GRUDGE MATCH {Broly v Vayne}

-Broly-

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Plain Field
Basic Rules and shiz
You go first

Doom would instantly activate a seal, creating a beautiful black, red, and gold seal on his chest, in tandem with this though, he would also activate Perfect Sage Mode instantly, as well as say "Katon Mahou". The effects of these actions would be immediate and show up as such. Doom would gain brille on his eyes, as well as horns on his forehead. Not only this, but his teeth would become sharpened like fangs. Complete with his dragon crest and claws on his hands, Doom was almost a spitting image of a dragon. Fire would rise beneath you with immediate force and speed, consuming an area of 6 meters all around and including you (you would be in the center of the flames completely consuming 6 the area 6 meters in all directions from you). This would come, of course, in the form of 3 pillars with less than 1 cm of space between them coming upwards from the ground. The fire would spread across the grass of the plain field and set the surrounding land alight in flame .Due to his seal, being within short range of this fire would drain your chakra away at an extremely fast rate. This would all of course happen in the same timeframe. After speaking the words he would also begin running at you at 3x his original speed, moving quite fast towards you, tossing a flurry of explosive tagged kunai at you via his chains, totaling 15 in numbers, that hit a short range area in height and width, starting from your chest and up. Able to manipulate the chains freely, Doom would throw these in the same timeframe as the fire pillar technique started in

Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen | Fire Release/Sealing Technique: Lifeblood of the Black Salamander
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilise forbidden ranks.

Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze

(Katon: Gōka Honoo no Hashira Jutsu) - Fire Release: Great Fire Flame Pillars Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (+30)
Description: The user will knead their fire chakra and release it into the ground by stomping down their leg and then causing three pillars of fire several meters tall spaced out evenly. The Pillars of fire can act as a defensive wall against incoming techniques or targets or used to attack low aerial targets.

( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is immune to certain (C-rank and below) damage (unless externally empowered to increase lethality) and can heal (for 10 damage per turn for B rank and below damage), for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.
 
Last edited:

Vayne

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All my clothes/equipment explosive FTG tagged.

Flying Thunder God Explosive tag | Hiraishin Kibaku Fuda
Type: Supplementary | Offensive
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:

After years of fighting and training with Hiraishin no jutsu and Bukijutsu, Minato thought of a way to implement both together and make it more versatile than his FTG kunai. He made a new type of explosive tags that is slightly larger that the normal explosive tag. The main difference between this explosive tag and the normal explosive tag is that, on the right side of this particular type of Explosive tag, the FTG seal is present. This enables the user to perform FTG seal based techniques with this explosive tag. Another thing to note is that, the FTG that is placed is quite big such that it will be easy for others to differentiate it from other normal explosive tags like Minato's FTG kunais. However only a person with FTG knowledge will know that it's an FTG seal that is present in it. Once the tag goes off and explodes, the FTG seal preset will be nullified and becomes useless.
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(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.


Raijin No Kogake | Thunder God's Gauntlet (Reference)
Type: Weapon
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Raijin's Gauntlet is a special gauntlet that was designed by Minato Namikaze himself in order to increase and polish his strategy in Ninjutsu and Hiraishin Jutsu. The Gauntlet is a regular steel Gauntlet which consist of a foldable hidden cross bow on it such that when it is worn on the hands, the Crossbow is hidden under the wrist of the user. This Crossbow is fed mini bolts on each Gauntlet that are made out of materials that are used to manufacture kunais.

Abilities:
The general ability of this crossbow is that the crossbow can send normal or Seal marked (FTG) bolts like a freeform Kunai throw. The Crossbow can send tiny bolt infused with raw chakra like a regular kunai or infuse them with one of the basic five elemental chakras to improve the effect it has on the target like Infusing it with wind to increase sharpness, Lightning to increase piercing power, Fire to burns, earth to harden, etc. Releasing normal or "Infused" bolt(s) comes under freeform attack, like a freeform "infused" Kunai throw.

First Ability:
The first one is that when the infused bolts are released towards the target, the user can perform a single special hand seal ( Like Deidara's "Katsu" ) in order to make the Bolts blast to create a short ranged explosion of the desired element. The explosion will be A ranked in strength and this ability can only be used three times per battle. This counts towards the user's jutsu per turn limit.

Second Ability:
The second ability is the user is able to attach ninja wire/strings to the tail of the bolts while they are released . While these strings are normally A ranked ninjutsu in strength, they are very sharp so that they can slice through or severe a human flesh with ease. The user can use these wire attached bolts(s) to bind the opponent, constricting the movement of any part of the body and pin them to any surface or the ground with the bolt acting as the anchor point fixing itself to the ground/surface. The user can anchor the bolt to any surface/sentinel object as a means to pull himself up ( For example, The user can anchor the bolt to a tree/ground near a swamp to get out of it) . The Wire is A ranked in strength however when these wires are attached to elemental infused bolts they are of A ranked in strength of that particular element and follows elemental strength and weakness. The elemental wires when severing the opponent or impaling through them produces the effects of their particular element. This second ability can be used only 4 times per battle and consumes one jutsu slot. Only one the ability can be used at a time and never both combined. Meaning if the users sends an elemental bolts with wire attached, the user can only use the second ability and cannot make the bolt blast up to create the effect of the first ability.

The Gauntlets are very strong and virtually indestructible but this doesn't mean they can defend against anything and everything. The weapon is chakra sensitive hence when someone else wears it, the gauntlet releases S ranked spikes from within it impaling and severing the hands of the person who used it.

Restrictions:
*FTG sealed bolts can only be used my Minato/Tobirama bios*
*Can only be Taught by -Best-*
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(Akatsuki Enjin: Rei) - Akatsuki Ring: Zero
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A (+100 when used)
Damage points: N/A
Description: One of the ten Akatsuki Rings worn on the right thumb. This Ring is made out of an Indestructible pale-yellow stone. Used by the leader of the group. The primary function of the ring is to maintain control over the members and to provide support for them at all times. The Rei Ring Controls the abilities of other rings being capable of limiting or even disabling them. The user of this Ring can share and control chakra across ring owners transferred in the form of frequencies and produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers and can drain a ringbearer of up to 200 chakra per turn.
Once per turn, the user can acquire one ability from one of the other rings for the duration of the turn. During this turn, the user cannot use abilities of the Rei Ring. The user cannot use abilities of one ring for consecutive turns and must wait a full turn before using abilities of another ring.
Participating members' chakra reservoirs are only accessible when they're not in a Battle of their own or when they're in a battle with the wielder of the Rei Ring and only up to 300 chakra can be taken from an individual member for the user to use. Using the chakra reservoir of members that aren't active in the RP at the time isn't possible, though they can be accessed across different events.
Note:
-Can only be worn by the Leader of Akatsuki

