[GRPT] - -Jester- vs Mirai

-Jester-

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BASIC RULES

• You can only use the bio you posted in your application or an update that dates from before the start of the tournament.
• By default, the basic universal battle rules will be applied.
• You may use any Customs and skills your bio is permitted to use, including those learned.
• All players start mid-range from each other ( 10 meters ) in a plain field with a 50m radius with a river encircling it.
• A battle lasts max 6 days with a 2 day reply limit. If 2 replies are not made on each side, then the fight will either be voided or extended or the Mod in charge of the Tournament will make a decision on who progresses.
• The person who is listed first in the match-up in this thread will always start the battle. Fights are to be titled as such: [GRPT] - Member A vs Member B. Fights are to start June 21st, 2022 at 12:00pm GMT -5, or just under 1 hour from now.
• The fights are held in the Tournaments and Events section. Failure to abide by any of these rules is grounds for elimination.

I will be using Kazumi Mishima.
Good luck to both of us.
 
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-Jester-

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Kazumi had finally made it to the finals, it was an honour to get this far and to have fought the opponents she had met previously. There were so many strong fighters that reaching further than the last tournament she had entered gave her the satisfaction of improving and wanting to see just how far she could push herself. As the next fight was starting, Kazumi had seen her opponent around and heard of by name before, and reaching the Semi-finals meant that she had beaten all her previous contestants as well. With a slight nod, Kazumi spoke, acknowledging her opponent.

よろしゅう、お頼申します. 良い戦いをしましょう.


Starting the fight off, Kazumi wove 2 seals in quick fashion as Sugar gathered in the sky to rain down on the field creating some bizarre snowfall. However as the sugar would touch her opponent, it would detonate upon touching her head causing explosions and damage to her opponent to catch her off guard. As the sugar fell and before the first detonation happened, Kazumi would form a single Tiger seal which would cause the sugar to detonate while she open the seal on her head to allow chakra to flow through it and increase her strength as well as restore a portion of her missing chakra.


Amaiton: Kagayaku no Sora | Sugar Release: Sparkling Sky
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage:
60
Description:
The user will make 2 hand seals and cause Sugar chakra to begin to form at a high altitude, in which will then begin raining down upon the battlefield for 3 turns. During this time the user can use this sugar for a variety of usages such as a source of techniques, to completely wrap around an opponent to immobilise them, or to detonate causing damage after making a single handseal, taking a Jutsu slot per turn. During this time a sparkling shining glitter can be seen through the battlefield to which the user can press for their advantage. Another usage that the user can do to take advantage of the falling sugar is by channelling lightning chakra with the falling sugar, and forming a single seal to clump it together it can refract blind an opponent temporarily interrupting them or throwing off their aim. One technique to use to end the jutsu prematurely is to cause it all to fall at once by making two handseals, clumping down to fall like bombs, covering the entire battlefield or area specific to where the user caused the sugar to fall.
Notes:
-Rain lasts for 3 turns
-Each additional move costs a move slot in the users turns
-Cannot be used for 2 turns after finishing
-Can only be used twice per battle
(Byakugō no In) White Strength Seal
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The Byakugō no In is a powerful sealing technique used by Tsunade and later taught to Sakura. By storing chakra over a period of time, the user creates a seal on their forehead which keeps the chakra undisturbed for future use. Once the seal is formed and is fully filled, the users already impressive chakra control allows them to fully access their chakra and as such produce a greater physical strength or perform techniques without any wasted stamina or chakra. The effort to fuel the chakra into the seal is such that when it finally becomes full, the user can re direct his focus and his chakra to his body once more, taking full advantage of it and its own chakra control. To release the seal, one uses the command Infūin: Kai (White Seal: Release), pumping the stored chakra back into the body, greatly increasing chakra flow. The release command will open the seal and allow the stored chakra to pump back into her body. The seal has two levels of release which enable the use of specific techniques unique to Tsunade:

-Level 1: User partially opens the seal, which makes the markings of the White Seal spread around her face. The Chakra that flows from the Seal (adding 500 chakra points) powers Tsunade's physical abilities, increasing her already chakra enhanced enormous strength to monstrous levels, adding another +15 to her Taijutsu. Her medical techniques are boosted in both speed and effectiveness (heals twice as much, twice as fast). This level enables her the ability to use (Sōzō Saisei) Creation Rebirth on herself or on others through Katsuyu.

-Level 2: After releasing Level 1 of the White Seal, the user forces the seal to open completely. Upon release, the markings of the white seal spread around Tsunade's body. This level unleashes the full chakra contained in the White Seal (adding 1000 chakra points), boosting her physical abilities, strength and power to unimaginable levels. Her Taijutsu gains another additional +25 boost in damage and her medical techniques gain a tremendous boost in speed and effectiveness (adds twice as much healing as before, twice as fast). This level enables her the ability to use the (Byakugō no Jutsu) Strength of a Hundred Technique on her self or through Katsuyu on others.

Note: Can only be used by Tsunade and Sakura Bios
Note: Level 1 lasts for 7 turns, Level 2 lasts for 5 turns
Note: Because Sakura is younger and doesn't need to spend chakra from the seal to keep her body young, she can more effectively use the chakra of the seal and gains and additional +10 to Taijutsu for each level.
Note: Each level can only be used once and each count as a move
Note: After the release of the White Seal and when its duration expires, user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns she cannot use healing techniques nor mold chakra above A-rank.
As the detonations and explosions went off, Kazumi would further channel chakra around her body to increase her strength even more as well as her damage shaving and speed, granting her increased capabilities as she moved to 6 meters of her opponent. Her movement was swift and to her right, to her opponents left aiming to rotate and reach just behind her eyesight effectively 180* of where she was currently in position of where her opponent was. The movement was in an arc, slowly moving forwards and closer with each meter, she moved sideways moving closer.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.


Health: 200/200
Chakra: 1500/3000 - 30 + 500 = 1970/3000
Speed: 11*3.5=38.5
Tracking: 15*2 = 30
Sugar Rain: 1/3
Power of the Sun: 1/4​
 

Mirai

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Kazumi had finally made it to the finals, it was an honour to get this far and to have fought the opponents she had met previously. There were so many strong fighters that reaching further than the last tournament she had entered gave her the satisfaction of improving and wanting to see just how far she could push herself. As the next fight was starting, Kazumi had seen her opponent around and heard of by name before, and reaching the Semi-finals meant that she had beaten all her previous contestants as well. With a slight nod, Kazumi spoke, acknowledging her opponent.

よろしゅう、お頼申します. 良い戦いをしましょう.


Starting the fight off, Kazumi wove 2 seals in quick fashion as Sugar gathered in the sky to rain down on the field creating some bizarre snowfall. However as the sugar would touch her opponent, it would detonate upon touching her head causing explosions and damage to her opponent to catch her off guard. As the sugar fell and before the first detonation happened, Kazumi would form a single Tiger seal which would cause the sugar to detonate while she open the seal on her head to allow chakra to flow through it and increase her strength as well as restore a portion of her missing chakra.

Amaiton: Kagayaku no Sora | Sugar Release: Sparkling Sky
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: 60
Description:
The user will make 2 hand seals and cause Sugar chakra to begin to form at a high altitude, in which will then begin raining down upon the battlefield for 3 turns. During this time the user can use this sugar for a variety of usages such as a source of techniques, to completely wrap around an opponent to immobilise them, or to detonate causing damage after making a single handseal, taking a Jutsu slot per turn. During this time a sparkling shining glitter can be seen through the battlefield to which the user can press for their advantage. Another usage that the user can do to take advantage of the falling sugar is by channelling lightning chakra with the falling sugar, and forming a single seal to clump it together it can refract blind an opponent temporarily interrupting them or throwing off their aim. One technique to use to end the jutsu prematurely is to cause it all to fall at once by making two handseals, clumping down to fall like bombs, covering the entire battlefield or area specific to where the user caused the sugar to fall.
Notes:
-Rain lasts for 3 turns
-Each additional move costs a move slot in the users turns
-Cannot be used for 2 turns after finishing
-Can only be used twice per battle
(Byakugō no In) White Strength Seal
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The Byakugō no In is a powerful sealing technique used by Tsunade and later taught to Sakura. By storing chakra over a period of time, the user creates a seal on their forehead which keeps the chakra undisturbed for future use. Once the seal is formed and is fully filled, the users already impressive chakra control allows them to fully access their chakra and as such produce a greater physical strength or perform techniques without any wasted stamina or chakra. The effort to fuel the chakra into the seal is such that when it finally becomes full, the user can re direct his focus and his chakra to his body once more, taking full advantage of it and its own chakra control. To release the seal, one uses the command Infūin: Kai (White Seal: Release), pumping the stored chakra back into the body, greatly increasing chakra flow. The release command will open the seal and allow the stored chakra to pump back into her body. The seal has two levels of release which enable the use of specific techniques unique to Tsunade:

-Level 1: User partially opens the seal, which makes the markings of the White Seal spread around her face. The Chakra that flows from the Seal (adding 500 chakra points) powers Tsunade's physical abilities, increasing her already chakra enhanced enormous strength to monstrous levels, adding another +15 to her Taijutsu. Her medical techniques are boosted in both speed and effectiveness (heals twice as much, twice as fast). This level enables her the ability to use (Sōzō Saisei) Creation Rebirth on herself or on others through Katsuyu.

