Grenth VS Rebekah

Chihaya

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Desmond let out a sigh, My mind and body may not be my own and so I'm currently a danger to the village and this is my sin to bare. As for your second question, I don't know whether Sado asked you to say that or if you truly want to know but the answer is no... With that being said Desmond released the twin's weapons as Jecht channeled his chakra into the rain turning it acidic, he had grown tired of the intruders in his domain. Utilizing what he could see in conjunction with Desmond's and Cynn's input he ensures that his allies aren't harmed by his jutsu. As the rain falls Rebekah will start to feel her skin burn and her cat summon would disperse, I told you not to anger him but besides that, I'm going to need you to forget you saw me. As he says this Cynn would grab her feet and drag Rebekah into the ground as Desmond raised his right leg aiming to drop it onto her head.
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Chakra: 2100-5=2095

Jutsu:
(Ensan no Kouu) - Acid Rain
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (-5 per turn to keep active)
Damage: N/A (-10 each turn or as long as the user has this jutsu in effect)
Description: A powerful ninjutsu that laces the clouds with a large amount of poison elemental chakra to change the structure of the rain. The end result is a storm that does not rainwater, but instead rains a powerful acid that can eat through most materials. Unfortunately, the skin is not one of those materials. Instead of instantly eating through, it causes the skin to instantly blister and slowly dissolve in a most painful way.

(Doton: Shinju Zanshu no Jutsu) - Earth Release: Double Suicide Decapitation Technique
Type: Supplementary
Rank: D
Range: Short
Chakra: 10
Damage: N/A
Description: The user, emerging from the ground below the target area, pulls down the opponent so that only their head is above ground. Unable to move, the opponent can easily be decapitated or tortured.
Note: User must already be underground via Earth Release: Hiding Like A Mole Technique.

( Konoha Senshō ) - Leaf Flash Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: Rock Lee will perform a similar technique to the Heavenly Foot of Pain, but without any chakra enhancement, to deliver a heel drop to the opponent using only sheer physical strength that causes small alteration to the ground on impact.
~Official Challenge
Rebekah's heart aches at the sound of him saying no, not because it was unexpected, but because she didn't want to hear that response. She doesn't have time to process and come up with a reply because acid rain begins to fall. One of her birds disperse from the rain, causing the other two to vanish as well. This alerts Rebekah of the rain before it hits her, allowing her to quickly create an armor of rock around her body. Carla was already leaping into Rebekah's arms where she covered Carla from the downfall by hugging her and leaning over her. Knowing it was now time to retreat, Rebekah would immediately begin to back away from the battle, but as Cynn's unexpected hand latched onto Rebekah's rock armored leg, Rebekah would spawn a spike from it that cripples her hand, effectively allowing Rebekah to dodge away to 15m.

The second she freed herself from Cynn and darted off, Rebekah had immediately dropped the rock armor and instantly activated her personal armor through a sigil, Ambrosia. Rebekah continues to flee, ready to spawn Ambrose at any moment. Carla is keeping up with her and passively transforms into her humanoid form, ready to go hand to hand with anything that tries to ambush her summoner. She is actually running faster than Rebekah and is watching her from all sides.

"The chaos and destruction that follows him around is now directed towards you," Clara repeats the phrase that has been said many times prior. "Will you finally stop trying to bring him back?"

Rebekah doesn't say anything, unsure of what to say. An attack on her? She wasn't expecting such aggression from a friend and the expression of confusion and sadness was all over her face as she glanced back at Grenth.

(Doton: Koka no Jutsu) - Earth Release: Hardening Technique
Type: Offense/Defense/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

(Dākubaputesuma) - Her Dark Baptism
Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: 40 to activate. (-5 every turn activated)
Damage Points: N/A
Description: This idea revolves around armor that utilizes Nature Energy. Nature Energy can logically be manipulated and solidified and contorted to a shinobi’s will, as long as they acquire the talent and skill set to do so. Because of this, the user has the ability to spawn a scythe (also purely made up of NE) from the armor.

The armor, Ambrosia, originated and was created on the island Purgatory, where Rebekah and her clan lived for many years mastering their use of Nature Energy. This resulted in the armor allowing surrounding NE to fluidly flow through it, giving it the ability to spawn Ambrose, a whip-like styche made up of NE as well (able to reach up to mid range).

Armor | Ambrosia:

Ambrosia is armor that Rebekah wears. It is made out of a thin layer of porous, flexible wood in which Nature Energy is constantly being drawn into, giving the wood the strength of strong, durable metal. This effect is granted by a Sigil placed upon the armor that grants it the property to attract and hold Natural Energy, alongside granting its wearer the ability to manipulate this NE for the Ambrosia's effects. NE also radiates roughly a couple inches beyond the armor, deeming the NE as the real defense. Only those who can manipulate NE effectively can wear and connect to this armor. It has the ability to spawn Ambrose at any given moment, through the means of releasing its Nature Energy and solidifying it.

