[HHG] Zone 1

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ZandaT

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Surrounded by targets from left to right Burgess stands tall with a deviant smile as he activates a simple sound jutsu that further enhances his senses on the battlefield. The smile then grows larger as the Akimichi singles out his target of choice.

This isn't a place for you dear, …..you might break a nail! Jesus says as he waves three hand seals while manipulating his earth chakra beneath the dark haired dame. With the completion of the third hand seal a thick tendril like formation of earth would rise directly beside the woman wrapping around both shins of her lower legs before continuing its spiral around the woman until it had her bound from the waist down.

(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the user vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns
(Doton: Doryūha) - Earth Release: Earth Flow Wave
Type: Offensive
Rank: B
Range: Mid-Long
Chakra: 20
Damage: 40
Description: After performing the required handseal sequence: Rat → Snake → Tiger the user creates and rides a wave of earth that can branch of to attack from a distance. The user can also use the technique to manipulate the terrain and trap the target by wrapping earth round their legs preventing them from moving
After waving the final hand seal of his previous technique, Burgess would then dash forwards towards the woman with her skin tight attire, all the while charging sound chakra towards his feet that releases outwards onto the battlefield with each step. These low frequency waves of sound swiftly make their way into the grounded target, dealing a growing internal pain along with a lose of balance as well as a nauseating feeling making the woman feel as if that special time of the month had come early.

( Ototon: Jakkuhanma ) - Sound Release: Jackhammer
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 if contact with the ground remains)
Description: The user charges Ototon chakra into their feet as they run, releasing it as each foot hits the earth and makes sound. As each steps sound off, low frequency waves are released, each wave causing an immense vibration to propagate through the ground and into any enemy, making their bodies lose balance as the waves collide with the target repeatedly. As the waves continue to hit the target, the vibrations increase and cause internal pain, almost as if each wave is drilling into the target's body, causing the target to also become nauseous from the continuous waves. Despite its danger, the technique can easily be defended by simply severing ones contact with the ground.

-Official Challenge to Korra.
 

Ushiro

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With a variety of opponents to choose from in this battlefield, Godot trusts his tongue to find someone worthwhile. Luckily, what he was looking for was beside him all along. A man suited in head to toe in armor with an unique taste to boot. Forming handseals, Godot made two 5 meter wide pillars of Lithos stone covered in sharp spikes, one directly beneath the man and another 5 meters behind that one. Due to their strong magnetic attraction, the armored man would be immediately pulled downward and pinned to the structure beneath him as he's impaled. Should the first pillar be destroyed, the man would simply succumb to the second pillar's strong magnetic pull and get pinned to that one. Rooted into the earth, the pillars don't move toward each other being 10 meters high but only 5 meters above the earth.

(Lithos rirīsu: Shūsei unmei) Lithos Release: Aquarius
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: This technique allows the user to produce Líthos Stone from either their body or a source of Earth. Aquarius is capable of producing a plethora of objects, tools, and constructs essentially limited by the rank of the technique applied and the user’s own imagination. As constructs of Líthos Stone they possess the ability to manipulate magnetic fields, effectively causing them to be able to attract and repel. B rank and higher applications can be used with a two hand seals. S-Rank applications can be used four times per battle. S-Rank applications cannot be used in consecutive turns and the user is unable to use Líthos Stone above A-Rank in the following turn. The maximum size of a construct can range from a 15 meter tall wave to as small as a shuriken; from S ranked to lower ranked versions, respectively.

After creating the pillars, Godot formed a single handseal and summoned a large volume of water in front of him that took the form of a vicious, multiheaded Hydra. It moved toward the man, extending its heads to bite and tear into the man, ripping his head from his body and delivering it to Godot. Godot stayed near the Hydra's left side as it advanced.

(Suiton: Hidora Taihō) - Water Release: True Hydra Cannon
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user forms the Ram, Snake, and Boar handseals and calls forth a great amount of water from the ground nearby which takes the form of a large hydra with seven heads that attacks enemies with their sharp teeth and heads while also defending the user. Each hydra head is the same size of the Water Dragon Jutsu and can reach up to mid-range. They can also fire spiraling streams of pressurized water from their mouths at the enemy, crushing them with the immense force of the water. This counts as an additional move of the user and is A-rank in strength. The body of the hydra is 8 meters tall and has reptilian limbs allowing it to travel but it cannot move very fast on land. In water, however, it can move as fast as a running ninja.
-Usable once per battle
-Lasts for 3 turns
-No other S-rank or higher water jutsu this turn or next
-The hydra can also be created from a large water source.



~Challenge to King Crimson
 
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Vayne

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Surrounded by targets from left to right Burgess stands tall with a deviant smile as he activates a simple sound jutsu that further enhances his senses on the battlefield. The smile then grows larger as the Akimichi singles out his target of choice.

This isn't a place for you dear, …..you might break a nail! Jesus says as he waves three hand seals while manipulating his earth chakra beneath the dark haired dame. With the completion of the third hand seal a thick tendril like formation of earth would rise directly beside the woman wrapping around both shins of her lower legs before continuing its spiral around the woman until it had her bound from the waist down.

(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the user vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns
(Doton: Doryūha) - Earth Release: Earth Flow Wave
Type: Offensive
Rank: B
Range: Mid-Long
Chakra: 20
Damage: 40
Description: After performing the required handseal sequence: Rat → Snake → Tiger the user creates and rides a wave of earth that can branch of to attack from a distance. The user can also use the technique to manipulate the terrain and trap the target by wrapping earth round their legs preventing them from moving
After waving the final hand seal of his previous technique, Burgess would then dash forwards towards the woman with her skin tight attire, all the while charging sound chakra towards his feet that releases outwards onto the battlefield with each step. These low frequency waves of sound swiftly make their way into the grounded target, dealing a growing internal pain along with a lose of balance as well as a nauseating feeling making the woman feel as if that special time of the month had come early.