-Level 2: After releasing Level 1 of the White Seal, the user forces the seal to open completely. Upon release, the markings of the white seal spread around Tsunade's body. This level unleashes the full chakra contained in the White Seal (adding 1000 chakra points), boosting her physical abilities, strength and power to unimaginable levels. Her Taijutsu gains another additional +25 boost in damage and her medical techniques gain a tremendous boost in speed and effectiveness (adds twice as much healing as before, twice as fast). This level enables her the ability to use the (Byakugō no Jutsu) Strength of a Hundred Technique on her self or through Katsuyu on others.

Note: Can only be used by Tsunade and Sakura Bios
Note: Level 1 lasts for 7 turns, Level 2 lasts for 5 turns
Note: Because Sakura is younger and doesn't need to spend chakra from the seal to keep her body young, she can more effectively use the chakra of the seal and gains and additional +10 to Taijutsu for each level.
Note: Each level can only be used once and each count as a move
Note: After the release of the White Seal and when its duration expires, user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns she cannot use healing techniques nor mold chakra above A-rank.
As the detonations and explosions went off, Kazumi would further channel chakra around her body to increase her strength even more as well as her damage shaving and speed, granting her increased capabilities as she moved to 6 meters of her opponent. Her movement was swift and to her right, to her opponents left aiming to rotate and reach just behind her eyesight effectively 180* of where she was currently in position of where her opponent was. The movement was in an arc, slowly moving forwards and closer with each meter, she moved sideways moving closer.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.


Health: 200/200
Chakra: 1500/3000 - 30 + 500 = 1970/3000
Speed: 11*3.5=38.5
Tracking: 15*2 = 30
Sugar Rain: 1/3
Power of the Sun: 1/4​
Alright as agreed, the usage of the Sugar Technique would cost two move slots, as per its wording and thus PoTS doesn’t occur.

Mirabelle entered into the semi finals; having beaten Musashi. While she did put up a great fight, it was clear that things will only ramp up even more. Having entered into the arena, Mirabelle notices her opponent who had given her a nod, to which she returned the favor. She inhaled and exhaled sharply, as the battle had begun - with Kazumi forming a set of two hand seals. Mirabelle, alarmed, would have noticed the shadow appearing all over the ground, to which she slightly tilted her head to see what’s going on. “Snow?” she wondered for a moment - but alas, she wasn’t bothered…lest it be her own demise if not calculated.

Mirabelle quickly in turn made a quick set of hand seals which would immediately after the last trigger a nasty illusion, and quite honestly one her favorites. The body Kazumi oh so loved, became severed violently - as her arms, legs, mouth, ears and even her heart and eyes was ‘removed’. The world became very dark for the martial artist - as this violently ramaged within her inner sanctum; the mental strain placed on her. Mirabelle further assisted the technique as she ‘added’ some additional things to it, as Kazumi’s lungs and veins became filled with liquid…this being alcohol. The raw chakra of the illusion was replaced with something entirely different, to which she used her Alcohol Nature instead.

The buzzed feeling, it was tactfully implemented - gifting Kazumi a rush of euphoria; it felt amazing; the sheer taste of booze coursing through her. In reality, the illusion caused the targeted areas to become disconnected and unable to utilize them (effectively making the hand seal attempt for the explosion to be interupted) - effectively leaving her at the mercy of the Jinchuriki. Using her mastery over Yin, she also prevented the genjutsu method of chakra surge from being used as a result. Her use of her Yin technique allowed her to successfully gain a Void Infusion as well.


(Genjutsu: Mahou no Kei Chikin ) Illusion Technique: The Voodoo of the Headless Chicken
Rank: S
Range: Short-Mid
Chakra Cost: 40 (50)
Damage Points: 80 (90)
Description: Requires 5 handseals. This jutsu acts as the opposite of False Surrounding (Kokohin). Instead of manipulating the opponent's perception of his/her surroundings, it changes the perception of his/her body by removing or adding organs/objects. This allows the user to remove limbs/organs, to prevent certain actions to be taken, such as ripping one's eyes to make the opponent blind, removing one's lungs to make the user pass out from lack of air, removing one's legs to prevent the target from running etc, or add certain objects/organs, such as blades to one's stomach, or adding stitches to one's mouth, silencing them.

*Can only be used 3 times per battle*
*Opponent needs to find a way to counter or release the genjutsu in his countering turn when the illusion pertains to "removal" of organs or he'll lose conscience from the pain and mental strain
(Inton: Gogyou Gen) – Yin Release: Five Elements Illusion
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50 chakra cost to applied technique)
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent Genjutsu. When the user casts a Genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. This technique increases the technique it is applied to by one rank in strength; due to the massive infusion of chakra a Genjutsu empowered by the Five Elements Illusion can penetrate through any passive defense or subversive method against Genjutsu. By using nature chakra rather than raw chakra, the properties of the Genjutsu can change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. The user is free to alter the effects of a Genjutsu within reason as long as the primary effects remain the same. Like other Yin-Yang infusions, this technique only increases the chakra within the technique by an additional rank in strength, or 10, whichever is higher.

Note: Can only be used 6 times per battle.
Note: Cannot be used on techniques above S-Rank.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.

Rest well, in the sweet nectar of the devil…” she said, as she ran towards Kazumi now. As she did, she tipped the scales of her chakra - becoming fully drowned in Yin nature. Mirabelle mixed this with the other natures, as she instantly entered into Yin State - the peak of a Yin Release Master such as herself. As she approached, she made sure not to strike just yet as she didn’t wish to disturb Kazumi in her dreams. She waited, wondering if her opponent can break free like Musashi did. She would also notice the snow was of no threat on touch, as yet at least.

(Inton Modo) – Yin State
Type: Mode
Rank: S
Range: N/A
Chakra: 200 (-40 per turn)
Damage: N/A
Description: Based on Hagoromo’s Six Paths Sage Mode, those who have specialized in Yin Release can enter this mode to elevate their prowess, reaching the pinnacle of spiritual capabilities. Because the user lacks the Juubi’s monstrous chakra and natural energy it makes it impossible to properly balance both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic chakra natures and their Yin nature. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly. The result causes the user to enter Yin State. Yin State is the state entered by users when they emphasize their Yin chakra over their Yang. In this state the user is endowed with a pitch-black chakra cloak with white magatama down the center, along the collar and sleeves. The cloak can be shaped cosmetically. The cloak reaches down to the user’s ankles and covers a jet-black jumpsuit is underneath. The user’s nails, lips, hair, and sclera also become jet black. When Yin State is entered the user gains the technique Kuninotokotachi. Kuninotokotachi is a Genjutsu technique that grants the user spiritual prowess on par with the Uchiha’s Mangekyou Sharingan. When casting Genjutsu the user’s techniques become strong enough to hypnotize and almost completely control their opponent’s actions like Kotoamatsukami. While in Yin State the user gains a potent spiritual defense, making them immune to any A-Rank and below Genjutsu, barring Doujutsu Illusions. The user also gains a complete S-Rank defense against other spiritual and mental based abilities. Those abilities that inflict physical damage will still inflict physical damage, but have their spiritual portion negated. The drawback to this state is that the disproportional amount of energy makes users incapable of using Yang Release techniques and other physically elevating techniques. Advanced forms of taijutsu movement (anything that requires chakra or is B-rank and above) also become unusable.

Note: This technique only lasts 6 turns and can be used once per battle.

Note: One must have completed Yin Release in order to use this technique. The user can only use either Yin or Yang state on any bio, unless they are a Yin-Yang Release Master.

Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using Genjutsu or spiritual abilities for 5 turns.

Note: Once this technique ends the user is unable to use techniques above A-Rank for 4 turns.
( Kuninotokotachi ) - Kuninotokotachi (Reference)
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: This technique is the strongest non-kekkei genkai genjutsu in existence. Kuninotokotachi gives the user’s genjutsu powerful hypnotic and influential abilities and puts them on par with the ocular powers of the Mangekyou Sharingan. The user hides manipulative thoughts and suggestions within their genjutsu such that, when cast on an opponent, they are indistinguishable from their own thoughts. The effects of this technique are strongest the closer one is to the user, allowing the user to influence the actions of others even subliminally. Long enough exposure to the user’s genjutsu while under the affects of Kuninotokotachi will eventually render victims completely unconscious, unable to respond at all. At such a point, the only ways to release the hold of Kuninotokotachi would be for the user to release it themselves, for the user to die or an outside source to transfer at least 150 chakra from Yin techniques or 75 chakra from Yang techniques to balance. Because of the strength of Kuninotokotachi, abilities designed to prevent genjutsu such as mental resistances, barriers, and other seals of the like are ineffective. With this technique the only way to avoid genjutsu would be to prevent them from happening or stay out of range. On the defensive side, Kuninotokotachi allows for the user to reverse genjutsu like Sharingan Genjutsu and even release the affects of techniques like Tsukuyomi.