This is similar to the appearance of the wood armor.
Yellow, transparent like Nature Energy floats around it.
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The armor itself only serves as protection and has the ability to do what Rebekah calls a "second chance". Nature Energy clashes with all elemental abilities equally, meaning if there is an S-rank elemental technique used, Rebekah can take the hit head on, the NE armor surrounding her disintegrating in the process and falling off, leaving her unharmed and only with basic wood armor that serves little to no purpose. This however also applies to elemental techniques of a lower ranking, it will however just weaken the armor and not destroy it (this does not count as second chance; when the armor is weakened, Second Chance will likewise be weakened. I.E., if the armor is weakened to A-rank, then Second Chance will occur should an A-rank hit the armor after). If destroyed, the NE shield can be recreated after five turns. However, "second chance" will be weakened by one rank(reduced to A-rank).

Weapon | Ambrose:

Whenever needed, Rebekah can choose to call forth and spawn Ambrose, from the NE flowing through and around her armor (counts as a move, unless spawned at the same time as her armor). This weapon takes form of a long whip, the end harboring the sharp head of a scythe. Being created from NE, the weapon appears nearly transparent and glows yellow. Rebekah can swing, thrust, and use her weapon to fight in CQC as well, the NE solidifying. She can alter the whip's structure, making it turn into a long, hard handle, rather than a rope-like formation. Ambrose is A-ranked.

This is similar to the weapons appearance.

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The main aspect of this weapon is that she can chose for it to phase through elemental structures and objects rather than collide directly into them. This is achievable because the weapon is made out of NE. Only after Ambrose has completely passed through an object or target (does not harm the object), Rebekah can order her weapon to return to a solid energy form, where she can then choose to course Divine Val or Malefic Val through the chain/whip and into the scythe where anything it touches will become acted upon by that ability. Phasing is done passively, but using abilities through Ambrose obviously counts as a move.

When using Malefic Val, the scythe glows purple.
When using Divine Val, the scythe glows a transparent-like yellow.

In the grand scheme of things, the weapon only has two abilities. Second Chance/protection and Ambrose.

Notes:
- Can only be used by Rebekah.
- Can only be summoned twice per battle with a 5 turn cool down, the second time disabling "second chance".
- If Ambrosia is destroyed or deactivated, so is Ambrose.
- Ambrose can only phase through things that logically have NE naturally indulged in them such as all elemental techniques, trees, the ground, etc. (or even fellow allies/opponents who are currently manipulating Nature Energy through their bodies.) Phasing through things causes no damage to the structure or body because the NE is balanced.

For Reference:
(Nineko Kuchiyose No Jutsu: Sharuru) Ninja Cat Summoning Jutsu: Carla
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Sharuru. She is a small, white cat with pink ears and brown eyes. She also has two whiskers on each side of her face. Sharuru wears a pink bow near the end of her tail. Carla's usual top consists of a mustard yellow and pink top with a pink bow tie. She has the passive ability to transform into a humanoid form via the Transformation Technique though more akin to Tsunade's useage having a more permanent form, which she uses as a means of combat - being able to use Taijutsu up to A rank, while also moving twice the base speed of her summoner. She is able to be summoned twice per battle, lasting four turns but in order to resummon her the user needs to waits three turns after his dismissal.

chakra = 1520 - 40 - 40 = 1440.
 

Pyro NB

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Rebekah's heart aches at the sound of him saying no, not because it was unexpected, but because she didn't want to hear that response. She doesn't have time to process and come up with a reply because acid rain begins to fall. One of her birds disperse from the rain, causing the other two to vanish as well. This alerts Rebekah of the rain before it hits her, allowing her to quickly create an armor of rock around her body. Carla was already leaping into Rebekah's arms where she covered Carla from the downfall by hugging her and leaning over her. Knowing it was now time to retreat, Rebekah would immediately begin to back away from the battle, but as Cynn's unexpected hand latched onto Rebekah's rock armored leg, Rebekah would spawn a spike from it that cripples her hand, effectively allowing Rebekah to dodge away to 15m.

The second she freed herself from Cynn and darted off, Rebekah had immediately dropped the rock armor and instantly activated her personal armor through a sigil, Ambrosia. Rebekah continues to flee, ready to spawn Ambrose at any moment. Carla is keeping up with her and passively transforms into her humanoid form, ready to go hand to hand with anything that tries to ambush her summoner. She is actually running faster than Rebekah and is watching her from all sides.

"The chaos and destruction that follows him around is now directed towards you," Clara repeats the phrase that has been said many times prior. "Will you finally stop trying to bring him back?"

Rebekah doesn't say anything, unsure of what to say. An attack on her? She wasn't expecting such aggression from a friend and the expression of confusion and sadness was all over her face as she glanced back at Grenth.

(Doton: Koka no Jutsu) - Earth Release: Hardening Technique
Type: Offense/Defense/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

(Dākubaputesuma) - Her Dark Baptism
Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: 40 to activate. (-5 every turn activated)
Damage Points: N/A
Description: This idea revolves around armor that utilizes Nature Energy. Nature Energy can logically be manipulated and solidified and contorted to a shinobi’s will, as long as they acquire the talent and skill set to do so. Because of this, the user has the ability to spawn a scythe (also purely made up of NE) from the armor.

