[GRPT] Dance of the Dragons, Round 1 [Genji]

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Jᴀʏ

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⌘ UNIVERSAL RULES

• You can only use the bio you posted in your application or update that dates from before the start of the tournament.

• By default, the basic battle rules will be applied

• Each stage will last at max a week

• A battle lasts max one week with a 3-day reply limit

• During the first 3 stages, members can only use their own created CJ, canon abilities and the "canon" 8 CCJ of their CC, if within one


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

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

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

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

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

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

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

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

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

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

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

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

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

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



The young Hayabusa wouldn't falter, standing before him was the colossal beast he was to destroy: A Dragon. Genji himself held the epithet of the Dragon of the North Wind. So destroying a creature likened to his own nature wouldn't be something he took pleasure in, but a deed that he was compelled to execute. Utilizing his personal summoning, and partner: Draco. The young warrior would draw nature energy and enter his Perfect Sage Mode, whilst equipped with his Dragonbone and Dragon Orbs, Genji felt as if his power was quadrupled, he would release a blast of fire that would engulf the beast, devouring it whole before it's burnt corpse crashed unto the surface.

(Katon: Gōka no Jutsu) - Fire Release: Hellfire Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 + 30 = 90
Description: The user will manipulate their chakra and breath out from their mouth a large fireball that travels at the opponent. As it reaches the opponent it bursts into a maelstrom of fire engulfing them in flames.

(Kanpekinanin Gama Sennin Modo) - Perfect Toad Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x3. Their strength increases, empowering Taijutsu techniques and Ninjutsu by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. Lastly, the user gains access to toad anatomy, Sage Art: Frog Kata 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.

Chakra Calculations

Chakra Supply: 1440 CP
Nature Energy Supply: 160 - 30 = 130 NE


 

Jᴀʏ

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Genji smirked, as the dragon corpse before him began to shift. Slowly but surely, the beast would rise once again. Its eyes gleaming, although already a rabid beast it's anger was all the more intensified after Genji's attack. It would beat its reptilian wings, towards the young Hayabusa. With the power of Sage Mode coursing through him, Genji was more than prepared for what was to come. Draco pumped additional nature energy into his partner before the two would perform a combined assault.

Genji would inhale deeply before releasing a stream of wind from his mouth that would take on the form of twister. This twister would scrape across the earth before tackling the dragon charging head-on towards him. Simultaneously to this twister shot, Draco would perform his own wind natured attack. Draco would release a stream of wind that would slam into the dragon just as Genji's own twister did.


(Fūton: Shippuu Tama) - Wind Release: Twister Shot
Type: Offensive
Rank: B
Range: Mid
Chakra: 20
Damage: 40 + 30 = 70
Description: The user releases a stream of wind infused chakra from their mouth that takes on the shape of a twister to attack the enemy.

(Futon: Ressenpū) - Wind Release: Violent Whirlwind
Type: Offensive
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description: The user gushes a powerful stream of wind from their mouth towards their enemy.

Chakra Calculations

Chakra Supply: 1280 CP
Nature Energy Supply: 160 - 30 = 130 NE + (160 gathered this turn) = 280 -20 = 260 NE

Dragon Calculations

Turn 1: 90 DMG
Turn 2: 100 DMG (110 DMG vs Fire)
Next Turn: 110 DMG (120 DMG vs Wind)
 

Jᴀʏ

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Genji steeled himself as yet another Dragon approached. Genji would no longer entertain any small talk, he would simply eliminate the creature before him. The young warrior gathered his lightning chakra and perform a single hand-seal before releasing a bolt of lightning from his mouth towards the heart of the dragon before him. As this was performed Draco would convert Genji's own chakra to nature energy. (30% Converted).

(Raiton: Gian) - Lightning Style: False Darkness
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 + 30 = 110
Descripton: The user, after performing the Snake hand seal, emits lightning in the shape of a spear from their hands or mouth which then pierces the enemy. Kakuzu, the original user, shoots the technique from his Lightning mask's mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.