Note: The hypnosis of this technique allows for the user to mask holes within a genjutsu that would ordinarily cause speculation. For example, if using false surroundings for a sudden drastic environment change, the user could implant a suggestion that would force the opponent not to question how suddenly the environment changed or to ignore certain aspects such as “the water isn’t wet.” However, these suggestions must be spelled out within the user’s move and must pertain to the affects of the genjutsu. A user cannot force opponents to forget how to defend against x-element or make them use y-technique if the genjutsu’s foundation does not establish such foundations.

Note: The effects of this technique are strongest the closer one is to the target. Within short-range users can capture others within their hypnotic spell and completely take over their body within 2 turns. At mid-range the hypnotic spell takes 3 turns, and long range is ineffective. Those with genjutsu specialty can resist for an additional turn while other Yin Release masters can resist for another 2 additional turns are unaffected at mid-range and beyond.

Note: The user can reverse genjutsu with this technique once per turn (one turn cool down for S-rank and above). Should the user fall under the spell of Mangekyou tier genjutsu the user can release the affects at the cost of a move but become incapable of using genjutsu for two turns after the fact.

Note: This technique remains active for as long as the user is within the Yin State of Yin-Yang Mode.
 
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-Jester-

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Kumi
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Alright as agreed, the usage of the Sugar Technique would cost two move slots, as per its wording and thus PoTS doesn’t occur.

Mirabelle entered into the semi finals; having beaten Musashi. While she did put up a great fight, it was clear that things will only ramp up even more. Having entered into the arena, Mirabelle notices her opponent who had given her a nod, to which she returned the favor. She inhaled and exhaled sharply, as the battle had begun - with Kazumi forming a set of two hand seals. Mirabelle, alarmed, would have noticed the shadow appearing all over the ground, to which she slightly tilted her head to see what’s going on. “Snow?” she wondered for a moment - but alas, she wasn’t bothered…lest it be her own demise if not calculated.

Mirabelle quickly in turn made a quick set of hand seals which would immediately after the last trigger a nasty illusion, and quite honestly one her favorites. The body Kazumi oh so loved, became severed violently - as her arms, legs, mouth, ears and even her heart and eyes was ‘removed’. The world became very dark for the martial artist - as this violently ramaged within her inner sanctum; the mental strain placed on her. Mirabelle further assisted the technique as she ‘added’ some additional things to it, as Kazumi’s lungs and veins became filled with liquid…this being alcohol. The raw chakra of the illusion was replaced with something entirely different, to which she used her Alcohol Nature instead.

The buzzed feeling, it was tactfully implemented - gifting Kazumi a rush of euphoria; it felt amazing; the sheer taste of booze coursing through her. In reality, the illusion caused the targeted areas to become disconnected and unable to utilize them (effectively making the hand seal attempt for the explosion to be interupted) - effectively leaving her at the mercy of the Jinchuriki. Using her mastery over Yin, she also prevented the genjutsu method of chakra surge from being used as a result. Her use of her Yin technique allowed her to successfully gain a Void Infusion as well.


(Genjutsu: Mahou no Kei Chikin ) Illusion Technique: The Voodoo of the Headless Chicken
Rank: S
Range: Short-Mid
Chakra Cost: 40 (50)
Damage Points: 80 (90)
Description: Requires 5 handseals. This jutsu acts as the opposite of False Surrounding (Kokohin). Instead of manipulating the opponent's perception of his/her surroundings, it changes the perception of his/her body by removing or adding organs/objects. This allows the user to remove limbs/organs, to prevent certain actions to be taken, such as ripping one's eyes to make the opponent blind, removing one's lungs to make the user pass out from lack of air, removing one's legs to prevent the target from running etc, or add certain objects/organs, such as blades to one's stomach, or adding stitches to one's mouth, silencing them.

*Can only be used 3 times per battle*
*Opponent needs to find a way to counter or release the genjutsu in his countering turn when the illusion pertains to "removal" of organs or he'll lose conscience from the pain and mental strain
(Inton: Gogyou Gen) – Yin Release: Five Elements Illusion
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50 chakra cost to applied technique)
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent Genjutsu. When the user casts a Genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. This technique increases the technique it is applied to by one rank in strength; due to the massive infusion of chakra a Genjutsu empowered by the Five Elements Illusion can penetrate through any passive defense or subversive method against Genjutsu. By using nature chakra rather than raw chakra, the properties of the Genjutsu can change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. The user is free to alter the effects of a Genjutsu within reason as long as the primary effects remain the same. Like other Yin-Yang infusions, this technique only increases the chakra within the technique by an additional rank in strength, or 10, whichever is higher.

Note: Can only be used 6 times per battle.
Note: Cannot be used on techniques above S-Rank.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.

Rest well, in the sweet nectar of the devil…” she said, as she ran towards Kazumi now. As she did, she tipped the scales of her chakra - becoming fully drowned in Yin nature. Mirabelle mixed this with the other natures, as she instantly entered into Yin State - the peak of a Yin Release Master such as herself. As she approached, she made sure not to strike just yet as she didn’t wish to disturb Kazumi in her dreams. She waited, wondering if her opponent can break free like Musashi did. She would also notice the snow was of no threat on touch, as yet at least.

(Inton Modo) – Yin State
Type: Mode
Rank: S
Range: N/A
Chakra: 200 (-40 per turn)
Damage: N/A
Description: Based on Hagoromo’s Six Paths Sage Mode, those who have specialized in Yin Release can enter this mode to elevate their prowess, reaching the pinnacle of spiritual capabilities. Because the user lacks the Juubi’s monstrous chakra and natural energy it makes it impossible to properly balance both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic chakra natures and their Yin nature. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly. The result causes the user to enter Yin State. Yin State is the state entered by users when they emphasize their Yin chakra over their Yang. In this state the user is endowed with a pitch-black chakra cloak with white magatama down the center, along the collar and sleeves. The cloak can be shaped cosmetically. The cloak reaches down to the user’s ankles and covers a jet-black jumpsuit is underneath. The user’s nails, lips, hair, and sclera also become jet black. When Yin State is entered the user gains the technique Kuninotokotachi. Kuninotokotachi is a Genjutsu technique that grants the user spiritual prowess on par with the Uchiha’s Mangekyou Sharingan. When casting Genjutsu the user’s techniques become strong enough to hypnotize and almost completely control their opponent’s actions like Kotoamatsukami. While in Yin State the user gains a potent spiritual defense, making them immune to any A-Rank and below Genjutsu, barring Doujutsu Illusions. The user also gains a complete S-Rank defense against other spiritual and mental based abilities. Those abilities that inflict physical damage will still inflict physical damage, but have their spiritual portion negated. The drawback to this state is that the disproportional amount of energy makes users incapable of using Yang Release techniques and other physically elevating techniques. Advanced forms of taijutsu movement (anything that requires chakra or is B-rank and above) also become unusable.

Note: This technique only lasts 6 turns and can be used once per battle.

Note: One must have completed Yin Release in order to use this technique. The user can only use either Yin or Yang state on any bio, unless they are a Yin-Yang Release Master.

Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using Genjutsu or spiritual abilities for 5 turns.

Note: Once this technique ends the user is unable to use techniques above A-Rank for 4 turns.
( Kuninotokotachi ) - Kuninotokotachi (Reference)
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: This technique is the strongest non-kekkei genkai genjutsu in existence. Kuninotokotachi gives the user’s genjutsu powerful hypnotic and influential abilities and puts them on par with the ocular powers of the Mangekyou Sharingan. The user hides manipulative thoughts and suggestions within their genjutsu such that, when cast on an opponent, they are indistinguishable from their own thoughts. The effects of this technique are strongest the closer one is to the user, allowing the user to influence the actions of others even subliminally. Long enough exposure to the user’s genjutsu while under the affects of Kuninotokotachi will eventually render victims completely unconscious, unable to respond at all. At such a point, the only ways to release the hold of Kuninotokotachi would be for the user to release it themselves, for the user to die or an outside source to transfer at least 150 chakra from Yin techniques or 75 chakra from Yang techniques to balance. Because of the strength of Kuninotokotachi, abilities designed to prevent genjutsu such as mental resistances, barriers, and other seals of the like are ineffective. With this technique the only way to avoid genjutsu would be to prevent them from happening or stay out of range. On the defensive side, Kuninotokotachi allows for the user to reverse genjutsu like Sharingan Genjutsu and even release the affects of techniques like Tsukuyomi.

Note: The hypnosis of this technique allows for the user to mask holes within a genjutsu that would ordinarily cause speculation. For example, if using false surroundings for a sudden drastic environment change, the user could implant a suggestion that would force the opponent not to question how suddenly the environment changed or to ignore certain aspects such as “the water isn’t wet.” However, these suggestions must be spelled out within the user’s move and must pertain to the affects of the genjutsu. A user cannot force opponents to forget how to defend against x-element or make them use y-technique if the genjutsu’s foundation does not establish such foundations.

Note: The effects of this technique are strongest the closer one is to the target. Within short-range users can capture others within their hypnotic spell and completely take over their body within 2 turns. At mid-range the hypnotic spell takes 3 turns, and long range is ineffective. Those with genjutsu specialty can resist for an additional turn while other Yin Release masters can resist for another 2 additional turns are unaffected at mid-range and beyond.