The armor, Ambrosia, originated and was created on the island Purgatory, where Rebekah and her clan lived for many years mastering their use of Nature Energy. This resulted in the armor allowing surrounding NE to fluidly flow through it, giving it the ability to spawn Ambrose, a whip-like styche made up of NE as well (able to reach up to mid range).

Armor | Ambrosia:

Ambrosia is armor that Rebekah wears. It is made out of a thin layer of porous, flexible wood in which Nature Energy is constantly being drawn into, giving the wood the strength of strong, durable metal. This effect is granted by a Sigil placed upon the armor that grants it the property to attract and hold Natural Energy, alongside granting its wearer the ability to manipulate this NE for the Ambrosia's effects. NE also radiates roughly a couple inches beyond the armor, deeming the NE as the real defense. Only those who can manipulate NE effectively can wear and connect to this armor. It has the ability to spawn Ambrose at any given moment, through the means of releasing its Nature Energy and solidifying it.

This is similar to the appearance of the wood armor.
Yellow, transparent like Nature Energy floats around it.
You must be registered for see images

The armor itself only serves as protection and has the ability to do what Rebekah calls a "second chance". Nature Energy clashes with all elemental abilities equally, meaning if there is an S-rank elemental technique used, Rebekah can take the hit head on, the NE armor surrounding her disintegrating in the process and falling off, leaving her unharmed and only with basic wood armor that serves little to no purpose. This however also applies to elemental techniques of a lower ranking, it will however just weaken the armor and not destroy it (this does not count as second chance; when the armor is weakened, Second Chance will likewise be weakened. I.E., if the armor is weakened to A-rank, then Second Chance will occur should an A-rank hit the armor after). If destroyed, the NE shield can be recreated after five turns. However, "second chance" will be weakened by one rank(reduced to A-rank).

Weapon | Ambrose:

Whenever needed, Rebekah can choose to call forth and spawn Ambrose, from the NE flowing through and around her armor (counts as a move, unless spawned at the same time as her armor). This weapon takes form of a long whip, the end harboring the sharp head of a scythe. Being created from NE, the weapon appears nearly transparent and glows yellow. Rebekah can swing, thrust, and use her weapon to fight in CQC as well, the NE solidifying. She can alter the whip's structure, making it turn into a long, hard handle, rather than a rope-like formation. Ambrose is A-ranked.

This is similar to the weapons appearance.

You must be registered for see images
The main aspect of this weapon is that she can chose for it to phase through elemental structures and objects rather than collide directly into them. This is achievable because the weapon is made out of NE. Only after Ambrose has completely passed through an object or target (does not harm the object), Rebekah can order her weapon to return to a solid energy form, where she can then choose to course Divine Val or Malefic Val through the chain/whip and into the scythe where anything it touches will become acted upon by that ability. Phasing is done passively, but using abilities through Ambrose obviously counts as a move.

When using Malefic Val, the scythe glows purple.
When using Divine Val, the scythe glows a transparent-like yellow.

In the grand scheme of things, the weapon only has two abilities. Second Chance/protection and Ambrose.

Notes:
- Can only be used by Rebekah.
- Can only be summoned twice per battle with a 5 turn cool down, the second time disabling "second chance".
- If Ambrosia is destroyed or deactivated, so is Ambrose.
- Ambrose can only phase through things that logically have NE naturally indulged in them such as all elemental techniques, trees, the ground, etc. (or even fellow allies/opponents who are currently manipulating Nature Energy through their bodies.) Phasing through things causes no damage to the structure or body because the NE is balanced.

For Reference:
(Nineko Kuchiyose No Jutsu: Sharuru) Ninja Cat Summoning Jutsu: Carla
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Sharuru. She is a small, white cat with pink ears and brown eyes. She also has two whiskers on each side of her face. Sharuru wears a pink bow near the end of her tail. Carla's usual top consists of a mustard yellow and pink top with a pink bow tie. She has the passive ability to transform into a humanoid form via the Transformation Technique though more akin to Tsunade's useage having a more permanent form, which she uses as a means of combat - being able to use Taijutsu up to A rank, while also moving twice the base speed of her summoner. She is able to be summoned twice per battle, lasting four turns but in order to resummon her the user needs to waits three turns after his dismissal.

chakra = 1520 - 40 - 40 = 1440.
As her birds dispersed Desmond saw her surge chakra throughout her body followed by the massive growth of stone all around her. Desmond waved his right hand across his body from right to left releasing several chidori senbon towards her which would shred through her armor leaving her and her cat exposed to the rain and in turn dispersing the cat. Jecht in unison with this action would change the compounds in the rain to make them a sticky type of glue; this glue would bind Bekah in place unable to move.
-----
Chakra: 2095-5-30=2060
Jutsu:

(Raiton: Chidori Senbon) - Lightning Release: One Thousand Birds Needle
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user reshapes the Chidori in their hand into the form of countless senbon which are shot with a simple hand movement towards the target. The senbon are extremely precise and have the same numbing and paralyzing effects as Chidori, carrying enormous speed. Because the technique requires no hand seals and is done with simple hand movements, it's extremely hard to avoid while in short range and quite dangerous to counter due to the precision attacks it can be used to perform.

