[ Green Bit (081)] - King Crimson vs ZandaT

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Roo and his amphibious companion witnesses a large object approaching them from the skies above before coming into view and stopping at a mid.range distance away while remaining aerial.

Is this them boi!? the toad says out of curiosity.

Yeah Pa, that's them alright....

The Akimichi could feel the similar powers emanating from the shinobi before him but on a higher scale. He was indeed a strong opponent in terms of capacity, but in the mere moments to come the Akimichi will most likely put this wanted man to the test. Scoffing at Vegeta's question like statement, Roo activates a scientific ninja tool as Pa sits idle on his left shoulder patiently waiting for the battle to start.

That scrolls long gone my friend, but after saving me the trouble of having to come look for you I don't mind returning the favor and bringing your head to the same agent I brought the scroll too so you could see for yourself.

Jishin sensā | Seismic Sensor
Type: Tool
Rank: B
Range: Short-Mid.
Chakra: 20 (-10 Cp per Turn)
Damage: N/A
Description: The Jishin sensa is a specialized technological device fashioned to take the form of a medium sized circular watch designed to attach to the user's wrist. Needing chakra to be activated and constantly fueled, this specialized watch has the technological ability to not only register the seismic activity in the ground around the user, but it also registers the type of chakra being used and its relativity to the user who acts as the device's signal dispatcher as long as they remain in contact with the ground. The signals being transmitted from the user pick up any below surface activty happening in real time as it then differentiates the location and the cause of activity in terms of source origination. Although the device itself is advanced in its design and its ground based detection applications, the Seismic sensor can only detect if the chakra is basic, of the basic 5, or unnatural which is the category for everything else.
NOTES
►Once activated, the device lasts as long as it is fueled, which can be cancled at anytime
►Only works when the user is connected to the ground or a static surface

320-11-20= 289 Senjutsu Chakra

910-11-20= 879 Chakra

- Fights for the Arc 2 bounty operate by normal NW rules, with a few notable exceptions:
- The time limit will always be 24 hours, no exceptions.
- The time limit also extends to quoting and discussing a move, although after a Sensei has been contacted the time limit is paused and remains so until a verdict has been posted, but it does not reset afterwards, it simply continues. If no Sensei can be found in good time ZK can be contacted for verdicts.
- The contenders do not have the right to a second check, or a Moderator check, should an issue arise during the battle. This means that the first check is also the final one on that issue. However, if a checker is contacted directly for the check both contestants must agree on who they wish to contact.
Pre-fight stuff:
(Fuuinjutsu: Matomemasu) Sealing Jutsu: Bring Together
Rank: A
Type Supplementary
Range: Short-Mid(length the range of the seals can reach up to draw someone or thing)
Chakra Cost: 30
Damage Points: N/A
Description: The user places seals on different objects(inanimate). These seals are connected via their kanji symbols. The seals are activated to draw each other close together. The seals can be activated one at time or multiples at once. These seals primarily for weapon users that uses multiple weapons and can't get them back since they are to far away to reach but can be used to draw in almost anything to another seal. The seals are activated with a hand seal. The speed that the weapon comes together is Sannin rank running speed

-Can only place four seals which is the max, no more can be placed until one of the seals is removed.
-The user automatically has a seal on themselves(must have this jutsu posted in the beginning of a match or in the bio) so that leaves three other seals to be used.
-Placing a seal, removing a seal and attraction(bringing them together) counts towards the three moves per turn
- Cannot be used with the projectile clone jutsu
Fuuinjutsu/Doton: Dōtoku (Sealing Arts/Earth Style: Morality)
Type:Supplementary
Rank:A
Range:Short
Chakra:30 (Activation) (Then -15 per turn)
Damage:N/A (-40 to all physical techniques if still activated at the time of the strike)
Description: This technique comes in the form of a seal, resembling a tattoo, that is passively inscribed on the user's chest before battle and directly connected to his chakra center via his own chakra once activated. It can also alternatively be applied to the user during battle via sealing tag.. The seal is infused with an abundance of very light and free type of earth chakra, similar to that of "Earth Release: Ultra Light-Weight Rock Technique". Designed to close the gap between Taijutsu/Kenjutsu and Ninjutsu, this seal may be activated at will, whenever the user wishes, due to being so intricately connected to his chakra, but may only be used in combination with a Taijutsu or Kenjutsu technique. Whenever he wills it and performs such a technique, the seal may activate. When it does, the user will become infused with the lightened earth chakra and thus his entire body will be lightened several times over whilst performing certain actions during the technique. Any technique that requires, jumping, dashing, rolling, or any sort of potentially evasive action is now maximized due to the user's now lightened body. His jumps are higher, his dashes and rolls are faster, and things of that nature. Due to this, whenever he uses a jutsu that employs any of these actions, he is able to use them to simultaneously dodge incoming ninjutsu techniques since he is able to do these actions far beyond what a normal ninja would be able to. While the user still is not able to simply leap above things like Majestic Annihlation, he may still dodge any ninjutsu technique that is up to 10 meters in any dimension in its size with the aforementioned ways. While this jutsu may be used in combination with a taijutsu or kenjutsu move in the same timeframe due to it only being activated once these moves are used, it of course takes up a move slot.
-Can be activated twice per battle
-Lasts 3 turns each activation
-Can only be used with Taijutsu or Kenjutsu techniques
Active:
( Kote ) - Forearm
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: As its name suggests, this tool is worn on the forearm. After choosing one Ninjutsu to seal within the scroll, the user seals it within the seal after using it or having another person utilize it. The user initiates one of their techniques before sealing them into a scroll. The scroll is then shrunken to pill-size and is put inside the Kote. Afterwards, they can release the scroll and use the sealed technique. To use some elemental technique, the user apparently needs to form the corresponding seal first. Because using the Kote doesn't require chakra, the user can gain an advantage in battle by releasing normally chakra-taxing techniques while saving their chakra or continuing to use techniques when low on chakra, thereby keeping the user rested and less-likely to endure exhaustion; it can even be used by a non-ninja person.
Note: Genin to S-Jounin Ninja can seal up to Forbidden ranked Ninjutsu techniques, which must be noted within the bio. S-class and Sannin can seal up to S ranks and Kage and up ninja can only seal A ranks and below within a Kote.
Note: Only up to 3 Kotes can be owned, counting as a Tool slot.
Note: Only Ninjutsu, Elemental Ninjutsu, and non Fuuinjutsu based Advanced Ninjutsu fields can be sealed.
Loaded here [ ]
Sukautā - Scouter
Type: Tools
Rank: A-rank
Range: Short-Long
Chakra: 30 activation 10 per turn thereafter
Damage: N/A
Description: A Scouter is a scanning piece of Ninja technology, contained in a unit that fits over the users left ear, with a semi-transparent coloured monocle that serves as a display, covering the left eye. The colours can vary depending on the users preference but it has no bearing on the usage of the Scouter. The primary function of the scouter is to Scan the Chakra level of an opponent or groups of opponents, displaying a numerical value as well as an arrow to indicate the direction of the chakra source, if they happened to be outside the display-screens field of view. The Scouter is able to pick up Chakra Signals at a vast range, up to a single landmark away; though if multiple Chakra Sources are in the same landmark, it is only able to show the number of individual signals, instead of each Chakra Level. The Scouter will not detect Chakra if the target is using a chakra suppressing ability.
Upon initial activation, it will only show the current level of targets within Long-range of the user, requiring an additional activation cost to scan into the next landmark. Once a targets Chakra has been scanned, it will not constantly update the chakra level as it depletes, instead requiring another activation cost (30 chakra) to update the reading to the targets new chakra level. So long as the user spends the chakra, they are able to constantly track up to five targets at all times, so long as they remain or enter mid-range, unless they use a chakra suppressing ability. The scouter can only track up to two targets if they are long-range away from the wielder, and any targets within an adjacent landmark, will appear as one reading with their combined chakra level displayed on the screen. The scouter is able to track any source of chakra, from projectiles, to clones, to summons and animal companions; anything with a readable chakra source present. This ability to detect targets does grant a small boost to the users tracking speed, granting an equivalent to a 2T Sharingan.
Scouter's are able to provide a direct line of communication with other Scouter's and communication devices, via implementation of a modified script from a communication scroll, however only when the Scouter is active. This communication extends up to three landmarks in any direction and can easily be heard by the wielder due to the device being ear-mounted.
Notes:
-Scouter can remain active so long as the user has the chakra reserves to do so.
-Scouter Tracking speeds do not stack with Doujutsu
-Can only be made/taught by Shinta and a max of 3 can be used.
-Full body lightning jutsu of B rank and higher will short-out the Scouter, making it unusable for five turns. S rank lightning will destroy the Scouter.
(Saiya-jin Jakketo)-Saiyan Armor
Type: Weapon
Rank: S
Range: Short-mid
Chakra: 40
Damage:
Description: The Saiyan Armor is fabled to comprised of both ninja wire and chakra metal which is the reason for being very light stretchy as the wire through out is in layers which give it manouvorability, yet, at the same time really durable. Because of the armor’s unique characteristics it makes the wearer Immune to C-rank taijutsu and immune to D-rank ninjutsu. The armour when forged was inlaid with doton chakra similar to the cannon light weight technique making it so it doesn't hinder the users speed while granting Another ability the Armor grants the user is that the armor can release an instant surge of S rank earth chakra into the users body for a split second similar to the (Doton: Chōkeijūgan no Jutsu) - Earth Release: Earth Release: Ultra Light-Weight Rock Technique, allowing the users speed to increase for a sudden movement in a linear direction up to mid range (2x speed), where their speed returns to normal. This ability activates instantly, lasting for one movement, and can be used only twice per battle. Another aspect of the armor is the user can release their chakra into it using it to harden the armor similar to the cannon B rank earth Hardening technique, increasing the defensive powers of the armor to that of A rank earth following the s/w of earth release.
Note: Reducing the weight costs a move, can be used twice, with two turns between uses and can only move up to mid range.
Note: Hardening the armor can be used 3 times, is A ranked, can be used once per turn, protecting the users body where the armor covers.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nulified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on eachother.
( 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 molded 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.
(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.
(Kuchiyose no Jutsu: Kyodalja) - Summoning Technique: Giant Snakes (Pit-viper edition)
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description:
The user will summon a generic Giant Snake whose size can vary from a 10 meter long snake to ones the size of a boss summon, rivaling 100 meters long. These snakes vary in appearance and size and serve only as basic warriors, having only the normal characteristics of snakes. Although they are quite simple snakes, they are very enduring and resistant and, when big enough (about 50 meters long) they can take up to A-Rank damage.
Note: requires snake contract.
Note: can only be summoned once


listens to the two converse, and smiles. So, they are after the bounty. The scroll must have just been loot they found while searching for us.. Vegeta thinks, as he jumps off to the left 3 meters next to Snizzle and makes 4 seals slamming his hands as he lands. Laughing momentarily, he mocks his two opponents..