Note: The user can reverse genjutsu with this technique once per turn (one turn cool down for S-rank and above). Should the user fall under the spell of Mangekyou tier genjutsu the user can release the affects at the cost of a move but become incapable of using genjutsu for two turns after the fact.

Note: This technique remains active for as long as the user is within the Yin State of Yin-Yang Mode.
There was a moment where Kazumi thought she had pulled off her combo before her body froze up after her opponent interrupted with some seals. Kazumi as a master of medical knowledge about her own body as well as a taijutsu specialist knew that her body was in tip top condition, no poisons entering her body either. It must have been a genjutsu, suddenly entering her system from the opponent. Kazumi could feel the swell of alcohol through her system, the chakra and genjutsu trying to take hold, and to try and surprise her opponent, Kazumi would formulate a plan. Effectively breaking herself out and blocking her opponents view of her at the same time, Kazumi would manipulate the earth underneath her to erupt causing a massive tremor and to spear through Kazumi's foot using the pain to break her free. As the earth rose at the same time, to allow her to keep track of where her opponent was even though they couldn't see each other, Kazumi would allow her ear defenders to activate causing her to be able to locate her opponent through sounds such as her footsteps or even her breathing. Stepping a few meters to the right to change her position, she would be wary to be caught in a genjutsu again. Keeping the pillar between each other so that Kazumi was hidden from sight and unable to be targeted by genjutsu due to effectively both of them having the same speed and Kazumi being able to track her opponents movements, she would then allow the Yang to flow through her causing her strength, speed defence and healing to power up. Almost effective immediately, Kazumi had healed up her wound and starting the fight fresh.

そのような厄介なもの。今度は攻撃する番です...
(Doton: Kujo Joushou Iwa Chuuseki) - Earth Release: Destructive Rising Rock Pillars
Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30 (20)
Damage: 60-30=30
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is a even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.
The Banshee's Wail | Josei Himei
Type: Supplementary
Rank: A
Range: N/A
Chakra: (-10 per turn)
Damage: N/A
Description:
The Banshee's Wail is a special set of in-ear defenders that were made for the purpose of mimicking the Sound Ninjutsu known as Inner Sonar, but to a much more advanced level. By using technology fitted within the defenders, the user can decipher where and what happens around them with pinpoint precision without the need to use their breathing for the technique. When the device receives any vibrations of sound, it can calculate where it had come from, and by sending a harmless current into the users inner ear, can allow them to "feel" where or what happened without actually seeing it. The device itself also has built in dampeners that allow it filter out any extreme noise above certain thresholds that would be damaging to the user while also being able to filter out any noise that may affect the users balance through manipulation of sound.
Notes:
-Must be kept active with 10 chakra per turn.
-Can filter 60 damage worth of Sound jutsu per turn
-Last up to 4 turns per activation and can only be activated twice.
(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn) (85)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.


Health: 200-30+30=200
Chakra: 1970/3000-20-10-85=1855
Speed: 11*3.5=38.5
Tracking: 15*2*2 = 60
Sugar Rain: 2/3
Power of the Sun: 1/4
 

Mirai

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There was a moment where Kazumi thought she had pulled off her combo before her body froze up after her opponent interrupted with some seals. Kazumi as a master of medical knowledge about her own body as well as a taijutsu specialist knew that her body was in tip top condition, no poisons entering her body either. It must have been a genjutsu, suddenly entering her system from the opponent. Kazumi could feel the swell of alcohol through her system, the chakra and genjutsu trying to take hold, and to try and surprise her opponent, Kazumi would formulate a plan. Effectively breaking herself out and blocking her opponents view of her at the same time, Kazumi would manipulate the earth underneath her to erupt causing a massive tremor and to spear through Kazumi's foot using the pain to break her free. As the earth rose at the same time, to allow her to keep track of where her opponent was even though they couldn't see each other, Kazumi would allow her ear defenders to activate causing her to be able to locate her opponent through sounds such as her footsteps or even her breathing. Stepping a few meters to the right to change her position, she would be wary to be caught in a genjutsu again. Keeping the pillar between each other so that Kazumi was hidden from sight and unable to be targeted by genjutsu due to effectively both of them having the same speed and Kazumi being able to track her opponents movements, she would then allow the Yang to flow through her causing her strength, speed defence and healing to power up. Almost effective immediately, Kazumi had healed up her wound and starting the fight fresh.

そのような厄介なもの。今度は攻撃する番です...
(Doton: Kujo Joushou Iwa Chuuseki) - Earth Release: Destructive Rising Rock Pillars
Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30 (20)
Damage: 60-30=30
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is a even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.
The Banshee's Wail | Josei Himei
Type: Supplementary
Rank: A
Range: N/A
Chakra: (-10 per turn)
Damage: N/A
Description:
The Banshee's Wail is a special set of in-ear defenders that were made for the purpose of mimicking the Sound Ninjutsu known as Inner Sonar, but to a much more advanced level. By using technology fitted within the defenders, the user can decipher where and what happens around them with pinpoint precision without the need to use their breathing for the technique. When the device receives any vibrations of sound, it can calculate where it had come from, and by sending a harmless current into the users inner ear, can allow them to "feel" where or what happened without actually seeing it. The device itself also has built in dampeners that allow it filter out any extreme noise above certain thresholds that would be damaging to the user while also being able to filter out any noise that may affect the users balance through manipulation of sound.
Notes:
-Must be kept active with 10 chakra per turn.
-Can filter 60 damage worth of Sound jutsu per turn
-Last up to 4 turns per activation and can only be activated twice.
(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn) (85)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.


Health: 200-30+30=200
Chakra: 1970/3000-20-10-85=1855
Speed: 11*3.5=38.5
Tracking: 15*2*2 = 60
Sugar Rain: 2/3
Power of the Sun: 1/4
Issue going on here
 

Lord of Kaos

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So, rather simple issue to clear up here with large implications in terms of how Genjutsu operates.

First, I want to point out that 80 damage to break an S rank Genjutsu is NOT and has NEVER been a thing. I don’t know where that came from, but that idea is completely wrong. The rules say requires damage and as the RP has always treated it til now, biting your tongue off or stabbing yourself or any of those metrics listed for S rank Gen DO NOT require you to deal S rank equivalent damage. Second, this is a tournament and a Conflict Resolution post. Please do NOT start making suggestions to rules you may not agree with just because you don’t agree with it. This is 100% NOT the place for this and just looks dumb because even if a rule change is created, it will NOT impact fights in progress when it changes.

As for the actual issue, I’ll handle this briefly; Genjutsu currently requires simple pain to break the illusions. There was no actual criteria in terms of damage output for what breaks a Gen because, given the current rules for it, there was no need. Free form damage could easily break it without actually lowering your health points. The only real issue here, well the main one I should say, is what amount of damage is required for breaking an F rank as it’s not listed. Because of such, a new ruling has to be made. After some thought and discussion, this is what will be the case moving forward:

Moving forward, the Yin Specialty’s ability to block a method of Genjutsu Release is hereby revoked. This means that no one is capable of creating a Genjutsu combo that blocks or suppresses methods of Gen release. In addition to this, to break a Genjutsu via pain will now require damage but never based on the amount of damage the Genjutsu causes but instead based on the amount of chakra a Gen can hold. S rank or Forbidden ranked Genjutsu will require no more than 50 self inflicted damage to break.​

What does that mean? Yin Specialty update will be coming soon to replace the Gen Release suppression ability as well there being an actual damage amount attached to Genjutsu should you break it via Pain. These updates are aimed at keeping Gen manageable while providing actual escape options against it that aren’t “be immune” or variations. For this fight since the only requirement to break Gen was free form pain and since Forbidden ranked Genjutsu aren’t supposed to be a thing, the scaling chart imo should suffice to break a Genjutsu - especially since it’s all literally considered negligible in terms of actual damage. Because Zat did this during the previous Gen rules, her counter is valid and the fight continues.
 

Mirai

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Mirabelle’s attention was guided to the sudden rumbling occurring; watching as her opponent quickly erected a pillar of stone beneath her. Much to her own surprise, the Jinchuriki smirked - as she simply allowed herself to circle around the exterior of the pillar about two meters away (Free Form Dodge Used Here), to which once she completely came around, she noticed her opponent patiently waiting - her injury healing off. “If you’re gonna hide, at least try and do it right, will ya?” she sighed as she continued her run towards her (just after Kazumi activated Power of the Sun). Mirabelle was quick to form another set of hand seals - to which she captured Kazumi within another illusion, an additional amount of chakra infused into it.

The moment the final seal was made, the world within the woman’s ears became infected. The growling and snarling tone of voices, haunting her very psyche. The was further pushed into perspective, as Kuninotokotachi’s grip on her psyche allowed for hypnotic manipulation. “Worthless!” “Damned woman!” the voices yelled in aggressive tones. It would inherently make complex techniques and those that requires keen chakra control impossible. However; through the hypnotic nature of the illusion - it also created a suggestion within Kazumi, causing her to actually believe that the shouting was too overbearing, preventing the use of even basic techniques such as Taijutsu and Ninjutsu. The sheer panic within would cause her to remain idle, wondering how much she truly is worth. Its powerful grip on her made her believe the voices are real, capable of piercing through even the ninja tool within her ear (though Mirabelle wouldn't know this directly).