(Secchakuzai no Kouu) - Rain of Glue
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: When a user makes it rain and then changes the compounds of the water(materials in the air).Then makes the rain sticky which binds the opponent in place for 2 turns.this jutsu lasts for 2 turns.
Reference:
(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye (Passive) (Activated - x)
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 hand seals: 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.

(Katai Omori: Doroppu) Leg Weights: Drop (Dropped - x)
Type: Supplementary
Rank: A
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 nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

(Gurentsu~e) - Grenth - x
Cynn - x
Jecht - x
Auto Puppets - x
 

Chihaya

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Rebekah takes the pain of the acid rain, realizing the only way to get out of this problem was to blow the clouds away. Out of her back, protrudes a large single hand of rapid winds. Out of the palm of it, it blows massively strong wind, waving around and expanding outward and blowing away all the clouds and rain, while also dispersing his thunderbird. Once gone, the arm retracts back to her and wraps around her to protect her from anything else that would come her way, simotaleously she activates a defensive sigil that grants her protection. She begins to flee again, not turning her back from Grenth.

(Futon: Kaosu no ude | Wind Release: Arms of Choas)
Type: Offensive/Defense
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform three handseals to begin with. Then, protruding from their back will emerge multiple of translucent/luminous arms (or just one) that will stretch to any distance and length to reach their opponent. These arms are made out of sharp winds, results of the user manipulating their chakra. The user has complete control over the arms and each arm can take a different path, coming at the enemy from any angle. Also, being formed by sharp winds, the hands can easily pierce straight through the targets skin and body structure. It will also be able to pierce through any Earth/Water technique/defense lower than C-B/A ranking. The translucent arms can be heard by a very low, distinct noise created by the friction of the wind, however, when coming from all sides, it can be hard to distinguish where the arms are coming from. At short ranged, the hands prove to be more lethal and when they are reaching out towards the enemy, they have suction from their palms that pull the enemy towards them, making it harder for them to evade the arms. Or, for situational defense purposes, the palms can reverse the suction and blow out high-powered wind, strong enough to push back a large summoning creature. The user can chose to split 2 of the arms into 4 at any given moment, and so on. Also, the hands/hand can be used as shields to defend off projectiles or certain Lightning techniques.
Notes:
- Can only be taught by Chihaya
- The technique can only be used three times in battle, with a one turn cool-down
- The arms last three turns and can be activated whenever the user chooses
- The hands are the same size of the users human hands
- With the arms activated, the user cannot use an S ranked wind jutsu or above

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Ketsugō Shi | Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.

chakra: 1440. - 40 - 40= 1380.
health: 160 - 10 = 150.
 

Pyro NB

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Desmond watched as Bekah wove several seals channeling chakra into her back as the arm forms and points towards the sky Desmond would communicate this with Jecht as he channeled chakra throughout his body surrounding himself in a cloak of poison. Simultaneously upon its creation, Desmond would form a single arm and hand that would lock hands with the one created by Bekah immediately after it released its wind blast. In unison with this action Desmond would strike Bekah in the solar plexus with an open palm right.

Having been told what was coming Jecht would channel chakra into a singular spot in the sky drawing in both rain and clouds before turning into a spiraling tidal wave to clash with the wind neutralizing each other.
-----
Chakra: 2095-5-40=2050

Jutsu:
(Kadou Tsunami no Jutsu) - Vortex Tsunami Technique
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A highly advanced technique that draws all the rain into one point, this single point spins at high speeds, so high that they begin to pull the rain cloud into them. The final effect of this technique is a swirling storm of Water that rushes towards an opponent in a fierce tidal wave like motion.
The speeds that this vortex spins at are so fast that it is able to cut through armor. This technique once sent out is almost impossible to stop and will continue going until the chakra supporting it runs out. As a downside, the storm will chase down an opponent and anything near an opponent, including the user of the jutsu.

(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materializing it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defense against things that form of poison is strong too, for example, a liquid shroud will allow for the defense of even Forbidden rank fire release as the liquid vaporizes into its gaseous state while also being able to take on two S rank fire techniques. Alternatively, if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally, by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However, this can only be done once per usage.

The cloak can additionally be used to attack an opponent by using it as an S rank construct with it being able to travel up to mid range from them in any direction creating tentacles and hands that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at their base running speed the wings themselves are more cosmetic than anything else as the gaseous cloak is what allows the flight. This is because it has enough substance to pick up and move the user and by being manipulated it can carry the user throughout a battlefield allowing them to hover or glide. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects. The cloak can support A-rank and below poison techniques allowing it to be used as a source for things such as Poison Creation or other similar poison techniques.

Note:
~Can be used twice per battle lasting three turns per use
~Can only be used to attack as an S rank construct once per turn and costs a move slot after the turn of creation
~Twice per battle, once per turn and passively per cloak creation the user can use the gaseous cloak to avoid incoming techniques.

