Howling Plains (100)

Howard

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Ashikaga departs the now destroyed landmark, heading toward his next target.

LLM
( Fukanzen Sennin Modo ) - Imperfect Sage Mode ( Reference )
Type: Supplementary
Rank: S
Range: N/a
Chakra: N/A ( -10 turn to sustain )
Damage: N/A (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 able to reduce 20 damage from damage for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x2. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required (Effective on Genjutsu up to B rank). Lastly, the user gains access to contract-specific anatomical features 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.



( Yoton: Jigoku no Enjin ) - Yang Release: Ring of Hell ( Reference for the entire arc )
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 for touch based version/100 for ranged version
Damage: N/A
Description: By channeling copious amounts of Yang energy, the user is able to infuse others with this, temporarily enhancing their physical attributes. This is achieved in two ways, either by direct touch or proximity. The first is more limited to a single person but has greater benefits; those channeled directly into will be able to reduce 35 damage from physical contact and gain physical alterations to their body that the Yang energy 'breathes' into life, such as twice the height or width of their body, additional arms or legs, etc as long as within reason and used solely for physical purposes. Should the user use the alternative release, then he is able to release Yang energy from his body up to Long range away, affecting all allies in the range. This variant allows the user to augment all allies with the same type of changes, ranging from all gaining wings to more. These changes only last a limited time, however; after 3 turns pass, the grown appendages or changes fall and revert back to normal. Depending on the alteration, one of a few benefits might be obtained.
Note: If additional arms, stronger arms or alterations related to the arm are made, then the target will gain an additional +20 to Taijutsu. If the changes target the head, the user is able to grant a 2x tracking. If leg based alterations are made, then the target will gain either +4 levels to his base speed or +20 damage to leg based tai. If changes target the torso, then an universal durability boost of B rank Ninjutsu immunity is obtained and if wings or similar is created, then the user is able to fly at thrice their speed.
Note: The damage and speed boosts are considered Passive and Base Speed increases. The values listed in the techniques are if the touch based variant is used. If the ranged variant is used, then these benefits are reduced by gained on a lesser scale ( +15 to Tai instead of +20, +2 Speed Levels, 1.5x Tracking, or -15 from all physical clashes).
Note: Touch based variant can only affect up to two people per event. Ranged variant creates a wave of Yang energy that affects up to 3 allies and lasts up to 4 turns.
Note: Can only be used three times in total.


( Kuchiyose no Jutsu: Salazzle ) - Summoning Technique: Salazzle ( Personal Summon )
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Salazzle is a dark grey Fire salamander resembling a bipedal salamander. She has a thin dark grey body with a purple underside. Her head is dark grey with purple eyes and slit pupils reducing the amount of light that can enter into the eyes. There are several tooth-like protrusions on the lower jaw being vestigial teeth that can be released after biting something leaving sharp arrow like teeth behind. Salazzle's body has three pink markings, one on the chest, and the other two on the abdomen. Salazzle has a long, dark grey tail with a pink underside and two protrusions come out from the tail's base which can be used like hypodermic needles should a tail strike land allowing her to inject poison directly into an opponent's blood stream. She has hands and feet with five digits each similar to summons like Ma and Pa toad having a somewhat bipedal stance however when she moves she returns to all fours to move and run. She is roughly a meter long small enough to stand on a shoulder or cling to the body thus making travel easier.

She can move at twice the base speed of a Sage rank bio. Salazzle can use poison techniques releasing the poison from her vestigial fangs molding it with poison chakra and expelling it from the mouth allowing her to use any poison technique the user knows up to S rank. Or she can release poison techniques from her tail protuberances shooting the techniques outward or over her head. Once every three turns, passively she is able to concentrate more chakra and poison into a technique increasing the chakra found inside of the technique by ten and increasing the amount of Samandarin forced into it increasing the amount of poison used for the technique. This has the effect of increasing the damage by twenty and can up the rank of the technique as well (both apply to only A-ranks and below) however, it can grant S ranks ten additional damage. This ability has a three-turn cooldown and works for a single poison technique that she herself uses. She does this by producing her own toxin, Samandarin and forcing it into a standard poison technique compounding it's power and symptoms with the Samandarin. This happens in the same timeframe as the technique it is being used for.