Genjutsu: Meiro No Shitsumon | Illusion Technnique: Maze Of Questions
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30 (40)
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to hear multiple questions posed by the user, these questions repeat constantly, over and over again in the victims head, becoming louder and faster as time progresses. This technique will cause the victim to be unable to hear anything on the battlefield due to the noise, they'll also be unable to perform certain advanced techniques, this includes fuuinjutsu due to the complexity of writing seals, medical ninjutsu due to the fine chakra control needed, or anything similar that states it requires fine or advanced chakra control. Should the victim not release this they will take damage from the constant noise.

Notes:
-The user can select the questions that will be repeated themselves should they wish, allowing for in character manipulation.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.

Once this was settled, Mirabelle watched as the woman was at her mercy - quickly tapping into her Yin Nature, crafting a spiritual hand that was imperceivable. The Hand of Sloth, in all their glory quickly reach from Mirabelle’s back and arched over, attempting to crush Kazumi’s head; causing critical injuries if not careful. Mirabelle hanged within short range of her opponent, allowing the hypnotic spell to do its work.


(Inton: Namakemono no Ude ) Yin Release: Hands of Sloth
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.

Note: All Yin Release users can use the base form of this technique. Yin Release Specialists or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.

Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.

Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.

Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
 

-Jester-

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Mirabelle’s attention was guided to the sudden rumbling occurring; watching as her opponent quickly erected a pillar of stone beneath her. Much to her own surprise, the Jinchuriki smirked - as she simply allowed herself to circle around the exterior of the pillar about two meters away (Free Form Dodge Used Here), to which once she completely came around, she noticed her opponent patiently waiting - her injury healing off. “If you’re gonna hide, at least try and do it right, will ya?” she sighed as she continued her run towards her (just after Kazumi activated Power of the Sun). Mirabelle was quick to form another set of hand seals - to which she captured Kazumi within another illusion, an additional amount of chakra infused into it.

The moment the final seal was made, the world within the woman’s ears became infected. The growling and snarling tone of voices, haunting her very psyche. The was further pushed into perspective, as Kuninotokotachi’s grip on her psyche allowed for hypnotic manipulation. “Worthless!” “Damned woman!” the voices yelled in aggressive tones. It would inherently make complex techniques and those that requires keen chakra control impossible. However; through the hypnotic nature of the illusion - it also created a suggestion within Kazumi, causing her to actually believe that the shouting was too overbearing, preventing the use of even basic techniques such as Taijutsu and Ninjutsu. The sheer panic within would cause her to remain idle, wondering how much she truly is worth. Its powerful grip on her made her believe the voices are real, capable of piercing through even the ninja tool within her ear (though Mirabelle wouldn't know this directly).


Genjutsu: Meiro No Shitsumon | Illusion Technnique: Maze Of Questions
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30 (40)
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to hear multiple questions posed by the user, these questions repeat constantly, over and over again in the victims head, becoming louder and faster as time progresses. This technique will cause the victim to be unable to hear anything on the battlefield due to the noise, they'll also be unable to perform certain advanced techniques, this includes fuuinjutsu due to the complexity of writing seals, medical ninjutsu due to the fine chakra control needed, or anything similar that states it requires fine or advanced chakra control. Should the victim not release this they will take damage from the constant noise.

Notes:
-The user can select the questions that will be repeated themselves should they wish, allowing for in character manipulation.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.

Once this was settled, Mirabelle watched as the woman was at her mercy - quickly tapping into her Yin Nature, crafting a spiritual hand that was imperceivable. The Hand of Sloth, in all their glory quickly reach from Mirabelle’s back and arched over, attempting to crush Kazumi’s head; causing critical injuries if not careful. Mirabelle hanged within short range of her opponent, allowing the hypnotic spell to do its work.


(Inton: Namakemono no Ude ) Yin Release: Hands of Sloth
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.

Note: All Yin Release users can use the base form of this technique. Yin Release Specialists or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.

Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.

Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.

Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
There was a brief moment where Kazumi had a breather the Yang energy flowing through her veins as the technique boosted her speed, coupled along with her enhanced tracking via sound, she could hear her opponent coming around the pillar. Her opponent was still travelling at the standard speed of a Sage, where as Kazumi was enhanced, travelling at 3.5 times faster than normal. As her opponent came around and began weaving handseals, to her opponent Kazumi would look as if she disappeared from thing air, her speed greater than her opponents tracking, freeform dodging behind the other side of the pillar using it to block line of sight of her while also preventing any genjutsu from being able to target her. Reaching the apex of the pillar's distance between them (6 meters distance directly), Kazumi would keep her momentum performing a counter attack. Activating Yang mode with a burst of speed she appeared behind her opponent and using a spear hand strike, would aim to pierce through the back of her opponents head, striking before she could react or even notice that her opponent had moved behind to attack.

(Yoton Modo) – Yang State
Type: Mode
Rank: S
Range: N/A
Chakra: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo’s Six Paths Sage Mode, those who have completed and specialized in Yang Release can enter this mode to elevate their prowess, but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black chakra shroud that the user can alter cosmetically. Their hair and sclera become white, and their hands glow a white energy with fingerless gloves and black magatama along their back. The user gains two main attributes in this state: Tian and Onibi. Tian refers to physical power beyond the scope of earthly mortals. While in Yang State the user’s ability to track and react to movement and actions becomes limitless. The user’s speed increases by 6x their base speed. Likewise, their physical durability reaches its apex, capable of reducing damage from all physical clashes by 80 damage. Note that this physical reduction goes beyond simply physical elements; it applies to anything within the ‘physical’ realm – meaning any physical interaction, be it from Fire Release, Earth, or Lightning are reduced while in Yang State. The opposite, the Spiritual, is not mitigated. Though important to note the user is still suspectable to techniques that apply physically debilitating debuffs, such as paralysis, fatigue, etc. The other trait the user gains, Onibi, activates when the user enters Yang State. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.
Note: This technique only last 6 turns and can be used only once per battle.
Note: One must have completed Yang Release in order to use this technique. The user can only use either Yin or Yang State on any bio.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.
( Kamakiri Kata: Yaiba Kiwa ) - Mantis Style: Sword Edge
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60+20+20+40=140(crit=280)
Description: By positioning their arms to mimic those of a praying mantis, their arms bent and their hands pointed downwards, the user is able to deliver spear hand strikes with considerable cutting ability by extending their arms fully so that they mimic a sword's edge. By using the springing action of the extension and their body weight to their advantage the user is able to inflict lethal damage.
Emphasizing her power, Kazumi would strike one more time with her hands, clawing out her opponents throat, removing her ability to speak or breath.

( Za Danshingu Shiro Tora ) - The Dancing White Tiger
Type: Offensive
Rank: S
Range: Short
Chakra cost: N/A
Damage points: 80+20+20+40=160(crit=320)
Description: The user assumes a low stance and positions their hands to mimic claws. By pouncing on a target the user is able to deliver tiger claw strikes that can dig into and then tear out a target’s flesh. Though the attacks are extremely deadly against lightly armored targets they cannot pierce through heavy armor.


Health: 200/200
Chakra: 1855/3000-200-50=1605
Speed: 11*6=66
Tracking: Unlimited
Power of the Sun: 2/4​
 

Mirai

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There was a brief moment where Kazumi had a breather the Yang energy flowing through her veins as the technique boosted her speed, coupled along with her enhanced tracking via sound, she could hear her opponent coming around the pillar. Her opponent was still travelling at the standard speed of a Sage, where as Kazumi was enhanced, travelling at 3.5 times faster than normal. As her opponent came around and began weaving handseals, to her opponent Kazumi would look as if she disappeared from thing air, her speed greater than her opponents tracking, freeform dodging behind the other side of the pillar using it to block line of sight of her while also preventing any genjutsu from being able to target her. Reaching the apex of the pillar's distance between them (6 meters distance directly), Kazumi would keep her momentum performing a counter attack. Activating Yang mode with a burst of speed she appeared behind her opponent and using a spear hand strike, would aim to pierce through the back of her opponents head, striking before she could react or even notice that her opponent had moved behind to attack.