With his chakra sensing active, Minato would be well prepared to deal with the attack sent by his opponent. He could sense the build up of chakra in the body of the man and the chakra being channeled to the ground beneath him. As such, the moment the earth begins to heat up, Minato would finish his hand seal and take off backwards and upwards through a burst of water from his mouth. The water would put out the fire and continue towards Doom with a slight loss in power. Naturally it would overcome the thrown kunai and continue onwards to crush Doom with significant force. The water would be used to push Minato back 10 meters from his original position after which he would land on the ground. Upon landing, Minato would extend then swing his arms in arc, releasing multiple tagged FTG bolts in the process in an 180 degree fashion. It would start from his sides, then end in a 90 degrees angle facing Doom. The bolts would be infused with elemental chakra, specifically that of lightning. This would be a passive action. Additionally, the water would have been empowered by Minato's own version of Perfect Sage mode and his Akatsuki ring(using ability of the water ring).
( Kanpekinanin Gama Sennin Modo ) - Perfect Toad Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is immune to certain (C-rank and below) damage (unless externally empowered to increase lethality) and can heal (for 10 damage per turn for B rank and below damage, stacked with other forms of healing), for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x3. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. Lastly, the user gains access to toad anatomy, Sage Art: Frog Kata and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.
(Akatsuki Enjin: Rei) - Akatsuki Ring: Zero
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A (+100 when used)
Damage points: N/A
Description: One of the ten Akatsuki Rings worn on the right thumb. This Ring is made out of an Indestructible pale-yellow stone. Used by the leader of the group. The primary function of the ring is to maintain control over the members and to provide support for them at all times. The Rei Ring Controls the abilities of other rings being capable of limiting or even disabling them. The user of this Ring can share and control chakra across ring owners transferred in the form of frequencies and produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers and can drain a ringbearer of up to 200 chakra per turn.
Once per turn, the user can acquire one ability from one of the other rings for the duration of the turn. During this turn, the user cannot use abilities of the Rei Ring. The user cannot use abilities of one ring for consecutive turns and must wait a full turn before using abilities of another ring.
Participating members' chakra reservoirs are only accessible when they're not in a Battle of their own or when they're in a battle with the wielder of the Rei Ring and only up to 300 chakra can be taken from an individual member for the user to use. Using the chakra reservoir of members that aren't active in the RP at the time isn't possible, though they can be accessed across different events.
Note:
-Can only be worn by the Leader of Akatsuki
Ref
(Akatsuki Enjin: Sho) - Akatsuki Ring: Azure

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+1 Rank Suiton)
Description: One of the ten Akatsuki Rings worn on the right index finger. This Ring is made out of an Indestructible blueish green stone that increases the water manipulation abilities of the user. All water technique's strength are increased by one rank, with the exception of S ranked techniques and above, and Handseals are decreased by 1/2. This ring produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers.
Five times per battle, it can change the properties of a water technique, giving it Syrup, Boiling or Freezing abilities, adding +20 damage instead of +1 rank, but being unable to produce water techniques in the following turn.
Note:
-Can only be worn by a Member of Akatsuki
(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: A S
Range: Short-Long
Chakra: 30 40
Damage: 60 80 +30
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.
 

-Broly-

Active member
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Joined
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Messages
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All my clothes/equipment explosive FTG tagged.

Flying Thunder God Explosive tag | Hiraishin Kibaku Fuda
Type: Supplementary | Offensive
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:

After years of fighting and training with Hiraishin no jutsu and Bukijutsu, Minato thought of a way to implement both together and make it more versatile than his FTG kunai. He made a new type of explosive tags that is slightly larger that the normal explosive tag. The main difference between this explosive tag and the normal explosive tag is that, on the right side of this particular type of Explosive tag, the FTG seal is present. This enables the user to perform FTG seal based techniques with this explosive tag. Another thing to note is that, the FTG that is placed is quite big such that it will be easy for others to differentiate it from other normal explosive tags like Minato's FTG kunais. However only a person with FTG knowledge will know that it's an FTG seal that is present in it. Once the tag goes off and explodes, the FTG seal preset will be nullified and becomes useless.
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(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.


Raijin No Kogake | Thunder God's Gauntlet (Reference)
Type: Weapon
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Raijin's Gauntlet is a special gauntlet that was designed by Minato Namikaze himself in order to increase and polish his strategy in Ninjutsu and Hiraishin Jutsu. The Gauntlet is a regular steel Gauntlet which consist of a foldable hidden cross bow on it such that when it is worn on the hands, the Crossbow is hidden under the wrist of the user. This Crossbow is fed mini bolts on each Gauntlet that are made out of materials that are used to manufacture kunais.

Abilities:
The general ability of this crossbow is that the crossbow can send normal or Seal marked (FTG) bolts like a freeform Kunai throw. The Crossbow can send tiny bolt infused with raw chakra like a regular kunai or infuse them with one of the basic five elemental chakras to improve the effect it has on the target like Infusing it with wind to increase sharpness, Lightning to increase piercing power, Fire to burns, earth to harden, etc. Releasing normal or "Infused" bolt(s) comes under freeform attack, like a freeform "infused" Kunai throw.

First Ability:
The first one is that when the infused bolts are released towards the target, the user can perform a single special hand seal ( Like Deidara's "Katsu" ) in order to make the Bolts blast to create a short ranged explosion of the desired element. The explosion will be A ranked in strength and this ability can only be used three times per battle. This counts towards the user's jutsu per turn limit.

Second Ability:
The second ability is the user is able to attach ninja wire/strings to the tail of the bolts while they are released . While these strings are normally A ranked ninjutsu in strength, they are very sharp so that they can slice through or severe a human flesh with ease. The user can use these wire attached bolts(s) to bind the opponent, constricting the movement of any part of the body and pin them to any surface or the ground with the bolt acting as the anchor point fixing itself to the ground/surface. The user can anchor the bolt to any surface/sentinel object as a means to pull himself up ( For example, The user can anchor the bolt to a tree/ground near a swamp to get out of it) . The Wire is A ranked in strength however when these wires are attached to elemental infused bolts they are of A ranked in strength of that particular element and follows elemental strength and weakness. The elemental wires when severing the opponent or impaling through them produces the effects of their particular element. This second ability can be used only 4 times per battle and consumes one jutsu slot. Only one the ability can be used at a time and never both combined. Meaning if the users sends an elemental bolts with wire attached, the user can only use the second ability and cannot make the bolt blast up to create the effect of the first ability.

The Gauntlets are very strong and virtually indestructible but this doesn't mean they can defend against anything and everything. The weapon is chakra sensitive hence when someone else wears it, the gauntlet releases S ranked spikes from within it impaling and severing the hands of the person who used it.