Seems you have me at a disadvantage since I don't know who you are. No matter, maybe you'll make a name for yourself in the next dimension..

Suddenly, a rumble fills the entire field, as from the Earth 8 meters from the man and frog surrounding them horses rode by men rise from the ground and charge towards them in the center. The men behind the line fire off a volley of empowered earthen arrows that rain down from above cutting off any escape and blotting out the sun. With 1 seal, the charging men and horses suddenly become mud that stretches back 10 meters and is 15 meters wide, that Vegeta controls with a special ability taught to him by Sado keeping it off of himself and Snizzle. The large amount of mud from the large creations blasts out straight at them from all sides, covering their bodies in mud, slashing and tearing at their skin with small blade like creations formed from the mud giving it an additional sharpness. This makes moving harder as well as restricts breathing placing an excessive weight on the two, tripling their weight and cutting their movement speed in half. With a vindictive smile, Geets wills the mud to surround the man's head and the toads entire body, making it's way into their nose, mouth and eyes. Vegeta and Snizzle D. Pitvizzle would watch them, Vegeta sensing them out and using his eyes to watch them writh in pain being choked out by slashing blade like mud. Would they survive? He sure hoped so, this was just getting fun..


(Doton : Rohirrim no raido) - Earth Release : Ride of the Rohirrim
Type: Offensive/Supplementary
Rank: S
Range: Mid - Long
Chakra Cost: 40 (+20 second charge)
Damage Points: 80+30=110
Description: The user performs a series of 4 hand seals and slams his hands on the ground, which begins to rumble noticeably throughout the whole battlefield. From the earth at about 8 meters from the opponent Horses rode by men rise from the ground and charge towards the opponent or specified target, the men at the front of the charging horses have spears and will skewer specified target before trampling them with their large horses. The Men and horses behind the line of spears launch a volley of arrows rain down from above and then is followed by the brute force of the charge - the Volley of Arrows is A-Rank(+30) and so that Men the Horses and Spears are that of A-Rank(+30) too. The Volley of arrows can be launched whenever the user wills it. The army stay together and if the opponent tries to move out of the way they can also move, slightly going to the left or the right - if they do not hit anything and are still on the field they can stop galloping and get into formation again and then charge in a new direction - the use will have to sacrifice more chakra for this next charge and it will also cost another move. Once the Horses have finished with their charge (which is up to the user) they will crumble to pieces of rock, earth arrows and spears will remain on the field.

The user can at any time make another hand seal and the horses and men will suddenly become a sticky mud that will cover anything near to them in the adhesive material, binding it onto the earth. The mud will cover the large area of ground as the large army of Horses stretched back 10 meters and is 15 meters wide, because the horses are galloping the mud would traverse a couple meters with the forward momentum but not enough to become a strong wave that knocks anyone over. The Mud Source is that of S-Rank+30(From Mud Wrap+SM), even though there is a large area of it.

This Jutsu also has another use where the horses form encircling a target, they begin at 8 meters away and start charging at the target getting closer and closer. They can still do the Arrow Volley technique as the horsemen will shoot the arrows beforehand or not at all and they will all go to the middle or in another specific location (if they opponent tries to escape by going upwards for instance). When they get close enough to the opponent about 3-4 meters in they will also be very close to themselves and so when they crash into each other they will break up into rocks and all come into the middle and crush whatever is in the middle; this would also leave a big dust cloud around the opponent. If the A-Rank volley of arrows is used, when the horses crash into the middle it will be A-Rank as well.

- Can only be used 2 times
- No S-Rank Earth jutsu can be used in the same turn or the next.
- Must be taught by LonelyAssassin
(Doton: Doro Rappu) - Earth Release: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra: 30
Damage: NA (+20 to mud based techniques)
Description: The user channels additional earth chakra into a mud based technique or takes hold of earth chakra infused mud already in play. Due to the earth chakra already found in the mud it can be slightly manipulated further to surround the opponent. The mud basically blasts out and around the opponent covering their body in mud or slashes and tears at their skin with small blade like creations formed from the mud giving it an additional sharpness. This makes moving harder as well as restricts breathing placing an excessive weight on the opponent tripling their weight and cutting their movement speed in half for as long as the mud remains on them. This is due to the earth chakra infused mud that covers the opponent. It has the same effect as Swamp of the Underworld in a more refined and specific way as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making it's way into their nose, mouth and eyes. However to use this technique the user must have used a mud based earth jutsu.
The additional chakra can also strengthen the mud making it a sort of psuedo-combination allowing for the addition of more damage. Through this additional earth chakra the mud can be proliferated, thus making the original technique both larger and stronger (one-rank boost up to A-rank and +20 damage). This can be used alongside another mud based technique in the same timeframe to alter or augment the way the user attacks or can be used later on to control mud that is still just lying around.

Note: Can only be used three times per battle with a two-turn cooldown.
Note: The strengthening ability can only be used twice and only once per turn

1540-10-5-70=1455
Senchakra: 520-85=435
 
Last edited:

ZandaT

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- Fights for the Arc 2 bounty operate by normal NW rules, with a few notable exceptions:
- The time limit will always be 24 hours, no exceptions.
- The time limit also extends to quoting and discussing a move, although after a Sensei has been contacted the time limit is paused and remains so until a verdict has been posted, but it does not reset afterwards, it simply continues. If no Sensei can be found in good time ZK can be contacted for verdicts.
- The contenders do not have the right to a second check, or a Moderator check, should an issue arise during the battle. This means that the first check is also the final one on that issue. However, if a checker is contacted directly for the check both contestants must agree on who they wish to contact.
Pre-fight stuff:
(Fuuinjutsu: Matomemasu) Sealing Jutsu: Bring Together
Rank: A
Type Supplementary
Range: Short-Mid(length the range of the seals can reach up to draw someone or thing)
Chakra Cost: 30
Damage Points: N/A
Description: The user places seals on different objects(inanimate). These seals are connected via their kanji symbols. The seals are activated to draw each other close together. The seals can be activated one at time or multiples at once. These seals primarily for weapon users that uses multiple weapons and can't get them back since they are to far away to reach but can be used to draw in almost anything to another seal. The seals are activated with a hand seal. The speed that the weapon comes together is Sannin rank running speed

