cannot be used to simultaneously empower another technique despite instant and passive activation. Additionally, summons, familiars, and other created entities cannot access their "secondary" abilities until after their creation. Broly's move will succeed in preventing the tether and neutralizing the dragon, leaving Riker vulnerable; if he has a counter that can enable him to survive the incoming damage, then by all means go for it.

Going forward, this validation rule is going to change. What is going to happen is that the "quoter" will be subjected to having their move adjusted or invalidated should there be issues with it.
 
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-Broly-

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Alright, let's get this show on the road.

Honestly, I was confused; you guys wanted me to hurry and write a post within a few hours of having this assigned to me. But yet at the same time if I did rush something out, then you may get upset I wasn't thorough enough. So I'm going to my best to be as thorough as possible, and even touch on issues that aren't actually mentioned in either argument. Not for the sake of this fight, but for fights going forward.

A lot of the main issues with the moves here weren't addressed in either argument, which was surprising because there are a lot of key flaws with Broly's move. Our roleplay rules do not permit me to retcon that move to have it make sense, or to reconcile the issues to allow for a better fight. Instead I'm forced to address Riker's move itself which allows for a sort of pseudo immunity to Broly that has been an issue in the roleplay. The core issue here though that needs to be addressed, and desperately so is what I dub the "Validation Rule." This is a rule that's been causing problems time and time again. In essence when one player posts a move and then it is replied to by another roleplayer, that move is validated even if it is flawed beyond all recognition. For the sake of consistency, despite LoK's earlier ruling in this event (Priest fight) regarding this issue, I'm going to apply that rule to this fight. But going forward that rule is going to be addressed and see significant changes to it. While it may not necessarily be the same issue in every fight, how can one be expected to make a valid reply to an invalid fight post, and then be quoted for it because they either overlooked their opponents move or did not understand it to be invalid themselves? So, in short, we're going to be changing this rule in the very near future. But that change will not apply to this fight.

The first issue I have is with the timeframe with Dark Magician and Sage Mode. Sage Mode specialists allow for the passive use of Sage Mode, as well as the instantaneous activation of Perfect Sage Mode. It can be activated instantly and passively; but this does not mean you can use it in the same timeframe as another technique to use the boons of the Sage Mode to empower it. So in this case, I don't actually believe Dark Magician would even be enhanced by Senjutsu at all, even though the SM was initiated at the same time. It would be techniques that would occur afterwards that gain that enhancement. That said, this was accepted by Riker in his response so it is a moot point. I'm not addressing this for the sake of this fight, but for future fights. Despite Sage Mode's instantaneous activation, it is still the process by which natural energy is blended with chakra that you gain Senjutsu. That would mean that Dark Magician couldn't benefit from the boon of something that comes from after the activation of Sage Mode.

The second major issue I see with Broly's move is the use of the Dark Magician's pyramid barrier. There are certain summons in the roleplay that can instantly utilize their abilities upon being created. For instance, a snake that is summoned and has the ability, upon being summoned, to release a mist that spreads throughout the battlefield would not occur in a separate timeframe. However, in this case the pyramid barrier was produced in the same instance that the Dark Magician itself was created. These things are not instantaneous, and cannot happen within the same timeframe as each other. The Dark Magician cannot be created, and in the process of that creation, produce a barrier using one of it's abilities. No, that needs to happen after. So in short, a familiar, or summon, cannot access their core abilities aside from those that activate upon summoning. A pyramid from the Dark Magician could only be created after, not "alongside," as Broly words it. But like with the first issue, this use was validated in the reply and it can no longer be addressed.

I'm taking the time to address these issues because, at the heart of all of this, they are still issues. Despite Riker's validation of Broly's move, I want it to be known that these two applications of these techniques, and techniques like them, are invalid usage.

Had Riker not have validated this move, my ruling would have been something like this following: Broly's move would have essentially not happened in the form he had stated. I would have ruled that the enhancement gained from Perfect Sage Mode would not have applied to the Dark Magician. Likewise, the Pyramid barrier generated from the Dark Magician would not have occurred at all. Thus Riker's techniques, the Elemental Yin Dragon, its Hungry Ghost, and the Black Sabbath, would have all impacted Broly.

