[ Grand RP Tourney ] - Starboy vs Jay

Corazon

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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
Loki Kisei. Everything I have is in my bio. Post your bio and I'll follow up with my move.
 

Jᴀʏ

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Genji Hayabusa

Personal Summons:

(Same Kuchiyose: Alexzander) - Shark Summoning: Alexzander
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: After exploring every corner of the water country, Taek would discover a unique shark with special abilities. This shark was known as Alexzander. A medium-sized shark summoned along with a plethora of water in which he is capable of merging with at the cost of a move in order to transform his body into a transparent adhesive slime. He is capable of using this transformation as a form of evasion in battle, manipulating his now gel-like form however he pleases. The adhesive slime although it is very similar to that of the "Sticky Syrup Jutsu." That being said, this form is also somewhat comparable to that of the Hozuki Clan, as both are susceptible to lightning based attacks. While in his slime form Alexzander is capable of absorbing large quantities of chakra upon contact, up to S-rank energy based techniques (Wind/Fire) at the expense of a move, when it comes to Lightning, B-rank and above techniques are capable of knocking Alexzander out of his slime form and causing considerable damage. Additionally, Alexzander is capable of manifesting a plethora of jaws onto the surface of the slime capable of devouring physical techniques, similar to that of "Paelmon's Touch". These jaws can be manifested at the same time Alexzander enters his slime form, or after the fact with the cost of a move-slot. The jaws devour up to A-rank physical techniques (Earth/Water) within a single time-frame passively. As well as being capable of defending against Taijutsu attacks of the same rank. Due to Alexzander's adhesive slime form, he is more than capable of latching on to and coating physical constructs. Alexzander's last and final ability is this ability to use any shark and water techniques the user knows up to and including S ranks.

Note: There cannot be any summons on the field, in order to summon Alexzander. Lasts four turns. Can only be taught by Jᴀʏ

(Hebi Kuchiyose: Draco) — Snake Summoning: Draco
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Somewhere on the western continent, a baby snake by the name of Draco was discovered. Draco, although he was a baby snake, was proficient at many complex abilities, making him a prodigy at such a young age. Draco is a jet black snake that coils itself around Genji's waist. Draco is capable of blending the users spiritual and physical energies into nature energy without the need for meditation, Draco can convert 10% of the users maximum chakra into Sage Energy per turn that can be utilized for PSM/ISM. This ability is instant and passive, but unfortunately upon performing this ability the user must enter Sage Mode, additionally Draco is incapable of converting more than the users natural capacity for Nature Energy so this in no way enables the user to extend his sage mode this simply a method to activate it without the need for meditation, furthermore this ability can only be performed however many times the Mode the user wishes to enter can. Alongside this, Draco is also capable of utilizing the chakra transfer jutsu. Lastly, Draco is capable of telepathically communicating with it’s summoner and is a Wind Specialist capable of utilizing all Wind techniques the user knows up to S rank.

Note: In order to summon, no other snakes must be on the field. Lasts four turns. Can only be taught by Jᴀʏ.

Passives:
Jutsu:
(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the user's techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.

(Han'you Fūin) - Generic Sealing Technique
Rank: B-Rank
Type: Supplementary, Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu, typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.
Note: Cannot seal an opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).

Note: Can only seal corpses, and not injured people regardless of the extent of their injury.

(Suition/Fuuinjutsu: Zeusu no Shison no Rōbai) Water/Seal Release: The Dismay of Zeus's Offspring
Type: Supplementary/Defense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The property of this jutsu is simplistic in nature and only offers use to defend against extremely advance lightning attacks. The user will place a seal on their body and release from this seal an advanced form of water. The water has properties of fuuinjutsu and that of its regular counterpart. Essentially it works in two parts in an attempt to counter advance lightning. The seal portion of the technique's water will effectively absorb and seal off of the advance shape of various forms of electricity as well as the chakra of the opponent that has control of the lightning, be it focused lightning, or shaped lightning, the seal portion will act as a way to disrupt its shape and forcefully revert the lightning into regular, unfocused electricity. After this process is finished, the water portion takes over, as the water will conduct the now unfocused and chakra devoid electricity. From here, the user may now be able to have accessible usages to a momentarily active electrical source (only lasts 2 turns in the mist before both the water and electricity disperse). Even if the lightning has no shape or focus, example: Nagashi, the seal can still negate the chakra, with the water taking over its movement as well. Thus making the technique a good counter against any electrical mediums. This includes electricity that might coat other material like

Note: Can only be taught by Joker. After every two usages, the user can't use the seal again for two turns. In total can only be used three times.