-Can only place four seals which is the max, no more can be placed until one of the seals is removed.
-The user automatically has a seal on themselves(must have this jutsu posted in the beginning of a match or in the bio) so that leaves three other seals to be used.
-Placing a seal, removing a seal and attraction(bringing them together) counts towards the three moves per turn
- Cannot be used with the projectile clone jutsu
Fuuinjutsu/Doton: Dōtoku (Sealing Arts/Earth Style: Morality)
Type:Supplementary
Rank:A
Range:Short
Chakra:30 (Activation) (Then -15 per turn)
Damage:N/A (-40 to all physical techniques if still activated at the time of the strike)
Description: This technique comes in the form of a seal, resembling a tattoo, that is passively inscribed on the user's chest before battle and directly connected to his chakra center via his own chakra once activated. It can also alternatively be applied to the user during battle via sealing tag.. The seal is infused with an abundance of very light and free type of earth chakra, similar to that of "Earth Release: Ultra Light-Weight Rock Technique". Designed to close the gap between Taijutsu/Kenjutsu and Ninjutsu, this seal may be activated at will, whenever the user wishes, due to being so intricately connected to his chakra, but may only be used in combination with a Taijutsu or Kenjutsu technique. Whenever he wills it and performs such a technique, the seal may activate. When it does, the user will become infused with the lightened earth chakra and thus his entire body will be lightened several times over whilst performing certain actions during the technique. Any technique that requires, jumping, dashing, rolling, or any sort of potentially evasive action is now maximized due to the user's now lightened body. His jumps are higher, his dashes and rolls are faster, and things of that nature. Due to this, whenever he uses a jutsu that employs any of these actions, he is able to use them to simultaneously dodge incoming ninjutsu techniques since he is able to do these actions far beyond what a normal ninja would be able to. While the user still is not able to simply leap above things like Majestic Annihlation, he may still dodge any ninjutsu technique that is up to 10 meters in any dimension in its size with the aforementioned ways. While this jutsu may be used in combination with a taijutsu or kenjutsu move in the same timeframe due to it only being activated once these moves are used, it of course takes up a move slot.
-Can be activated twice per battle
-Lasts 3 turns each activation
-Can only be used with Taijutsu or Kenjutsu techniques
Active:
( Kote ) - Forearm
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: As its name suggests, this tool is worn on the forearm. After choosing one Ninjutsu to seal within the scroll, the user seals it within the seal after using it or having another person utilize it. The user initiates one of their techniques before sealing them into a scroll. The scroll is then shrunken to pill-size and is put inside the Kote. Afterwards, they can release the scroll and use the sealed technique. To use some elemental technique, the user apparently needs to form the corresponding seal first. Because using the Kote doesn't require chakra, the user can gain an advantage in battle by releasing normally chakra-taxing techniques while saving their chakra or continuing to use techniques when low on chakra, thereby keeping the user rested and less-likely to endure exhaustion; it can even be used by a non-ninja person.
Note: Genin to S-Jounin Ninja can seal up to Forbidden ranked Ninjutsu techniques, which must be noted within the bio. S-class and Sannin can seal up to S ranks and Kage and up ninja can only seal A ranks and below within a Kote.
Note: Only up to 3 Kotes can be owned, counting as a Tool slot.
Note: Only Ninjutsu, Elemental Ninjutsu, and non Fuuinjutsu based Advanced Ninjutsu fields can be sealed.
Loaded here [ ]
Sukautā - Scouter
Type: Tools
Rank: A-rank
Range: Short-Long
Chakra: 30 activation 10 per turn thereafter
Damage: N/A
Description: A Scouter is a scanning piece of Ninja technology, contained in a unit that fits over the users left ear, with a semi-transparent coloured monocle that serves as a display, covering the left eye. The colours can vary depending on the users preference but it has no bearing on the usage of the Scouter. The primary function of the scouter is to Scan the Chakra level of an opponent or groups of opponents, displaying a numerical value as well as an arrow to indicate the direction of the chakra source, if they happened to be outside the display-screens field of view. The Scouter is able to pick up Chakra Signals at a vast range, up to a single landmark away; though if multiple Chakra Sources are in the same landmark, it is only able to show the number of individual signals, instead of each Chakra Level. The Scouter will not detect Chakra if the target is using a chakra suppressing ability.
Upon initial activation, it will only show the current level of targets within Long-range of the user, requiring an additional activation cost to scan into the next landmark. Once a targets Chakra has been scanned, it will not constantly update the chakra level as it depletes, instead requiring another activation cost (30 chakra) to update the reading to the targets new chakra level. So long as the user spends the chakra, they are able to constantly track up to five targets at all times, so long as they remain or enter mid-range, unless they use a chakra suppressing ability. The scouter can only track up to two targets if they are long-range away from the wielder, and any targets within an adjacent landmark, will appear as one reading with their combined chakra level displayed on the screen. The scouter is able to track any source of chakra, from projectiles, to clones, to summons and animal companions; anything with a readable chakra source present. This ability to detect targets does grant a small boost to the users tracking speed, granting an equivalent to a 2T Sharingan.
Scouter's are able to provide a direct line of communication with other Scouter's and communication devices, via implementation of a modified script from a communication scroll, however only when the Scouter is active. This communication extends up to three landmarks in any direction and can easily be heard by the wielder due to the device being ear-mounted.
Notes:
-Scouter can remain active so long as the user has the chakra reserves to do so.
-Scouter Tracking speeds do not stack with Doujutsu
-Can only be made/taught by Shinta and a max of 3 can be used.
-Full body lightning jutsu of B rank and higher will short-out the Scouter, making it unusable for five turns. S rank lightning will destroy the Scouter.
(Saiya-jin Jakketo)-Saiyan Armor
Type: Weapon
Rank: S
Range: Short-mid
Chakra: 40
Damage:
Description: The Saiyan Armor is fabled to comprised of both ninja wire and chakra metal which is the reason for being very light stretchy as the wire through out is in layers which give it manouvorability, yet, at the same time really durable. Because of the armor’s unique characteristics it makes the wearer Immune to C-rank taijutsu and immune to D-rank ninjutsu. The armour when forged was inlaid with doton chakra similar to the cannon light weight technique making it so it doesn't hinder the users speed while granting Another ability the Armor grants the user is that the armor can release an instant surge of S rank earth chakra into the users body for a split second similar to the (Doton: Chōkeijūgan no Jutsu) - Earth Release: Earth Release: Ultra Light-Weight Rock Technique, allowing the users speed to increase for a sudden movement in a linear direction up to mid range (2x speed), where their speed returns to normal. This ability activates instantly, lasting for one movement, and can be used only twice per battle. Another aspect of the armor is the user can release their chakra into it using it to harden the armor similar to the cannon B rank earth Hardening technique, increasing the defensive powers of the armor to that of A rank earth following the s/w of earth release.
Note: Reducing the weight costs a move, can be used twice, with two turns between uses and can only move up to mid range.
Note: Hardening the armor can be used 3 times, is A ranked, can be used once per turn, protecting the users body where the armor covers.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nulified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on eachother.
( 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 molded 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.
(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.
(Kuchiyose no Jutsu: Kyodalja) - Summoning Technique: Giant Snakes (Pit-viper edition)
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description:
The user will summon a generic Giant Snake whose size can vary from a 10 meter long snake to ones the size of a boss summon, rivaling 100 meters long. These snakes vary in appearance and size and serve only as basic warriors, having only the normal characteristics of snakes. Although they are quite simple snakes, they are very enduring and resistant and, when big enough (about 50 meters long) they can take up to A-Rank damage.
Note: requires snake contract.
Note: can only be summoned once


listens to the two converse, and smiles. So, they are after the bounty. The scroll must have just been loot they found while searching for us.. Vegeta thinks, as he jumps off to the left 3 meters next to Snizzle and makes 4 seals slamming his hands as he lands. Laughing momentarily, he mocks his two opponents..

Seems you have me at a disadvantage since I don't know who you are. No matter, maybe you'll make a name for yourself in the next dimension..

Suddenly, a rumble fills the entire field, as from the Earth 8 meters from the man and frog surrounding them horses rode by men rise from the ground and charge towards them in the center. The men behind the line fire off a volley of empowered earthen arrows that rain down from above cutting off any escape and blotting out the sun. With 1 seal, the charging men and horses suddenly become mud that stretches back 10 meters and is 15 meters wide, that Vegeta controls with a special ability taught to him by Sado keeping it off of himself and Snizzle. The large amount of mud from the large creations blasts out straight at them from all sides, covering their bodies in mud, slashing and tearing at their skin with small blade like creations formed from the mud giving it an additional sharpness. This makes moving harder as well as restricts breathing placing an excessive weight on the two, tripling their weight and cutting their movement speed in half. With a vindictive smile, Geets wills the mud to surround the man's head and the toads entire body, making it's way into their nose, mouth and eyes. Vegeta and Snizzle D. Pitvizzle would watch them, Vegeta sensing them out and using his eyes to watch them writh in pain being choked out by slashing blade like mud. Would they survive? He sure hoped so, this was just getting fun..


(Doton : Rohirrim no raido) - Earth Release : Ride of the Rohirrim
Type: Offensive/Supplementary
Rank: S
Range: Mid - Long
Chakra Cost: 40 (+20 second charge)
Damage Points: 80+30=110
Description: The user performs a series of 4 hand seals and slams his hands on the ground, which begins to rumble noticeably throughout the whole battlefield. From the earth at about 8 meters from the opponent Horses rode by men rise from the ground and charge towards the opponent or specified target, the men at the front of the charging horses have spears and will skewer specified target before trampling them with their large horses. The Men and horses behind the line of spears launch a volley of arrows rain down from above and then is followed by the brute force of the charge - the Volley of Arrows is A-Rank(+30) and so that Men the Horses and Spears are that of A-Rank(+30) too. The Volley of arrows can be launched whenever the user wills it. The army stay together and if the opponent tries to move out of the way they can also move, slightly going to the left or the right - if they do not hit anything and are still on the field they can stop galloping and get into formation again and then charge in a new direction - the use will have to sacrifice more chakra for this next charge and it will also cost another move. Once the Horses have finished with their charge (which is up to the user) they will crumble to pieces of rock, earth arrows and spears will remain on the field.

The user can at any time make another hand seal and the horses and men will suddenly become a sticky mud that will cover anything near to them in the adhesive material, binding it onto the earth. The mud will cover the large area of ground as the large army of Horses stretched back 10 meters and is 15 meters wide, because the horses are galloping the mud would traverse a couple meters with the forward momentum but not enough to become a strong wave that knocks anyone over. The Mud Source is that of S-Rank+30(From Mud Wrap+SM), even though there is a large area of it.

This Jutsu also has another use where the horses form encircling a target, they begin at 8 meters away and start charging at the target getting closer and closer. They can still do the Arrow Volley technique as the horsemen will shoot the arrows beforehand or not at all and they will all go to the middle or in another specific location (if they opponent tries to escape by going upwards for instance). When they get close enough to the opponent about 3-4 meters in they will also be very close to themselves and so when they crash into each other they will break up into rocks and all come into the middle and crush whatever is in the middle; this would also leave a big dust cloud around the opponent. If the A-Rank volley of arrows is used, when the horses crash into the middle it will be A-Rank as well.