Her poison is Samandarin a toxic substance produced by most Fire salamanders. It's effects are over-excitation of the muscles, restlessness, hypertension, rapid breathing, dilated pupils, muscle convulsions, respiratory paralysis, and eventually the poisoned person will faint. Once poisoned by this substance the first symptom is muscle convulsions and over-excitation of the muscles as well as restlessness causing the poisoned individual to twitch and stutter this happens the turn after the poison touched the skin. After two turns the lungs begin to shut down causing labored breathing causing the opponent to need to gasp taking deep breathes to merely obtain enough oxygen to breath as well as hypertension and rapid breathing. Finally after six turns of being poisoned the organs begin to shut down causing the poisoned individual to pass out, for the WSE this causes the individual's health to drop to zero. She is able to communicate with her summoner either verbally or mentally.
Note: Can only be summoned once lasting four turns
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( Sandāu~ēbu ) - Thunderwave ( Passive | Jack )
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.
Sado and his clones entered into the land, seeing what had happened the wake of devastation that laid before them. Those tiny grins that had formed on their faces grew into several sharp, wry, and mocking smiles each clone and Sado preparing for what was about to happen. Jack, the clone that wasn't in Sage Mode took this time to use Thunderwave to begin playing music as the sound radiated outward from his body as if it were emanating straight from him. The noises were shrill, and distracting as he garnered all of the attention he could trying to draw in the ire of Takauji Ashikaga.
The goliath barbarian Sado Yasutora himself began to speak toward the Shogun, in a sarcastic and sadistic tone shrewdly bringing up every little thing he had done to the man. The music continued to radiate as he began to act in unison to speaking. He formed three hand seals and seemingly threw two tagged kunai forward as he continued to speak, ranting, in a calm, methodical tone.
He gave off an air of confidence, and it was obvious to a thinking person that his objective was to stop Takauji here and now and if he could defeat him. The thing was, Sado didn't know much about him. Well beyond what he learned by fighting a silent war with him. His tone was seething with a sense of superiority all just to draw in the Shogun. As his words continued each toxic word slathered with arrogance the wave of Red Sand rushed forward from his hand, empowered by the tagged kunai he had thrown.
The Red Sand swelled upward as it threatened to engulf Takauji being rather devastating in scale and power but he angled it to leave openings for his clones to attack and made it so they wouldn't be affected at all. The wave, however, washed forth over the land toward Takauji covering any chance of escape upward as the sand would tumble down knocking a fleeing opponent back down.

(Nirro Suna: Ryokō-sha no Tsūru) Red Sand Release: Tools of the Traveler ( Sado )
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra cost: 20 - 40
Damage points: 40 - 80 ( + 20 Sage Mode ) ( +20 Tags ) = 120
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. However B rank will need one hand seal, A rank will need two hand seals and S rank will need three hand seals. The tools will be able to repel water and other liquids and the sand is heated significantly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created short range from the user if the technique is used to create its own source of red sand. As a defensive mechanism the user is able to produce Red Sand directly from their body in a large enough quantity to push hazardous substances such as liquid, oil, fire, mud, etc away and off of them.
Note: S rank can be used once per turn and four times per battle.
(Akai Sabaku no Tagu) - Tags of the Red Desert ( Sado | Passive )
Type: Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (-5 per tag)
Damage: N/A ( +20 to paper ninjutsu, tag based ninjutsu or Red Sand Techniques )
Description: These tags were created by Korra to use in conjunction with her Paper Ninjutsu and are a replacement for the explosive tags a shinobi usually carries thus making them passive. These tags are red in color with a desert/sand look with 漠 on the middle. The tags contain red sand in them and can be detonated by the user merely through thought. The sand in the tags help give the user a source of red sand throughout the battle field. Each single tag contains enough red sand to support a D rank Red Sand technique. The user can use the red sand from the tags for other Red Sand techniques but only if enough tags go off for example the remainders of a single tag can support a D rank technique. The remainder of two tags can support a C rank etc. If used alongside basic ninjutsu that summons Explosive Tags like Hidden Explosive Tags Technique, or that uses Explosive tags that technique is considered a Red Sand technique and will release Red Sand upon detonation. These tags can also be used alongside Red Sand techniques by funneling them into the formation of a technique empowering a Red Sand technique allowing it to overcome it's usual weaknesses as when it clashes with another technique the tags will detonate releasing more Red Sand and increasing the strength of that technique enough to overcome it's weakness.
Note: Must post this in the user bios to be able to use them or post them in the start of the battle and cannot be utilized alongside other seals to increase tag damage.
Don't fight it, it's coming for you, running at ya. It's only this moment, don't care what comes after. It's blinding, outshining anything that you know! Just surrender 'cause you feel the feeling taking over. It's everything you ever wanted! It's everything you ever needed and it's here right in front of you. This is where you wanna be! I am the goliath who took everything from you. I AM "THE DEMON, SADO YASUTORA!" "THE FIRST TSUMIKAGE!" "THE MONSTER OF YOUR NIGHTMARES!" The barbarian you thought you killed, and the mistake you made when you placed bounties on the Golden Sabbath. I'm here because you aren't man enough to unite this world. I bankrupted you, I killed your men, I claimed the lands you wanted, and I chased you into the arms of the woman who turned you into this pitiful imitation. It's true we haven't met yet, but you know me, just as I know you. However, I have just as much right to this world as you! Tokuhime Nobunaga! Do you know that name!? I am descendant from the great uniters. Yet you give your soul to a false god, a literal cult. It's disappointing that you attack the people you once wanted to rule, instead of the goliath who put you in your place.