( Ototon: Jakkuhanma ) - Sound Release: Jackhammer
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 if contact with the ground remains)
Description: The user charges Ototon chakra into their feet as they run, releasing it as each foot hits the earth and makes sound. As each steps sound off, low frequency waves are released, each wave causing an immense vibration to propagate through the ground and into any enemy, making their bodies lose balance as the waves collide with the target repeatedly. As the waves continue to hit the target, the vibrations increase and cause internal pain, almost as if each wave is drilling into the target's body, causing the target to also become nauseous from the continuous waves. Despite its danger, the technique can easily be defended by simply severing ones contact with the ground.

-Official Challenge to Korra.
Arriving, Deadpool would immediately find targets and begin his attack, just as one’s chakra network flares up(Sound tech detected via sensing). Deadpool would proceed to summon Gamahiro above the targets at an angle. Gamahiro would go into the prepared battle plan and go into a violent rotation, aiming to slice the targets below him. The size of the toad and his sword meant that the attack would cover a significant area, allowing it to reach both. In conjunction with the toad Deadpool would amp up the pressure on the individuals, placing them in an illusion in which walkers appear in order to restrict and attack them in a variety of manners. Throughout the entirety of the attcks, Deadpool would utilise his weapon to launch FTG bolts throughout the area when possible.(So not when perfroming hand seals for instance.) 4 Bolts would be aimed at each, with them being targeted at their chest areas. The remaining would be spread at 4 meters intervals, reaching the edge of the area.



(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.
(Kuchiyose no Jutsu: Gamahiro) Summoning Technique: Gamahiro(Reference)
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

(Genjutsu: Hokousha) - Illusion Techniques: Walkers
Type: Supplementary
Rank: A rank
Range: Short - Mid
Chakra: 30
Damage: N/A (60 if not broken)
Description: The user forms the Snake then Boar hand seals and sends his chakra into their targets brain. The target is then put in a genjutsu where he sees walkers rise up from the ground all around him and under him. Walkers are humans who died and their brains are still functioning aka Zombies. These walkers can be random dead people coming back to life or if the user knows people that their opponent knew and have passed, they can make those walkers into the people they knew. Walkers rise up from underneath their target and grab his legs and rise up grabbing all parts of their body. They begin to start eating their target. The target also see Walkers around him walking towards him to continue the assault. In reality the target is immobilized and can't move, despite the illusion consisting only of the Zombies. The target is not locked in an illusionary world but rather sees the Zombies added to the normal "reality". If the genjutsu isn't broken, the target will feel a lot of mental anguish and receives damage. This jutsu can effect multiple people.

Note: When effecting multiple people, the walkers are random.
Note: Can only be used 3 times
Note: Can only be taught by Better
Challenge to Korra/Zanda. Starting at 13 meters away, with Gama being summoned long range away from me and covering the area up until 7 meters from me. Oh and TF would be Sound -> Food Cart -> etc And it can 1 vs 1 vs 1 or 2 vs 1 idc

2Day Tl? And coming from
 

Vegeta

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With a variety of opponents to choose from in this battlefield, Godot trusts his tongue to find someone worthwhile. Luckily, what he was looking for was beside him all along. A man suited in head to toe in armor with an unique taste to boot. Forming handseals, Godot made two 5 meter wide pillars of Lithos stone covered in sharp spikes, one directly beneath the man and another 5 meters behind that one. Due to their strong magnetic attraction, the armored man would be immediately pulled downward and pinned to the structure beneath him as he's impaled. Should the first pillar be destroyed, the man would simply succumb to the second pillar's strong magnetic pull and get pinned to that one. Rooted into the earth, the pillars don't move toward each other being 10 meters high but only 5 meters above the earth.

(Lithos rirīsu: Shūsei unmei) Lithos Release: Aquarius
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: This technique allows the user to produce Líthos Stone from either their body or a source of Earth. Aquarius is capable of producing a plethora of objects, tools, and constructs essentially limited by the rank of the technique applied and the user’s own imagination. As constructs of Líthos Stone they possess the ability to manipulate magnetic fields, effectively causing them to be able to attract and repel. B rank and higher applications can be used with a two hand seals. S-Rank applications can be used four times per battle. S-Rank applications cannot be used in consecutive turns and the user is unable to use Líthos Stone above A-Rank in the following turn. The maximum size of a construct can range from a 15 meter tall wave to as small as a shuriken; from S ranked to lower ranked versions, respectively.

After creating the pillars, Godot formed a single handseal and summoned a large volume of water in front of him that took the form of a vicious, multiheaded Hydra. It moved toward the man, extending its heads to bite and tear into the man, ripping his head from his body and delivering it to Godot. Godot stayed near the Hydra's left side as it advanced.

(Suiton: Hidora Taihō) - Water Release: True Hydra Cannon
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user forms the Ram, Snake, and Boar handseals and calls forth a great amount of water from the ground nearby which takes the form of a large hydra with seven heads that attacks enemies with their sharp teeth and heads while also defending the user. Each hydra head is the same size of the Water Dragon Jutsu and can reach up to mid-range. They can also fire spiraling streams of pressurized water from their mouths at the enemy, crushing them with the immense force of the water. This counts as an additional move of the user and is A-rank in strength. The body of the hydra is 8 meters tall and has reptilian limbs allowing it to travel but it cannot move very fast on land. In water, however, it can move as fast as a running ninja.
-Usable once per battle
-Lasts for 3 turns
-No other S-rank or higher water jutsu this turn or next
-The hydra can also be created from a large water source.