Restrictions:
*FTG sealed bolts can only be used my Minato/Tobirama bios*
*Can only be Taught by -Best-*
You must be registered for see images

(Akatsuki Enjin: Rei) - Akatsuki Ring: Zero
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A (+100 when used)
Damage points: N/A
Description: One of the ten Akatsuki Rings worn on the right thumb. This Ring is made out of an Indestructible pale-yellow stone. Used by the leader of the group. The primary function of the ring is to maintain control over the members and to provide support for them at all times. The Rei Ring Controls the abilities of other rings being capable of limiting or even disabling them. The user of this Ring can share and control chakra across ring owners transferred in the form of frequencies and produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers and can drain a ringbearer of up to 200 chakra per turn.
Once per turn, the user can acquire one ability from one of the other rings for the duration of the turn. During this turn, the user cannot use abilities of the Rei Ring. The user cannot use abilities of one ring for consecutive turns and must wait a full turn before using abilities of another ring.
Participating members' chakra reservoirs are only accessible when they're not in a Battle of their own or when they're in a battle with the wielder of the Rei Ring and only up to 300 chakra can be taken from an individual member for the user to use. Using the chakra reservoir of members that aren't active in the RP at the time isn't possible, though they can be accessed across different events.
Note:
-Can only be worn by the Leader of Akatsuki

With his chakra sensing active, Minato would be well prepared to deal with the attack sent by his opponent. He could sense the build up of chakra in the body of the man and the chakra being channeled to the ground beneath him. As such, the moment the earth begins to heat up, Minato would finish his hand seal and take off backwards and upwards through a burst of water from his mouth. The water would put out the fire and continue towards Doom with a slight loss in power. Naturally it would overcome the thrown kunai and continue onwards to crush Doom with significant force. The water would be used to push Minato back 10 meters from his original position after which he would land on the ground. Upon landing, Minato would extend then swing his arms in arc, releasing multiple tagged FTG bolts in the process in an 180 degree fashion. It would start from his sides, then end in a 90 degrees angle facing Doom. The bolts would be infused with elemental chakra, specifically that of lightning. This would be a passive action. Additionally, the water would have been empowered by Minato's own version of Perfect Sage mode and his Akatsuki ring(using ability of the water ring).
( Kanpekinanin Gama Sennin Modo ) - Perfect Toad Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is immune to certain (C-rank and below) damage (unless externally empowered to increase lethality) and can heal (for 10 damage per turn for B rank and below damage, stacked with other forms of healing), for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x3. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. Lastly, the user gains access to toad anatomy, Sage Art: Frog Kata and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.
(Akatsuki Enjin: Rei) - Akatsuki Ring: Zero
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A (+100 when used)
Damage points: N/A
Description: One of the ten Akatsuki Rings worn on the right thumb. This Ring is made out of an Indestructible pale-yellow stone. Used by the leader of the group. The primary function of the ring is to maintain control over the members and to provide support for them at all times. The Rei Ring Controls the abilities of other rings being capable of limiting or even disabling them. The user of this Ring can share and control chakra across ring owners transferred in the form of frequencies and produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers and can drain a ringbearer of up to 200 chakra per turn.
Once per turn, the user can acquire one ability from one of the other rings for the duration of the turn. During this turn, the user cannot use abilities of the Rei Ring. The user cannot use abilities of one ring for consecutive turns and must wait a full turn before using abilities of another ring.
Participating members' chakra reservoirs are only accessible when they're not in a Battle of their own or when they're in a battle with the wielder of the Rei Ring and only up to 300 chakra can be taken from an individual member for the user to use. Using the chakra reservoir of members that aren't active in the RP at the time isn't possible, though they can be accessed across different events.
Note:
-Can only be worn by the Leader of Akatsuki
Ref
(Akatsuki Enjin: Sho) - Akatsuki Ring: Azure

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+1 Rank Suiton)
Description: One of the ten Akatsuki Rings worn on the right index finger. This Ring is made out of an Indestructible blueish green stone that increases the water manipulation abilities of the user. All water technique's strength are increased by one rank, with the exception of S ranked techniques and above, and Handseals are decreased by 1/2. This ring produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers.
Five times per battle, it can change the properties of a water technique, giving it Syrup, Boiling or Freezing abilities, adding +20 damage instead of +1 rank, but being unable to produce water techniques in the following turn.
Note:
-Can only be worn by a Member of Akatsuki
(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: A S
Range: Short-Long
Chakra: 30 40
Damage: 60 80 +30
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.
As you begin spewing water, Doom passively activates Legilimency, allowing him passage into your mind. Upon entering your mind he gets a flashback.

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

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


You thought you were more powerful than Doom.

You thought you had defeated Doom.

You thought you held dominion over Doom.



His power, Raged.



A seal containing the key to the next step in the dragon's power unlocked passively. This would seal was marked with the symbol for Dream Sand, working in the seals way. With this, Doom's power flared. Not only this, but Doom's left arm chain would smash the potion for Ravenclaw, letting its liquid flow onto Doom's suit. This would ensure that his technique would come with the most amount of stealth possible. As the potion was smashed, Doom would say "Hottoaisu Mahou". You would be flying back, 5-6 meters backwards and still releasing your water. Immediately in front of the water and around 1 meter behind you, from the ground, Thick walls (3 meters thick) of Hot Ice emerge. The Hot Ice would come out in exactly the correct amount to contain the water springing forth, as walls would also grow from your sides, the Hot Ice would grow in a sort of cube shape from the ground in order to form a box that contains the water as well as you( at this point I'm assuming you aren't anymore than like 5 meters off the ground). You would slam into the back of the Hot Ice wall, which all would be made with razor sharp blades of Hot Ice on every last inch of them. The blades would cut deeply into you, and you would be burned by the extreme heat of the substance. Not only this, but your water would be heated up and scalding hot, with you trapped in the cube. The top of the cube would be enough to contain the water, and would aim to form a sort of vice right at the top of your neck, leaving only your head exposed and the rest of your body either touching razor sharp and Hot Ice or in scalding hot water, heating by the blazing substance. And with Doom remaining in control of the Hot Ice by paying a chakra cost, this shaping of the cube would be easily maintainable. You spewing out your water would render your ears near useless to detect the Hot Ice wall behind you


(Hottoaisu: Hottoaisu no Jutsu) – Hot Ice Release: Hot Ice Technique​
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80 (+50)
Description: Through the use of a single handseal, the user will either manipulate the earth or their chakras in their own body to produce and manipulate Hot Ice or existing Hot Ice. This is the most basic application of Hot Ice Release which allows the user to create highly versatile constructs such as shields, swords, walls, pillars, waves, spheres, weapons, and other forms. These constructs can be produced from the user’s body or alternatively can be produced anywhere from the earth around the user. There are limitations to this technique. Depending on the quantity of chakra applied by the user they will only be able to use this technique in certain ranges. D and C-Rank applications can reach up to short-range from the user’s position. B and A-Rank applications can reach up to mid-range. And S-Rank applications can reach up to long range. Additionally, should the user wish to sustain the constructs produced they simply need expend an additional amount of chakra per turn. For applications D to B-Rank the user need only expend 5 chakra. For A-Rank applications the user need only expend an additional 10 chakra. And for S-Rank applications the user need expend 15 chakra per turn. S-Rank applications of this technique require the use of the Snake, Boar, and Tiger hand seals.
Note: The S-Rank application of this technique can only be used three (3) times per battle.
Note: The S-Rank application of this cannot be used on consecutive turns.
Note: The forms created are simply static constructs, not complex forms or dynamic creations.
Note: No other S-Rank or above Hot Ice on the turn the S-Rank version is used



(Fuuin: Akuma to no dansu) - Sealing Technique: Dance With The Devil​
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will have a seal placed on their body with the Kanji for a specific element. The seal can be passively activated in battle and it’s activation will restrict the user to a certain element (as well as the one’s it’s comprised of. In exchange for limiting the user to certain element(s), the user's techniques of the remaining elements will gain one rank and in the case of S-Ranks and above they will gain +20 damage. In the case of defensive and supplementary techniques, they will become capable of defending against techniques with 20 more damage points (only applies to S-Ranks and above). This counts as a passive boost rather than an active one due to the nature of the seal. To clearly illustrate the seal’s use in battle, if the user restricted themselves to Steel Release, they would still have access to Earth, Fire and any CE combinations of the aforementioned elements (elements that use solely earth, solely fire or Earth and Fire). Alternatively, the user can create the seal in the middle of a battle but this usage can only be used once. This usage is fast enough to be used in the same time-frame as the subsequent technique. Once activated, this technique lasts until canceled.