Broly was correct though in his interpretation of the YY note regarding Surges and Barriers; the barrier he created through the Pyramid, despite its invalid creation and invalid Senjutsu, did have Senjutsu in the validated move. Because of this, it would have prevented the tethering from occurring. But, like I said above, had Riker not have validated the move then this would never have happened. But that isn't the world we live in.

So I want to be clear about a few things. Despite the validated move, I am invalidating the use of the techniques above and those that are similar to them in future fights. Sage Mode cannot be used to simultaneously empower another technique despite instant and passive activation. Additionally, summons, familiars, and other created entities cannot access their "secondary" abilities until after their creation. Broly's move will succeed in preventing the tether and neutralizing the dragon, leaving Riker vulnerable; if he has a counter that can enable him to survive the incoming damage, then by all means go for it.

Going forward, this validation rule is going to change. What is going to happen is that the "quoter" will be subjected to having their move adjusted or invalidated should there be issues with it.

With his bullets hitting the mark and the opponent's dragon quelled, Jason utilizes a medical chemical within one of his false teeth/within his mask to give him a dose of sage chakra

Name Of Medicine Super Sage Serum
Creator: Broly
Type: Supplementary
Description and Background: Super Sage Serum is a fine oil like mix that is stored in easily breakable caps. This oil was created with the roots of plants that had naturally absorbed high amounts of natural energy due to them only growing in Ryuchi Cave for several centuries. It also has been drenched in the venom of the White Snake Sage in order to make their effects several times more potent. When the user allows this oil to soak into his body he is flooded with natural energy. Normally, this would be too much for the average sage mode user, but a sage mode user who also has the expert chakra control that is associated with being a full medical ninja will be able to balance this flood of energy out easily. This oil binds to the user's very skin and makes it so that every time the user receives a chakra increase from an outside source, 1/2 of it is added to the pool of sage chakra the user is able to use. This affect lasts for 3 turns. Not only this, but due to the natural addition of sage chakra due to the effects of this pill, the user gains 150 chakra directly to their sage chakra pool. Alternatively, if not already in sage mode, the user can use this pill to immediately activate Imperfect Sage Mode, using the gained natural energy to make up for the portion of meditation that would normally net the same amount of sage chakra. However, when using this to enter sage mode immediately, only 15% of the user's total chakra would be converted to the sage chakra pool. However, the user gains no chakra to either of his pools when using this method.
Description of Side Effects: If sage mode is allowed to wear off in the battle this is used in, and the user has only used this pill once, the user will only be able to use 10% of their chakra to reenter Imperfect Sage Mode the next time they do so, and 15% if attempting to use Perfect Sage Mode through meditation. If used twice, the user can only use 10% of their chakra to enter either sage mode and they also must wait 2 turns longer to enter sage mode than they normally would. If the user is already in sage mode when they use this pill the second time, they will be unable to use anything above A ranks the turn after sage mode ends. Only two of these pills may be used or the user risks death from overloading his body with sage chakra
Sage Chakra: 15 + 150 = 165


In the same timeframe, yet after the pill has been ingested, he swiftly activates another card, forming a brief seal that then dissappears. This seal would prevent the use of any spiritual abilities by the opponent that would be used to counter Jason's movements.