- Can only be used 2 times
- No S-Rank Earth jutsu can be used in the same turn or the next.
- Must be taught by LonelyAssassin
(Doton: Doro Rappu) - Earth Release: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra: 30
Damage: NA (+20 to mud based techniques)
Description: The user channels additional earth chakra into a mud based technique or takes hold of earth chakra infused mud already in play. Due to the earth chakra already found in the mud it can be slightly manipulated further to surround the opponent. The mud basically blasts out and around the opponent covering their body in mud or slashes and tears at their skin with small blade like creations formed from the mud giving it an additional sharpness. This makes moving harder as well as restricts breathing placing an excessive weight on the opponent tripling their weight and cutting their movement speed in half for as long as the mud remains on them. This is due to the earth chakra infused mud that covers the opponent. It has the same effect as Swamp of the Underworld in a more refined and specific way as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making it's way into their nose, mouth and eyes. However to use this technique the user must have used a mud based earth jutsu.
The additional chakra can also strengthen the mud making it a sort of psuedo-combination allowing for the addition of more damage. Through this additional earth chakra the mud can be proliferated, thus making the original technique both larger and stronger (one-rank boost up to A-rank and +20 damage). This can be used alongside another mud based technique in the same timeframe to alter or augment the way the user attacks or can be used later on to control mud that is still just lying around.

Note: Can only be used three times per battle with a two-turn cooldown.
Note: The strengthening ability can only be used twice and only once per turn

1540-10-5-70=1455
Senchakra: 520-85=435
Active
(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the user vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns


(Kuchiyose no Jutsu: Nidaisengama ) Summoning Technique: The Two Great Sage Toads
Type: SupplementaryRank: S
Range: Short
Chakra: 40 (X2 if summoning both)
Damage: N/A
Description: One of the elder leaders of the Toads of Myobokuzan, Fukasaku (also known as Pa) is a small toad (somewhat in contrast with the fact that he's older and more powerful than the gigantic Gamabunta) who serves as the main teacher of Sage techniques to Naruto and Jiraya. Possessing a keen intellect, he is a master strategist and an experienced fighter. Shima (also known as Ma) is his wife and acts as his battle partner but also one of the elder leaders in the clan as well. Capable and powerful, Shima matches Fukasaku's battle prowess and share most of his abilities. Both are capable of using Frog Katas and gathering natural energy to temporarily boost their physical strength (if they aren't merged with the user). Both can perform ninjutsu and use Senjutsu Techniques and while Fukasaku can use up to S-Rank Water and Wind techniques, Shima can use up to S-Rank Fire and Wind techniques. Both can use oil techniques, a trait shared amongst most Toads, and some unique techniques known only to toads. Ma and Pa are the only toads that can merge with the user to gather natural energy and transfer it to him, enabling the user to keep sage mode active as long as the Amphibian Mode is kept. The user can summon one or the other, once per battle for each. However, if the user wants to summon both in the same battle, he needs to gather chakra for one turn before they are summoned (the user does the summoning technique and waits one turn for the summoning to be complete, keeping his hands together as he gathers enough chakra to perform the summon). They seem to be constantly infused with natural energy or their sage mode is incredibly durable though they haven't shown the same type of sensory awareness as ninja sage mode users.
Note: Requires signing the Toad Contract
Note: The user may still use other techniques while summoning the elder toads, but cannot perform any handseals


Rījentoāmā | Regent Armor
Type: Tool
Rank: A
Range: Self
Chakra: (-10 per turn)
Damage: N/A
Description: The Regent Armor is a scientifically modified underarmor worn by shinobi, fitted and designed to supplement the body while also monitoring the chakra source within, linking the suit and its user together. It resembles a divers suit in appearance, all black hugging the body close, but this armor leaves the hands and head exposed. Woven from a lightweight, flexible metal that is also highly dense and durable, this scientifically modified suit is further altered to passively negate paralyzation factors via electrical currents due to its minor ability to seperate and ground itself to the earth with small cable like cords that extends from the feet area. However, that feat is only accessible when in contact with the ground. The suit is embedded with a CPU integration system that allows the armor to easily connect to other systems, not only on a processing level, but physically to the suits surface as an attachment if desired. Once foreign chakra enters the user's system from another source, the suits defense protocols activates and releases a repetitive beeping sound from a part of the suit near the neck area, alerting the user to the imminent threat within. That is when the user has the ability to activate the suits defensive feat. Holding pre-stored water chakra within, the Regent Armor's defense system upon activation releases the held water chakra out into the user's circulatory system, infiltrating it as it cycles throughout the enitre body cleansing the system before releasing out from the body via the suit as a force of expelled mist. This water ninjutsu acts as a body cleansor from all foreign sources like Kai, able to combat illusions of all ranks, excluding the usually higher bared illusions via MS.
NOTES
►Defense activation counts as a move and can be done 4x per battle
►Fueling the suit contributes to the armors ability to register the body's vital signs, and stops when ceased


Jishin sensā | Seismic Sensor
Type: Tool
Rank: B
Range: Short-Mid.
Chakra: 20 (-10 Cp per Turn)
Damage: N/A
Description: The Jishin sensa is a specialized technological device fashioned to take the form of a medium sized circular watch designed to attach to the user's wrist. Needing chakra to be activated and constantly fueled, this specialized watch has the technological ability to not only register the seismic activity in the ground around the user, but it also registers the type of chakra being used and its relativity to the user who acts as the device's signal dispatcher as long as they remain in contact with the ground. The signals being transmitted from the user pick up any below surface activty happening in real time as it then differentiates the location and the cause of activity in terms of source origination. Although the device itself is advanced in its design and its ground based detection applications, the Seismic sensor can only detect if the chakra is basic, of the basic 5, or unnatural which is the category for everything else.
NOTES
►Once activated, the device lasts as long as it is fueled, which can be cancled at anytime
►Only works when the user is connected to the ground or a static surface


( Fukanzen Gama Sennin Modo) - Imperfect Toad Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x2. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required (Effective on Genjutsu up to B rank). Lastly, the user gains access to toad anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.
The moment the target slams his hands on the ground Roo's scientific tool activates alerting the Akimichi to the impending earthen attack from all around him allowing the pirate to react seemingly near instant. In response to the shaking of the earth the Akimichi would begin to manipulate his lightning chakra in order to create a very large dragon composed of the same element that releases outwards from the hand of creation around the same time as the earthen horsemen rise from the ground and begin their charge. Utilizing the technique's great flexibility Roo would manipulate the huge lightning dragon to wrap around a short space around himself in order to create a makeshift dome with no openings where the dragon seemingly extends from the top of. This would protect Roo and his companion from the earthen arrows shot while the dragon moves around the area around the dome destroying and diminishing the earthen figures to nothingness before they could get a chance to be manipulated into mud form. Being it lightning vs. earth with a 10 damage difference, after having taken out the horsemen around his area Roo would manipulate the dragon to smash into the Hyuuga in its weakened state.

The moment Pa witnesses his opponent slam his hands and then his summoner's reaction to said action, the elder toad would waste no time and channel his wind chakra into the skies above his target creating storm clouds that releases a giant F-5 tornado with slicing winds downwards upon his opponent's. The tornado would be so big that it would slice up everything within short range of the man while violently picking him up along with any other lose debris in the area.

Raiton: Doragon-Ken - Lightning Style: Dragon Blade
Type: Attack/Defense
Rank: S
Range: short-long
Chakra Cost: 40 (- 15 for each turn its in use)
Damage Points: 80+20= 100
Description: By charging the user's lightning chakra, he shall focus it in an blade like huge dragon shaped lightning from his hand (like a dragon chidori spear) but it can be moved like huge link to so that its flixable if the user want to, and can make huge damages to the opponent, and perfect against others earth jutsus.
~ Can only be user once times in a battle.
~ Can't stay more than two turns.
~ -10 for each time its in use for the user's health for it injures his hand.
(Fūton: Tatsuno Ooshigoto) - Wind Style: Severing Pressure
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user sends wind into the sky to darken the clouds and make the environment stormy. These clouds will create a cutting tornado that comes down as a F-5 tornado with slicing wind.

99 Senjutsu Chakra
1,269 Chakra
 

Vegeta

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Active
(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the user vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns


(Kuchiyose no Jutsu: Nidaisengama ) Summoning Technique: The Two Great Sage Toads
Type: SupplementaryRank: S
Range: Short
Chakra: 40 (X2 if summoning both)
Damage: N/A
Description: One of the elder leaders of the Toads of Myobokuzan, Fukasaku (also known as Pa) is a small toad (somewhat in contrast with the fact that he's older and more powerful than the gigantic Gamabunta) who serves as the main teacher of Sage techniques to Naruto and Jiraya. Possessing a keen intellect, he is a master strategist and an experienced fighter. Shima (also known as Ma) is his wife and acts as his battle partner but also one of the elder leaders in the clan as well. Capable and powerful, Shima matches Fukasaku's battle prowess and share most of his abilities. Both are capable of using Frog Katas and gathering natural energy to temporarily boost their physical strength (if they aren't merged with the user). Both can perform ninjutsu and use Senjutsu Techniques and while Fukasaku can use up to S-Rank Water and Wind techniques, Shima can use up to S-Rank Fire and Wind techniques. Both can use oil techniques, a trait shared amongst most Toads, and some unique techniques known only to toads. Ma and Pa are the only toads that can merge with the user to gather natural energy and transfer it to him, enabling the user to keep sage mode active as long as the Amphibian Mode is kept. The user can summon one or the other, once per battle for each. However, if the user wants to summon both in the same battle, he needs to gather chakra for one turn before they are summoned (the user does the summoning technique and waits one turn for the summoning to be complete, keeping his hands together as he gathers enough chakra to perform the summon). They seem to be constantly infused with natural energy or their sage mode is incredibly durable though they haven't shown the same type of sensory awareness as ninja sage mode users.
Note: Requires signing the Toad Contract
Note: The user may still use other techniques while summoning the elder toads, but cannot perform any handseals