(Hōshō) - Crumbling Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes the opponent with a forwarding palm thrust.
 

Chihaya

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Desmond watched as Bekah wove several seals channeling chakra into her back as the arm forms and points towards the sky Desmond would communicate this with Jecht as he channeled chakra throughout his body surrounding himself in a cloak of poison. Simultaneously upon its creation, Desmond would form a single arm and hand that would lock hands with the one created by Bekah immediately after it released its wind blast. In unison with this action Desmond would strike Bekah in the solar plexus with an open palm right.

Having been told what was coming Jecht would channel chakra into a singular spot in the sky drawing in both rain and clouds before turning into a spiraling tidal wave to clash with the wind neutralizing each other.
-----
Chakra: 2095-5-40=2050

Jutsu:
(Kadou Tsunami no Jutsu) - Vortex Tsunami Technique
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A highly advanced technique that draws all the rain into one point, this single point spins at high speeds, so high that they begin to pull the rain cloud into them. The final effect of this technique is a swirling storm of Water that rushes towards an opponent in a fierce tidal wave like motion.
The speeds that this vortex spins at are so fast that it is able to cut through armor. This technique once sent out is almost impossible to stop and will continue going until the chakra supporting it runs out. As a downside, the storm will chase down an opponent and anything near an opponent, including the user of the jutsu.

(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materializing it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defense against things that form of poison is strong too, for example, a liquid shroud will allow for the defense of even Forbidden rank fire release as the liquid vaporizes into its gaseous state while also being able to take on two S rank fire techniques. Alternatively, if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally, by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However, this can only be done once per usage.

The cloak can additionally be used to attack an opponent by using it as an S rank construct with it being able to travel up to mid range from them in any direction creating tentacles and hands that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at their base running speed the wings themselves are more cosmetic than anything else as the gaseous cloak is what allows the flight. This is because it has enough substance to pick up and move the user and by being manipulated it can carry the user throughout a battlefield allowing them to hover or glide. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects. The cloak can support A-rank and below poison techniques allowing it to be used as a source for things such as Poison Creation or other similar poison techniques.

Note:
~Can be used twice per battle lasting three turns per use
~Can only be used to attack as an S rank construct once per turn and costs a move slot after the turn of creation
~Twice per battle, once per turn and passively per cloak creation the user can use the gaseous cloak to avoid incoming techniques.

(Hōshō) - Crumbling Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes the opponent with a forwarding palm thrust.
As the gas hand locked into Rebekah's translucent hand, it passively split into two. The other hand immediately wrapped around her, acting as a defense. As the rain remained, Grenth moved in to strike Rebekah, but her retracted arm would effectively act as a ring around her, blocking him from the action. Simtaneously, Rebekah positions both her hands and releases forward a hard, powerful current of wind at Grenth, expanding so quickly, he has no time to react. At the same time, her other hand released the same power towards the clouds. She rotates her hands around, making sure to drench the battlefield in uncontrollable winds, effectively removing destroying the gas hand as well. As this was happening, her split wind arm remained around her for protection. As Grenth battles with the currents, Rebekah activates her armor.

(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn)
Damage Points: N/A
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.

(Dākubaputesuma) - Her Dark Baptism
Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: 40 to activate. (-5 every turn activated)
Damage Points: N/A
Description: This idea revolves around armor that utilizes Nature Energy. Nature Energy can logically be manipulated and solidified and contorted to a shinobi’s will, as long as they acquire the talent and skill set to do so. Because of this, the user has the ability to spawn a scythe (also purely made up of NE) from the armor.

The armor, Ambrosia, originated and was created on the island Purgatory, where Rebekah and her clan lived for many years mastering their use of Nature Energy. This resulted in the armor allowing surrounding NE to fluidly flow through it, giving it the ability to spawn Ambrose, a whip-like styche made up of NE as well (able to reach up to mid range).

Armor | Ambrosia:

Ambrosia is armor that Rebekah wears. It is made out of a thin layer of porous, flexible wood in which Nature Energy is constantly being drawn into, giving the wood the strength of strong, durable metal. This effect is granted by a Sigil placed upon the armor that grants it the property to attract and hold Natural Energy, alongside granting its wearer the ability to manipulate this NE for the Ambrosia's effects. NE also radiates roughly a couple inches beyond the armor, deeming the NE as the real defense. Only those who can manipulate NE effectively can wear and connect to this armor. It has the ability to spawn Ambrose at any given moment, through the means of releasing its Nature Energy and solidifying it.

This is similar to the appearance of the wood armor.
Yellow, transparent like Nature Energy floats around it.

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The armor itself only serves as protection and has the ability to do what Rebekah calls a "second chance". Nature Energy clashes with all elemental abilities equally, meaning if there is an S-rank elemental technique used, Rebekah can take the hit head on, the NE armor surrounding her disintegrating in the process and falling off, leaving her unharmed and only with basic wood armor that serves little to no purpose. This however also applies to elemental techniques of a lower ranking, it will however just weaken the armor and not destroy it (this does not count as second chance; when the armor is weakened, Second Chance will likewise be weakened. I.E., if the armor is weakened to A-rank, then Second Chance will occur should an A-rank hit the armor after). If destroyed, the NE shield can be recreated after five turns. However, "second chance" will be weakened by one rank(reduced to A-rank).