Smith would react by calling upon the Yamata no Orochi like his creator had in the past. He would surge Yang energy through himself and collect it into a massive aura of white-hot energy. In unison to this, he would infuse it with earth release chakra creating a body for the creation and after a moment of focus he would increase the weight of the Yamata no Orochi to an incredible degree commanding it to thrash forward avoiding the wave of Red Sand it would attack from the left cutting off any chance of retreat by attacking at a singular point to the left side but at an angle as to come in from a safe position.

(Yoton: Yamata no Orochi) Yang Release: 8 Branched Giant Snake ( Smith )
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 100/110 for Yin-Yang chakra
Damage: 100/120 w/ Elemental or Yin-Yang chakra ( +20 Sage Mode ) ( +40 Added Weight ) = 180
Description: This technique sees the creation of the mythical serpent, the Yamata no Orochi. The user begins by gathering their Yang chakra into their arms and creating three branching streams of white chakra from each of them as well as coating both arms in chakra. The user’s arms and streams of chakra will take the form of serpents with flaming amber eyes. Due to the nature of this technique utilizing one’s Yang chakra, these serpents are not simple manifestations of chakra, but actual sentient creatures. The serpents can sense entities like ordinary snakes and they share a telepathic link to the user, allowing them to communicate with each other. They act like chakra arms and can be used for a variety of purposes. In the base form of this technique, the 8 branches are simple ethereal constructs of sentient Yang chakra. In their second form, users can add nature release to the branches to increase their power. In their third and final form, the user can add Yin Release chakra and give the branches physical bodies. The addition of the Yin Release also gives the branches unique venom which drains the physical vitality of the victim. The bite from each snake lowers a victim’s physical speed, reaction, and ability to use high ranked physical techniques.
Note: Form 1 is capable by all users of Yang Release, Form 2 is capable of Yang Release masters and Yin-Yang users. Form 3, also known as Yin-Yang Release: Yamata no Orochi is only capable of Yin-Yang Users with an affinity to Yang Release.
Note: The vitality degenerating venom is capable by all branches of this technique, however there is only enough for 3 usages. The vitality degeneration venom becomes worse with every bite. If a victim is bitten once their base reaction/tracking is reduced by half, twice and their base speed and physical damage is reduced by half, and thrice they will lose the ability to use any form of tai or kenjutsu techniques and will be rendered completely paralyzed 2 turns after the third bite if not healed. The victim will be unable to do anything short of breathing, including using their chakra. Users bitten once also become incapable of using physical elevating techniques such as Sage Mode or EIG.
Note: Medical ninja or other Yang Release users can rid themselves of the poison through means of medical techniques or vitality boosting techniques such as power of the sun.
Note: Technique can only be used once per battle and requires 50 chakra points to maintain (60 above the first form). While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques (other than this technique’s advanced variation).
(Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique ( Smith )
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+40 if used to add damage)
Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks.
Note: The weight change lasts 2 turns or until countered.
Finally, using the chance afforded to him by Smith, who created him while he was in Sage Mode the unnamed clone who was newly formed would do the opposite of Smith. Instead of calling upon his Yang energy, this clone remembered back to those teachings his creator saw in Hagoromo's Last Hearth.
He would create a singular dragon infused with earth release chakra that would rush in from the right threatening to attack Takauji from the right while Smith attacked from the left and Sado himself attacked from the front and above. This meant that they were either trying to push him back or keep him on guard. The clone did as Smith did, and the dragon attacked from an angle so that if Takauji tried to move back and avoid he would be struck by the dragon.
The multiple clones were working in tandem trying to outmaneuver the Shogun. They didn't know what abilities he had but they did know he was a military genius. They couldn't downplay that even with the shade Sado was throwing his way. It was mainly to keep him occupied. To a degree, Sado was ready to die here if it came to that as all goliath were.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons ( Unnamed Clone )
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) ( +20 Sage Mode ) = 120
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

Sado's Chakra
2900
Remaining chakra:
2900
Senjutsu chakra:
1174 - 40 ( Tools of the Traveler ) = 1134
1134 - 10 ( Tags ) = 1124
1124 - 10 ( Sage Mode ) = 1114
1114 - 20 ( Change into Hell ) = 1094
Remaining Senjutsu chakra:
1094

Smith's chakra:
446
Senjutsu chakra:
361 - 110 ( Yamata no Orochi ) = 261
261 - 40 ( Added Weight ) = 221
221 - 10 ( Sage Mode ) = 210

Other Clone:
Chakra:

446
Senjutsu chakra:
361 - 150 ( Phantom Dragon ) = 211
211 - 10 ( Sage Mode ) = 201

Jack's chakra:
1088 - 5 ( Thunderwave ) = 1083
ELM from LM 105
Interrupting your travel with six minutes to spare. Good ol' warchasers came in clutch. We're at mid-range.
Biography. Everything relevant is mentioned there.
Note: I get four jutsu per turn due to extra allies.
 