Chakra Calculations

Chakra Supply: 1120 CP
Nature Energy Supply: 160 - 30 = 130 NE + (160 gathered this turn) = 280 - 20 = 260 NE - 40 = 220 NE + 160 NE = [380 NE]

Dragon Calculations

Turn 1: 90 DMG
Turn 2: 100 DMG (110 DMG vs Fire)
Turn 3: 110 DMG (120 DMG vs Wind)
Next Turn: 120 DMG (130 DMG vs Lightning)
 

Jᴀʏ

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After defeating three dragons's in a row, Genji was getting used to the routine of it all. He had entered the tournament to become a victor, so he would defeat as many dragon's as he possibly had too. Draco would convert additional chakra, transforming it into nature energy. Genji would perform the ram hand-seal before spurting out from his mouth a strong colliding wave that would crush the dragon before him under its massive waves. That alongside the fact that Alexzander would simultaneously release a wave of his own, only the shark's wave would be compressed but still incredibly powerful. The two waves would crash into the dragon, the pressure and impact of the waves destroying the creature.

(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 + 30 = 90
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.

(Suiton: Taihoudan) - Water Style: Water Gun
Type: Offensive
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description: A strong water wave spit from the mouth that is more compressed than Chaos Water Wave and can carve the earth if used on the same area multiply times.

Chakra Calculations

Chakra Supply: 960 CP
Nature Energy Supply: 160 - 30 = 130 NE + 160 = 280 - 20 = 260 NE - 40 = 220 NE + 160 NE = 380 NE - 30 NE = 350 NE + (160 gathered this turn) = 510 NE

Dragon Calculations

Turn 1: 90 DMG
Turn 2: 100 DMG (110 DMG vs Fire)
Turn 3: 110 DMG (120 DMG vs Wind)
Turn 4: 120 DMG (130 DMG vs Lightning)
Next Turn: 130 DMG (140 DMG vs Water)
 

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Genji wouldn't stop, as the next dragon approach, he would continue blazing forward this time he would utilize a single powerful enhanced technique. He would perform a series of hand-seals before clapping his hands, the rocks beneath the dragon would rise up shredding the dragon to pieces. The mud snakes would enhance the stone shower. The rocks would also fall back onto the dragon finishing him for good.

(Doton: Sakashima Ishi Shawa) - Earth Style: Reverse Stone Shower
Rank: S
Type: Offensive
Range: Mid
Chakra Cost: 40
Damage: 80 +(15 for falling rocks) + 30 + 20 = 125 + 20 = 145 DMG
Description: The user will make 2 hand seals and slam their hands to the ground channelling their Doton chakra into the ground and spreading it evenly all around the underneath of their opponent, the user will then make a further handseal and hundreds of sharp edged, torpedo shaped, pointed, chunks of rock will fly up from the ground underneath the opponent hitting the opponent with enough force to make deep lacerations and cuts in the opponents skin. The chunks of rocks that are saturated in the users doton chakra will then fall back to the ground due to earth's gravitational pull the speed at which the rocks fall can be increased slightly by the user making them fall faster. The rocks will hit the opponent as they fall and cause further damage.

Note: Can only be used twice per battle
Note: No other earth jutsu in the same turn
Note: No S ranks in the same turn

(Doton: Doro hebi no kiba) - Earth Release: Mud Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique earth technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest a portal similar to the earth release mud drop. However instead of normal mud forming in this portal a large torrent of mud shaped as snakes will pour out surrounding a target or targets and wrapping around them. The mud while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense mud in nature much like the swamp of the underworld making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another earth or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting earth technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the muddy snakes. This usage is considered as an active boost and follows the rules and restrictions of such.