~Challenge to King Crimson
Accepted Ushi-sama, will make a thread and link in vms
 

Zaphkiel

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Oni observed as his fellow opponents immediately began tearing into each other like... starving beasts. He'd never seen such blatant display of intent before in humans and let's just say it was interesting to behold. Prepping for his own assualt, he found the only person who hadn't sprang into action yet. A slow one. Timid, even. A weak one.

He arose from his throne of debris that had been crushed into shape. Around his right hand was a black and gold gauntlet that shone balefully against his otherwise pale skin and eyes, and bone white hair. The weapon couldn't be more adverse in color and appearance than him, and for that reason he appeared even more peculiar. The person who he had slaughtered to get it--a man with equally grey, cold eyes and pale skin as him--had defended the thing with his life and Oni found it almost honoring to brandish the thing as his own. Though it could use some tweaking. Musing on his next line of actions, The Soverign opted to activate his Byakugan but thought better of it and instead placed special seals on the inside of the gauntlet that rested on his hand as well as a katana on his back. Best scope the competition first. The seal served to supplement the IXA II it was called. Or something like that, he couldn't quite remember. It had been so long ago since he last had to take up arms...

Iguza Ni ♎ IXA II (referrence)
Type: Weapon
Rank: A/S
Range: Short-Long
Chakra: 30/40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and gold twisted sword attached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the shape of a rectangular cube that much resembles a briefcase or a gauntlet covering the user's preferred arm. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation.

Offensive Bias
This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud. However, 3x per conflict, the IXA is able to produce much stronger beams (S ranked: 40 chakra cost/80 damage) to overwhelm the opponent but in doing so the Offensive Bias will go on a 1 turn cool down each time.

Defensive Bias
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks. The IXA in addition to the shield, will grow a special barrier loaded with whatever chakra nature the user channeled. This barrier is spherical in shape and protects the user from attacks coming from above, below, as well as the sides. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.

Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act autonomously. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. When in remote activation the weapon simply floats, held aloft through chakra control. It can then be sent flying the air and perform aerial maneuvers through either hand movements or just will. The weapon is still capable of entering in either Offensive or Defensive Bias but activating these through Remote Activation will require a move slot and an extra -10 from the user's chakra per turn to maintain in addition to the costs of each Bias. When not in use, i.e idle, the IXA takes -5 chakra per turn when in short range per turn, -10 in mid, and -15 in long. Remote activation in itself does not have a usage limit and doesn't take up space in the time frame.

The IXA by itself carries an S ranked durability and upon being overwhelmed by an attack it will immediately fold back into its smaller cuboid/gauntlet form and will remain unusable for a total of 2 turns. Although it is indestructible it does require time to reconstruct itself. After the 2 turns are up, unless Arima or another chakra source that had been allowed to use it (someone who was taught) reactivates it, it will stay in this cuboid form for as long as it must.

Note(s):
♎ Only usable by Arima Kishou biographies or those that he allow.
♎ Must start in it's cuboid/gauntlet form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior
(Fuuinjutsu: Baundoenchanto) - Sealing Arts: Bound Enchantment (passive)
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: N/A
Description: This seal may only be used on weapons that are in contact with the user. This seal may also be passively applied to the users weapons or formed onto a weapon the user is holding by expending a move. Only activated when the user is utilizing a jutsu to enhance or otherwise affect said weapon, this seal (which is marked with the kanji for "bind") will activate and drain chakra from the user to fuel said jutsu , even when the user uses another jutsu. It will permanently (or for as long as the user chooses to keep paying chakra) bind the enhancement to the weapon by doing so, as it is constantly being fueled. Each turn the weapon will be able to be used as if the enhancement that was made on it was newly activated, so that they may block and attack with the weapon it was used on without breaking the freeform dodging/blocking rules.
- Only one of these seals may be active at a time on a single weapon
- Only works on weapons
After all this was done he made sure to activate his innate ability to command machines and summon one of his personal favorite puppets, Super Nova. As the automaton came into being a special seal was also applied to its body. A passive one, that was an investment more than anything for it held no immediate effects at the time.

(Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (-5 per turn used per puppet)
Damage: N/A
Description: As the founders of the puppetry technique, the Otsutuski clan have made great strides in mechanical engineering which has allowed them to make various multi-purposed puppets. However, they've also made strides in the manipulation of these puppets, granting them the ability to utilize their puppets remotely and without the need for chakra strings. Otsutsuki shinobi are capable of embedding their chakra into their puppets to allow them to act on their own recognizance as pseudo-sentient beings, independent of the user's direct control. Because they are free enough to act independently they simulate robots or clones in this regard. As a result, the puppets are free to move about at much longer ranges than they would under the control of chakra strings. However, due to the advanced chakra manipulation required for this technique, the user cannot cannot use any sort of clone jutsu whilst their chakra fuel the puppets. The user can control up to 3 puppets in total with this technique and can maintain it as long as their chakra allows them to.
Note: Puppets used under this technique have the same freedom of movement as any other sentient being (clones, summons, shinobi, etc).
Note: For humanoid like puppets, aside from their mechanized capabilities, they are allowed to use ordinary, non-chakra oriented taijutsu.
Note: Unlike actual clones, puppets cannot be put under genjutsu, nor will the user gain knowledge of the puppets experience if they are destroyed or the technique is released. Puppets are not linked to their user through any means that would allow them to sense each other's presence through this technique.
(Sūpānovu~a) SuperNova
Type: Puppet
Rank: S
Range: NA
Chakra: 40 (-30 for each exploding sphere )
Damage: NA
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of exploding spheres that Sasori is capable of utilizing throughout a battle. SuperNova can also extend its body parts up to Mid- range in order to make using exploding sphere s more convenient. Also, exploding spheres can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. SuperNova itself is a seven foot tall puppet that is rather thick and rounded and, also is covered in layers of metallic plates and has its innards branched off into separate layers containing one of it's exploding spheres. due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of SuperNova in order to replicate the effect of an exploding sphere . All of the exploding spheres are essentially metallic balls with sealing tags on them which can be expelled from Supernova's body up to long range unless stated otherwise.