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Vegeta

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https://animebase.me/threads/kusasōgen-090.755908/page-4#post-21952240

Arriving, Vegeta couldn't believe the carnage and destruction, the change this area had undergone since he was last here. Hoping off Boit to his left side while watching the fight between Sado and whatever that thing his eyes were showing him was. Certainly appeared like the Shogun from before but something was off. The battle being waged was incredible. Geets hops off Boit and gets clear of him while he passively activates his SM. Activating another Passive ability, he adds a special trait to his future firs techniques. He then begins to glow a golden hue as a feather appears on his chest hidden behind his armor. Once done, he then creates 2 clones of himself all of whom begin to sense out what he was also sensing, enormous powers clashing. and move themselves to short range of Vegeta, the King and Boit. 1 behind them and one to Boits right side.

What in the hell happened here?

( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode (passive)
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. 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.
(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require. This technique can be deactivated at will, lasting four turns maximum, with its effects persisting in fire techniques that it is applied to within this period until their very expiration. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter.
(Katon: Sanshō̄o no Kate) | Fire Release: The Phoenix Feathered Muffler
Type: Defensive/Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The Phoenix Feathered Muffler is a simple technique that involves the release of fire chakra that will cloak the user. Although this technique fully cloaks the user - as many defensive techniques do, it does not offer the typical defensive properties that a normal armour would, in fact, outside of the fiery golden glow that will emanate from the users visage, and the techniques special interaction with fire techniques, virtually nothing will change as the shroud is almost completely incorporeal. However, when the user is in contact with a flame that is either devoid of chakra, comprised of the users chakra, or comprised of the chakra of one that the user has a blood contract with, such as summons, the shrouds true abilities will be displayed. The user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse effects - such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques).

Notes:
This technique can be used a maximum of twice, will last until cancelled and has a two turn cooldown between usages. Furthermore a rather intriguing and strange effect of this technique is that, no matter how hard the user may try, they will be incapable of using water techniques while this technique is active. Stranger yet, is that the only solid portion of this technique is a feather comprised of golden ash, seemingly immune to anything but water, that will attach itself to the user's chest
(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.
 

Pyro NB

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Arriving in the howling plains Desmond and co came across the guardian and the monks glassed forms all of which looked like they had attempted to defend the temple and the innocents visiting it; with a heavy heart and angered Desmond pulled the core out of his bag; the thing that pulled him away from his home, duty, friend's and family for so long and hurled it further than he could see. "I was a fool he thought to himself as he continued forward. Arriving at the battlefield some miles away from the temple ruins Desmond saw faint clashes around the field before finally seeing Sado and the Shogun, creating a clone just after activating his chakra cloak he pops a chakra pill and begins performing the diagnostic skill on himself as he awaits his moment to assist his kage.
-----
Chakra: 2100-10-40=2050/2=1025+1050=2075
~Clone: 1025
~Ilya: 150
~Lyss: 150

Jutsu:
( Tenseigan Chakura Mōdo ) - Reincarnation Eye Chakra Mode
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. Upon activating this form the user gains a cyan-colored chakra shroud with six magatama markings on his collar, dark markings over his eyebrows and lower eyelids, and a single horn shaped like Kaguya's extending from his forehead. The shroud constantly radiates flickering flames of chakra, and the user's clothing and hair continuously billow upwards. The user also gains access to six spheres created from the Puppet Cursing Technique in their offensive use, turning them into glowing cyan orbs that can be used by shaping them into smaller orbs to launch high-speed barrage attacks and explosions. The user's strength is significantly increased adding +30 to his Ninjutsu and Taijutsu techniques. Their speed is also greatly increased to the point in which he surpasses the Raikage while in the second stage of Lightning Release Armor.
Note: Can only be used twice per battle, with each use lasting 6 turns. After using, the user must wait for at least 3 additional turns before using again.
Note: Can only be used by Custom Otsutsuki Bios with the Tenseigan.
Note: Requires Tenseigan active.

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

(Hyōrōgan) Military Ration Pills
Type: Healing
Description and Background: Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The user's heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.
-Costs a move per turn to use.
Reference:
( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of a Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision. The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility, and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterward if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, the user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon its activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.

(Gurentsu~e) - Grenth
Type: Weapon/Armor
Rank: S
Range: Short(gas/blades)-Mid(Skulls)
Chakra: 40(repair), X(-arm technique used), -5 per turn(Shijima Device)
Damage: +10(blade damage), X(poison dmg), X(arm technique dmg)
Description: Grenth is an armor based on the Tyrian God of Death; it was created by Desmond upon joining the Reapers. It is comprised of an animal skull, dense chakra metal pauldrons/chest plate/vambraces/tasset/greaves/sabatons, cloth lined with a chakra thread mesh, and leather straps. Altogether the armor is able to take up to one S-Rank of non-elemental dmg and up to one A-Rank of elemental dmg within reason. Unless the armor is completely destroyed the user can spend 40 chakra to infuse into the metal causing it to reform.