(Yoton Modo) – Yang State
Type: Mode
Rank: S
Range: N/A
Chakra: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo’s Six Paths Sage Mode, those who have completed and specialized in Yang Release can enter this mode to elevate their prowess, but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black chakra shroud that the user can alter cosmetically. Their hair and sclera become white, and their hands glow a white energy with fingerless gloves and black magatama along their back. The user gains two main attributes in this state: Tian and Onibi. Tian refers to physical power beyond the scope of earthly mortals. While in Yang State the user’s ability to track and react to movement and actions becomes limitless. The user’s speed increases by 6x their base speed. Likewise, their physical durability reaches its apex, capable of reducing damage from all physical clashes by 80 damage. Note that this physical reduction goes beyond simply physical elements; it applies to anything within the ‘physical’ realm – meaning any physical interaction, be it from Fire Release, Earth, or Lightning are reduced while in Yang State. The opposite, the Spiritual, is not mitigated. Though important to note the user is still suspectable to techniques that apply physically debilitating debuffs, such as paralysis, fatigue, etc. The other trait the user gains, Onibi, activates when the user enters Yang State. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.
Note: This technique only last 6 turns and can be used only once per battle.
Note: One must have completed Yang Release in order to use this technique. The user can only use either Yin or Yang State on any bio.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.
( Kamakiri Kata: Yaiba Kiwa ) - Mantis Style: Sword Edge
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60+20+20+40=140(crit=280)
Description: By positioning their arms to mimic those of a praying mantis, their arms bent and their hands pointed downwards, the user is able to deliver spear hand strikes with considerable cutting ability by extending their arms fully so that they mimic a sword's edge. By using the springing action of the extension and their body weight to their advantage the user is able to inflict lethal damage.
Emphasizing her power, Kazumi would strike one more time with her hands, clawing out her opponents throat, removing her ability to speak or breath.

( Za Danshingu Shiro Tora ) - The Dancing White Tiger
Type: Offensive
Rank: S
Range: Short
Chakra cost: N/A
Damage points: 80+20+20+40=160(crit=320)
Description: The user assumes a low stance and positions their hands to mimic claws. By pouncing on a target the user is able to deliver tiger claw strikes that can dig into and then tear out a target’s flesh. Though the attacks are extremely deadly against lightly armored targets they cannot pierce through heavy armor.


Health: 200/200
Chakra: 1855/3000-200-50=1605
Speed: 11*6=66
Tracking: Unlimited
Power of the Sun: 2/4​
Lmao wait what? We gotta talk
 
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Lord of Kaos

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There was three issues raised in the CR post and I’ll briefly touch the relevant parts.

For starters, there isn’t a timeframe breach here; As Zat noted, you are able to respond to the first aggressive action and as directly noted via the rules:
The first aggressive action of the first player triggers the beginning of the fight. However, the timeframe can only move forwards and, as such, the first aggressive action of the first player cannot be prevented. This aggressive action is any action that initiates the battle and that the other player can perceive. Normally, this is a technique but it can also be throwing a Kunai, molding your chakra, running, etc.
Note the last line. Throwing a kunai, molding your chakra, running, etc. This literally means if someon’s first action is movement, you can begin your first action. Ian moved around the pillars and then moves towards Zatanna. Nowhere is it said or suggested that the seals are done at the same time as the movement so it’s safe to assume they follow one another. There is no timeframe breach.

The second issue was there being a potential meta game in regards to the Genjutsu. This is iffy and a probably a reach. Zatanna never states that she assumes this is a Genjutsu. Her move states that she increases her speed higher than your tracking which would prevent you from landing a Genjutsu as your sight or tracking can’t keep up. This is a Genjutsu defense, being faster than your opponent can track or being out of the range. Having being hit with a Genjutsu literally right before that, is it a reach to say “I’m gonna move fast enough that it prevents your next Gen attempt from working?” Keep in mind she never stated that you used one. With her movement being valid after witnessing you move, we understand that by extension she’s moving too fast and as such, a Gen will probably not work whether the character knows or not one is coming, right? I’m inclined to see this as iffy but valid given the circumstances of how the movement was used and what it was predicated on.

The last issue was a misuse of the dodge mechanic. Zatanna is once again right; you need to be able to track her to place the gen, as I mentioned above. The rules also stated you need to have an accurate, pin point precision on where the target is. The Yin specialty doesn’t increase your tracking capabilities and only allows the sensory of spiritual entities and as such, can’t be used alone to justify the trapping of a target in a Gen if their movement is higher than you actually track as you’d only know the general idea of where they are; someone moving double your tracking, for example, would simply let you know that there is a spiritual entity or presence nearby but you can’t directly locate or see it.

Tl;dr all three issues were none issues. Had Ian not used the free form dodge first, then the argument becomes harder that these are successfully done. But because you CAN act when someone moves, because you CAN increase your speed faster than your target can track to avoid a Gen, because you CAN use the previous casting of a Gen as a valid precaution to prevent another in most instances, these become non issues.

Also, there has been a quote on almost every move of this fight. Some have been dropped while some have been forwarded to mods with a large part of them being actual none issues. Y’all are too trigger happy for a W.
 

Mirai

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The moment her opponent managed to disappear once more; Mirabelle’s irritation grew visible into a scowl. “Running like a coward…” she said, though she was prepared for this moment. Deciding to opt for something else, knowing she had little time left - Mirabelle established one of the finest anti speed within her arsenal. As she did a simple gesture - the entire area of short range became saturated with an explosive zone designed to trigger upon something disturbing it. She would also passively apply an additional infusion of chakra from the chakra battery within her pouch.

Speed wasn’t her forte, lest she was using her own modes - however the moment her opponent rushed at her from behind, the zone would self trigger; releasing an empowered explosion that violently tore her apart. This would alert the Jinchuriki of the moment’s location, generally speaking of course - which prompted her to realize how tricky this one will be. The speed of the explosion was comparable to the opponent's (66), rivaling her size but unloading 120 DMG point blank.

(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80 + 20 (Elementalist) + 20 (SNT) = 120
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).

Notes:

- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.
( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.

Note: The wielder can only carry a single chakra battery

Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

Mirabelle would have then released a wave of orange red chakra from behind of her, cascading onto the opponent as it violently ravishes her body , spreading far and wide as it breaks the pillar apart - something that clearly was an annoyance to Mirabelle at this point in time. She would like to ascend into Yin State as intended but soon realizing things will only get worse from here on out.


(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance
Type: Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage: 40-80 (80)
Description: This technique is a basic and general one that can be used by any jinchuriki, or pseudo-jinchuriki, that is capable of achieving a chakra shroud. Using that same basic concept, the jinchuriki draws out their tailed beast chakra, but instead of allowing it to form a shroud they utilize shape manipulation to re-purpose it in a way of their choosing. This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. As the chakra is released from the jinchuriki's body, these things must originate from their body and cannot "appear" elsewhere on the field. These techniques share the same translucent red-orange as the jinchuriki's chakra shroud. S Rank Version can only be used thrice per battle with a cool down of two turns between each use while no Bijutsu A rank and above in the same turn.
 

-Jester-

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The moment her opponent managed to disappear once more; Mirabelle’s irritation grew visible into a scowl. “Running like a coward…” she said, though she was prepared for this moment. Deciding to opt for something else, knowing she had little time left - Mirabelle established one of the finest anti speed within her arsenal. As she did a simple gesture - the entire area of short range became saturated with an explosive zone designed to trigger upon something disturbing it. She would also passively apply an additional infusion of chakra from the chakra battery within her pouch.

Speed wasn’t her forte, lest she was using her own modes - however the moment her opponent rushed at her from behind, the zone would self trigger; releasing an empowered explosion that violently tore her apart. This would alert the Jinchuriki of the moment’s location, generally speaking of course - which prompted her to realize how tricky this one will be. The speed of the explosion was comparable to the opponent's (66), rivaling her size but unloading 120 DMG point blank.

(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80 + 20 (Elementalist) + 20 (SNT) = 120
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).

Notes:

- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.
( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.

Note: The wielder can only carry a single chakra battery

Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

Mirabelle would have then released a wave of orange red chakra from behind of her, cascading onto the opponent as it violently ravishes her body , spreading far and wide as it breaks the pillar apart - something that clearly was an annoyance to Mirabelle at this point in time. She would like to ascend into Yin State as intended but soon realizing things will only get worse from here on out.


(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance
Type: Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage: 40-80 (80)
Description: This technique is a basic and general one that can be used by any jinchuriki, or pseudo-jinchuriki, that is capable of achieving a chakra shroud. Using that same basic concept, the jinchuriki draws out their tailed beast chakra, but instead of allowing it to form a shroud they utilize shape manipulation to re-purpose it in a way of their choosing. This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. As the chakra is released from the jinchuriki's body, these things must originate from their body and cannot "appear" elsewhere on the field. These techniques share the same translucent red-orange as the jinchuriki's chakra shroud. S Rank Version can only be used thrice per battle with a cool down of two turns between each use while no Bijutsu A rank and above in the same turn.
Kazumi's motive was to strike her opponent from behind in a blind spot to take advantage of her speed as well as the pwoer she had flowing through her. Her already passive strength enhanced by not only her gauntlets but additionally now the first level of her white seal and also the power of the sun techniques meant that all of her physical strength and techniques associated were greatly enhanced. After activating the Yang mode and rounding the pillar, Kazumi's incredible clarity and perception allowed her to view the next sequence of events extremely quickly and make an assessment and counter. Upon rounding the pillar, she would hear as her opponent spoke, while also seeing the opponent performing a movement, a simple gesture that then created a golden pulse around her. A curious and unknown technique to Kazumi, the simple but effective movement released a wave of chakra that made a pulse, which lead Kazumi to believe it to be some kind of defensive technique to counter her speed or perhaps even some kind of sensory technique. Preferring to play safe and not find out what would happen if Kazumi were to enter the zone, she would alter her intended movement careful not to enter within 5 meters of her opponent, staying outside of short range. Pivoting on one foot, Kazumi rotated her body into a pirouette as she did she would gather chakra into her fist and punch forwards as she rounded back facing her opponent twisting it out to create a massive rushing wave of wind. This wave of wind was shaped into a flock of bird which reached 5 meters wide and high. Considering that Kazumi and her opponent had rounded the pillar, with it right next to them, this would mean that there was a less than 1m gap between both women and the pillar while the birds themselves extended widely outwards. The advantage of the technique Kazumi used was that it would allow her to manipulate the bird to curve around the pillar should her opponent try to dodge forwards as well, curving around the pillar with her.