Notes:

-Can only be taught by Detective L
-Must be stated in user’s biography and can only be activated once per battle/event
-Alternative use can only be used once per battle





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

A rank

Hufflepuff's Elixir


An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.


Ravenclaw's Elixir


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



S rank

Gryffindor's Elixir


A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.

Slytherin's Elixir

A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.

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

But this wasn't all. For in all of this time, Doom wouldn't stop his run towards you at his top speed. With the power of the Ravenclaw potion, you would lose your ability to sense both Doom as well as his jutsu in any capacity, which would also make you lose your ability to track him. But Doom would add fuel to the fire, passively activating a seal which changed his already Dragonic form into a now Demonic looking form as well. Doom would continue to make changes to himself that represented his true form. But his new nightmarish look wasnt all that you had to contend with. As you looked upon Doom's form, he would shift back and forth, multiply, reappear and dissappear in all different manners in a one meter area as he ran, making it so that you would be completely unable to pinpoint his location accurately. But this wasn't all, as Doom would, at the same timeframe he uses the Hot Ice, would use the immense strength and speed granted by Perfect Sage Mode to launch himself forward towards you, positioning himself to deliver a drop kick that, if landed, would knock your head completely off and send it flying.

(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.

Notes:
-Can only be taught by Detective L
-Can only be used twice per battle

(Doroppu Kikku) - Drop Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40 (+30)
Description: The user will jump into the air or be airbourne and delivers a powerful drop kick that sends the opponent flying.


SM from last turn: 140-30-10=100
Main Chakra from Last turn: 1400-30=1370


SM from this turn 100-70-10=20
Main Chakra from this turn: 1370
 
Last edited:

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As you begin spewing water, Doom passively activates Legilimency, allowing him passage into your mind. Upon entering your mind he gets a flashback.

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

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


You thought you were more powerful than Doom.

You thought you had defeated Doom.

You thought you held dominion over Doom.



His power, Raged.



A seal containing the key to the next step in the dragon's power unlocked passively. This would seal was marked with the symbol for Dream Sand, working in the seals way. With this, Doom's power flared. Not only this, but Doom's left arm chain would smash the potion for Ravenclaw, letting its liquid flow onto Doom's suit. This would ensure that his technique would come with the most amount of stealth possible. As the potion was smashed, Doom would say "Hottoaisu Mahou". You would be flying back, 5-6 meters backwards and still releasing your water. Immediately in front of the water and around 1 meter behind you, from the ground, Thick walls (3 meters thick) of Hot Ice emerge. The Hot Ice would come out in exactly the correct amount to contain the water springing forth, as walls would also grow from your sides, the Hot Ice would grow in a sort of cube shape from the ground in order to form a box that contains the water as well as you( at this point I'm assuming you aren't anymore than like 5 meters off the ground). You would slam into the back of the Hot Ice wall, which all would be made with razor sharp blades of Hot Ice on every last inch of them. The blades would cut deeply into you, and you would be burned by the extreme heat of the substance. Not only this, but your water would be heated up and scalding hot, with you trapped in the cube. The top of the cube would be enough to contain the water, and would aim to form a sort of vice right at the top of your neck, leaving only your head exposed and the rest of your body either touching razor sharp and Hot Ice or in scalding hot water, heating by the blazing substance. And with Doom remaining in control of the Hot Ice by paying a chakra cost, this shaping of the cube would be easily maintainable. You spewing out your water would render your ears near useless to detect the Hot Ice wall behind you


(Hottoaisu: Hottoaisu no Jutsu) – Hot Ice Release: Hot Ice Technique​
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80 (+50)
Description: Through the use of a single handseal, the user will either manipulate the earth or their chakras in their own body to produce and manipulate Hot Ice or existing Hot Ice. This is the most basic application of Hot Ice Release which allows the user to create highly versatile constructs such as shields, swords, walls, pillars, waves, spheres, weapons, and other forms. These constructs can be produced from the user’s body or alternatively can be produced anywhere from the earth around the user. There are limitations to this technique. Depending on the quantity of chakra applied by the user they will only be able to use this technique in certain ranges. D and C-Rank applications can reach up to short-range from the user’s position. B and A-Rank applications can reach up to mid-range. And S-Rank applications can reach up to long range. Additionally, should the user wish to sustain the constructs produced they simply need expend an additional amount of chakra per turn. For applications D to B-Rank the user need only expend 5 chakra. For A-Rank applications the user need only expend an additional 10 chakra. And for S-Rank applications the user need expend 15 chakra per turn. S-Rank applications of this technique require the use of the Snake, Boar, and Tiger hand seals.
Note: The S-Rank application of this technique can only be used three (3) times per battle.
Note: The S-Rank application of this cannot be used on consecutive turns.
Note: The forms created are simply static constructs, not complex forms or dynamic creations.
Note: No other S-Rank or above Hot Ice on the turn the S-Rank version is used



(Fuuin: Akuma to no dansu) - Sealing Technique: Dance With The Devil​
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will have a seal placed on their body with the Kanji for a specific element. The seal can be passively activated in battle and it’s activation will restrict the user to a certain element (as well as the one’s it’s comprised of. In exchange for limiting the user to certain element(s), the user's techniques of the remaining elements will gain one rank and in the case of S-Ranks and above they will gain +20 damage. In the case of defensive and supplementary techniques, they will become capable of defending against techniques with 20 more damage points (only applies to S-Ranks and above). This counts as a passive boost rather than an active one due to the nature of the seal. To clearly illustrate the seal’s use in battle, if the user restricted themselves to Steel Release, they would still have access to Earth, Fire and any CE combinations of the aforementioned elements (elements that use solely earth, solely fire or Earth and Fire). Alternatively, the user can create the seal in the middle of a battle but this usage can only be used once. This usage is fast enough to be used in the same time-frame as the subsequent technique. Once activated, this technique lasts until canceled.

Notes:

-Can only be taught by Detective L
-Must be stated in user’s biography and can only be activated once per battle/event
-Alternative use can only be used once per battle





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

A rank

Hufflepuff's Elixir


An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.


Ravenclaw's Elixir


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



S rank

Gryffindor's Elixir


A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.

Slytherin's Elixir

A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.

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

But this wasn't all. For in all of this time, Doom wouldn't stop his run towards you at his top speed. With the power of the Ravenclaw potion, you would lose your ability to sense both Doom as well as his jutsu in any capacity, which would also make you lose your ability to track him. But Doom would add fuel to the fire, passively activating a seal which changed his already Dragonic form into a now Demonic looking form as well. Doom would continue to make changes to himself that represented his true form. But his new nightmarish look wasnt all that you had to contend with. As you looked upon Doom's form, he would shift back and forth, multiply, reappear and dissappear in all different manners in a one meter area as he ran, making it so that you would be completely unable to pinpoint his location accurately. But this wasn't all, as Doom would, at the same timeframe he uses the Hot Ice, would use the immense strength and speed granted by Perfect Sage Mode to launch himself forward towards you, positioning himself to deliver a drop kick that, if landed, would knock your head completely off and send it flying.