The skull mask is repurposed to function as a rebreather allowing the user to breathe underwater without making bubbles and a redesigned Shijima device built-in as headphones. By flipping a switch the headphones activate draining 5 chakra from the user per turn allowing all chakra enhanced sounds A-Rank and below to be met with white noise preventing the sound from reaching the user's ears. On the right pauldron are five detachable skulls that can be filled with poison gas and tossed like a grenade at opponents; alternatively the user can push a button at the top of the skull sprouting a skeletal body no bigger than a 2yr old allowing the skull to chase down/latch onto enemies before releasing their poison. The vambraces are designed with puppetry in mind and were built to accommodate the use of any arm based puppetry techniques the user may know as well as release poisonous gas. The tasset has three heads and a man being dragged to hell on either side of them molded into it. These are filled with poisonous gas that can be released at the will of the user. Attached to the tasset is a long decorative cloth that has darken blades woven into the seams; due to their coloration, they aren’t noticeable by any means. The greaves have 8in hidden blades in the upper area and are filled with gas that can be released at any time. The sabatons have 8in hidden blades in the frontward soles.

Notes:
~Repairing counts as a move slot and can only be done twice.
~Utilizing puppetry techniques count as a move slot
~Utilizing gas while freeform takes a move slot
~Skulls can each contain different poisons which must be mentioned in bio
~Requires puppetry and some form of med training to utilize those fields
~Can only be taught by Pyro NB

(Kuchiyose no Jutsu: Cynn) - Summoning Technique: Cynn
Rank: S-Rank
Range: Short
Damage: N/A
Chakra: 40
Description: Cynn is the oldest of Azrael's children and has brown and beige fur with traces of yellow and black. She stands about 7ft tall when standing on two legs and can be ridden when on all fours. Unlike most of her kind, she was born with the inability to speak but granted the ability to communicate telepathically to those she trust. She has also been Keji's personal summon since the day he first discovered the species. Due to this they've trained side for years granting her more tai prowess compared to her peers(+10 to all tai) and has since matched Keji speed(w/o leg weights).

Notes:
~Must have signed Springhare contract and tattoo
~Moves count as users moves
~Can only be summoned once per battle
~Can only stay for 4 turns
~Can only be summoned/taught by Keji

(Kuchiyose no jutsu: Jecht) Summoning Technique: Jecht
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Jecht is the son of Castiel and one of Desmond’s closest friends, like his father he has 3 pair of wings each half the size of the pair before them. Appearance-wise he has 2 tails, desert brown and white feathers that also seem to have a golden shimmer to them when in direct sunlight, a yellow/golden beak, and dark golden slit-pupil eyes. When it comes to size, he is roughly the of an Argentavis Magnificens, allowing him to carry one person on his back at a time. Ability wise Jecht can utilize Rain Release as well as techniques affiliated with the summoning contract. Being a mythical creature associated with rain and storms Jecht has such immense control over the skies he is capable of preventing his allies from taking any damage from his rain release so long as he demonstrates a grasp on their location(s). Due to being an aerial creature, Jecht is able to telepathically communicate back and forth with Desmond.

Notes:
~Can only stay for 4 turns
~Moves count as users moves
~Can only be summoned once per battle
~Must have signed Thunderbird contract and tattoo
~Is the only Thunderbird able to utilize Rain Release
~Can only be summoned by Pyro NB

(Kinzoku Kugutsu: Lyss) - Autonomous Puppet: Lyss
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Lyss is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Lyss is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:
Lyss's daggers are laced with a puppeteer poison, upon being cut by the daggers, the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.

Lyss:
Lyss's unique function allows the puppet to release a mist of adhesive water from within(A-Ranked). This concoction sticks to anything within a short-range radius of Lyssa but the key component to this is when the water adheres to a victim's eyes. The water forms a type of contact lens over the cornea causing light to drastically reflect around it which in turn causes the victims to view things as if looking through a kaleidoscope. The water naturally conductive to electricity, however, loses its adhesive nature after three turns returning the affecteds vision back to normal.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique function last 3 turns with a 5 turn cooldown between uses
~The rubber insolation can protect against non-focused electricity A-Rank and below 3x per fight
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Kinzoku Kugutsu: Irīya) - Autonomous Puppet: Ilya
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Ilya is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Ilya is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:
Ilya's whip has special seals placed on it which activate when they come into contact with a target. These seals drain 5 chakra every time the weapon hits or 5 every turn a target is bound storing this chakra within her body which can later be used to fuel the puppets attacks. The trick to this, however, is that the weapons must also be held by Ilya in order for the seals to activate further preventing friendly fire in case the puppet is disarmed.