Rījentoāmā | Regent Armor
Type: Tool
Rank: A
Range: Self
Chakra: (-10 per turn)
Damage: N/A
Description: The Regent Armor is a scientifically modified underarmor worn by shinobi, fitted and designed to supplement the body while also monitoring the chakra source within, linking the suit and its user together. It resembles a divers suit in appearance, all black hugging the body close, but this armor leaves the hands and head exposed. Woven from a lightweight, flexible metal that is also highly dense and durable, this scientifically modified suit is further altered to passively negate paralyzation factors via electrical currents due to its minor ability to seperate and ground itself to the earth with small cable like cords that extends from the feet area. However, that feat is only accessible when in contact with the ground. The suit is embedded with a CPU integration system that allows the armor to easily connect to other systems, not only on a processing level, but physically to the suits surface as an attachment if desired. Once foreign chakra enters the user's system from another source, the suits defense protocols activates and releases a repetitive beeping sound from a part of the suit near the neck area, alerting the user to the imminent threat within. That is when the user has the ability to activate the suits defensive feat. Holding pre-stored water chakra within, the Regent Armor's defense system upon activation releases the held water chakra out into the user's circulatory system, infiltrating it as it cycles throughout the enitre body cleansing the system before releasing out from the body via the suit as a force of expelled mist. This water ninjutsu acts as a body cleansor from all foreign sources like Kai, able to combat illusions of all ranks, excluding the usually higher bared illusions via MS.
NOTES
►Defense activation counts as a move and can be done 4x per battle
►Fueling the suit contributes to the armors ability to register the body's vital signs, and stops when ceased


Jishin sensā | Seismic Sensor
Type: Tool
Rank: B
Range: Short-Mid.
Chakra: 20 (-10 Cp per Turn)
Damage: N/A
Description: The Jishin sensa is a specialized technological device fashioned to take the form of a medium sized circular watch designed to attach to the user's wrist. Needing chakra to be activated and constantly fueled, this specialized watch has the technological ability to not only register the seismic activity in the ground around the user, but it also registers the type of chakra being used and its relativity to the user who acts as the device's signal dispatcher as long as they remain in contact with the ground. The signals being transmitted from the user pick up any below surface activty happening in real time as it then differentiates the location and the cause of activity in terms of source origination. Although the device itself is advanced in its design and its ground based detection applications, the Seismic sensor can only detect if the chakra is basic, of the basic 5, or unnatural which is the category for everything else.
NOTES
►Once activated, the device lasts as long as it is fueled, which can be cancled at anytime
►Only works when the user is connected to the ground or a static surface


( Fukanzen Gama Sennin Modo) - Imperfect Toad Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x2. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required (Effective on Genjutsu up to B rank). Lastly, the user gains access to toad anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.
The moment the target slams his hands on the ground Roo's scientific tool activates alerting the Akimichi to the impending earthen attack from all around him allowing the pirate to react seemingly near instant. In response to the shaking of the earth the Akimichi would begin to manipulate his lightning chakra in order to create a very large dragon composed of the same element that releases outwards from the hand of creation around the same time as the earthen horsemen rise from the ground and begin their charge. Utilizing the technique's great flexibility Roo would manipulate the huge lightning dragon to wrap around a short space around himself in order to create a makeshift dome with no openings where the dragon seemingly extends from the top of. This would protect Roo and his companion from the earthen arrows shot while the dragon moves around the area around the dome destroying and diminishing the earthen figures to nothingness before they could get a chance to be manipulated into mud form. Being it lightning vs. earth with a 10 damage difference, after having taken out the horsemen around his area Roo would manipulate the dragon to smash into the Hyuuga in its weakened state.

The moment Pa witnesses his opponent slam his hands and then his summoner's reaction to said action, the elder toad would waste no time and channel his wind chakra into the skies above his target creating storm clouds that releases a giant F-5 tornado with slicing winds downwards upon his opponent's. The tornado would be so big that it would slice up everything within short range of the man while violently picking him up along with any other lose debris in the area.

Raiton: Doragon-Ken - Lightning Style: Dragon Blade
Type: Attack/Defense
Rank: S
Range: short-long
Chakra Cost: 40 (- 15 for each turn its in use)
Damage Points: 80+20= 100
Description: By charging the user's lightning chakra, he shall focus it in an blade like huge dragon shaped lightning from his hand (like a dragon chidori spear) but it can be moved like huge link to so that its flixable if the user want to, and can make huge damages to the opponent, and perfect against others earth jutsus.
~ Can only be user once times in a battle.
~ Can't stay more than two turns.
~ -10 for each time its in use for the user's health for it injures his hand.
(Fūton: Tatsuno Ooshigoto) - Wind Style: Severing Pressure
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user sends wind into the sky to darken the clouds and make the environment stormy. These clouds will create a cutting tornado that comes down as a F-5 tornado with slicing wind.

99 Senjutsu Chakra
1,269 Chakra
They'd cancel out btw.
``````````````````````````````
Seeing the two create their combo, Vegeta passively adds an immense amount of chakra as he makes 1 seal, molding into creation a dome of solidified flames that rage forwards with him as the center point to mid range sized. With the added chakra, Vegeta has passed on a special trait to Drizzle in the fire, the giant Pit-viper rides the dome forwards as it expands outwards , like a wave launching himself upwards above it to slam down upon the two from above, jaws open set to devour them, as the solid buring dome wall slams into them. Making one more seal, 2 spikes emerge from the wall which he manipulates to pierce thru the man and toads guts burning them as it runs them thru..

(Katon: Hōka) | Fire Release: Pyromania
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: (x2 to the desired technique)
Damage Points: N/A
Description: A variant of ‘Phoenix Feather’d Muffler’, Pyromania is a passive technique that allows the user to infuse extra chakra into a Fire based technique upon creation. The infusion will apply an effect similar to ‘Phoenix Feather’d Muffler’ to the technique, whereby aligning the chakra of the technique to an entity the user will be capable of preventing said substance from being burned, or negatively affected by the heat of the technique. Essentially, Pyromania allows the user to produce a fire technique that does not burn indiscriminately, but rather selectively, as it is capable of filtering out the user, and other desired items from its innately destructive effects. This is highly effective as it not only allows the user to become immune to that particular technique, but unlike the original it also allows them to safeguard allies and other entities from harm upon contact with the flame. Furthermore, just as is the case for ‘Phoenix Feather’d Muffler’, those safeguarded will become capable of interacting with the Fire technique as if it were a gas, liquid, or solid, and thus freely moving around within it without risk of asphyxiation or other adverse effects. This effect is applicable to Fire, and Fire based KG/CE, such as Lava and Scorch.

Note:
Lasts until the targeted technique is destroyed, can only be used on one technique at a time with a two turn cooldown between uses, and can be used a maximum of three times.
(Katon: Hepaisutosu no Seiiki) – Fire Release: Hephaestus’s Sanctum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 80 (-15 per turn to sustain)
Damage: 80+30=110
Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No A-Rank or above fire techniques in the same or next turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos
 

ZandaT

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They'd cancel out btw.
``````````````````````````````
Seeing the two create their combo, Vegeta passively adds an immense amount of chakra as he makes 1 seal, molding into creation a dome of solidified flames that rage forwards with him as the center point to mid range sized. With the added chakra, Vegeta has passed on a special trait to Drizzle in the fire, the giant Pit-viper rides the dome forwards as it expands outwards , like a wave launching himself upwards above it to slam down upon the two from above, jaws open set to devour them, as the solid buring dome wall slams into them. Making one more seal, 2 spikes emerge from the wall which he manipulates to pierce thru the man and toads guts burning them as it runs them thru..

(Katon: Hōka) | Fire Release: Pyromania
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: (x2 to the desired technique)
Damage Points: N/A
Description: A variant of ‘Phoenix Feather’d Muffler’, Pyromania is a passive technique that allows the user to infuse extra chakra into a Fire based technique upon creation. The infusion will apply an effect similar to ‘Phoenix Feather’d Muffler’ to the technique, whereby aligning the chakra of the technique to an entity the user will be capable of preventing said substance from being burned, or negatively affected by the heat of the technique. Essentially, Pyromania allows the user to produce a fire technique that does not burn indiscriminately, but rather selectively, as it is capable of filtering out the user, and other desired items from its innately destructive effects. This is highly effective as it not only allows the user to become immune to that particular technique, but unlike the original it also allows them to safeguard allies and other entities from harm upon contact with the flame. Furthermore, just as is the case for ‘Phoenix Feather’d Muffler’, those safeguarded will become capable of interacting with the Fire technique as if it were a gas, liquid, or solid, and thus freely moving around within it without risk of asphyxiation or other adverse effects. This effect is applicable to Fire, and Fire based KG/CE, such as Lava and Scorch.