( Dyueru Monsutāzu | Majikku Jamā) - Duel Monsters: Magic Jammer
Rank: S F
Type: Supplementary/Defense
Range: Short-Mid
Chakra: 40 50 (-15 per turn while dormant)
Damage: N/A
Description: The user activates this trap card, and it will briefly flash a bright blue light forming a sealing script spanning mid range from the user, up to 15 meters. From then on, the card will constantly drain 15 chakra per turn to remain set. This barrier travels alongside the card and while invisible to the naked eye is visible to chakra sensors. The script is dormant and made of chakra, and therefore may only be interacted with by energy based techniques. Due to the chakra drain from the card constantly draining the user's chakra to maintain itself, this barrier will always be reformed unless the hit by an F rank technique. This seal (S Rank) will be activated when anyone within the field uses genjutsu. When genjutsu is used within this script a cloud of smoke will be ejected from within and around the seal at speeds that of the average Jounin, afflicting all within the field with similar effects as (Genjutsu Fūin ) - Illusion Skill Seal , negating the use of that genjutsu (if the opponent fails to avoid the cloud) due to removing both the user and opponents ability to cast, control, or maintain it as their skill for it has been sealed away. If the Seal of Orichalcos is on the field this seal gains the ability to seal the user and opponents ability to cast, control, or maintain genjutsu as well as Yamanaka, Yin, and other spiritual abilities and will be activated upon the use of such techniques. By escaping/avoiding the 'cloud', the opponent regains/retains usage of his genjutsu/Yin (if applicable) skill(s). The trap may drain the user's chakra and remain dormant as long as they wish to pay the chakra. The sealing ability lasts 4 turns. The user can use this card 2 times per battle with a 3 turn cooldown in between.
In the same timeframe (yet after the pill is ingested) as the above actions and from his vantage point described in the previous move (from short range behind and just out of the targets field of view) Jason would holster a Vital Pistol held in his right hand in order to withdraw a sword in order to perform a right to left slash at his opponent's neck that moves extremely fast.

(Kumo-Ryū Mikazuki Kiri) - Cloud-Style Crescent Moon Beheading
Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60 (+30 "Sage Mode") = 90
Description: The user utilizes a large extent of their physical capabilities to swing their sword in a single large arc, which occurs with such ferocious velocity that the technique can be employed in situations where only a very limited time to react is available. The swing can be used to counter attacks from multiple opponents simultaneously. The technique receives its name due to the entire movement being reminiscent of a crescent moon.
Meanwhile in the same timeframe, The Dark Magician would have also been in short range and in front of the target. He would continue forwards without breaking stride in order to use his staff to perform an overhead smash downwards that would land on the opponent's head and deal damage to him (120).


(Fuinjutsu/Dyueru Monsutāzu :Burakku Majishan) Sealing Arts/Duel Monsters: Dark Magician
Type: Offensive/Supplementary
Rank: S F
Range:Short-Long
Chakra: 40 50
Damage: 80 (+1 Rank "Seal of Orichalcos") = 90 (+30 "Perfect Sage Mode") = 120
Description: Monster Card: The activation of this card forms seal on the user's body in additon to a barrier in the shape of a 2.5 meter tall human man bearing spiked full body armor over a cloak with sealing tags and kanji covering it, as well a staff. The staff glows when summoned and passively releases a barrier that it serves as a conduit to in order to bring the battlefield under the Dark Magician's control and remains on the field so long as he does. This barrier will automatically detect the strength and react to any effect that would destabilize or change reality (in this case actions such as the use and manipulation of Space/Time techniques, removal/addition/transportation of anything from this plane of existence [this doesn't affect the summoning of familiars/entities based on chakra from either user] or otherwise actions that warp reality itself) that are activated within it. When this occurs the staff will glow and will sap chakra from the user's main pool of chakra in a method similar to "Medical Sealing Technique: Chakra Link". Like this seal, this effect will seek to create a chakra equilibrium and will release chakra within it at the source/location of the disruption equal to the amount chakra used to create it, and thus will cancel out the disruption as well as it's effects by doing so, even going so far as to negate the chakra used within/around/by seals to stop such disruptions used in this way as well. In the case of reverse summoning attempts, the chakra is released within the barrier as a whole in order to block anyone from leaving from inside of it. Of course this only works on techniques up to this card's rank as well as rankless techniques. It should be noted that this effect does not discriminate, and also affects the user and any techniques they may use to achieve such an effect. The usage of this ability to cancel out the above described techniques costs a move slot.

With a disdain for those that violate the laws of reality and nature, Dark Magician may twirl his staff and form purple glowing sealing circle(s) (like the one found behind him in the spoiler) behind him. This circle seemingly sinks into the ground, returning beneath the target(s) and is able to seal Undead and forbidden Entities, dragging them within the seal. This may affect entities such as that made possible via Kinjutsu as well as clones made via Kinjutsu. This technique may only affect the target types named above and may affect targets up to F Rank. This effect may be used once per turn, with a 2 turn cooldown in between usages up to twice per battle. Each sealing effect may effect a single usage of a technique, therefore if 3 undead entities are created via the usage of 1 S rank technique, this effect will seal all 3 entities. This effect also takes up a move slot and may not affect the opponent themselves.