Ilya:
Ilya's unique function allows her to release a puppeteer poison in gas form, Inhalation the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique functions last 3 turns with a 5 turn cooldown between uses
~The rubber insolation can protect against non-focused electricity A-Rank and below 3x per fight
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Jupiter) Zeus(Coffin on Ilya's back)
Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: Zeus is a puppet-based off of Greek mythology. Zeus was the sky and thunder god in ancient Greek religion, who rules as king of the gods of Mount Olympus. Zeus is a fairly tall puppet being around six feet tall making it taller than most ordinary puppets. Zeus wears a torn white cloth around his body that covers his legs, but keeps his chest exposed. One of its most unique characteristics is that it holds a metallic lightning rod in its left and right hands. Most of Zeus’s abilities are derived off of lightning hence the reason for the lightning rod.

Abilities:
The first ability that Zeus has is based off using the two lightning rods that are in its hand. By activating a seal on the lightning rods the user can release form them a lightning bolt that can extend up ten meters of wherever the rods where pointed. With this ability, it is possible for the user to adjust the puppet’s arms in order to release the lightning bolt into different directions, but the overall damage caused by this attack is equivalent to A-rank. When releasing the lightning bolt directly at an opponent, it is possible for the user to cause electricity to branch off of the main bolt in order to hit multiple targets. It is also possible for the user to place the rods on the ground and activate the seal and release underground a stream of lightning and once it reaches its designated location the user can cause lightning to erupt from the ground in a ten-meter radius of wherever the lightning bolts go off at and can extend up to ten meters in the sky once it has been done.

The second ability of the rods is that the user has the ability to activate another sealing tag in response to incoming lightning up to S-Rank. Zeus will then place the rods in a vertical position and emit a golden barrier five meters around itself. This next ability comes into action upon a lightning attack coming within five meters of the barrier and will then begin to seal/drag the lightning-based attack inside of the rods. Once this is done, the rods will become charged with electricity and this can be seen as lightning currents branching off of it. Once the user has charged the rods with incoming attack electricity can be seen flowing through it and will allow the user to boost the next attack used by rods by +20. Alternatively, it is possible for the user to release the sealed technique in the form of a lightning bolt/stream towards an opponent that is up to long-range. As always the user can opt to point the rods in different directions in order to allow the lightning currents to attack different opponents.

Lastly, the user can infuse ten chakra points into a seal on Zeus’s body causing its body to emit a bright white light up to five meters around itself. This light does not harm anyone’s eyesight but does prevent the opponent from seeing what is happening around Zeus and what is happening to Zeus directly. Essentially, this light will block the opponent’s line of vision with a bright light. This ability can last up to one turn and can only be used three times. Additionally, it is possible for Zeus to own up to its name as a god because on the soles of Zeus’s feet are holes that the user can pour chakra into. By spending five chakra points every time the user can passively activate an ability of Zeus that allows it to move throughout the field and scale the skies with the help of the chakra pushing him around.

Note: The first ability has a one-turn cooldown whereas the second ability has a two-turn cooldown.

(Abigōru) Abigor(Coffin on Lyss's back)
Type: Puppet
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: NA
Description: Abigor is a rather tall, demonic oriented puppet whose frame is larger than any ordinary puppet or human because it is around eight meters tall making it a distinguished puppet. As far as aesthetics go, Abigor is a rather bulky puppet that possesses a brownish hue and appears to be coated in a layer of metallic plates. Abigor is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Some of its more distinguished characteristics would have to be the massive cannon that it holds on its arms. The cannon happens to be the puppets main source of power and with it allows the puppeteer to expel a variety of different types of attacks.

Abilities:
Elemental Cannon: The first ability of Abigor involves the user utilizing a Fuinjutsu tag located inside of cannon. By infusing thirty chakra points into the cannon the user will be able to release from it the lightning element. The cannon will release a thick and wide stream of the desired element that the user can choose to use to hit multiple opponents by simply moving the cannon around. This particular ability can extend up to long-range.

Goo Cannon: The second ability of Abigor, involves the user channeling chakra into the cannon as previously done, but this time around the chakra will manifest itself into a sphere of concentrated chakra. Once ready the user can quickly release up to two chakra spheres in quick succession towards a targeted area. The special thing about these spheres in that the moment they make contact with the ground it will begin to disperse up to five meters around the targeted area. Once contact has been made, the ground will have been layered in a special chakra that is very sticky which can be used to immobilize targets. (A-rank)

Absorption Cannon: The third ability of Abigor, involves the user sending chakra points into a seal inside of Abigor's cannon. Once the user has done so they will point the cannon into the direction of an incoming attack. In response to the attack, the cannon will begin to unleash a powerful sealing jutsu that will begin to drag inside of it any incoming attacks or persons. The thing about this sealing jutsu is that the suctioning wave can only be felt when the object the user is trying to seal is five meters away. Also, when the user is trying to seal away a technique they are only able to seal away certain techniques which just means that jutsu that cover a wide range and scale will not be able to be sealed inside. Despite the cannon being unable to seal certain jutsu, it is still possible for the user to seal large jutsu because once the attack is within range of the suction wave the attack will become compressed and will be dragged inside of the cannon. When a person or sentient creation is within range of the suction wave they will find it difficult to move due to powerful suctioning wave This ability is equal to A-rank and can seal up to S-rank jutsu.