Note:
Lasts until the targeted technique is destroyed, can only be used on one technique at a time with a two turn cooldown between uses, and can be used a maximum of three times.
(Katon: Hepaisutosu no Seiiki) – Fire Release: Hephaestus’s Sanctum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 80 (-15 per turn to sustain)
Damage: 80+30=110
Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No A-Rank or above fire techniques in the same or next turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos
Also I forgot to post my CW in the line up within my first post. Here it is. I'm not using it this turn tho
Heddohejjihogguāmā | Head Hedgehog Armor
Type: Weapon
Rank: S
Range: N/a
Chakra: N/A
Damage:
Description: Woven from the quill of a mythical resilient hedgehog said to have extraordinary powers that could rival a boss summon the H.H. Armor is a unique cw fashioned as a tunic, or close-fitting short coat, designed to aid shinobi of the Akimichi clan in battle through the incorporation of the tunic's features. Sleeved to the elbows and reaching to the user's knees, appearance wise the tunic is covered in numerous beautiful, tan and black sharp hedgehog quills with the Akimichi symbol branded in gold on the back. Specializing in the manipulation of the coats area of cover body-wise, and the extension and projection of its sharp needle-like quills, during battle the tunic and its numerous quills acts as an extension of an Akimichi user and is even able to increase in size proportionate them like any other item on an Akimichi's person. The combination of an Akimichi's secret techniques and/or basic taijutsu combined with the manipulation of the H.H. Armor joins to make a specialized form of close quarter combat that is more destructive in nature verses the normal, basic usages. Besides the usages that can be achieved through activation, users of the CW can also passively activate it's effects to a minor degree once per turn within the same time frame as another Akimichi/Taijutsu technique. Passive activation adds +10 chakra points to the Tai/Akimichi jutsu used in unison with, increasing its damage accordingly as the coating of needle-like quill further hardens and sharpens as the tunic stretches to encompass the entire limb(s) or abdomen before use thus boosting its effectiveness.
Quill Extension ( A rank ) | Short Range
A simple manipulation jutsu that can be activated after paying the appropriate chakra. Upon activation the quills of the H.H. Armor sharpen, harden, and extends outwards within a 5m radius puncturing all, except the user, within its grasps. It is best used as a follow up technique after attacking a target who may choose to block instead of evade. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Has a 1 turn cooldown with each use.

Quill Projection (A rank | Short-Long)
Yet another simple manipulation jutsu of the H.H. Armor but this technique requires a bit more focus and is triggered after paying the appropriate chakra. Upon activation 1-4 dense, sharpened quills of the tunic are fired off at high speeds in any linear direction aimed for with great accuracy in attempts to skewer the desired target(s). It is best used as a follow up technique after attacking a target who may choose to evade instead of block, and while in trajectory the quills move as fast as a lightning technique. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Has a 2 turn cooldown with each use and can be used 6 times per battle.

Human Hedgehog (S rank | -10 Chakra per turn | +20 to Tai/Akimichi)
The supreme use of its passive activation and also the main noted skill of the H.H. Armor is the advanced manipulation of the tunic in order to completely coat the body in the armors dangerous quills from head to toe. Offensive, defensive, and supplementary in nature the armor once activated protects the user from C rank and below physical damage due to its supremely dense nature, all quills becoming a dark black color, which also reflects the damage boosts given to the CQC fields listed. Akimichi's further benefit from the armor's advance activation because of the fact that the quills of the tunic extend an additional 1m from the body, also serving as its activation cue, which also slightly extends the range of expansion techniques accordingly. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Lasts for 5 turns upon activation ►Can be activated 2x per battle ►After 5 turns the user is hampered to B rank and below tai/akmichi/quill jutsu for the next 2 turns
Note: Use of any of the weapon's three abilities cost a move per turn.


The giant snake accompanying the targeted clansmen proved mighty resilient as it broke through Fukasaku's giant tornado with ease before continuing on unscathed to aid its summoner in their follow up attack against Roo and the elder toad.

Pa! Deal with these fools!! I got your back!! Roo states as he claps his hands together holding them in place while channeling a vast amount of his suiton chakra into the battlefield.

Tsch! You already know dealing with snakes are my specialty!!

The water molecules in the air within mid.range of Roo would increase in density as well as lethality to all opposing factors within its realm at a fixed rate during its duration while also hampering fire jutsu. The jutsu also acts as an amplifier to all water based techniques making the elder toads task that much easier. As the dome and the giant snake enters short range of the dynamic duo Pa would release a very thin, yet powerful jet stream of water upwards into the air towards the descending snake, cutting it clean in half if left undefended, before moving his head back downwards to face his target which allows the jet stream of water to subsequently cutting the barrier in half and the target as well all in one simple motion of the head as the stream acts as a powerful water long sword that extends into long range.

(Suiton Bunshi): Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage: (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source
(Suiton: Suidanha) Water Release: Severing Wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80+15= 95
Description: After doing the Tiger hand seal, the user will quickly exhale a very thin stream of pressurized water that will be able to cut even rock. The most noteworthy feature of the technique is how fast the stream is and how sharp it can be. By moving his head, the user can alter the jet's cutting path, creating longer cuts or affecting bigger targets.
Now to end it boi!! Pa says after releasing his previous jutsu, with an overwhelming confidence, all the while swiftly waving four hand seals.

Upon completion of the last hand seal a giant, spinning dome of water would seemingly appear around the Hyuuga engulfing him as it rages on causing severe damage. The dome of water would have a 5m radius all around Vegeta during its duration.

(Suiton: Uzumaki Dri-Engai) Water Release: Dome of the Slashing Whirlpool
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage points: 80+15= 95
Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
Notes:
-Can only be used once per battle.
-Requires a Water Source.
-No S-ranks or above next turn.

28 Sage Chakra
1,198 Chakra

1/5 WM
 

Vegeta

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Also I forgot to post my CW in the line up within my first post. Here it is. I'm not using it this turn tho
Heddohejjihogguāmā | Head Hedgehog Armor
Type: Weapon
Rank: S
Range: N/a
Chakra: N/A
Damage:
Description: Woven from the quill of a mythical resilient hedgehog said to have extraordinary powers that could rival a boss summon the H.H. Armor is a unique cw fashioned as a tunic, or close-fitting short coat, designed to aid shinobi of the Akimichi clan in battle through the incorporation of the tunic's features. Sleeved to the elbows and reaching to the user's knees, appearance wise the tunic is covered in numerous beautiful, tan and black sharp hedgehog quills with the Akimichi symbol branded in gold on the back. Specializing in the manipulation of the coats area of cover body-wise, and the extension and projection of its sharp needle-like quills, during battle the tunic and its numerous quills acts as an extension of an Akimichi user and is even able to increase in size proportionate them like any other item on an Akimichi's person. The combination of an Akimichi's secret techniques and/or basic taijutsu combined with the manipulation of the H.H. Armor joins to make a specialized form of close quarter combat that is more destructive in nature verses the normal, basic usages. Besides the usages that can be achieved through activation, users of the CW can also passively activate it's effects to a minor degree once per turn within the same time frame as another Akimichi/Taijutsu technique. Passive activation adds +10 chakra points to the Tai/Akimichi jutsu used in unison with, increasing its damage accordingly as the coating of needle-like quill further hardens and sharpens as the tunic stretches to encompass the entire limb(s) or abdomen before use thus boosting its effectiveness.
Quill Extension ( A rank ) | Short Range
A simple manipulation jutsu that can be activated after paying the appropriate chakra. Upon activation the quills of the H.H. Armor sharpen, harden, and extends outwards within a 5m radius puncturing all, except the user, within its grasps. It is best used as a follow up technique after attacking a target who may choose to block instead of evade. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Has a 1 turn cooldown with each use.

Quill Projection (A rank | Short-Long)
Yet another simple manipulation jutsu of the H.H. Armor but this technique requires a bit more focus and is triggered after paying the appropriate chakra. Upon activation 1-4 dense, sharpened quills of the tunic are fired off at high speeds in any linear direction aimed for with great accuracy in attempts to skewer the desired target(s). It is best used as a follow up technique after attacking a target who may choose to evade instead of block, and while in trajectory the quills move as fast as a lightning technique. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Has a 2 turn cooldown with each use and can be used 6 times per battle.

Human Hedgehog (S rank | -10 Chakra per turn | +20 to Tai/Akimichi)
The supreme use of its passive activation and also the main noted skill of the H.H. Armor is the advanced manipulation of the tunic in order to completely coat the body in the armors dangerous quills from head to toe. Offensive, defensive, and supplementary in nature the armor once activated protects the user from C rank and below physical damage due to its supremely dense nature, all quills becoming a dark black color, which also reflects the damage boosts given to the CQC fields listed. Akimichi's further benefit from the armor's advance activation because of the fact that the quills of the tunic extend an additional 1m from the body, also serving as its activation cue, which also slightly extends the range of expansion techniques accordingly. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Lasts for 5 turns upon activation ►Can be activated 2x per battle ►After 5 turns the user is hampered to B rank and below tai/akmichi/quill jutsu for the next 2 turns
Note: Use of any of the weapon's three abilities cost a move per turn.


The giant snake accompanying the targeted clansmen proved mighty resilient as it broke through Fukasaku's giant tornado with ease before continuing on unscathed to aid its summoner in their follow up attack against Roo and the elder toad.

Pa! Deal with these fools!! I got your back!! Roo states as he claps his hands together holding them in place while channeling a vast amount of his suiton chakra into the battlefield.

Tsch! You already know dealing with snakes are my specialty!!

The water molecules in the air within mid.range of Roo would increase in density as well as lethality to all opposing factors within its realm at a fixed rate during its duration while also hampering fire jutsu. The jutsu also acts as an amplifier to all water based techniques making the elder toads task that much easier. As the dome and the giant snake enters short range of the dynamic duo Pa would release a very thin, yet powerful jet stream of water upwards into the air towards the descending snake, cutting it clean in half if left undefended, before moving his head back downwards to face his target which allows the jet stream of water to subsequently cutting the barrier in half and the target as well all in one simple motion of the head as the stream acts as a powerful water long sword that extends into long range.

(Suiton Bunshi): Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage: (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source
(Suiton: Suidanha) Water Release: Severing Wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80+15= 95
Description: After doing the Tiger hand seal, the user will quickly exhale a very thin stream of pressurized water that will be able to cut even rock. The most noteworthy feature of the technique is how fast the stream is and how sharp it can be. By moving his head, the user can alter the jet's cutting path, creating longer cuts or affecting bigger targets.
Now to end it boi!! Pa says after releasing his previous jutsu, with an overwhelming confidence, all the while swiftly waving four hand seals.