仕方ありませんね. . .

After launching the birds forwards, Kazumi would carry her momentum up the pillar running upwards still as fast as she possibly could to carry the advantage of speed with her while watching what would happen to the birds when in range of the golden pulse that Kazumi noticed before. When in short range, a fire began to erupt, or rather tried to erupt upon contact, however thanks to Kazumi's pure strength, the flock of birds themselves easily overpowered the fire, effectively snuffing the flames that happened out. Figuring it was some kind of reactive fire technique that appeared when something came in contact, Kazumi made a note to stay within mid range till it was no longer present.

(Hachibushu: Vajra Yasha ) Eight Deva Guardians: Vajra Yasha
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (20)
Damage points: 60+20+20+25+40=165 (difference of 25 damage point, continues towards you lowered by 10 points)
Description: Using the form of Yasha, the user focuses chakra into their arm and performs a rotating jab or uppercut. As the arm cuts through the air and rotates, the user manipulates the air current generated into a large flock of birds. The flock of birds quickly rush over the opponent like a wave. The birds not only do damage on impact but can shred the opponent due to the sharp violent winds provided by this technique. Unique to Vajra Yasha, the user can control the flight path of the birds on release allowing the birds to curve around defenses and attack the opponent at varying angles. The number of birds are variable and solely depend on the user's choosing. This gives the user the option of pinpoint attacks with the flock of birds or widespread volleys. Despite the amount of birds created, the sum of their strength will always be equivalent to A rank.
Can be used three times per battle

Watching on as the techniques interacted to see how her opponent would reply, from the pillar looking down at her opponent, Kazumi would sweep her leg to form a group of 5 Oxen to rush down towards her opponent, effectively becoming an avalanche of wind that would then crash down or stampede over her opponent. These Oxen would continue to rush forwards towards her opponent should the opponent move to another point. From this point, Kazumi would jump from the pillar to the opposite side of her opponent, still staying within the blindside, effectively within the back 45* cone of her opponent. From here, Kazumi would unleash the last of her white seal, fully unloading its strength onto her.

(Hachibushu: Gongen Wyzen ) Eight Deva Guardians: Incarnation Wyzen
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40+20+20+25+40=145
Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampede of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. The number of oxen is variable and solely depends on he users choosing. The larger the number of oxen created results in each ox being fractionally weaker but the herd always combining into B rank. This allows the user to have a wider spread of coverage while sacrificing the strength of the individual ox.
Can be used four times per battle

(Byakugō no In) White Strength Seal
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The Byakugō no In is a powerful sealing technique used by Tsunade and later taught to Sakura. By storing chakra over a period of time, the user creates a seal on their forehead which keeps the chakra undisturbed for future use. Once the seal is formed and is fully filled, the users already impressive chakra control allows them to fully access their chakra and as such produce a greater physical strength or perform techniques without any wasted stamina or chakra. The effort to fuel the chakra into the seal is such that when it finally becomes full, the user can re direct his focus and his chakra to his body once more, taking full advantage of it and its own chakra control. To release the seal, one uses the command Infūin: Kai (White Seal: Release), pumping the stored chakra back into the body, greatly increasing chakra flow. The release command will open the seal and allow the stored chakra to pump back into her body. The seal has two levels of release which enable the use of specific techniques unique to Tsunade:

-Level 1: User partially opens the seal, which makes the markings of the White Seal spread around her face. The Chakra that flows from the Seal (adding 500 chakra points) powers Tsunade's physical abilities, increasing her already chakra enhanced enormous strength to monstrous levels, adding another +15 to her Taijutsu. Her medical techniques are boosted in both speed and effectiveness (heals twice as much, twice as fast). This level enables her the ability to use (Sōzō Saisei) Creation Rebirth on herself or on others through Katsuyu.

-Level 2: After releasing Level 1 of the White Seal, the user forces the seal to open completely. Upon release, the markings of the white seal spread around Tsunade's body. This level unleashes the full chakra contained in the White Seal (adding 1000 chakra points), boosting her physical abilities, strength and power to unimaginable levels. Her Taijutsu gains another additional +25 boost in damage and her medical techniques gain a tremendous boost in speed and effectiveness (adds twice as much healing as before, twice as fast). This level enables her the ability to use the (Byakugō no Jutsu) Strength of a Hundred Technique on her self or through Katsuyu on others.

Note: Can only be used by Tsunade and Sakura Bios
Note: Level 1 lasts for 7 turns, Level 2 lasts for 5 turns
Note: Because Sakura is younger and doesn't need to spend chakra from the seal to keep her body young, she can more effectively use the chakra of the seal and gains and additional +10 to Taijutsu for each level.
Note: Each level can only be used once and each count as a move
Note: After the release of the White Seal and when its duration expires, user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns she cannot use healing techniques nor mold chakra above A-rank.


Health: 200/200
Chakra: 1605/3000-30-30-50+1000=2495
Speed: 11*6=66
Tracking: Unlimited
Power of the Sun: 3/4
White Seal: 3/71/5
Yang Mode: 2/6​
 
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Mirai

Supreme
Joined
Aug 17, 2011
Messages
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Kumi
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Trait Points
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Despite awaiting for her opponent to rush at her, Mirabelle’s explosion occurred (once per turn use) trigger, only to see that the invading force managed to continue towards her - the seemingly chakra based birds converging on her positioning rapidly. Without thinking much - she would quickly inhale and exhale - allowing for the infamous Phantom Dragon to spawn to life from her very being, rapidly spinning at high speeds and sheltering her from the birds intending to strike her. “She managed to overpower your explosive zone, Mira. It’s quite clear she’s striking with more damage than we anticipated…” the Nibi calmly mentioned the obvious. “Duhhhhh!” she screamed mentally back to her partner.

The dragon was inherently boosted, as she would have passively activated the “Void Artifact of Strength” but also another unique technique within her arsenal. The dragon originally composed of earth and lightning based chakra natures, but utilizing “Bellatrix” she would have the dragon’s lightning become superheated with an infusion of Solar Wind, becoming emerald green in turn. Once it managed to defend the birds, Mirabelle would have tried to sense the Hungry Ghost parasite attaching to its target - but it didn't do such a thing. “Chakraless winds?” she possessed the question - with her being a practitioner or Eight Deva Guardian herself, she wondered.

The dragon spiralling, as it’s large size allowed it to essentially expand over the terrain, as it attempted to find the opponent themselves, completely bulldozing her in the process. Mirabelle would have watched as it expanded outwards, tearing the damned pillar down once and for all, as it quickly became an annoyance leaving it around (Dragon continues with 140 DMG, attempting to go up to long range, striking Kazumi if she continues into her attempt of the next technique).


(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) (120 + 20 via Artifact + 20 via Bellatrix = 160)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.

Note: Can only be used 2 times per battle.
(Taiyofuuton: Beratorikkusu) Solar Wind Release: Bellatrix
Type: Supplementary
Rank: B – Rank
Range: Short – Long
Chakra: 20 (+10 Chakra)
Damage: N/A
Description: Bellatrix is an infusion technique that weaponizes Solar Wind Release. Once the user utilizes any sort of energy-based technique, be it basic elemental natures (Fire, Wind or Lightning) or advanced elemental natures (CE/Adv Element) – the user will utilize a sole hand seal. This is done in the sequence of original hand seals, immediately infusing the target technique with the infusion. As it occurs, the technique in question becomes superheated to higher degrees, a gift granted by Solar Wind’s naturally higher temperatures. The technique in question loses it original coloration, instead becoming a bright emerald coloration however it’s power is increased immensely, gaining an additional +20 DMG increase. It doesn’t change the elemental nature of the technique into that of Solar Wind, as all it simply does is increase the temperature and explosive nature of the infused technique. This can be used four times per battle, with a cool down of one turn between each use. Bellatrix is activated in the same time frame as the original technique, though the hand seal is only performed if the original technique has hand seals required.

You’re quite fast, but if you can’t even break through my defenses properly…will you truly manage to win?” she voiced out loud from a microphone located on her clothing through the speaker, taunting her opponent even more. She was quiet but her Dragon Breath probably scared her into trying to come directly at her. Nevertheless, she remained idle, preparing for the worst and also using the dragon as her own means of preventing her from being targeted by sight based abilities, taking a chapter out from her opponent’s lukewarm run and hide tactics.

You remind me of when I was a Hayabusa…” she took a moment to realize this, a feeling of nostalgia ran down her spine.