Poison Cannon: By utilizing a compartment inside of the cannon, the user will be able to release from the cannon a concentrated stream of gaseous poison throughout the field. This ability has the strength of an A-rank and, it is possible for the user to utilize it in order to counter other attacks or they could use it to blast away opponents with a powerful stream of smoke. This poison will have the effects and properties of the puppeteer poison. (A-rank)

Notes:
~Each ability has a range of Short-Long except Absorption Cannon, which is limited to short-range.
~Each cannon has a one-turn cooldown except for Absorption cannon which has a three-turn cooldown.

(Juno) Artemis(Coffin on Desmond's back)
Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: In ancient stories, Artemis was known to be the goddess of the hunt. Artemis is a rather average puppet height wise due to it being only five feet tall. It is clothed in rudimentary fabrics that run throughout her entire body. The most distinguishing feature about Artemis would have to be her holster used to carry a large amount of spear tipped arrows. In her holster, Artemis holds a variety of different arrows, some attached with sealing tags or explosion tags. Upon being summoned to the field, Artemis will hold in its arms a wooden bow that it will use to release arrows throughout the field. These arrows, for the most part, can reach up to long-range with the help of the chakra the user uses when the arrows are released. There are specific arrows that Artemis has, but the user is also free to release free form arrows of the falling choices: wooden arrows by themselves or arrows with explosive. The user is free to release up to four arrows of freeform nature at once. Regarding its specialty arrows, the user is free to release up to two of any kind in different directions if wanted but at the cost of two moves. If by any chance, Artemis’s bow is destroyed, the user can retrieve up to three spare bows from inside of her body.

Abilities:
Sacred Arrow: The first ability of Artemis calls for the user to attach three arrows to its bow where it will then propel the arrows up to long-range with the help of its chakra infused bow. The arrows will all be arranged into the formation of a triangle around whatever it is nearby. Instantly, as contact has been made the Fūinjutsu tags will activate and begin emitting a magenta-colored barrier that will attempt to close in on whatever it is around. The point of this barrier will be to entrap enemies in a barrier that constantly closes in on them until they are crushed. If desired due to how these arrows work the user can instead use it as a protective shield to stop incoming attacks by surrounding themselves in the barrier or by placing the barrier in front of them. Let it be noted, that each arrow is placed at least five meters from its target, but if the user is placing the arrows around themselves then they can cover any allies five meters around them. If the arrows are removed from the ground then the barrier will be dispelled. (A-Rank)

Chaos Arrow: The next set of arrows have more of an elemental touch them. By first placing a string attached arrow laced with a Fūinjutsu tag, the will the propel it up to long-range. While it is in mid-air the tag will activate unsealing a wide array of stringed arrows that cover a wide range and are hard outrun. A special thing about these arrows is that they can be coated in the lightning element and are able to be controlled via a string in order to allow for directional control. (A-rank)

Exorcism Arrow: The Exorcism arrow is one that has a sealing jutsu imbued inside of it. The seal is set to activate whenever the arrow makes contact with foreign chakras such as the enemy or the enemy’s technique. Upon expulsion of this arrow, the arrow will glow in bright white light. The thing so special about this arrow is that upon contact with a surface the user will be able to seal away impurities and foreign chakra upon contact. For example, the user can use this to target poisonous smoke clouds or other toxins and upon the arrow making contact with the source it will seal all of it away. In regards, to enemy techniques, this technique can be used on A-rank jutsu within reason in order to seal them away. For instance, if this seal were to make contact with the Stone Golem technique, upon the arrow touching the creature, ethereal arms can be seen manifesting from the arrow and will begin to submerge the technique from all angles until the beast has been sealed inside of the arrow. This ethereal arms can still be countered logic wise with an opposing technique, and if desired the user can choose to shoot the arrow at a piece of the ground in front of a jutsu or person and release the ethereal arms from there, but they can only extend up to five meters (A-rank).

Miasma Arrow: The last arrow is one that has a lethal part attached to it. This arrow has at the end of it a poisonous smoke bomb that is filled with the puppeteer's poison. Upon the arrow making contact with a solid surface it will release a poisonous smoke cloud up to ten meters around where it went off. The user can release up to one arrow of this kind at once and upon them making contact with the ground smoke will be dispersed everywhere.

Note: Each arrow has a one-turn cooldown but do note that Exorcism Arrow is only useable four times per event.
 
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The group arrives at the scene. Death and destruction had engulfed this area. It almost brought a smile to the Kings face. It seemed there were other beings capable of similar destruction as he was. It seemed a fight was ongoing. One looked like a being of destruction. The other resembled a shield trying to defend his village, it didn't take much to assume who these participants were.