Cracker: This is one of SuperNova’s most rudimentary types of exploding spheres available in its arsenal. The Cracker exploding sphere is simply an exploding sphere that will in a way explode once it has made contact with a surface. While utilizing this sphere, the user is capable of catapulting this exploding sphere up to Long range. When the exploding sphere goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This exploding sphere works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface. This particular bomb is expelled from Supernova’s abdomen.


Timer: The user is capable of placing this exploding sphere underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the exploding to go off or to activate when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this exploding sphere works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets exploding sphere contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra. This particular bomb is expelled from Supernova’s right arm.


Implosion: The implosion exploding sphere can also be planted underground or anywhere else on the field. When this exploding sphere activates it swirls in on anything nearby and sucks it in. The exploding sphere can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion exploding sphere suctions in everything up to Short-range around it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded. This particular bomb is expelled from Supernova’s left arm.


Flammable Oil exploding sphere: Now this is an exploding sphere that only has four sides to it. Once the exploding sphere goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other exploding spheres this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire. This particular bomb is expelled from Supernova’s left thigh.
Final Explosion: The last exploding sphere in SuperNova’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in SuperNova is a large quantity of explosives that are specifically for setting off inside of SuperNova. Once the user activates SuperNova’s last ability the user will catapult SuperNova up to Long range at a target, and once it has reached the target, it will activate releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as SuperNova will be destroyed in the process. This particular bomb is expelled from Supernova’s body as a whole.


Note: Each exploding sphere s counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two exploding sphere s can be used at once; except for any combination with Final Explosion.
Note: Each exploding sphere requires a turn cool down a
fter each usage.
Note: If using the same exploding sphere twice at once then it requires a two turn cool down.
(Shīru geijutsu: Shokunin no tedzukuri) Sealing Arts: Craftsman's Handiwork (passive)
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA
Description: Here we have a sealing tag that the user will have attached to one of their puppets during battle. This sealing tag works upon a principle shown when Sasori's puppet body was disassembled, but due to his core which contained his chakra was capable of retracting its pieces back together. Located inside of the seal is an abundance of chakra from the user. Whenever a puppet that this seal has been placed upon has been broken or destroyed this seal is triggered causing for the user's chakra to radiate throughout the puppet. With the user's chakra it can retract back the pieces of the broken puppet allowing for the puppet to reassemble itself. Only up to a certain amount of times can this seal be used and even then it can only aid the puppet from a proportionate amount of damage (always ineffective against S/F-rank damage). Any attack exceeding the damage threshold of the puppet by one or more ranks will leave the puppet rendered immobile and the user cannot activate the seal due to how damaged the puppet has become. Essentially this seal enables each puppet the ability to recover from one attack that would overcome their respective durability.before being rendered unusable and useless. Also, the seal activates upon any damage being dealt to the puppets so while the puppet is being damaged this seal will have already went into place healing any ailments placed upon the puppet; fixing it until it has been refurbished to its prime state. Lastly, with this seal the user must clearly state which puppet it has been passively placed upon the moment that said puppet is summoned to the field. While it may not cost a move to place the seal on a puppet it does cost one to activate it.


Note: Can only be taught by Sasori.
Note: Up to four puppets can have this seal attached.
Note: Each puppet can have only one seal on it, and only this particular seal, per event


He thought about leaving his zone, for these crude beasts' displays were none too entertaining. But thought against that too. It should be worth noting who survived this ordeal. Hell, they might even be worth the fight.

This thought intrigued him.

It was decided then. He'd wait to see who was worthy of a show with yours truly. In the meantime he surveyed the area in its entirety while fiddling with the fingers of the IXA gauntlet.

Chakra: 1900- (30+40+30+15+20)= 1765
 
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Vroqrak

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Coming from , Deku arrives at the location and utilizes his previously activated chakra sensory as he looks around at people all while being careful to keep distance between them.

"I need to wait for him. Seriously, they're all monsters here.... and yet, I can't help but get excited."

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique

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.

Chakra
: 1385-5 = 1380
 
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Alyx

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Oni observed as his fellow opponents immediately began tearing into each other like... starving beasts. He'd never seen such blatant display of intent before in humans and let's just say it was interesting to behold. Prepping for his own assualt, he found the only person who hadn't sprang into action yet. A slow one. Timid, even. A weak one.

He arose from his throne of debris that had been crushed into shape. Around his right hand was a black and gold gauntlet that shone balefully against his otherwise pale skin and eyes, and bone white hair. The weapon couldn't be more adverse in color and appearance than him, and for that reason he appeared even more peculiar. The person who he had slaughtered to get it--a man with equally grey, cold eyes and pale skin as him--had defended the thing with his life and Oni found it almost honoring to brandish the thing as his own. Though it could use some tweaking. Musing on his next line of actions, The Soverign opted to activate his Byakugan but thought better of it and instead placed special seals on the inside of the gauntlet that rested on his hand as well as a katana on his back. Best scope the competition first. The seal served to supplement the IXA II it was called. Or something like that, he couldn't quite remember. It had been so long ago since he last had to take up arms...