Note: May be used two times per battle overall.
Note: If combined with a water technique in it's second form it will be considered a earth/water combo. Combined with a earth technique just creates a stronger Earth.
Note: No Earth jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin



Chakra Calculations

Chakra Supply: 960 CP
Nature Energy Supply: 160 - 30 = 130 NE + 160 = 280 - 20 = 260 NE - 40 = 220 NE + 160 NE = 380 NE - 30 NE = 350 NE + 160 NE = 510 NE - 80 NE = 430 NE

Dragon Calculations

Turn 1: 90 DMG
Turn 2: 100 DMG (110 DMG vs Fire)
Turn 3: 110 DMG (120 DMG vs Wind)
Turn 4: 120 DMG (130 DMG vs Lightning)
Turn 5: 135 DMG (145 DMG vs Water)
Next Turn: 160 DMG (175 DMG vs Earth)
 
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Jᴀʏ

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Genji would perform a single hand-seal before releasing several spears of condensed Pantheonic Dust towards the next dragon the approached the Midnight Menace. That wouldn't be all however as he would immediately follow up with a dagger composed of Pantheonic Dust as well. The spears would pierce the dragon, whilst the dagger would finish him.

(Chiriton: Panteon no Ressā Kōchiku) - Pantheonic Dust Release: Lesser Constructs of The Pantheon x2
Type: Supplementary/Offense/Defense
Rank: D-S (S) & (D)
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80 (80+30 =110) (20+30 =50) = 160 DMG
Description: This is the most fundamental technique of the Pantheonic Dust element, the core foundation for how it functions. By focusing considerable amounts of chakra, the user is capable of creating a limitless amount of constructs, the detail and complexity only limited by their imagination and the amount of chakra they put forth. The structures include (and are not limited to) things like walls, swords, spheres, buildings, pillars, furniture, and more (these constructs are relatively basic in the sense that this technique can't be used to create sentient animals and things of that nature). These creations can be used defensively, in order to intercept attacks coming towards the user, offensively, creating swords, spikes and the like in order to pierce or ensnare the opponent, and supplementary, forming structures to benefit the user and his allies without affecting the opponent in any shape or form . Pantheonic Dust itself can be made with three methods, the first is from the body. By surging chakra through their person, the user is fully capable of creating a plethora of tools from their limbs, mouth, and the like. The Earth, this is done by using their chakra to grind the Earth into fine grain minerals that can be controlled with chakra (this can also be done with any Earthen based structures as well), and finally, through pre-existing PD structures the user has created prior. The size and strength of these creations fully depends on the rank of the version used, D-Rank structures obviously cannot exceed the size of your average A-Rank and so on. The Dust's elemental S/Ws apply as well, should the Dust come in contact with water or any liquid, it'll take on it's properties while retaining it's original shape and size (if the liquid was hot, the Gel will now be corrosive to the touch, capable of burning the opponent if they come in contact with it. If the liquid was cold, the Gel becomes more solid in nature, the coldness increasing it's density into something akin to solid rock).

Note: The S-Rank version can only be used three times with two turns between uses, and that and the A-Rank application require a handseal. The A-Rank variation can be used once per turn and if the S-Rank variant is used, no Pantheonic Dust Jutsu above A-Rank in the following turn.



Chakra Calculations

Chakra Supply: 960 CP
Nature Energy Supply: 160 - 30 = 130 NE + 160 = 280 - 20 = 260 NE - 40 = 220 NE + 160 NE = 380 NE - 30 NE = 350 NE + 160 NE = 510 NE - 80 NE = 430 NE - 10 + 40 = 430 NE - 50 NE = 380 NE

Dragon Calculations

Turn 1: 90 DMG
Turn 2: 100 DMG (110 DMG vs Fire)
Turn 3: 110 DMG (120 DMG vs Wind)
Turn 4: 120 DMG (130 DMG vs Lightning)
Turn 5: 135 DMG (145 DMG vs Water)
Turn 6: 160 DMG (175 DMG vs Earth)
Next Turn: 175 DMG (190 DMG vs Pantheonic Dust)
 
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