Items:
(Kemuri Senkōdama) - Smoke-Flash Bombs
Type: Tool
Rank: N/A
Range: Short - Mid
Chakra: N/A
Damage: N/A
Description: Similar in use to the smoke and flash bombs respectively, this tech dazes the senses by emitting a powerful sound and light. It was powerful enough to block even enhanced senses of sight and hearing, leaving those with vision and sound based sensing useless. It's major downside, however, is that due to affecting a wide area, allies could also be caught in the blast radius if not warned beforehand. Due to the mass amount of chakra released from the explosion, chakra based sensing dilate also left useless. These are also able to negate B rank and below technological sensing devices as well.

Note: User can have up to 3 max while Cyborgs have up to 6.

(Ryuishi) - Dragon Orbs
Type: Tool
Rank: S
Range: Short-Long
Chakra: (-5 chakra per turn)
Damage: N/A
Description: The Dragon Orbs is a unique tool based off the special chakra nodes utilized by the Sixth Paths of Pein. While those chakra nodes/rods enabled Nagato to utilize his chakra to control entities from extended ranges, these unique orbs focus entirely on the sensory capabilities of the nodes, these specific nodes are capable of reacting to spikes of chakra within the area up to long range (one landmark) as well as being able to sense the presence and location of chakra on the field. Enabling the user to surmise that the enemy is about to launch a technique however this in no way enables the user to have any detailed knowledge of what the opponent might be doing without additional information. This isn't the extent of the chakra orbs sensory capabilities, these chakra nodes are also fully equipped with sensory programming enabling them to detect heat signatures and motion enabling the user to become aware of any movement and heat within a five-meter radius of their person. These orbs being in contact with the user's body enabling them to be instantly aware of any disturbances in their vicinity. The Dragon Orbs also have an additional ability, directly tied to the user's ability to enter sage mode. After extensive research in Ryuchi's Cave, Genji had discovered a way to heighten his affinity for sage mode through these unique chakra orbs, created from the bones of dragons in Ryuchi's Cave and infused with Genji's own essence, these orbs heighten the user's affinity for sage mode passively. Through the infusion of the great snakes from Ryuchi's Cave with Genji's own DNA, the user is, is blessed with enhanced vitality upon activating sage mode, in regards to its durability and regenerative abilities. The means the orbs are capable of increasing the healing properties of Sage Mode by ten, and the damage negation properties by ten. These nodes are orb shaped and are attached to the user's body.

Note: The usage of Sage Mode is reduced as a result of the abundance of power granted through its use, as such the user can only enter Sage Mode twice per battle.

(Ryukokkaku) - Dragonbone
Type: Armor
Rank: S
Range: Self
Chakra: (-5 chakra per turn)
Damage: N/A
Description: Dragonbone is a gray technologically produced paste composed entirely from a portion of a bone from one of the great Watasumi Dragons. The paste has the ability to distribute chakra throughout the users body reinforcing it. This grants enhanced defensive capabilities, allowing the user to reduce 25 points from physical damage. As for its additional ability, through the user's knowledge of medjutsu, and the new technology in the ninja world Genji became capable of producing a simple automated system built into this paste capable of restoring and repairing damage caused to the user, by siphoning off chakra from the user in order to heal their wounds. This process is fully automated and doesn't require any conscious input from the user and is all utilized by drawing chakra from the user in order to passively heal himself (-15 chakra per usage). The paste is capable of detecting blood, burns, and inflammation as well as any damage the user sustains during battle and is capable of repairing said damage. The paste isn't capable of restoring severe damage and or regenerating limbs and can only repair a maximum of 10 health per turn passively. Lastly, this paste can be utilized through ingestion or simply lathering it onto the user's body. This healing can only be used four times per battle, with each usage lasting a turn.

Note: The paste is transparent, and hard to notice without enhanced vision like the Byakugan.

(Abusōbu Ude) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.

Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.