Weapon | Ambrose:

Whenever needed, Rebekah can choose to call forth and spawn Ambrose, from the NE flowing through and around her armor (counts as a move, unless spawned at the same time as her armor). This weapon takes form of a long whip, the end harboring the sharp head of a scythe. Being created from NE, the weapon appears nearly transparent and glows yellow. Rebekah can swing, thrust, and use her weapon to fight in CQC as well, the NE solidifying. She can alter the whip's structure, making it turn into a long, hard handle, rather than a rope-like formation. Ambrose is A-ranked.

This is similar to the weapons appearance.
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The main aspect of this weapon is that she can chose for it to phase through elemental structures and objects rather than collide directly into them. This is achievable because the weapon is made out of NE. Only after Ambrose has completely passed through an object or target (does not harm the object), Rebekah can order her weapon to return to a solid energy form, where she can then choose to course Divine Val or Malefic Val through the chain/whip and into the scythe where anything it touches will become acted upon by that ability. Phasing is done passively, but using abilities through Ambrose obviously counts as a move.

When using Malefic Val, the scythe glows purple.
When using Divine Val, the scythe glows a transparent-like yellow.

In the grand scheme of things, the weapon only has two abilities. Second Chance/protection and Ambrose.

Notes:
- Can only be used by Rebekah.
- Can only be summoned twice per battle with a 5 turn cool down, the second time disabling "second chance".
- If Ambrosia is destroyed or deactivated, so is Ambrose.
- Ambrose can only phase through things that logically have NE naturally indulged in them such as all elemental techniques, trees, the ground, etc. (or even fellow allies/opponents who are currently manipulating Nature Energy through their bodies.) Phasing through things causes no damage to the structure or body because the NE is balanced.

chakra: 1380 - 40 - 40 = 1300.
health: 150 - 10 - 140.
 

Pyro NB

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As he went for his strike Desmond noticed the futon hand of hers split into two with one quickly wrapping around her body to protect against his strike. Simultaneously with this Bekah had woven a single seal and released a massive wind current from her palms one directed at the clouds and the other Desmond. As his cloak and the clouds dispersed Desmond released ten threads of poison from his fingers whilst simultaneously converting it to a solid. These threads would wrap around Bekah's wind arms and tighten dispersing them before tightening around her body and breaking her armor. Immediately after this Desmond would cover his right hand in raiton before releasing a blast of lightning towards Bekah.
-----
Chakra: 2050-5-30-40-40=1935

Jutsu:
(Dokuton: Toripuru pointo) - Poison Release: Triple Point
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (+20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid or a supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example, they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of its strength instead gaining strength from it. Also, a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to water while being weak to lightning. This solid form isn't dust-like in nature like what can be done with Poison Creation and instead is a real solid like solid rock or earth with the potential to poison things that touch it. Changing the state of poison is done by basically forcing more poison chakra into a technique and pressurizing it thus making it naturally stronger via giving it a one-rank boost (+20 damage). This is done by pressurizing the poison with that chakra making it denser allowing it to deal more blunt damage when colliding with something. This works up to A-rank (S-rank too, but without the damage boost) allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.

Note:
~Can be used four times per battle with a two-turn cooldown

( Dokuton: Yūdokuna ito ) - Poison Release: Toxic Threads
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (15 to maintain)
Damage: N/A (or 80)+20(TP)=100
Description: The user concentrates dokuton chakra into the tips of their fingers extending from each of their fingers long spindle like threads of dense liquid poison. The user is able to choose how many threads for whatever scenario but the number cannot exceed ten (one thread per finger). Then they can weave these threads throughout the battlefield to attack or around the target, somewhat similar to those used by puppet users or the threads created by (Iryō Ninjutsu: Chakra No Ito) - Medical Technique: Chakra Threads.

The threads can be funneled into the ground to travel to the opponent's position to attack from several angles allowing for a very deceptive use. The threads can then embed themselves into the target and pierce into the opponent's chakra circulatory system as well as their vascular system. Through this connection, the user can pump poison directly into the opponent's body or can directly pollute their chakra with dokuton chakra causing the chakra circulatory system to decay and erode from the damage. Individuals who have had their chakra circulatory system polluted will have to mold an additional twenty chakra alongside their techniques and if the threads are connected for more than four turns the opponent will lose the ability to mold chakra until they are healed. This also causes additional damage as long as the threads are attached to the opponent and even once removed the opponent will remain poisoned until cured as per the usual requirements of poison. If dokuton chakra has been applied to their chakra circulatory system a full body purge has to be performed to remove the polluted chakra otherwise it remains in the body circulating through the body.