(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.

Notes:
-Can only be taught by Detective L
-Can only be used twice per battle

(Doroppu Kikku) - Drop Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40 (+30)
Description: The user will jump into the air or be airbourne and delivers a powerful drop kick that sends the opponent flying.


SM from last turn: 140-30-10=100
Main Chakra from Last turn: 1400-30=1370


SM from this turn 100-70-10=20
Main Chakra from this turn: 1370
While Minato could not sense, nor fully hear the rising hot ice, he could easily spot it rising at the edges of the water to contain it. Reacting quickly, he would turn his head to precisely judge his trajectory. He would see that the wall would be rising from a meter behind him. As such, a burst of wind would be released from his body, specifically at an angle that projects him backwards, past the wall, towards the ground. This would be a passive occurrence. Minato would then slam his hands upon the ground in order to summon Gamahiro above the airborne opponent. This would be chained with his landing, allowing for a swifter and easier execution. Simultaneous to the slamming of his hands, Minato would release two lightning infused bolts from his crossbows towards the ground. The bolts would lodge into the terrain, remaining there for future use.

Gamahiro, upon being summoned would utilise one of his swords to go into a powerful rotation aimed towards the armored man, who, at this point in time, would roughly be reaching Minato's last position and beginning his descent towards the water. If Gamahiro's sword strike were to successfully land, then the repercussions would be sever to both the armored man, and the terrain in the immediate vicinity. Having full knowledge of this, Minato, immediately after summoning the toad, begins to move backwards, further distancing himself from the edge of the hot ice, specifically stopping at 9 meters distance from it. As he backed up, Minato would move his hands to form a hand seal in order to create a water beast from the existing water. The beast would be created beneath Doom's expected trajectory, and it would intend to slash him from below with it's left paw while Gamahiro attacks from above. The power of the beast would allow it to withstand the strike from Gamahiro, if it were to connect, as it was in it's eventual path. Minato would continue spreading bolts across the terrain, firing them off consecutively and at a rapid pace. The bolts would eventually cover and to a certain extent blanket the terrain, limiting mobility.




Kyu Doragon Jutsu: Teisei Orijin Tsuppari! | Nine Arts Dragon: Whisper Origin Thrust!
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using this technique the user can passively create bursts of wind at any time, any specific point on the users body. This technique is mainly used to physically evade most techniques with the help of the wind chakra. Also by the choice of the user, they can send their wind chakra to their feet to have the ability to propel their self to any point they want, forwards, backwards, left, or right if the user chooses, that being said, if they want to change another direction they would have to re-use this technique again.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon


(Kuchiyose: Yatai Kuzushi no Jutsu) – Summoning: Food Cart Destroyer Technique
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user summons Gamahiro above the target, crushing whatever is beneath him when he falls to the ground.

Note: Must know Toad Summoning contract and counts as summoning Gamahiro into the field.

Ref

(Kuchiyose no Jutsu: Gamahiro) Summoning Technique: Gamahiro
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gamahiro is a gigantic toad warrior, rivaling the size of Gamaken and Gamabunta. Although little is known of his personality, as he isn't too keen to speaking, he embodies the true essence of a warrior. Sometimes summoned above an enemy to crush it to death, his main abilities are his prowess in close combat and his mastery in wielding his twin katanas (strapped on his back). A master of Taijutsu (mainly variations of Strong Fist) and Kenjutsu (mainly dual wielding Kenjutsu), he is a very dangerous close combat warrior. With strength and agility that rivals Gamaken's, he's generally dispicted as one of the top warriors amongst the toads of Myobokuzan, a fitting condition that is further proven by his immunity to all B-Rank and below ninjutsu. Like most toads, he can use Oil techniques. A trait unique to him is that from the large toads, Gamahiro is the only one so far seen summoned using the (Kuchiyose: Yatai Kuzushi no Jutsu) Summoning Technique: Food Cart Destroyer to crush an enemy.

Note: Requires signing of Toad Contract
Note: can only be summoned once
(Kenjutsu: Hayai Nokogiri) - Sword Arts: Graceful Saw
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will first channel their chakra into their sword, increasing the cutting potency of the blade, causing it to glow blue. The user will then leap towards the opponent extending the blade while spinning, causing their body to take a saw-type shape. This technique is said to even cut through solid earth of equal rank and below and cut through the flesh with ease. When spinning, the user is able to travel up to 10 meters away.
Note: Can only be used twice
Note: Courtesy of Teno
(Suiton: Mizu Shishi) - Water Release: Water Beast
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 + 30
Description: The user after performing the Dog → Horse → Monkey → Ram handseals and by manipulating a pre-existing water source, transforms it into a giant wolf-like beast. The beast can launch powerful streams of water from its mouth equivilant to B-rank, or sweep the area with its claws to let a powerful torrent of water to wash away the enemies.

Note: The Water Beast remains active for three turns. Each stream counts as a move.

The water doesn't get heated to my understanding, at least not this fast and rapid, and not to the extent you described. Though it is in my advantage it is so :shrug: And I believe you're out of SM chakra. 20 for Legilimency, 40 for Hot Ice, 30 for DWTD, 30 Mad Enchantment, and 10 for sustaining SM resulting in 130, which would knock you out of SM, potentially preventing your move/jump from being fully successful, and debuffing your sustained hot ice. At least thats how I'm seeing it. The passive technique should still cost chakra, the only thing that might not, though I highly doubt that, is your DWTD body seal since it in your bio. Even with that you'd still be knocked out off SM. Would have asked you for you pov before making the move, but you went offline. Only noticed this when went to count my own SM chakra which be roughly at 25, specifically 22.5 or something like that. All in all, imma get that DS in a minute *_*
 

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While Minato could not sense, nor fully hear the rising hot ice, he could easily spot it rising at the edges of the water to contain it. Reacting quickly, he would turn his head to precisely judge his trajectory. He would see that the wall would be rising from a meter behind him. As such, a burst of wind would be released from his body, specifically at an angle that projects him backwards, past the wall, towards the ground. This would be a passive occurrence. Minato would then slam his hands upon the ground in order to summon Gamahiro above the airborne opponent. This would be chained with his landing, allowing for a swifter and easier execution. Simultaneous to the slamming of his hands, Minato would release two lightning infused bolts from his crossbows towards the ground. The bolts would lodge into the terrain, remaining there for future use.

Gamahiro, upon being summoned would utilise one of his swords to go into a powerful rotation aimed towards the armored man, who, at this point in time, would roughly be reaching Minato's last position and beginning his descent towards the water. If Gamahiro's sword strike were to successfully land, then the repercussions would be sever to both the armored man, and the terrain in the immediate vicinity. Having full knowledge of this, Minato, immediately after summoning the toad, begins to move backwards, further distancing himself from the edge of the hot ice, specifically stopping at 9 meters distance from it. As he backed up, Minato would move his hands to form a hand seal in order to create a water beast from the existing water. The beast would be created beneath Doom's expected trajectory, and it would intend to slash him from below with it's left paw while Gamahiro attacks from above. The power of the beast would allow it to withstand the strike from Gamahiro, if it were to connect, as it was in it's eventual path. Minato would continue spreading bolts across the terrain, firing them off consecutively and at a rapid pace. The bolts would eventually cover and to a certain extent blanket the terrain, limiting mobility.