Himitsu Same Kuchiyose: Dīpuburūsu ▽ Secret Shark Summoning: Deep Blues
Type: Supplementary
Rank: N/A
Range: N/A[
Chakra: N/A[
Damage: N/A
Description: After creating several versatile and powerful techniques from the shark contract, the Mand'alor began exploring the world with new friends and allies. Around Kirigakure, specifically, the Shivering Sea, lived a secluded and unknown type of shark that dwelled deep within the ocean. They were so deep in the ocean that the light from the sun and moon would never reach them, keeping them within eternal darkness and away from humanity. Their habitat was fierce, as were the predators and prey that lived in the unexplored waters. As chance had it, on his way to Nagi Island, the Mand'alor found one of these sharks and from its uniqueness and individuality, took it into one of his labs at Concord Dawn for further investigation. The Mand'alor dubbed these sharks "Deep Blues" due to their dark blue bodies. One could even mistake that color for black, even with their white undersides for comparison. The reason these sharks were so special was their adaptation to the ocean's water pressure and the predators deep within the sea, giving them enhanced durability opposed to other shark summons within the Mand'alor's arsenal. The added durability would equate to shark ninjutsu in conjunction with this technique being able to play on the terms of elemental ninjutsu (twenty points of damage for reference). The Deep Blue's teeth were sharper and stronger than any shark's recorded best yet, their speed in the frigidly cold water was double that of regular sharks from adapting to the water's cold and pressure, and their sense of smell was far beyond the limits of normal sharks. However, the species was not perfect. Due to years and years of breeding and evolution, these selective species of sharks were robbed of their eyesight from all their years without the sun or moon lighting up the world or them. They were truly brutal creatures and savages for blood - the perfect companions for the Mand'alor.

▽ Must be posted at the beginning of a fight and in the user's biography
▽ Can only be taught by Penguin
▽ Can be applied to shark ninjutsu the user knows, but not shark summons themselves
▽ Must specialize in Shark Summonings/Ninjutsu to learn/use
▽ An additional ten chakra would be used to summon this variant of shark in conjunction with shark ninjutsu.

(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background: Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects, you must use an extra 10 chakra for every technique afterward for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking the third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
-Costs a move per turn to use.

(Hyōrōgan) Military Ration Pills
Type: Healing
Description and Background: Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Taking two pills in a conflict results in hyperstimulation of the cardiovascular system. The user's heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.
-Costs a move per turn to use.

(Ketsueki no Zōka Piru) Blood Replenishing Pill
Type: Healing
Description and Background: Contains high concentrations of amino acids, iron, and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from hematopoietic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased the likelihood of blood clots forming, specially through trauma.
-Taking 3 pills overstresses the cardiovascular system and causes fainting from lack of blood to the head after 4 turns.
-Costs a move per turn to use.
 

Corazon

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I stood across from my opponent, he was a peculiar looking Muggle. The time for words had passed though, and it was time for our actions to do the talking. I'd initiate the battle by crushing the vial containing the Ravenclaw Potion ( unbeknownst to my opponent ), allowing for it to enter my body through my skin and take affect. My form would be become completely concealed, the Potion would not only make me appear to be devoid of chakra but, any and all spells/techniques utilized by me as well.

Simultaneously, I'd utter the incantation, Obtestor, to conjure forth a Lightning infused entity ( it'd be around 1.8m after factoring in the Yang tech ) six meters behind the man. Naturally the conjured entity would appear to be lacking chakra and unable to be sensed whilst it's movements would be silent, swift ( twice my speed ) and calculated. This was unlike anything else I'd conjured before though, because this entity was given sentence through my usage of Yang, allowing it to act independently but, with the purpose of causing injury to my opponent.

The moment it was created, following the movement of my wand beneath my cloak, the entity would burst towards my opponent, aiming to plunge the multiple bladed limbs it possessed into the back of the Muggle, piercing through his vital organs if he didn't properly defend himself. During all of this, I'd use my left hand to flick several kunai with explosive tags attached in a parabola arc that would land on my opponent's head.

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( Legilimency ) - Legilimency ( passive/reference )
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.

( Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank

Ravenclaw's Elixir
A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.

Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:

Conjuration - Offensive/Defensive/Supplementary ( D - S ) ( S )

The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.

Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.

( 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.
 

Jᴀʏ

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Upon entering the battlefield Genji wouldn't think twice about what he was about to do, with Alexzander and Draco by his side and on his person, he was more than ready for what was to come. Suddenly his opponent would begin to speak, "Obtestor" he would say. Genji had heard that word before, then suddenly he would begin to hear the crackling of electricity or lightning behind him. Additionally, Genji's Dragon Orbs would pick up on both the heat and motion of the entity, as an extension of his sense of touch. Genji would assume that the chant was to perform an attack of sorts from outside his field of vision.