Dark Magicians final ability may be used once per summoning and costs a moveslot and may only be used if the Seal of Orichachos is on the field. By slamming his staff on the ground he may erect a barrier around a target similar to "Sealing Technique: Three Directions Seal". This barrier forms in the shape of a pyramid, and possesses a diameter of 15m from corner to corner. Once created, it quickly implodes, collapsing in on itself dealing damage to the opponent equivalent to an (S rank) Jutsu, and has the added benefit of drawing them to the center of the pyramid, due to the aforementioned collapsing of the barrier.

Note: Must have Advanced Fuin in order to use Dark Magician's staff effect to seal away entities
Note: Dark Magician lasts for a total of 4 turns and may be used twice per battle with a 2 turn cooldown between usages
Note: The Dark Magician may use one of its abilities upon creation at the cost of an additional moveslot


Sage Chakra: 165-50=115
 

Joestar

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Riddled with wounds, Jesus collapsed to the ground. He supported himself with his hands, kneeling on one knee. In front of him, he sensed a mass of Natural Energy moving closer independent of the flow of Natural Energy around him. The opponent, possibly? Knowing he was left vulnerable, Jesus quickly flooded his body with Yang Energy and boosted his power, the mode activating as Jason's blade was being pulled from its holster.

The enhancement to Jesus' power and speed likewise increased his ability to track, and he became able to once again sense the Natural Energy amassed within Jason's body. The accumulation of Natural Energy in comparison to the flow around him was a dead giveaway of the Senjutsu user's location. The Messiah utilized his crouched position as a sort of springboard, thrusting himself upwards. He would move his body around the mass of Senjutsu he sensed flowing through the Magician's staff as he rose. Knowing it best to avoid the mass, he fluidly rotated his body towards the side and out of the staff's trajectory. In the same movement, Jesus would move behind the mass of Natural Energy he sensed approaching from behind, surmising it was either Jason or his Magician.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn)
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.

After the lunge and as he rounded towards Jason's hide, Jesus sent another surge of Yang energy through his body, releasing it from his hands in the shape of two large serpents. Imbued with Water Release and an additional surge of Yang energy to increase their sentience, both serpents would quickly move into action. At burning speed and ferocity blazing in their eyes, the serpents lunged at Jason's neck and chest and sank their fangs deep into his flesh. Their bodies twisted violently, tearing Jason's apart and hurling them across to opposite ends of the arena.

(Yoton: Yamata no Orochi) Yang Release: 8 Branched Giant Snake
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 100/110 for Yin-Yang chakra
Damage: 100/120 w/ Elemental or Yin-Yang chakra
Description: This technique sees the creation of the mythical serpent, the Yamata no Orochi. The user begins by gathering their Yang chakra into their arms and creating three branching streams of white chakra from each of them as well as coating both arms in chakra. The user’s arms and streams of chakra will take the form of serpents with flaming amber eyes. Due to the nature of this technique utilizing one’s Yang chakra, these serpents are not simple manifestations of chakra, but actual sentient creatures. The serpents can sense entities like ordinary snakes and they share a telepathic link to the user, allowing them to communicate with each other. They act like chakra arms and can be used for a variety of purposes. In the base form of this technique, the 8 branches are simple ethereal constructs of sentient Yang chakra. In their second form, users can add nature release to the branches to increase their power. In their third and final form, the user can add Yin Release chakra and give the branches physical bodies. The addition of the Yin Release also gives the branches unique venom which drains the physical vitality of the victim. The bite from each snake lowers a victim’s physical speed, reaction, and ability to use high ranked physical techniques.
Note: Form 1 is capable by all users of Yang Release, Form 2 is capable of Yang Release masters and Yin-Yang users. Form 3, also known as Yin-Yang Release: Yamata no Orochi is only capable of Yin-Yang Users with an affinity to Yang Release.
Note: The vitality degenerating venom is capable by all branches of this technique, however there is only enough for 3 usages. The vitality degeneration venom becomes worse with every bite. If a victim is bitten once their base reaction/tracking is reduced by half, twice and their base speed and physical damage is reduced by half, and thrice they will lose the ability to use any form of tai or kenjutsu techniques and will be rendered completely paralyzed 2 turns after the third bite if not healed. The victim will be unable to do anything short of breathing, including using their chakra. Users bitten once also become incapable of using physical elevating techniques such as Sage Mode or EIG.
Note: Medical ninja or other Yang Release users can rid themselves of the poison through means of medical techniques or vitality boosting techniques such as power of the sun.
Note: Technique can only be used once per battle and requires 50 chakra points to maintain (60 above the first form). While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques (other than this technique’s advanced variation).