(Sandāu~ēbu ) - Thunderwave (Passive)
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.

The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.

Note: Sound techniques can only be canceled once per turn three times per battle.
 

-Jester-

Elite
Joined
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Messages
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Kin
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Despite awaiting for her opponent to rush at her, Mirabelle’s explosion occurred (once per turn use) trigger, only to see that the invading force managed to continue towards her - the seemingly chakra based birds converging on her positioning rapidly. Without thinking much - she would quickly inhale and exhale - allowing for the infamous Phantom Dragon to spawn to life from her very being, rapidly spinning at high speeds and sheltering her from the birds intending to strike her. “She managed to overpower your explosive zone, Mira. It’s quite clear she’s striking with more damage than we anticipated…” the Nibi calmly mentioned the obvious. “Duhhhhh!” she screamed mentally back to her partner.

The dragon was inherently boosted, as she would have passively activated the “Void Artifact of Strength” but also another unique technique within her arsenal. The dragon originally composed of earth and lightning based chakra natures, but utilizing “Bellatrix” she would have the dragon’s lightning become superheated with an infusion of Solar Wind, becoming emerald green in turn. Once it managed to defend the birds, Mirabelle would have tried to sense the Hungry Ghost parasite attaching to its target - but it didn't do such a thing. “Chakraless winds?” she possessed the question - with her being a practitioner or Eight Deva Guardian herself, she wondered.

The dragon spiralling, as it’s large size allowed it to essentially expand over the terrain, as it attempted to find the opponent themselves, completely bulldozing her in the process. Mirabelle would have watched as it expanded outwards, tearing the damned pillar down once and for all, as it quickly became an annoyance leaving it around (Dragon continues with 140 DMG, attempting to go up to long range, striking Kazumi if she continues into her attempt of the next technique).


(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) (120 + 20 via Artifact + 20 via Bellatrix = 160)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.

Note: Can only be used 2 times per battle.
(Taiyofuuton: Beratorikkusu) Solar Wind Release: Bellatrix
Type: Supplementary
Rank: B – Rank
Range: Short – Long
Chakra: 20 (+10 Chakra)
Damage: N/A
Description: Bellatrix is an infusion technique that weaponizes Solar Wind Release. Once the user utilizes any sort of energy-based technique, be it basic elemental natures (Fire, Wind or Lightning) or advanced elemental natures (CE/Adv Element) – the user will utilize a sole hand seal. This is done in the sequence of original hand seals, immediately infusing the target technique with the infusion. As it occurs, the technique in question becomes superheated to higher degrees, a gift granted by Solar Wind’s naturally higher temperatures. The technique in question loses it original coloration, instead becoming a bright emerald coloration however it’s power is increased immensely, gaining an additional +20 DMG increase. It doesn’t change the elemental nature of the technique into that of Solar Wind, as all it simply does is increase the temperature and explosive nature of the infused technique. This can be used four times per battle, with a cool down of one turn between each use. Bellatrix is activated in the same time frame as the original technique, though the hand seal is only performed if the original technique has hand seals required.

You’re quite fast, but if you can’t even break through my defenses properly…will you truly manage to win?” she voiced out loud from a microphone located on her clothing through the speaker, taunting her opponent even more. She was quiet but her Dragon Breath probably scared her into trying to come directly at her. Nevertheless, she remained idle, preparing for the worst and also using the dragon as her own means of preventing her from being targeted by sight based abilities, taking a chapter out from her opponent’s lukewarm run and hide tactics.

You remind me of when I was a Hayabusa…” she took a moment to realize this, a feeling of nostalgia ran down her spine.

(Sandāu~ēbu ) - Thunderwave (Passive)
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.

The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.

Note: Sound techniques can only be canceled once per turn three times per battle.
I have an issue with the move, but truthfully I dont know enough about Yin techs to know whether it is an issue or not so I want to ask you



From the height of the pillar, Kazumi watched her flock of birds start to overpower the fire technique that erupted, from which her opponent then created a dragon, a technique similar to what she had seen used against her before, although not the same variation. A multi element dragon dispersing her attack and saving her opponent. A formidable attack to be sure however Kazumi was sure she would still overpower it. Thankfully it would be weakened severely due to the clash and still using her extreme speed advantage, Kazumi would leap over top to the other side of her opponent making sure to still stay within her blind side behind her while also making sure to stay a minimum 6m away from her at all times even during the jump. Gathering chakra and rotating her body with a kick as she reached the apex of the jump, while directly overhead Kazumi would launch another attack with the winds this time forming a wolf the would land then chase after her opponent. The wolf would crash down with blunt damage preventing any means of escape or dodging while then chasing after its opponent should they manage to evade, its sharp claws and reach capable or attacking even at long range.

生まれ変わって出直して来い. . .

Watching her opponent as she lands, Kazumi would huff, gathering her breath to fully release her seal, knowing that her yang empowerment from Power of the Sun was close to ending. Forming a single seal along the same time as releasing the white seals strength, she began technique to prepare more healing.

(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath
Type: Supplementary/Offensive/Defensive
Rank: S
Range:Short - Long
Chakra: 40 (35)
Damage: 80+20+20+25+40=185
Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. It's full size grows to the size of 8m x8m x 8m size and reaches this size when it reaches mid range, allowing it to be fully formed as it enters long range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a three turn cool down in between usages.
(Byakugō no In) White Strength Seal
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The Byakugō no In is a powerful sealing technique used by Tsunade and later taught to Sakura. By storing chakra over a period of time, the user creates a seal on their forehead which keeps the chakra undisturbed for future use. Once the seal is formed and is fully filled, the users already impressive chakra control allows them to fully access their chakra and as such produce a greater physical strength or perform techniques without any wasted stamina or chakra. The effort to fuel the chakra into the seal is such that when it finally becomes full, the user can re direct his focus and his chakra to his body once more, taking full advantage of it and its own chakra control. To release the seal, one uses the command Infūin: Kai (White Seal: Release), pumping the stored chakra back into the body, greatly increasing chakra flow. The release command will open the seal and allow the stored chakra to pump back into her body. The seal has two levels of release which enable the use of specific techniques unique to Tsunade:

-Level 1: User partially opens the seal, which makes the markings of the White Seal spread around her face. The Chakra that flows from the Seal (adding 500 chakra points) powers Tsunade's physical abilities, increasing her already chakra enhanced enormous strength to monstrous levels, adding another +15 to her Taijutsu. Her medical techniques are boosted in both speed and effectiveness (heals twice as much, twice as fast). This level enables her the ability to use (Sōzō Saisei) Creation Rebirth on herself or on others through Katsuyu.

-Level 2: After releasing Level 1 of the White Seal, the user forces the seal to open completely. Upon release, the markings of the white seal spread around Tsunade's body. This level unleashes the full chakra contained in the White Seal (adding 1000 chakra points), boosting her physical abilities, strength and power to unimaginable levels. Her Taijutsu gains another additional +25 boost in damage and her medical techniques gain a tremendous boost in speed and effectiveness (adds twice as much healing as before, twice as fast). This level enables her the ability to use the (Byakugō no Jutsu) Strength of a Hundred Technique on her self or through Katsuyu on others.

Note: Can only be used by Tsunade and Sakura Bios
Note: Level 1 lasts for 7 turns, Level 2 lasts for 5 turns
Note: Because Sakura is younger and doesn't need to spend chakra from the seal to keep her body young, she can more effectively use the chakra of the seal and gains and additional +10 to Taijutsu for each level.
Note: Each level can only be used once and each count as a move
Note: After the release of the White Seal and when its duration expires, user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns she cannot use healing techniques nor mold chakra above A-rank.
( Byakugō no Jutsu ) Strength of a Hundred
Type: Supplementary/Defensive
Rank: Forbidden
Range: Short
Chakra: 100 (-40 per turn) (85)
Damage: N/A (can repair up to 100 health points per turn)
Description: This is a forbidden technique that is accessible to those who have mastered the Creation Rebirth technique, and as such, is only known to and usable by Tsunade and Sakura. While very similar in nature to its parent technique — which facilitates the regeneration of injuries through accelerated cell division — it however does not require the use of hand seals, meaning the users wounds begin to heal as soon as they are inflicted. That is to say that where the Creation Rebirth technique needs the users conscious input to both activate and define the duration of the healing process, any wound sustained while this technique is in effect will begin recovery automatically, with no voluntary control from her part. With this technique active, the user is virtually immune to physical damage and doesn't need any sort of control over the healing process, enabling healing to happen even if she isn't conscious. The speed of healing is, because of it, greatly enhanced and perfected when compared to Creation Rebirth. To such an extent that she is able to heal internal organs completely in a matter of mere moments.
Note: Can only be used after the release of the second level of White Strength Seal and lasts a maximum of 4 turns.
Note: Can only be used by Tsunade and Sakura bios
Note: The user can use it through Katsuyu on allies, healing them 80 points per turn


Health: 200/200
Chakra: 1585/3000-35-50+1000-85=2615
Speed: 11*6=66
Tracking: Unlimited
Power of the Sun: 4/4
White Seal: 4/7 - 1/5
Yang Mode: 3/6​
 
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