To respond Genji would perform a coordinated assault with his partners in crime. Alexzander would quickly take on his adhesive slime form, covering both the young warrior and Draco in his adhesive slime whilst leaving negligible gaps to breathe and see so as to function normally. As Alexzander underwent this defensive measure, Genji would set up his own precautions. While Alexzander's abilities were meant to combat both physical and energy based entities, Genji's technique was suited to defend against spiritual attacks. Utilizing his inherit Hayabusa abilities the young warrior would manifest a sentient creation within his own psyche that would defend him form any form of mental or spiritual manipulation or infiltration. This sentient construct would be called Nike, after the Goddess of Victor. As this was performed Draco would utilize his wind affinity to form a green dragon composed of wind that would rapidly swirl around the three, forming a vortex that would devour and repel anything within the vicinity. It would negate the lightning infused entity, as well as redirect the explosive kunai approaching from above.

"Is that all?"

(Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden S
Range: Short - Long
Chakra Cost: 10 - 60 40
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.

Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).

Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.

Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.

Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.
Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.
Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.
Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.
Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.

(Futon: Ryūjin no Taberu Seiun) — Wind Release: Ryujin’s Devouring Nebula
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Ryujin’s Devouring Nebula is a unique technique that employs the usage of two of Wind Release’ most powerful properties: it’s suction, and sharpness. The user will begin the technique by channeling his wind chakra throughout his body, and releasing it from every pore in his body, he will then perform three hand-seals to form a condensed green or blue dragon, then the user wills the wind dragon to swirl around them at incredible speeds, forming an orb-shaped vortex. This vortex moves at such high speeds that it’s capable of drawing entities towards it slicing them up to ribbons and devouring the technique, person or object entirely. The suction property of this vortex is so powerful (its strength is S Rank, and much like Swamp of the Underworld the enemy must utulize a technique of equal rank to escape it's clutches, this is true for the defensive usage as well) it’s capable of drawing enemies objects and techniques from long range to mid range, from mid range to short range, and from short range straight into the Devouring Nebula. The user has an additional usage of this technique, utilizing the same principles by swirling the dragon in the counterclockwise direction, the user is capable of repelling enemies and other entities surrounding them back, preventing the opponent from entering range to perform their techniques. This technique is capable of pushing enemies, techniques and objects from short range to mid-range, and from mid-range to long range, as this technique pushes the enemy back it is more defensive and thus is easier to perform than it’s offensive counter-part.

Note: Can only be taught by Jᴀʏ
Note: The user cannot utilize S rank or above Wind Techniques in the same turn.
 
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Corazon

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Ngl bro, I don't think your move works. You covered your snake summon with your shark summon ( except for iss eyes and mouth according to you ) so I don't think it would be able to use the wind tech which releases air from every pore of the body ( that's what the tech says ). It would either kill your shark or the tech wouldn't happen, either way my creation would've hit you.

My creation is infused with lightning, iss made from Mahou ( iss in the tech ) so it can use Mahou techs as well due to the Yang tech. Also I'm honestly not sure how big the dome is so I'm gonna assume short range all around you.
I smirked as my opponent, or opponent's, made their move in response to my initial attack. They seemed to be content with just defending for now but, I wasn't. My creation was aware of it's objective, attack at all costs.

As the snake began releasing the wind from it's body, my creation would Apparate instantly above my opponent and his dome ( just outside short range but since it's already within short range of you it can teleport instantly coz it's less than 5m ) and perform a spell of it's own. After uttering the incantation, Diffindo, it'd release a thin blue jet of Mahou aimed at the wind dome, slicing through it with ease and exposing the man and his summons.

Meanwhile, simultaneously to my creation reacting, I'd attack as my opponents defended my initial assault. I'd weave the necessary handseals and manifest Entropic Radiation below my opponent's ( 5.1m to be exact ). I'd opt to utilize it's radiation form, giving it no specific shape, instead opting for it's more destructive form. It would pass through the ground harmlessly, causing no rumblings or noises and due to the Potion, it would possess no chakra signature, much like myself, the creation and it's technique. It would erupt as a massive column of Entropic Radiation, stopping just short of my creation and covering short range all around my opponent's, causing debilitating affects if it lands successfully.

( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S ( A )
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.

Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S ( S )
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

S Rank

Severing Charm: - Offensive/Defensive

The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.

Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

( Entropoton: Akuyaku no Shizuka ) Entropy ∞ Silent Undoer
Type: Offensive/Defensive/Supplementary
Rank: C-S ( S )
Range: Short-Long
Chakra: 15-40 (-10 per turn)
Damage: 30-80
Description: This technique serves as a basic release for the element, and allows the user to concentrate various amounts of Entropic Radiation either within his body, the terrain around him, or even the air. When conjured without a source the element cannot be formed within 5 meters (short ranged) of an opponent, unless the user himself is within that range. The radiation can be used in various forms; it can be condensed into solid objects such as weapons, shields, pillars, etc and it can stay as simple radiation to cover vast distances and wreak havoc from afar. When made into objects, the element will be able to, upon contact with techniques and/or chakra filled entities, disperse the kinetic and potential energies found within said technique which can cause it to lose form. The other side to this technique is when the element is released in full blown radiation form. As per abilities of the CE, the radiation is able to pass through solid objects to get to hidden targets. Once contact is made the radiation will forcefully scatter the energies within its target which can lead to severe internal damage within people and summons, and loss of form to techniques. To use this technique above B-ranked, the user will have to perform a hand seal. A-ranked usages require two hand seals and a turn cool down between applications, S-Ranked requires three hand seals, two turn cool down, and a maximum usage limit of three times. After using the S-ranked variant the user will be unable to perform Entropy techniques above A-Ranked in the next turn. Applications of Silent Undoer can remain on the field more than a single turn up to a max of three turns but at a price of ten chakra per turn.
 

Jᴀʏ

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Ngl bro, I don't think your move works. You covered your snake summon with your shark summon ( except for iss eyes and mouth according to you ) so I don't think it would be able to use the wind tech which releases air from every pore of the body ( that's what the tech says ). It would either kill your shark or the tech wouldn't happen, either way my creation would've hit you.

My creation is infused with lightning, iss made from Mahou ( iss in the tech ) so it can use Mahou techs as well due to the Yang tech. Also I'm honestly not sure how big the dome is so I'm gonna assume short range all around you.
I smirked as my opponent, or opponent's, made their move in response to my initial attack. They seemed to be content with just defending for now but, I wasn't. My creation was aware of it's objective, attack at all costs.

As the snake began releasing the wind from it's body, my creation would Apparate instantly above my opponent and his dome ( just outside short range but since it's already within short range of you it can teleport instantly coz it's less than 5m ) and perform a spell of it's own. After uttering the incantation, Diffindo, it'd release a thin blue jet of Mahou aimed at the wind dome, slicing through it with ease and exposing the man and his summons.

Meanwhile, simultaneously to my creation reacting, I'd attack as my opponents defended my initial assault. I'd weave the necessary handseals and manifest Entropic Radiation below my opponent's ( 5.1m to be exact ). I'd opt to utilize it's radiation form, giving it no specific shape, instead opting for it's more destructive form. It would pass through the ground harmlessly, causing no rumblings or noises and due to the Potion, it would possess no chakra signature, much like myself, the creation and it's technique. It would erupt as a massive column of Entropic Radiation, stopping just short of my creation and covering short range all around my opponent's, causing debilitating affects if it lands successfully.

( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S ( A )
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.

Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S ( S )
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

S Rank

Severing Charm: - Offensive/Defensive

The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.

Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

( Entropoton: Akuyaku no Shizuka ) Entropy ∞ Silent Undoer
Type: Offensive/Defensive/Supplementary
Rank: C-S ( S )
Range: Short-Long
Chakra: 15-40 (-10 per turn)
Damage: 30-80
Description: This technique serves as a basic release for the element, and allows the user to concentrate various amounts of Entropic Radiation either within his body, the terrain around him, or even the air. When conjured without a source the element cannot be formed within 5 meters (short ranged) of an opponent, unless the user himself is within that range. The radiation can be used in various forms; it can be condensed into solid objects such as weapons, shields, pillars, etc and it can stay as simple radiation to cover vast distances and wreak havoc from afar. When made into objects, the element will be able to, upon contact with techniques and/or chakra filled entities, disperse the kinetic and potential energies found within said technique which can cause it to lose form. The other side to this technique is when the element is released in full blown radiation form. As per abilities of the CE, the radiation is able to pass through solid objects to get to hidden targets. Once contact is made the radiation will forcefully scatter the energies within its target which can lead to severe internal damage within people and summons, and loss of form to techniques. To use this technique above B-ranked, the user will have to perform a hand seal. A-ranked usages require two hand seals and a turn cool down between applications, S-Ranked requires three hand seals, two turn cool down, and a maximum usage limit of three times. After using the S-ranked variant the user will be unable to perform Entropy techniques above A-Ranked in the next turn. Applications of Silent Undoer can remain on the field more than a single turn up to a max of three turns but at a price of ten chakra per turn.
I don't have time to actively RP and I dont want to rush my moves. So you got it bro.
 
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