Kyu Doragon Jutsu: Teisei Orijin Tsuppari! | Nine Arts Dragon: Whisper Origin Thrust!
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using this technique the user can passively create bursts of wind at any time, any specific point on the users body. This technique is mainly used to physically evade most techniques with the help of the wind chakra. Also by the choice of the user, they can send their wind chakra to their feet to have the ability to propel their self to any point they want, forwards, backwards, left, or right if the user chooses, that being said, if they want to change another direction they would have to re-use this technique again.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon


(Kuchiyose: Yatai Kuzushi no Jutsu) – Summoning: Food Cart Destroyer Technique
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user summons Gamahiro above the target, crushing whatever is beneath him when he falls to the ground.

Note: Must know Toad Summoning contract and counts as summoning Gamahiro into the field.

Ref

(Kuchiyose no Jutsu: Gamahiro) Summoning Technique: Gamahiro
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gamahiro is a gigantic toad warrior, rivaling the size of Gamaken and Gamabunta. Although little is known of his personality, as he isn't too keen to speaking, he embodies the true essence of a warrior. Sometimes summoned above an enemy to crush it to death, his main abilities are his prowess in close combat and his mastery in wielding his twin katanas (strapped on his back). A master of Taijutsu (mainly variations of Strong Fist) and Kenjutsu (mainly dual wielding Kenjutsu), he is a very dangerous close combat warrior. With strength and agility that rivals Gamaken's, he's generally dispicted as one of the top warriors amongst the toads of Myobokuzan, a fitting condition that is further proven by his immunity to all B-Rank and below ninjutsu. Like most toads, he can use Oil techniques. A trait unique to him is that from the large toads, Gamahiro is the only one so far seen summoned using the (Kuchiyose: Yatai Kuzushi no Jutsu) Summoning Technique: Food Cart Destroyer to crush an enemy.

Note: Requires signing of Toad Contract
Note: can only be summoned once
(Kenjutsu: Hayai Nokogiri) - Sword Arts: Graceful Saw
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will first channel their chakra into their sword, increasing the cutting potency of the blade, causing it to glow blue. The user will then leap towards the opponent extending the blade while spinning, causing their body to take a saw-type shape. This technique is said to even cut through solid earth of equal rank and below and cut through the flesh with ease. When spinning, the user is able to travel up to 10 meters away.
Note: Can only be used twice
Note: Courtesy of Teno
(Suiton: Mizu Shishi) - Water Release: Water Beast
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 + 30
Description: The user after performing the Dog → Horse → Monkey → Ram handseals and by manipulating a pre-existing water source, transforms it into a giant wolf-like beast. The beast can launch powerful streams of water from its mouth equivilant to B-rank, or sweep the area with its claws to let a powerful torrent of water to wash away the enemies.

Note: The Water Beast remains active for three turns. Each stream counts as a move.

The water doesn't get heated to my understanding, at least not this fast and rapid, and not to the extent you described. Though it is in my advantage it is so :shrug: And I believe you're out of SM chakra. 20 for Legilimency, 40 for Hot Ice, 30 for DWTD, 30 Mad Enchantment, and 10 for sustaining SM resulting in 130, which would knock you out of SM, potentially preventing your move/jump from being fully successful, and debuffing your sustained hot ice. At least thats how I'm seeing it. The passive technique should still cost chakra, the only thing that might not, though I highly doubt that, is your DWTD body seal since it in your bio. Even with that you'd still be knocked out off SM. Would have asked you for you pov before making the move, but you went offline. Only noticed this when went to count my own SM chakra which be roughly at 25, specifically 22.5 or something like that. All in all, imma get that DS in a minute *_*
As you would thrust yourself back, Doom would burst one of the capsules in his false teeth via his tongue, filling him with Sage Chakra, activating Imperfect Sage Mode and retaining the same facial features as before. Upon seeing you and sensing you release chakra to move yourself backwards (you would have moved so that you were less then 1 meter from touching the ground), Doom would end his plans of the drop kick, instead passively turning his lower half into black smoke and increasing his speed so that he is now speeding towards you, reaching outwards with his right hand in an attempt to run his right hand claws directly through your throat and chopping your head completely off. This would all happen in the same timeframe. It should be noted that with your sensing disabled, and Doom moving at a speed 4x that of his original speed, you would be unable to track him.

Sage Chakra: 205.5
Regular Chakra: 1164


Name Of Medicine: Super Sage Serum​
Creator: Broly
Type: Supplementary
Description and Background: Super Sage Serum is a fine oil like mix that is stored in easily breakable caps. This oil was created with the roots of plants that had naturally absorbed high amounts of natural energy due to them only growing in Ryuchi Cave for several centuries. It also has been drenched in the venom of the White Snake Sage in order to make their effects several times more potent. When the user allows this oil to soak into his body he is flooded with natural energy. Normally, this would be too much for the average sage mode user, but a sage mode user who also has the expert chakra control that is associated with being a full medical ninja will be able to balance this flood of energy out easily. This oil binds to the user's very skin and makes it so that every time the user receives a chakra increase from an outside source, 1/2 of it is added to the pool of sage chakra the user is able to use. This affect lasts for 3 turns. Not only this, but due to the natural addition of sage chakra due to the effects of this pill, the user gains 150 chakra directly to their sage chakra pool. Alternatively, if not already in sage mode, the user can use this pill to immediately activate Imperfect Sage Mode, using the gained natural energy to make up for the portion of meditation that would normally net the same amount of sage chakra. However, when using this to enter sage mode immediately, only 15% of the user's total chakra would be converted to the sage chakra pool. However, the user gains no chakra to either of his pools when using this method.
Description of Side Effects: If sage mode is allowed to wear off in the battle this is used in, and the user has only used this pill once, the user will only be able to use 10% of their chakra to reenter Imperfect Sage Mode the next time they do so, and 15% if attempting to use Perfect Sage Mode through meditation. If used twice, the user can only use 10% of their chakra to enter either sage mode and they also must wait 2 turns longer to enter sage mode than they normally would. If the user is already in sage mode when they use this pill the second time, they will be unable to use anything above A ranks the turn after sage mode ends. Only two of these pills may be used or the user risks death from overloading his body with sage chakra


( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode​
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is immune to C-rank and below damage (unless externally empowered to increase lethality) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

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

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.