Upon completion of the last hand seal a giant, spinning dome of water would seemingly appear around the Hyuuga engulfing him as it rages on causing severe damage. The dome of water would have a 5m radius all around Vegeta during its duration.

(Suiton: Uzumaki Dri-Engai) Water Release: Dome of the Slashing Whirlpool
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage points: 80+15= 95
Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
Notes:
-Can only be used once per battle.
-Requires a Water Source.
-No S-ranks or above next turn.

28 Sage Chakra
1,198 Chakra

1/5 WM
Holla atcha shortly
 

Kai NB

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I was told to check this by King Crimson. The issue here lies in ZandaT's character Roo being S-Class. This means he is unable to perform Forbidden Rank techniques. As such, his attempt to empower Pa Toad's tech and simultaneously weaken Vegeta's fire tech does not work. So, the battle would play out as if it was a normal Severing Wave against Vegeta's Fire tech. Following technique interactions, we have to consider the elemental strengths and weaknesses. The Water tech, being S-Rank, can be viewed as Forbidden Rank only against Fire. So it would be like a F-Rank against 110 Damage tech collision. That would yield a 90 Damage Tech.

So, Vegeta's fire continues on, hitting Roo. The extra spikes in my opinion are still part of the tech's single move, and so the total damage would not be more than 90 in my eyes. Since no specific areas were targeted, we rule out double damage from head or heart assume torso damage. So, Roo has taken 90 Damage. As S-Class, you have 100 Health, so Roo is down to 10 Health from torso damage and will have all the depilating effects tied to that.
 

Vegeta

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Also I forgot to post my CW in the line up within my first post. Here it is. I'm not using it this turn tho
Heddohejjihogguāmā | Head Hedgehog Armor
Type: Weapon
Rank: S
Range: N/a
Chakra: N/A
Damage:
Description: Woven from the quill of a mythical resilient hedgehog said to have extraordinary powers that could rival a boss summon the H.H. Armor is a unique cw fashioned as a tunic, or close-fitting short coat, designed to aid shinobi of the Akimichi clan in battle through the incorporation of the tunic's features. Sleeved to the elbows and reaching to the user's knees, appearance wise the tunic is covered in numerous beautiful, tan and black sharp hedgehog quills with the Akimichi symbol branded in gold on the back. Specializing in the manipulation of the coats area of cover body-wise, and the extension and projection of its sharp needle-like quills, during battle the tunic and its numerous quills acts as an extension of an Akimichi user and is even able to increase in size proportionate them like any other item on an Akimichi's person. The combination of an Akimichi's secret techniques and/or basic taijutsu combined with the manipulation of the H.H. Armor joins to make a specialized form of close quarter combat that is more destructive in nature verses the normal, basic usages. Besides the usages that can be achieved through activation, users of the CW can also passively activate it's effects to a minor degree once per turn within the same time frame as another Akimichi/Taijutsu technique. Passive activation adds +10 chakra points to the Tai/Akimichi jutsu used in unison with, increasing its damage accordingly as the coating of needle-like quill further hardens and sharpens as the tunic stretches to encompass the entire limb(s) or abdomen before use thus boosting its effectiveness.
Quill Extension ( A rank ) | Short Range
A simple manipulation jutsu that can be activated after paying the appropriate chakra. Upon activation the quills of the H.H. Armor sharpen, harden, and extends outwards within a 5m radius puncturing all, except the user, within its grasps. It is best used as a follow up technique after attacking a target who may choose to block instead of evade. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Has a 1 turn cooldown with each use.

Quill Projection (A rank | Short-Long)
Yet another simple manipulation jutsu of the H.H. Armor but this technique requires a bit more focus and is triggered after paying the appropriate chakra. Upon activation 1-4 dense, sharpened quills of the tunic are fired off at high speeds in any linear direction aimed for with great accuracy in attempts to skewer the desired target(s). It is best used as a follow up technique after attacking a target who may choose to evade instead of block, and while in trajectory the quills move as fast as a lightning technique. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Has a 2 turn cooldown with each use and can be used 6 times per battle.

Human Hedgehog (S rank | -10 Chakra per turn | +20 to Tai/Akimichi)
The supreme use of its passive activation and also the main noted skill of the H.H. Armor is the advanced manipulation of the tunic in order to completely coat the body in the armors dangerous quills from head to toe. Offensive, defensive, and supplementary in nature the armor once activated protects the user from C rank and below physical damage due to its supremely dense nature, all quills becoming a dark black color, which also reflects the damage boosts given to the CQC fields listed. Akimichi's further benefit from the armor's advance activation because of the fact that the quills of the tunic extend an additional 1m from the body, also serving as its activation cue, which also slightly extends the range of expansion techniques accordingly. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Lasts for 5 turns upon activation ►Can be activated 2x per battle ►After 5 turns the user is hampered to B rank and below tai/akmichi/quill jutsu for the next 2 turns
Note: Use of any of the weapon's three abilities cost a move per turn.


The giant snake accompanying the targeted clansmen proved mighty resilient as it broke through Fukasaku's giant tornado with ease before continuing on unscathed to aid its summoner in their follow up attack against Roo and the elder toad.

Pa! Deal with these fools!! I got your back!! Roo states as he claps his hands together holding them in place while channeling a vast amount of his suiton chakra into the battlefield.

Tsch! You already know dealing with snakes are my specialty!!

The water molecules in the air within mid.range of Roo would increase in density as well as lethality to all opposing factors within its realm at a fixed rate during its duration while also hampering fire jutsu. The jutsu also acts as an amplifier to all water based techniques making the elder toads task that much easier. As the dome and the giant snake enters short range of the dynamic duo Pa would release a very thin, yet powerful jet stream of water upwards into the air towards the descending snake, cutting it clean in half if left undefended, before moving his head back downwards to face his target which allows the jet stream of water to subsequently cutting the barrier in half and the target as well all in one simple motion of the head as the stream acts as a powerful water long sword that extends into long range.

(Suiton Bunshi): Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage: (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source
(Suiton: Suidanha) Water Release: Severing Wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80+15= 95
Description: After doing the Tiger hand seal, the user will quickly exhale a very thin stream of pressurized water that will be able to cut even rock. The most noteworthy feature of the technique is how fast the stream is and how sharp it can be. By moving his head, the user can alter the jet's cutting path, creating longer cuts or affecting bigger targets.
Now to end it boi!! Pa says after releasing his previous jutsu, with an overwhelming confidence, all the while swiftly waving four hand seals.

Upon completion of the last hand seal a giant, spinning dome of water would seemingly appear around the Hyuuga engulfing him as it rages on causing severe damage. The dome of water would have a 5m radius all around Vegeta during its duration.

(Suiton: Uzumaki Dri-Engai) Water Release: Dome of the Slashing Whirlpool
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage points: 80+15= 95
Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
Notes:
-Can only be used once per battle.
-Requires a Water Source.
-No S-ranks or above next turn.

28 Sage Chakra
1,198 Chakra

1/5 WM
I was told to check this by King Crimson. The issue here lies in ZandaT's character Roo being S-Class. This means he is unable to perform Forbidden Rank techniques. As such, his attempt to empower Pa Toad's tech and simultaneously weaken Vegeta's fire tech does not work. So, the battle would play out as if it was a normal Severing Wave against Vegeta's Fire tech. Following technique interactions, we have to consider the elemental strengths and weaknesses. The Water tech, being S-Rank, can be viewed as Forbidden Rank only against Fire. So it would be like a F-Rank against 110 Damage tech collision. That would yield a 90 Damage Tech.

So, Vegeta's fire continues on, hitting Roo. The extra spikes in my opinion are still part of the tech's single move, and so the total damage would not be more than 90 in my eyes. Since no specific areas were targeted, we rule out double damage from head or heart assume torso damage. So, Roo has taken 90 Damage. As S-Class, you have 100 Health, so Roo is down to 10 Health from torso damage and will have all the depilating effects tied to that.
DRIZZLE!!!

Geets pretends to scream out but doesn't. After all the summons was nothing more than a tool, and would simply poof and reverse summon back to Ryuchi cave. He would honor his fallen comrade, thanks to him as the water jet hit the wall it was ineffective, and the burning solid wall slams them undefended, as well as the spikes created right after. Both of their stomachs impaled, the frog was rendered obsolete. The man was hanging on by a thread. For a split second as Vegeta turns his back to them to start walking away, he thinks about sparring him. Perhaps just cut his hands off as a lesson or something. However it was a fleeting thought. Suddenly, the dome collapses quickly towards Vegeta before he gets 1 step, and explodes outwards from himself filling the entire battlefield with an immense firestorm leaving no where to run to, no where to hide. The frog sent back to the old frog home, while man would be brought down to 1 HP and burned butt ass nekid, his skin blistering making him almost unrecognizable with all his hair also being gone, leaving the man there smelling like rotten bbq and ass hair, Geets felt satisfied the Squirrels would be appeased and forgive GS for losing the scroll to this common thug. As for the man, he would have to heal up some before continuing on..

(Katon: Hepaisutosu no Seiiki) – Fire Release: Hephaestus’s Sanctum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 40 (-15 per turn to sustain)
Damage: 80+30=110
Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No A-Rank or above fire techniques in the same or next turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos

BUT THAT'S NOT ALL...

Vegeta continues to walk off as the firestorm ends, making a few seals while biting down upon his bottom lip, he plants his hands down on the ground whilst molding chakra and BAM, Goku appears. Jumping on top the idiots head, he ends his SM and discusses his plan as well as what had transpired here, and also the current predicament him and his team now find themselves suddenly in. Gokudere would transfer immediately transfer some NE to Geets to allow him to instantly reenter his Perfect SM, however he would still need a few more turns to get his full amount of senchakra. Staying perfectly still on his head and drawing in the energy from the world around him, Geets would continue to amass his payload while that low level Goku did all the work traveling..