Iguza Ni ♎ IXA II (referrence)
Type: Weapon
Rank: A/S
Range: Short-Long
Chakra: 30/40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and gold twisted sword attached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the shape of a rectangular cube that much resembles a briefcase or a gauntlet covering the user's preferred arm. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation.

Offensive Bias
This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud. However, 3x per conflict, the IXA is able to produce much stronger beams (S ranked: 40 chakra cost/80 damage) to overwhelm the opponent but in doing so the Offensive Bias will go on a 1 turn cool down each time.

Defensive Bias
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks. The IXA in addition to the shield, will grow a special barrier loaded with whatever chakra nature the user channeled. This barrier is spherical in shape and protects the user from attacks coming from above, below, as well as the sides. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.

Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act autonomously. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. When in remote activation the weapon simply floats, held aloft through chakra control. It can then be sent flying the air and perform aerial maneuvers through either hand movements or just will. The weapon is still capable of entering in either Offensive or Defensive Bias but activating these through Remote Activation will require a move slot and an extra -10 from the user's chakra per turn to maintain in addition to the costs of each Bias. When not in use, i.e idle, the IXA takes -5 chakra per turn when in short range per turn, -10 in mid, and -15 in long. Remote activation in itself does not have a usage limit and doesn't take up space in the time frame.

The IXA by itself carries an S ranked durability and upon being overwhelmed by an attack it will immediately fold back into its smaller cuboid/gauntlet form and will remain unusable for a total of 2 turns. Although it is indestructible it does require time to reconstruct itself. After the 2 turns are up, unless Arima or another chakra source that had been allowed to use it (someone who was taught) reactivates it, it will stay in this cuboid form for as long as it must.

Note(s):
♎ Only usable by Arima Kishou biographies or those that he allow.
♎ Must start in it's cuboid/gauntlet form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior
(Fuuinjutsu: Baundoenchanto) - Sealing Arts: Bound Enchantment (passive)
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: N/A
Description: This seal may only be used on weapons that are in contact with the user. This seal may also be passively applied to the users weapons or formed onto a weapon the user is holding by expending a move. Only activated when the user is utilizing a jutsu to enhance or otherwise affect said weapon, this seal (which is marked with the kanji for "bind") will activate and drain chakra from the user to fuel said jutsu , even when the user uses another jutsu. It will permanently (or for as long as the user chooses to keep paying chakra) bind the enhancement to the weapon by doing so, as it is constantly being fueled. Each turn the weapon will be able to be used as if the enhancement that was made on it was newly activated, so that they may block and attack with the weapon it was used on without breaking the freeform dodging/blocking rules.
- Only one of these seals may be active at a time on a single weapon
- Only works on weapons
After all this was done he made sure to activate his innate ability to command machines and summon one of his personal favorite puppets, Super Nova. As the automaton came into being a special seal was also applied to its body. A passive one, that was an investment more than anything for it held no immediate effects at the time.

(Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (-5 per turn used per puppet)
Damage: N/A
Description: As the founders of the puppetry technique, the Otsutuski clan have made great strides in mechanical engineering which has allowed them to make various multi-purposed puppets. However, they've also made strides in the manipulation of these puppets, granting them the ability to utilize their puppets remotely and without the need for chakra strings. Otsutsuki shinobi are capable of embedding their chakra into their puppets to allow them to act on their own recognizance as pseudo-sentient beings, independent of the user's direct control. Because they are free enough to act independently they simulate robots or clones in this regard. As a result, the puppets are free to move about at much longer ranges than they would under the control of chakra strings. However, due to the advanced chakra manipulation required for this technique, the user cannot cannot use any sort of clone jutsu whilst their chakra fuel the puppets. The user can control up to 3 puppets in total with this technique and can maintain it as long as their chakra allows them to.
Note: Puppets used under this technique have the same freedom of movement as any other sentient being (clones, summons, shinobi, etc).
Note: For humanoid like puppets, aside from their mechanized capabilities, they are allowed to use ordinary, non-chakra oriented taijutsu.
Note: Unlike actual clones, puppets cannot be put under genjutsu, nor will the user gain knowledge of the puppets experience if they are destroyed or the technique is released. Puppets are not linked to their user through any means that would allow them to sense each other's presence through this technique.
(Sūpānovu~a) SuperNova
Type: Puppet
Rank: S
Range: NA
Chakra: 40 (-30 for each exploding sphere )
Damage: NA
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of exploding spheres that Sasori is capable of utilizing throughout a battle. SuperNova can also extend its body parts up to Mid- range in order to make using exploding sphere s more convenient. Also, exploding spheres can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. SuperNova itself is a seven foot tall puppet that is rather thick and rounded and, also is covered in layers of metallic plates and has its innards branched off into separate layers containing one of it's exploding spheres. due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of SuperNova in order to replicate the effect of an exploding sphere . All of the exploding spheres are essentially metallic balls with sealing tags on them which can be expelled from Supernova's body up to long range unless stated otherwise.


Cracker: This is one of SuperNova’s most rudimentary types of exploding spheres available in its arsenal. The Cracker exploding sphere is simply an exploding sphere that will in a way explode once it has made contact with a surface. While utilizing this sphere, the user is capable of catapulting this exploding sphere up to Long range. When the exploding sphere goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This exploding sphere works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface. This particular bomb is expelled from Supernova’s abdomen.


Timer: The user is capable of placing this exploding sphere underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the exploding to go off or to activate when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this exploding sphere works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets exploding sphere contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra. This particular bomb is expelled from Supernova’s right arm.