This wouldn't be all however, as in the same timeframe as those actions he would say "Yumeton Mahou" causing Dream Sand to burst forth from the ground in extremely large and dense qualities. Your feet would never touch the ground, much less your hands in order to perform the technique, as the Dream Sand would wrap around your feet, bursting directly up from the ground that would completely engulf your entire short range. Again, this would occur when you were less than a meter away from the ground. The sand would completely engulf and bind the entire lower half of your torso tightly. Filling your clothes and shoes with the substance and rendering you to its effects as it made any contact with your body at all. But that wouldnt be all as from the outer edges, thick tendrils would also form and aim to bind your arms and around your mouth (thus binding your head) as it is created. The Dream Sand would crush every bone in your legs as they bind you tightly, and the tendrils would serve to hold your body and arms up in a "T" shape, with your arms out and your body straight up, held off the ground by the Dream Sand. You would be in perfect position for Doom to score an unseen strike on your neck with his clawed right hand, that would pierce it and knock it completely off with his increased strength due to Sage Mode. In order to prevent escape, additional tendrils would rise up and curve down in between the part of the sand that binds you and the outer edges which would bind your head and arms. These tendrils would be extremely sharp all over, capable of easily piercing human skin and clothes if merely pricked, and would rise up 10 meters into the air and coming back down all over. This would form a sort of cage of criss crossed tendrils that ran with so many tendrils that it in the gaps of the intertwining tendrils, there was never a gap of more than 4 feet, save for a spot in the front only big enough for Doom to come in and complete his strike on your head.


Yumeton: Futsūno katsu | Dream Sand: Ordinary Life
Type: Attack / Defense / Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80 (+40)
Description: Using Yumeton chakra, the user will be able to create objects, tools and other creations composed of the Crystalline Sand with two handseals. These can be created directly from the user's body, from already existing Yumeton or created from a source of earth. The creations can be created in the form similar to sand, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (sand like/solid). Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as the great golem technique (S). Each creation of Yumeton of course would hold the side affects the element carriers upon touching, ingesting it or smelling the fumes it let's off when burned, though the user himself wouldn't be affected to the former (touch) seeing as it is directly made from his chakra and body. These effects are very strong drug induced psychoactive side-effects which range from intense visual hallucinations, distortion of senses (color, sound and vision), unconsciousness, altered concept of time and even death.

Note: S-rank variants can only be used 3x maximum and once used the user will be limited to A-rank and below Yumeton techniques for 1 turn
Note: A-rank can only be used 5x max

Yumeton: Trū Cúlar | Dream Sand: True Colors​
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.


D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 1/4 due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear extremely small sounds, wouldn't be able to see further than mid range or make out colors (basically color blind).

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into paralysis. After 2 more turns of exposure, they'd fall unconscious. 2 turns after that, they'd experience a painful death, usually a heart attack or organ failure being the case.

Note: The Effects of Dream Sand only go into effect after a full turn of being exposed to the element.
Note: After being effected, the targets can't lessen nor rid the effects (in submission) unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.

Sage Chakra 205.5-75= 130.5
 

Vayne

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In response to the rising Dream Sand that was detected through the ensuing sound and periphery vision and the charging dark cloud that was Doom that was detected through Minato's innate abilities, a two layered counter would be utilised. The counter would take form of a massive rasengan through Minatos right hand, and a simple swing from his left. The swing would be one empowered by sage mode, allowing for it to reach Doom and cause massive damage while pushing him sideways, potentially knocking him out cold. Likewise, Minato would swing his right hand, in a rotation fashion, destroying the dream sand and a portion of the ground beneath, before redirecting the rasengan towards Doom who be in it's direct path due to the frog kata push, most likely unconscious or dead if it was not fully countered. The size of it would allow for it to easily reach and crush doom if he were anywhere in range. Additionally, in tandem with the thrust, Minato would fire off multiple wind infused bolts, allowing for them to cover a short amount of the terrain in the immediate vicinity. Minato would then move back 10 meters from the area of impact, all the while spreading bolts across the terrain. Upon reaching his spot, he would once again summon Gamahiro above the terrain, before deactivating SM and starting to gather natural energy once again.


(Senpō: Kawazu Kumite) – Sage Art: Frog Kata
Rank: S
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 80 +30
Description: The Frog Katas is a fighting style available exclusively to those who have mastered the art of Sage mode. The natural chakra used for sage mode activates the users body in many ways, enhancing speed, power, stamina and durability. The user uses the sage chakra in frog katas to enhance their taijutsu skills and also to surround and encapsulates the user with an aura of natural energy. The user can use this aura as an extension of their body giving them longer reach within their taijutsu even if they do not directly connect. Punches that appear to have missed actually strike using the aura and sending the opponents flying.
Note: Can only be used in Toad Sage Mode.
(Oodama Rasengan) - Big Ball Spiral Sphere
Rank:S
Type:Attack
Range:Short
Chakra Cost:40
Damage Points:80 +20p +30a
Description: Oodama Rasengan is an advanced Ninjutsu technique that creates a very large Rasengan ball, following the same method, limits and logic behind the original, smaller technique.
Note:Must already know rasengan.
(Kuchiyose: Yatai Kuzushi no Jutsu) – Summoning: Food Cart Destroyer Technique
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user summons Gamahiro above the target, crushing whatever is beneath him when he falls to the ground.

Note: Must know Toad Summoning contract and counts as summoning Gamahiro into the field.

Ref

(Kuchiyose no Jutsu: Gamahiro) Summoning Technique: Gamahiro
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gamahiro is a gigantic toad warrior, rivaling the size of Gamaken and Gamabunta. Although little is known of his personality, as he isn't too keen to speaking, he embodies the true essence of a warrior. Sometimes summoned above an enemy to crush it to death, his main abilities are his prowess in close combat and his mastery in wielding his twin katanas (strapped on his back). A master of Taijutsu (mainly variations of Strong Fist) and Kenjutsu (mainly dual wielding Kenjutsu), he is a very dangerous close combat warrior. With strength and agility that rivals Gamaken's, he's generally dispicted as one of the top warriors amongst the toads of Myobokuzan, a fitting condition that is further proven by his immunity to all B-Rank and below ninjutsu. Like most toads, he can use Oil techniques. A trait unique to him is that from the large toads, Gamahiro is the only one so far seen summoned using the (Kuchiyose: Yatai Kuzushi no Jutsu) Summoning Technique: Food Cart Destroyer to crush an enemy.

Note: Requires signing of Toad Contract
Note: can only be summoned once
5 left before ending
 
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In response to the rising Dream Sand that was detected through the ensuing sound and periphery vision and the charging dark cloud that was Doom that was detected through Minato's innate abilities, a two layered counter would be utilised. The counter would take form of a massive rasengan through Minatos right hand, and a simple swing from his left. The swing would be one empowered by sage mode, allowing for it to reach Doom and cause massive damage while pushing him sideways, potentially knocking him out cold. Likewise, Minato would swing his right hand, in a rotation fashion, destroying the dream sand and a portion of the ground beneath, before redirecting the rasengan towards Doom who be in it's direct path due to the frog kata push, most likely unconscious or dead if it was not fully countered. The size of it would allow for it to easily reach and crush doom if he were anywhere in range. Additionally, in tandem with the thrust, Minato would fire off multiple wind infused bolts, allowing for them to cover a short amount of the terrain in the immediate vicinity. Minato would then move back 10 meters from the area of impact, all the while spreading bolts across the terrain. Upon reaching his spot, he would once again summon Gamahiro above the terrain, before deactivating SM and starting to gather natural energy once again.