(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.
(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
 

ZandaT

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DRIZZLE!!!

Geets pretends to scream out but doesn't. After all the summons was nothing more than a tool, and would simply poof and reverse summon back to Ryuchi cave. He would honor his fallen comrade, thanks to him as the water jet hit the wall it was ineffective, and the burning solid wall slams them undefended, as well as the spikes created right after. Both of their stomachs impaled, the frog was rendered obsolete. The man was hanging on by a thread. For a split second as Vegeta turns his back to them to start walking away, he thinks about sparring him. Perhaps just cut his hands off as a lesson or something. However it was a fleeting thought. Suddenly, the dome collapses quickly towards Vegeta before he gets 1 step, and explodes outwards from himself filling the entire battlefield with an immense firestorm leaving no where to run to, no where to hide. The frog sent back to the old frog home, while man would be brought down to 1 HP and burned butt ass nekid, his skin blistering making him almost unrecognizable with all his hair also being gone, leaving the man there smelling like rotten bbq and ass hair, Geets felt satisfied the Squirrels would be appeased and forgive GS for losing the scroll to this common thug. As for the man, he would have to heal up some before continuing on..

(Katon: Hepaisutosu no Seiiki) – Fire Release: Hephaestus’s Sanctum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 40 (-15 per turn to sustain)
Damage: 80+30=110
Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No A-Rank or above fire techniques in the same or next turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos

BUT THAT'S NOT ALL...

Vegeta continues to walk off as the firestorm ends, making a few seals while biting down upon his bottom lip, he plants his hands down on the ground whilst molding chakra and BAM, Goku appears. Jumping on top the idiots head, he ends his SM and discusses his plan as well as what had transpired here, and also the current predicament him and his team now find themselves suddenly in. Gokudere would transfer immediately transfer some NE to Geets to allow him to instantly reenter his Perfect SM, however he would still need a few more turns to get his full amount of senchakra. Staying perfectly still on his head and drawing in the energy from the world around him, Geets would continue to amass his payload while that low level Goku did all the work traveling..

(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.
(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
Impaled and bleeding at the stomach Roo was brought to his knees as he leaned over on his hands with his head barely dangling upwards as the Akimichi musters his last strength while positioned long range away from his target.

Dammit Pa.....I messed up on that one... the beatin pirate musters to himself as if his trusty companion was still by his side. Witnessing the Hyuuga turn his back on him Roo couldn't help but chuckle as he quietly uttered some words to himself.

Its not over yet!! the Akimichi would say quietly while channeling his earthen chakra below. Roo's last ditch effort would put the Akimichi 5ms deep into the ground as the firestorm passes by overhead. While underground Roo would move 10ms to his right and 5ms backwards keeping himself within long range of his opponent before he would rise again.

(Doton: Moguragakure no Jutsu) – Earth Release: Hiding Like A Mole Technique
Type: Supplementary
Rank: C
Range: Long
Chakra: 15
Damage: N/A
Description: The user changes earth into fine sand by channeling chakra into it, allowing the user to dig through it like a mole. While underground one can sense what is happening on the surface and use the information to launch a surprise attack on the enemy. Once can also hide deep in the ground, escaping to a depth where the enemy cant reach. It also appears that after digging, the ground can be returned to its original state, leaving no trace of where the user entered the earth. While inside the earth, the user cannot make handseals and can only use Earth techniques below C-Rank. If he tries to do a higher ranked technique, he'll disrupt the Hiding like a mole technique and be left crushed.
Upon rising Roo would eat the green spinach pill while he draws a kunai and infuses lightning chakra within it in order to increase its lethality before throwing and striking his worthy target in the back of his neck which he left exposed while performing his summoning.

Fool.....

( Sanshoku no Gan'yaku ) Three Coloured Pills
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Three Coloured Pills are secret medicines used by the Akimichi clan. As the name suggests, there are three pills, each with a different colour. First is the green Spinach Pill (Hōrengan), next is the yellow Curry Pill (Karēgan), and last is the red Chilli Pill (Tongarashigan). By forcibly converting the body's fat reserves into chakra, each successive pill ingested gives a tremendous power boost by forcefully pushing the normal metabolism and abilities of the Akimichi clan members beyond their normal limit. However, each pill poses a great risk on the user. Forcing such process upon the body makes the user lose much of his body mass, specially all of the fat. Not only that, but, as the fat is metabolized into energy, it leaves many poisonous and toxic byproducts within the body. While in the normal rate of the metabolism, these are dealt with and eliminated before they can do any harm, in an accelerated metabolism they accumulate in high amounts before the body can expel them. This poisons the body and produces enormous physical damage. As each pill is consumed, more power is released inside the user but more damage he takes from its use.

( Horengan ) Spinach Pill - The first pill and the most basic ones. Any Jounin rank Akimichi can use this and it grants the user a slightly higher physical strength ( +20 to Taijutsu and +15 to Ninjutsu), increased speed and chakra ( x1.5 speed and +50 chakra ). After eating it, the effects last for 5 turns. Once those pass, the user is left unable to mold techniques above S-Rank for 4 turns.

( Karegan ) Curry Pill - The second pill and the first one considered dangerous. Any S-Class Ninja ranked Akimichi can user it. One must have already eaten the Spinach Pill and be under its effects before eating the Curry Pill. Once eaten, the user gains another boost in strength ( an additional +25 to Taijutsu and +20 Ninjutsu ), speed ( user gains the speed boost equivalent to 2nd gate ) and chakra ( +100 ) for another additional 4 turns. Once those pass, the user is unable to mold techniques above A-Rank for 5 turns and is left severely injured and physically limited.

( Tongarashigan ) Chili Pill - The third and last pill but also the most dangerous of all. Can only be used by Sannin Rank and above Akimichi ninjas and its effects are much more drastic than those of the other 2 pills. To gain access to its power boost, the user must be under the effects of the other 2 pills, thus the enormous risk this pill comes with. The strength is increased to enormous levels ( an additional +25 to Taijutsu and Ninjutsu ), speed ( now equivalent to 3rd Gate ) and chakra ( +200 ). While becoming insanely strong, the user also becomes utterly vulnerable. The effects of the pill are fleeting and lasts 3 turns. Once those end, the user is left depleted of fat and energy, unable to use his clan techniques or Ninjutsu/Genjutsu above B-Rank until the end of the battle. He maintains, however, full use of taijutsu.
Note: Each pill can only be eaten once and each count as a move.
Note: User can't be in Sage Mode to use nor enter Sage Mode after use.
Note: Usable until the user masters Calorie Control, after which point, they become unusable

1,167 Chakra
Reagent Armor (-10)
Seismic Senor (-10)
5/6 I.S.S.



 
Last edited:

Vegeta

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Watching the man react with his near perfect vision and sensing his actions, Vegeta was impressed he was still even awake. The doton chakra being streamed below, it was clear he was planning on going below, the only course of action left for him. Unfortunately Vegeta already knew this, so sensing the man beneath the ground he smiles as both his hand is covered by crackling chidori. Aiming it straight into the ground where the man was slowly moving thru the ground, Geets slams his palms together and yells out the last thing he'll remember till his health hits 40 again..

You fool... FINAL FLASH!!

And releases a huge blast of raiton chakra. It rips thru the ground, tearing into the man leaving him a hot mess in the bottom of a huge crater, his health hitting a critical 0..

(Raiton: Chidori Jinrai) – Lightning Release: 1000 birds ThunderClap.
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80+30=110
Description: The user will cover his hands in with lightning, essentially performing a (Raiton: Chidori) Lightning Release: One Thousand Birds in each hand. Clapping his hands together, the user can unleash that massive amount of lightning chakra into the form of a powerful Thunderbolt directed at the target. The technique is best used if the user has a height advantage in relation to the target. The thunderbolt is strong enough to leave a giant crater and cannot be used while being in Short-range of the target, at the risk of being hit also.

He then does exactly like he was gonna do before with Goku and the chakra transfer and drawing in NE building up his stock of senchakra..

(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.
(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
 
Last edited:

ZandaT

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Watching the man react with his near perfect vision and sensing his actions, Vegeta was impressed he was still even awake. The doton chakra being streamed below, it was clear he was planning on going below, the only course of action left for him. Unfortunately Vegeta already knew this, so sensing the man beneath the ground he smiles as both his hand is covered by crackling chidori. Aiming it straight into the ground where the man was slowly moving thru the ground, Geets slams his palms together and yells out the last thing he'll remember till his health hits 40 again..

You fool... FINAL FLASH!!

And releases a huge blast of raiton chakra. It rips thru the ground, tearing into the man leaving him a hot mess in the bottom of a huge crater, his health hitting a critical 0..

(Raiton: Chidori Jinrai) – Lightning Release: 1000 birds ThunderClap.
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80+30=110
Description: The user will cover his hands in with lightning, essentially performing a (Raiton: Chidori) Lightning Release: One Thousand Birds in each hand. Clapping his hands together, the user can unleash that massive amount of lightning chakra into the form of a powerful Thunderbolt directed at the target. The technique is best used if the user has a height advantage in relation to the target. The thunderbolt is strong enough to leave a giant crater and cannot be used while being in Short-range of the target, at the risk of being hit also.

He then does exactly like he was gonna do before with Goku and the chakra transfer and drawing in NE building up his stock of senchakra..

(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.
(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
Left in a hot mess at the bottom of a giant crater, Roo lays knocked out.
0 HP
 
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