Implosion: The implosion exploding sphere can also be planted underground or anywhere else on the field. When this exploding sphere activates it swirls in on anything nearby and sucks it in. The exploding sphere can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion exploding sphere suctions in everything up to Short-range around it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded. This particular bomb is expelled from Supernova’s left arm.


Flammable Oil exploding sphere: Now this is an exploding sphere that only has four sides to it. Once the exploding sphere goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other exploding spheres this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire. This particular bomb is expelled from Supernova’s left thigh.
Final Explosion: The last exploding sphere in SuperNova’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in SuperNova is a large quantity of explosives that are specifically for setting off inside of SuperNova. Once the user activates SuperNova’s last ability the user will catapult SuperNova up to Long range at a target, and once it has reached the target, it will activate releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as SuperNova will be destroyed in the process. This particular bomb is expelled from Supernova’s body as a whole.


Note: Each exploding sphere s counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two exploding sphere s can be used at once; except for any combination with Final Explosion.
Note: Each exploding sphere requires a turn cool down a
fter each usage.
Note: If using the same exploding sphere twice at once then it requires a two turn cool down.
(Shīru geijutsu: Shokunin no tedzukuri) Sealing Arts: Craftsman's Handiwork (passive)
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA
Description: Here we have a sealing tag that the user will have attached to one of their puppets during battle. This sealing tag works upon a principle shown when Sasori's puppet body was disassembled, but due to his core which contained his chakra was capable of retracting its pieces back together. Located inside of the seal is an abundance of chakra from the user. Whenever a puppet that this seal has been placed upon has been broken or destroyed this seal is triggered causing for the user's chakra to radiate throughout the puppet. With the user's chakra it can retract back the pieces of the broken puppet allowing for the puppet to reassemble itself. Only up to a certain amount of times can this seal be used and even then it can only aid the puppet from a proportionate amount of damage (always ineffective against S/F-rank damage). Any attack exceeding the damage threshold of the puppet by one or more ranks will leave the puppet rendered immobile and the user cannot activate the seal due to how damaged the puppet has become. Essentially this seal enables each puppet the ability to recover from one attack that would overcome their respective durability.before being rendered unusable and useless. Also, the seal activates upon any damage being dealt to the puppets so while the puppet is being damaged this seal will have already went into place healing any ailments placed upon the puppet; fixing it until it has been refurbished to its prime state. Lastly, with this seal the user must clearly state which puppet it has been passively placed upon the moment that said puppet is summoned to the field. While it may not cost a move to place the seal on a puppet it does cost one to activate it.


Note: Can only be taught by Sasori.
Note: Up to four puppets can have this seal attached.
Note: Each puppet can have only one seal on it, and only this particular seal, per event


He thought about leaving his zone, for these crude beasts' displays were none too entertaining. But thought against that too. It should be worth noting who survived this ordeal. Hell, they might even be worth the fight.

This thought intrigued him.

It was decided then. He'd wait to see who was worthy of a show with yours truly. In the meantime he surveyed the area in its entirety while fiddling with the fingers of the IXA gauntlet.

Chakra: 1900- (30+40+30+15+20)= 1765
Upon arrival into the next zone, Kokonoe noted several people had already began engaging each other but among the crowd was two people; one with some sort of contraption next to him and another who wasn’t particularly catching her attention but she still saw him as a potential threat if possible. It was a simply game of pick and choose, and thus Kokonoe went the other one (Oni). She wasted no time in performing her next technique as she gripped the hilt of her sword, and with a quick draw of its blade she would stab it into the ground. This caused blue flames to leak from the surface as it went out in each cardinal point up to a meter away from her position where several dragons would form but in the same instance that they formed, they merged into one being as was directed towards the enemy but also alongside this her beast would make its own move. The fire dragon was hidden within smoke that was produced from Smog, making it harder to identify.

The seal located on the back of Kokonoe’s neck would activate – causing the sealing formulae to form above head, while Matatabi would attack Oni from above as a large flame thrower of flames was summoned into the physical realm, burning the enemy down alongside the flames from Kokonoe strike them down as well. “ You’re gonna burn this one too?” Miyu asked, amused but Kokonoe simply shrugged it off as she knew what she was doing…probably.


(Katon: Kuzuryūjin) - Fire Style: Nine-headed Dragon Array
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30 Chakra + 5 = 35
Damage: 60 Damage + 30 = 90
Description: After stabbing the user's sword into the ground and by inserting his katon chakra into the ground, he/she will make 8 lines of flames around the sword each line is 1 meter long and between each 2 adjacent lines 45 degrees angle. 8 dragons will emerge out of the 8 lines (1 dragon per each line) but they'll stay attached to lines until they reach the end of it, whereas they will then materialize into fire dragons. The user has the ability control the 8 dragons and direct them towards their target/s. The user can make the 8 dragons combine into 1 bigger dragon.
note: each dragon is C-Ranked and the big dragon is A-Ranked
note: the user can make the big dragon three times per battle
note: only FeeLPaiN can teach this jutsu