(Senpō: Kawazu Kumite) – Sage Art: Frog Kata
Rank: S
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 80 +30
Description: The Frog Katas is a fighting style available exclusively to those who have mastered the art of Sage mode. The natural chakra used for sage mode activates the users body in many ways, enhancing speed, power, stamina and durability. The user uses the sage chakra in frog katas to enhance their taijutsu skills and also to surround and encapsulates the user with an aura of natural energy. The user can use this aura as an extension of their body giving them longer reach within their taijutsu even if they do not directly connect. Punches that appear to have missed actually strike using the aura and sending the opponents flying.
Note: Can only be used in Toad Sage Mode.
(Oodama Rasengan) - Big Ball Spiral Sphere
Rank:S
Type:Attack
Range:Short
Chakra Cost:40
Damage Points:80 +20p +30a
Description: Oodama Rasengan is an advanced Ninjutsu technique that creates a very large Rasengan ball, following the same method, limits and logic behind the original, smaller technique.
Note:Must already know rasengan.
(Kuchiyose: Yatai Kuzushi no Jutsu) – Summoning: Food Cart Destroyer Technique
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user summons Gamahiro above the target, crushing whatever is beneath him when he falls to the ground.

Note: Must know Toad Summoning contract and counts as summoning Gamahiro into the field.

Ref

(Kuchiyose no Jutsu: Gamahiro) Summoning Technique: Gamahiro
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gamahiro is a gigantic toad warrior, rivaling the size of Gamaken and Gamabunta. Although little is known of his personality, as he isn't too keen to speaking, he embodies the true essence of a warrior. Sometimes summoned above an enemy to crush it to death, his main abilities are his prowess in close combat and his mastery in wielding his twin katanas (strapped on his back). A master of Taijutsu (mainly variations of Strong Fist) and Kenjutsu (mainly dual wielding Kenjutsu), he is a very dangerous close combat warrior. With strength and agility that rivals Gamaken's, he's generally dispicted as one of the top warriors amongst the toads of Myobokuzan, a fitting condition that is further proven by his immunity to all B-Rank and below ninjutsu. Like most toads, he can use Oil techniques. A trait unique to him is that from the large toads, Gamahiro is the only one so far seen summoned using the (Kuchiyose: Yatai Kuzushi no Jutsu) Summoning Technique: Food Cart Destroyer to crush an enemy.

Note: Requires signing of Toad Contract
Note: can only be summoned once
5 left before ending
I'm going to say you fired 3 kunai all evenly spread out, as you didn't specify.


The dream sand rises, you form your rasengan and thrust forward, releasing 3 kunai in the short range vicinity of Doom. Doom had read your plan and he knew exactly how to react. When you thrust you would release a projectile at Doom, a bit larger than his body, directly at him despite you not knowing where Doom was due to Mad Enhancement as well as the black smoke released by the apparition technique. Anywho, being that the projectile you released was natural energy, Doom would be easily able to sense it as well as the chakra that you would release into the kunai Looking at the kunai themselves, Doom would also see scripts that resembled a formula on the kunai. As these projectile and kunai approached, Doom acted.



As your projectiles were released and approach Doom, he would end his apparition technique and continue running towards you. As he did so, he would release formula lines from his right hand that (due to their close proximity) nearly immediately connect to the 3 kunai, with a line also going just behind the kunai as well, maybe a meter or 2 past it to the ground. Doom would manipulate the lines to immediately tether the kunai together as they connected them so that they become a bundle of 3 kunai nearly molecularly bound together. Doom would of course disconnect the thread that lead back to his fingers, still maintaining control of all the lines. As the kunai come together, the line connecting the kunai to the ground would snap downwards, causing the kunai to flip backwards and completely reverse, now going directly towards your neck, aimed to slash directly through it and continue. Unless you wished to move your rasengan towards it to destroy them. While this took a few sentences to explain, this process would happen very fast. This is due to the fact that all of the lines spawned from Doom's hand at once and they only had to travel a max distance of around 3 meters, with a minimum distance being much smaller.


(Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: A technique that is designed to act as an extremely durable, but otherwise harmless tether. By shaping points on a number of Shiki Muchi into forming the characters for ‘bind’ using the Sōjō Kanji-concept this technique allows the user to create physical and self-sustaining bonds that bind one or multiple points together. When the characters for ‘bind’ come into contact with one or multiple targets the seal activates, tethering themselves to the targets on an almost molecular level. Normally this would bind the targets to the user’s fingers, since that is where the Shiki Muchi originate, but through this technique the user is able to freely connect one or more formula lines to one another and even disconnect them from their fingers to tether the target to a different point. The lines used to bind the targets do not interact with physical matter, but can still be severed using energy-based attacks. Their elasticity, thickness and length depend entirely on the user and can be freely adjusted due to the nature of Shiki Muchi. They also retain all the properties of Shiki Muchi, even when disconnected from the user's fingers.
- Lasts for a maximum of four (4) turns.
- Can only be used thrice (3) per battle.

That wouldn't be all though, as at the same time Doom would dart in and out towards you, dodging the frog kata with ease (as he was able to sense it's location as well as be able to read your mind as to where you targeted). He would do so within a window of 1.5 meters in width, all the while traveling towards you at top speed. Due to you not being able to sense him as well as the genjutsu you would be in due to Mad Enchancement, you would have zero idea where Doom is or where he's going. Combined with his speed and the zig zags, you would have no way of knowing where Doom would be coming from. He would appear to vanish and reappear in random locations, doubling, tripling, flashing in and out with no way to determine where he would be. Not only this, but his left and right arm chains would toss 2 explosive tagged kunai. One goes to the left and one to the right, each aimed to come in 3 meters to that side of you, making a sort of "V" shape. An explosive tagged kunai would also be thrown backwards with his left leg chain, exploding as it got 2 meters backwards. This will be important later.


(Goken: Ni-Chi Toshidoshi Zetsumei) - Strong Fist: 2,000 Years of Death
Type: Attack
Rank: C
Range: Short - Long (Zig-Zag)
Chakra: N/A
Damage: 30 (+20)
Description: The user will thrust himself towards their desired target, continuously shifting their body from left to right (Or vise-versa) in a zig-zag manner by pushing themselves off of the ground. Upon nearing the target's close range, the user will get in a very low or natural stance, aiming to strike the target with a vertical kick or punch, sending them flying into the air. The user is also able to semi-circle around the target's side, delivering the strike from the flank.
Notes:
- The distance between each shift is dependent on the user's current speed.
- Must be taught by Mathias


Doom would approach you from just slightly behind you on your left side in a lowered stance, but the Mad Enhancement would make it seem as if a copy of Doom was coming from directly in front of you, as well as to your right side in equal measure. The explosion of the kunai would cover up any and all sounds, preventing you from hearing him out. When doom would go to complete the punch as part of the 2,000 Years of Death technique, he would take his clawed left hand and thrust it directly into your back, grabbing your spine and pulling it back out of your body with his dragon like claws. This would happen in the same timeframe as the 2,000 Years of Death technique as it comes from the same punch that the jutsu details.



( Za Danshingu Shiro Tora ) - The Dancing White Tiger
Type: Offensive
Rank: S
Range: Short
Chakra cost: N/A
Damage points: 80 (+20)
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.
 
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