Alternatively, if the user wishes to use the threads defensively or in a different offensive manner they can lift their hands into the air causing the threads to spiral around their body in a rapid manner. These threads begin to whip around the user at a fast pace with the potential to either create a defensive dome of fast-moving threads or they can be directed to whip at the opponent to attack directly with slashing and piercing motions. Additionally, the user can connect these threads to a technique they've used pumping dokuton chakra or poison directly into the technique empowering it. This has the potential to raise the rank of a technique by one up to S-rank where it merely grants additional ten damage. Though this has to be a technique that the threads can attach to liquids

Notes:
~Can only be used twice per battle with a two turn cool down
~Can only use poison techniques while this technique is being maintained

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
 

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As he went for his strike Desmond noticed the futon hand of hers split into two with one quickly wrapping around her body to protect against his strike. Simultaneously with this Bekah had woven a single seal and released a massive wind current from her palms one directed at the clouds and the other Desmond. As his cloak and the clouds dispersed Desmond released ten threads of poison from his fingers whilst simultaneously converting it to a solid. These threads would wrap around Bekah's wind arms and tighten dispersing them before tightening around her body and breaking her armor. Immediately after this Desmond would cover his right hand in raiton before releasing a blast of lightning towards Bekah.
-----
Chakra: 2050-5-30-40-40=1935

Jutsu:
(Dokuton: Toripuru pointo) - Poison Release: Triple Point
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (+20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid or a supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example, they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of its strength instead gaining strength from it. Also, a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to water while being weak to lightning. This solid form isn't dust-like in nature like what can be done with Poison Creation and instead is a real solid like solid rock or earth with the potential to poison things that touch it. Changing the state of poison is done by basically forcing more poison chakra into a technique and pressurizing it thus making it naturally stronger via giving it a one-rank boost (+20 damage). This is done by pressurizing the poison with that chakra making it denser allowing it to deal more blunt damage when colliding with something. This works up to A-rank (S-rank too, but without the damage boost) allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.

Note:
~Can be used four times per battle with a two-turn cooldown

( Dokuton: Yūdokuna ito ) - Poison Release: Toxic Threads
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (15 to maintain)
Damage: N/A (or 80)+20(TP)=100
Description: The user concentrates dokuton chakra into the tips of their fingers extending from each of their fingers long spindle like threads of dense liquid poison. The user is able to choose how many threads for whatever scenario but the number cannot exceed ten (one thread per finger). Then they can weave these threads throughout the battlefield to attack or around the target, somewhat similar to those used by puppet users or the threads created by (Iryō Ninjutsu: Chakra No Ito) - Medical Technique: Chakra Threads.

The threads can be funneled into the ground to travel to the opponent's position to attack from several angles allowing for a very deceptive use. The threads can then embed themselves into the target and pierce into the opponent's chakra circulatory system as well as their vascular system. Through this connection, the user can pump poison directly into the opponent's body or can directly pollute their chakra with dokuton chakra causing the chakra circulatory system to decay and erode from the damage. Individuals who have had their chakra circulatory system polluted will have to mold an additional twenty chakra alongside their techniques and if the threads are connected for more than four turns the opponent will lose the ability to mold chakra until they are healed. This also causes additional damage as long as the threads are attached to the opponent and even once removed the opponent will remain poisoned until cured as per the usual requirements of poison. If dokuton chakra has been applied to their chakra circulatory system a full body purge has to be performed to remove the polluted chakra otherwise it remains in the body circulating through the body.

Alternatively, if the user wishes to use the threads defensively or in a different offensive manner they can lift their hands into the air causing the threads to spiral around their body in a rapid manner. These threads begin to whip around the user at a fast pace with the potential to either create a defensive dome of fast-moving threads or they can be directed to whip at the opponent to attack directly with slashing and piercing motions. Additionally, the user can connect these threads to a technique they've used pumping dokuton chakra or poison directly into the technique empowering it. This has the potential to raise the rank of a technique by one up to S-rank where it merely grants additional ten damage. Though this has to be a technique that the threads can attach to liquids

Notes:
~Can only be used twice per battle with a two turn cool down
~Can only use poison techniques while this technique is being maintained

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
As Grenth sends out poison threads and they unexpectedly solidify, Rebekah reacts quick. They take out both her wind arms that cautioned her, and seconds before the threads reach her, she has already slapped together two hand seals and out of her mouth roared an enormous wave of seraphic water. It immediately spreads up to long range in all directions, harshly washing away the poison and engulfing Grenth in the process. The wave would peel up into an enormous bubble through its travels. Rebekah made sure that the concentration of the water was high, meaning anything inside of it was unable to move. Rebekah used this as a means to gain distance from Grenth, retreating from the battle as far as she could. Rebekah summoned Ambrose from her armor passively as she began to retreat.