(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (for activation)
Damage: N/A
Description: This seal was created specifically for Jinchuriki as a way of giving their Bijuu a more active role in battle. The Demon's Window Seal is placed on a Jinchuriki's body and gives their Bijuu a window into the outside world, appearing as a "screen" of sorts inside their inner sanctum. This allows them to see in the direction that the seal is facing, with a standard field of view. A common location for the seal is the nape of the Jinchuriki's neck which allows the Bijuu to watch their host's back, though more offensively minded Jinchuriki may place the seal elsewhere. This viewing window is active at all times as a passive function for the seal.Beyond being able to see through the seal, the Bijuu and host are able to activate it to create a temporary gateway into the real world, appearing as an enlarged version of the seal in the air at the desired location. While not large enough for the Bijuu to escape through, it does allow the passage of a limb or tail, or even a technique. Whether it is the Bijuu or the Host activating the seal, the gateway must be created within eye sight. Should the Tailed Beast attack through the gateway with a limb or tail, the strength of the attack is A rank. They are able to use techniques of the fields they can use during its full transformation (e.g. Wind and Sand for Shukaku, or Wind and Taijutsu for Chomei), but with half the added power bonus and excluding any technique that is exclusive to their full transformation. The gateway can only be used for one action per usage, after which it closes.
-Must be stated in the biography, along with location on the body.
-Can only be activated four times per battle.
-Physical attacks count as A-rank in strength, but do not count as a move in the user's turn.
-Activation of the seal counts as a move in the user's turn, as does any technique released through the gateway
(Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 + 15 = 95
Description: The user does one handseal and inhales while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth. The user has control over the concentration of the technique, being able to produce a narrow jet of flames, highly concentrated or one that will widen along its range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time.

Smog: 3/5
Chakra: 1,580 – 40 = 1540
Challenging Zaph, make thread with your reply if you accept.
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Zaphkiel

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Upon arrival into the next zone, Kokonoe noted several people had already began engaging each other but among the crowd was two people; one with some sort of contraption next to him and another who wasn’t particularly catching her attention but she still saw him as a potential threat if possible. It was a simply game of pick and choose, and thus Kokonoe went the other one (Oni). She wasted no time in performing her next technique as she gripped the hilt of her sword, and with a quick draw of its blade she would stab it into the ground. This caused blue flames to leak from the surface as it went out in each cardinal point up to a meter away from her position where several dragons would form but in the same instance that they formed, they merged into one being as was directed towards the enemy but also alongside this her beast would make its own move. The fire dragon was hidden within smoke that was produced from Smog, making it harder to identify.

The seal located on the back of Kokonoe’s neck would activate – causing the sealing formulae to form above head, while Matatabi would attack Oni from above as a large flame thrower of flames was summoned into the physical realm, burning the enemy down alongside the flames from Kokonoe strike them down as well. “ You’re gonna burn this one too?” Miyu asked, amused but Kokonoe simply shrugged it off as she knew what she was doing…probably.


(Katon: Kuzuryūjin) - Fire Style: Nine-headed Dragon Array
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30 Chakra + 5 = 35
Damage: 60 Damage + 30 = 90
Description: After stabbing the user's sword into the ground and by inserting his katon chakra into the ground, he/she will make 8 lines of flames around the sword each line is 1 meter long and between each 2 adjacent lines 45 degrees angle. 8 dragons will emerge out of the 8 lines (1 dragon per each line) but they'll stay attached to lines until they reach the end of it, whereas they will then materialize into fire dragons. The user has the ability control the 8 dragons and direct them towards their target/s. The user can make the 8 dragons combine into 1 bigger dragon.
note: each dragon is C-Ranked and the big dragon is A-Ranked
note: the user can make the big dragon three times per battle
note: only FeeLPaiN can teach this jutsu

(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (for activation)
Damage: N/A
Description: This seal was created specifically for Jinchuriki as a way of giving their Bijuu a more active role in battle. The Demon's Window Seal is placed on a Jinchuriki's body and gives their Bijuu a window into the outside world, appearing as a "screen" of sorts inside their inner sanctum. This allows them to see in the direction that the seal is facing, with a standard field of view. A common location for the seal is the nape of the Jinchuriki's neck which allows the Bijuu to watch their host's back, though more offensively minded Jinchuriki may place the seal elsewhere. This viewing window is active at all times as a passive function for the seal.Beyond being able to see through the seal, the Bijuu and host are able to activate it to create a temporary gateway into the real world, appearing as an enlarged version of the seal in the air at the desired location. While not large enough for the Bijuu to escape through, it does allow the passage of a limb or tail, or even a technique. Whether it is the Bijuu or the Host activating the seal, the gateway must be created within eye sight. Should the Tailed Beast attack through the gateway with a limb or tail, the strength of the attack is A rank. They are able to use techniques of the fields they can use during its full transformation (e.g. Wind and Sand for Shukaku, or Wind and Taijutsu for Chomei), but with half the added power bonus and excluding any technique that is exclusive to their full transformation. The gateway can only be used for one action per usage, after which it closes.
-Must be stated in the biography, along with location on the body.
-Can only be activated four times per battle.
-Physical attacks count as A-rank in strength, but do not count as a move in the user's turn.
-Activation of the seal counts as a move in the user's turn, as does any technique released through the gateway
(Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 + 15 = 95
Description: The user does one handseal and inhales while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth. The user has control over the concentration of the technique, being able to produce a narrow jet of flames, highly concentrated or one that will widen along its range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time.

Smog: 3/5
Chakra: 1,580 – 40 = 1540
Challenging Zaph, make thread with your reply if you accept.
Came from:
Accepted. Will reply tomorrow.
 

21 Savage

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Coming from , Deku arrives at the location and utilizes his previously activated chakra sensory as he looks around at people all while being careful to keep distance between them.

"I need to wait for him. Seriously, they're all monsters here.... and yet, I can't help but get excited."

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique

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.