(Yoton: Jigoku ni henkō) - Yang Release: Change into Hell
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50, -10 per turn)
Damage points: N/A
Description: The user is able to use his Yang nature to embue life into an elemental technique, creating a Yang/Element sentient entity that will stay on the field to aid him. The only limit is the size of the technique originally used as an elemental source as the resulting entity will always be half the size. This entity can be interacted with, can act on its own and is made of the element sourced, with all its properties intact. Its strength is based on the original elemental technique used as a source. This doesn't consume time since its actually a skill applied to a technique used at the same time.
Note: Usable 3 times per battle and up to 6 times per event to create one entity with up to 300 chakra points that is able to use jutsu from the source it was created from.
Note: Yang Release masters can apply this technique to advanced fields and CE and advanced elements.
 

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I'll just make this quick and rip the band aid off.

I've already gone over the flaws in Broly's first move, so I'll keep this bit brief. Even if we ignore Sage Mode being activated in the same timeframe as another technique and using it to enhance that technique, there is still the issue about how Dark Magician was used. Overall if the rules had been different I would have said the vast majority of the opening move of the fight was invalid itself. But Riker validated it, and that was that. But in a ruling over the entire fight, I'm taking it into account.

Here is where it becomes incredibly difficult for me to grade. Riker's second move was, in itself, fine. However as a counter to Broly's move, it fails because barriers with Senjutsu in them, as it currently stands, can prevent tethers from Hungry Ghost and HG-like techniques. So if we take Broly's validated move, it triumphs. But it's asking Riker to respond to an invalid move with a valid counter. If Broly's move was invalid, then Riker may have been able to do something entirely different to counter it. Basically it comes down to how can it be expected of someone to make a valid counter to an invalid move? This is why I was praying there would be more responses to the fight, so I didn't have to pay as much attention to these two moves. Because it makes it so complicated to rule on them because, after all, they account for 50% of the fight.

Running back now to the first move of the fight, the use of the Ordinance is suspect. Using the pistol to shoot freeform bullets, they get boosted by 30 damage using Explosive Rounds. I think that this in itself is strange to have been approved, considering we don't allow boosting of freeform damage outside of specific specialties (and usually only applying to Taijutsu/Kenjutsu). But I'll ignore that, and just note that boosting it with Perfect Sage Mode is invalid; you're shooting freeform shots that, while they've been boosted by 30 using Explosive Rounds, can't be boosted by PSM even though you're in it. So in reality, the potency of the bullets that hits Riker is 30, which strike critically, doubling it to 60. Riker will have suffered from 60 damage.

60 damage for a Sage is actually relatively minor. Especially for a Sage with Yang Release. Riker takes some critical damage on the body, the location of which isn't very specific since Broly just says it's a barrage that encompasses 7 meters (which would actually mean a substantial number of bullets would miss, and could be argued reduces the damage that Riker takes in total). The critical damage stems from Riker's blinded senses. But like I said, 60 is pretty minor for a Sage and Riker takes the sensible move to activate Power of the Sun and already heals half of that damage in his move following this.

The rest of the fight (literally just two more moves) was sorta uneventful. Broly activates some seals, pops a pill, and attacks Riker's wounded body with Kenjutsu. I was sort of unimpressed with this. It left a lot of openings for Riker to stage a recovery, which he did. Within two turns Riker would be fully healed by the Power of the Sun, and went on the offense using 8 Branched.

With fewer flaws in his moves, I'm going to rule in favor of Riker. I guess.
 
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