(Seraphumizuton: Rahabu no Kodokuna Abisu; Sō Sensui)- Seraphic Water: Rahab's Lonely Abyss; Total Submergence
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: With two hand seals (Dog>Snake), the user will exhale a vast amount of Seraphic Water from his gullet appearing very much like the canon Water Bullet Technique. In fact, the two are virtually indistinguishable from each other due to Seraphic Water having the same texture and color as regular water. However, where the two techniques differ is that Rahab's Lonely Abyss, upon being spewed from the user, immediately spreads up to long ranged in all directions in the form of a great flood. As it spreads however, the outermost edges of the technique will begin to fold upward, creating a dome as it travels. This way, by the time the flood has reached long ranged, short and mid ranged distances would have been covered already. In the aftermath, the technique encapsulates the field in a bubble of Seraphic Water similar to Great Exploding Water Colliding Wave. However, where this technique retains its originality is that unlike regular water where the opponent has the privilege to move through, the user is able to either prevent or promote movement by any person/object while inside. Using the concentration shifting abilities the element is known for, the user can increase/decrease the concentration of Seraphic Water around any object or person inside the bubble. This can make swimming and moving completely impossible. Along with this the bubble carries the other effects of the element whereas if ingested it can cause nausea and vomiting as well as slowly sapping the moisture from living organisms. Although these effects aren't specifically outlined, if the opponent stays inside the bubble for the full three turns it is allowed to keep active, they will be killed as almost 80% of the moisture in their bodies would have been sucked from them. Increasing or decreasing concentration of Seraphic Water inside the orb will cost the user an extra move to perform but doesn't cost any additional chakra.
Note(s):
- Lasts three (3) turns with each use.
- Can only be used two (2) times, with a three (3) turn cool down between uses.
- Cannot perform any other Seraphic Water techniques above A ranked in the same turn this is performed.
- User will only be able to perform two moves per turn while this technique is active due to the chakra control needed.
- Once the technique has ended, the user is unable to perform SW techniques in the following turn.

chakra: 1300 - 40 - 5 (armor) - 40 (ambrose) = 1245
health: 140.
 

Pyro NB

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As his threads began to close in on Bekah she wove two seals and with these two seals, Desmond saw chakra swirls from her stomach to her mouth. At the range, they were at odds of dodging were slim so Desmond upon his game a little; as the chakra rose to her mouth Desmond activated his tenseigan and had Cynn dig deep into the ground and Jecht fly high into the sky. As the what he presumed was water touched his hood he released and omnidirectional blast repelling it before slamming into Bekah and pushing her into mid-range.
-----
Chakra: 1975-40=1935
Jutsu:
( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye (Passive)
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of a Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision. The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility, and power.

Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterward if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, the user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon its activation. Once a user passes the test for Tonrei, ascending their Byakugan to the Tenseigan, it will be his default dojutsu.
Note: When active, the user loses all access to Byakugan related abilities.

( Tensei Suiryoku ) - Reincarnation Thrust
Rank: S
Type: Supplementary/Defense/Attack
Range: Short-Mid
Chakra: 40
Damage: 60 - 80
Description: The user will repulse and push away anything around him up to a given range, in all directions, producing an Omni-repulsion effect. The force and the repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be sustained, forming a static defensive field instead of a wave-like effect. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 60 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again.

The Second form is much more dangerous than the former. The offensive power in this size is severe, sending opponents flying backward with enough force to, if not defended properly, leave near-fatal physical damage. Although not directly fatal, the technique boasts physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal Omni-repulsive wave. Once used, takes 2 turn cool down to use gravitational related techniques again.

Note: This technique is immune to normal Elemental Weaknesses and Strengths and as such can't be blocked or stopped. However, the enemies can still use techniques that prevent or reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped or directly countered, enemies can still manage to survive if the logically counter.
Note: can only be used by Tenseigan Bios.
 

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As Rebekah gets blasted back to mid ranged, her armor taking the hit, she simultaneously whistles and in a mere instant, a tiny mockingbird is summoned in the place of Rebekah at full flight and darts off, maneuvering around and away from the battlefield. Moving at top speeds, the bird effectively dodges through alleyways and buildings and keeps going until it is safe from Grenth. It never stops, it keeps going.

10. (Kchuysei: Valor) Summoning: Valor
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage Points: 60
Description: Valor is a relatively small Mockingbird (roughly the size of an average peregrine falcon) whose abilities lie not within his ninjutsu prowess or mastery of the elements but instead, Valor's true potential lies in his ability to be summoned in full flight with a mere whistle of specific pitch, a pitch that only sound users can produce to perfection. Not only is he summoned in what is near to an instant, but he is also summoned in place of the user. The user being transferred into Valor's world whilst the bird remains on the battlefield. Valor is about the size of an average human, he is capable of reaching his top speed (A-Rank Speed) in under a second giving him a great reputation as a great, quick maneuvering, defensive bird. By whistling from the bird's world, the user can switch places with Valor at any time. Upon switching back, the user will bring with him hundreds of weighted, needle-like feathers from the Mockingbird homeworld which will fall from the sky in a circle short/mid-range in all directions with the user as their center point. However, this can only be done when in the air and has a short time in between before the needles rain down. This is equivalent to an A-rank Ninjutsu techinque. Valor is not capable of using techniques other than ones any Mockingbird can use.
-Can only be summoned once per battle-
-If killed, the user will be forced to switch back in with the bird and will not themselves die.
-Remains on the field for up to four turns-
-Must know Sound Release to use the whistle summon method
-Must have signed the Mockingbird contract to summon-
 
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