Chakra
: 1385-5 = 1380

Upon entering the new battle location, Cyborg along with his entourage would quickly scan the entire area in search of any available victim to enact their wrath on. Most people were occupied but he still finds a young man who remained in the center, away from others, watching their battles from outside. Cyborg would immediately spring into action by dashing towards his selected victim at high speeds as he throws two items towards the target. The first is a pill like item that releases a large amount of smoke and strong blinding light as soon as it touches the ground, blocking any form of sensing, tracking or hearing that the man could exploit in defending himself. Closely followed, Cyborg would activate the second item which was a Kote with an hand seal. From the tiny scroll, an extremely destructive fire technique would be released. It was a testament to the fire element. At that incredibly close distance of landing near the victim, it would be impossible to set up a defense fast enough to outshine the streams of intense flame. At the same time as the Cyborg launches his items, the paparazzi that followed him would also join the party and act in accordance to their master. The autonomous puppets would fire several chakra bullets in succession that is worth A rank and moves at the blinding speeds of a Kage ranked shinobi. The bullets are honed on the individual, his heart most especially and are capable of summoning a great deal of damage on the unfortunate victim.

Type: Tool
Rank: N/A
Range: Short - Mid
Chakra: N/A
Damage: N/A
Description: Similar in use to the smoke and flash
bombs respectively, this tech dazes the senses by
emitting a powerful sound and light. It was powerful
enough to block even enhanced senses of sight and
hearing, leaving those with vision and sound based
sensing useless. It's major downside, however, is
that due to affecting a wide area, allies could also
be caught in the blast radius if not warned
beforehand. Due to the mass amount of chakra
released from the explosion, chakra based sensing
dilate also left useless. These are also able to negate
B rank and below technological sensing devices as
well.
Note: User can have up to 3 max while Cyborgs have
up to 6.



Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A technique where chakra kneaded
inside the body is converted into fire, and then
expelled from the mouth in a massive stream of
intense flames, after doing the Rat → Ox → Dog →
Horse → Monkey → Boar → Tiger hand seals. The
technique has an enourmous range and can cover a
huge area. When it was used by Madara Uchiha, the
massive scale of the technique was such that, in
comparisson, his incomplete Susanoo seemed
small. The main advantage of the technique is that it
can be used to burn large areas in an effect in
everything similar to a flamethrower.

- From KOTE

Type: Tool
Rank: A
Range: Short-Long
Chakra: 30 (40)
Damage: 60 (90)
Description: An advanced type of puppet that makes
use of scientific ninja tools to attain a limited degree
of autonomy that ergo, enables them to act
independent of a puppeteer. To initiate this method,
each puppet must first be programmed with a set of
specific functions that then makes use of a
detection system to prompt them into action. More
specifically, the puppets will be able to act whenever
foreign chakra enters mid-range of them while
deployed in a battle or in the same landmark as
them (WSE). Once prompted to act, these puppets are capable of firing several chakra bullets in rapid>succession to inflict major damage (A-rank with twice the speed of Kage-ranked bios). In addition,
they are also able to fire chakra bullets nonstop once
every three turns, which results in a much higher
collective damage output (Forbidden-ranked). But
afterwards, the puppets are rendered unable to fire
any bullets while they undergo a two-turn cooldown.
Note: Puppeteers are able to have use two
autonomous puppets while cyborgs can used up to
four.
Note: Can be carried in scrolls if desired.
Note: Must have puppetry as an Advanced Ninjutsu.


1340 - 10 = 1330
HEALTH POINTS: 140


OFFICIAL challenge to Zero Kelvin, make the thread with counter. 2 days?​
 

Alyx

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Coming from fight:

Upon the battle coming to a quick end, Kokonoe realized several thieves will be looking to possibly intercept her movement and thus she would activate a technique to hid herself from the people. She would then make way towards the groove.

LLM to groove.
(Meisaigakure no Jutsu) - Hiding with Camouflage Technique
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 per turn active)
Damage Points: N/A
Description: This is a ninja escape technique that allows the user after performing the Tiger hand seal to control how light is reflected around their body with chakra inflections. The technique also erases the user's scent and shadow, and is usable on any terrain, making it ideal not only for covert maneuvers but also offensive strikes. Perceiving the user's position is possible only for ninja who are astute enough to observe minute variations within their surrounding environment, such as distortions of air currents in the immediate vicinity or distinguishing sounds, i.e. footsteps etc. However, the usefulness of this ability can be entirely negated by those with special vision or sensory skills. The Second Tsuchikage, Mū's mastery of this technique helped earn him the moniker "Non-Person" seemingly having neither form nor chakra while the technique was active. Thus, he could not be sensed through traditional means.
Note: Technique lasts a total of 3 turns
Current Chakra: 1360.
Chakra Cloak: 3/5.
 

Never

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Note : I Escaped Vayne's fight, he quoted my move and never VM'd or messages me after when he has been on and had the chance to so is just stalling me. It's a simple interaction of two jutsu and ive been trying to run away (Using Sneaky Jet) for the past two turns and he has failed to stop me even though I've use a speedy jutsu to get away with no obstacles in the way. Since there is 1 day left I'll let the mods decide if the move fails, Tasuke would be out of there if it's successful whether Vayne likes it or not.
Coming from :

Since Deadpool failed to prevent him from leaving the fight, Tasuke manages to get away. Tasuke flies to the middle on his sneaky jet and drops down from high above the air directly down to the Altar and submits his head of Miss Sinister. If he were to be attacked whilst submitting the head he'd have fallen onto the altar and positioned himself to take the brunt of the attack as he submitted it. He then leaves the Bohemian Grove.

-Leaving Landmark

-Submitting Korra's Head

Chakra : 930 -5 925
Note: He has quoted and VM'd me for no problem in my move at all (clearly just trying to stall as I have been waiting for in his fight for 2 weeks, for a check and replies) so I have proceeded normally.

Coming From :

After successfully submitting Miss Sinister's head, Tasuke finds himself in Zone 1 where he sits down and takes a breather from the stresses of the world.
 
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