Vortigern begins channeling his chakra, molding his Koton chakra all throughout his body. In doing so he immediately turns his body into that of black steel. Immediately following this he activates yet another technique, this time using his Katon chakra to strengthen his Galahad technique by raising its temperature. Vortigern then manipulates his Koton chakra some more and creates a Knight of Steel slightly taller than himself from the ground beneath him. Vortigern looked at the Knight and almost laughed at its tainted resemblance to one of the Knights of the Round. Vortigern then places a hand on the Knight releasing his Koton chakra and merging with the technique. In doing so linking the two together.

With Vortigern in his new body there was only one thing to do. Bring forth his trusted armour and enter into battle. He performs the necessary hand signs and slams his hand performing the summoning technique. With the puff of smoke from the technique evaporating amongst it was the Steel Clad King in his armour.

Shall we begin?
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(Kōton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will channel and release their koton chakra from every chakra point on their body to turn their entire body (not just their skin) into black steel, making themselves invulnerable to virtually all types of basic weapons and physical taijutsu attacks (up to and including S-Ranks). While in this state the user is immune (remains completely undamaged like the Third Raikage) to A-Rank and below techniques of neutral elements/abilities (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). This technique transforms everything on the user’s body or person into steel including their clothes, weapons and seals. Seals remain usable, the sealing script simply becomes as hard as the user’s body in this state. Even when the user merges with techniques via abilities like Kindess of Kay or Arrogance of Agravain, the seals will not be disturbed or compromised. They will also “rise” to the skin/surface of the user’s new/merged body to retain their usability. Due to transforming into steel, for the duration of this technique the user loses all of the disadvantages associated with a biological body (e.g. paralysis, poisons and feeling pain). They will still be capable of moving, performing handseals, placing seals on their transformed body and molding chakra/using techniques as well as anything they were capable of before the transformation. However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated

[Katon: Gekido no Kama] - Fire Release: Rage of the Furnace
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the technique this is applied to)
Damage: N/A
Description: The user activates an ability that will serve to strengthen their next steel release technique used. This technique is essentially based on the idea of “tempering”, using high levels of heat to strengthen a metal beyond it’s normal limits. The infused katon chakra will serve to raise the temperature of any steel technique this is applied to for two distinct purposes. The first and foremost use is to increase it’s toughness to extent supplementary and/or defensive techniques will become capable of defending against 1 rank higher than normal (S-Rank and above techniques can defend against 20 more damage points). Aesthetically, this technique darkens the user’s steel to a pitch black colour with localized areas of red light (signifying the heat of the metal). Steam will also rise off of the body of any techniques this ability is applied to, providing yet another tell that the technique has been enhanced beyond it’s natural limits. This technique happens in the same-timeframe as the steel jutsu it's applied to. When created from the user's body, this superheated steel will not harm the user (similar to how Fire Release is released from the body). The user will not be burned if he's in contact with the tempered steel after creation as long as it originated from his body (and not the ground). This means this technique can be applied to weapons, tools and armours formed (and kept) on the user's person without being harmed.

Notes
Can only be used four times per battle
Usable on one technique per use
Can only be used on Defensive and/or Supplementary Techniques
Can only be used on two S ranks and one forbidden rank per battle

(Koton: Kusemono no Kishi) – Steel Release: Knave to Knight
Type: Defensive/Supplementary
Rank: D
Range: Short
Chakra: 10 (-5 chakra per turn)
Damage: N/A
Description: The user will focus their koton chakra into the ground to create a basic knight of black steel. It’s size can vary between the same height and width of the user to double it. The knight can be created with any two weapons in hand (e.g. a shield and a sword). Due to it’s low rank, the knight possess no inherent capabilities barring dealing physical attacks with the weapons it wields. As such, it’s mainly used for training purposes and can last indefinitely through a small chakra cost per turn.

(Koton: Kyogou no Agravain) – Steel Release: Arrogance of Agravain
Type: Supplementary
Rank: A
Range: Short - Long (Short-range contact; up to Long range travel)
Chakra cost: 30
Damage points: N/A
Description: The user will focus their koton chakra throughout their body before quickly merging with a source of steel larger than their body. The user will move through it at the speed of a fired arrow before emerging in the same manner on another point of that same source of steel. The user can stay merged for as long as they want before emerging at the cost of 10 chakra per turn. The second usage of this technique parallels Steel Release: Kindness of Kay and can only be used under certain conditions. When transformed into steel through Glory of Galahad, the user will make contact with an entity made of steel (technique-made or devoid of chakra) and focus their koton chakra into it. The user will then merge with the entity as seen with many Earth Release techniques, entering it and merging with it completely. Due to this, the user can only merge with steel structures larger than them. Combining with a technique will be a complete merging of techniques and the structure in question will increase in size as a result (proportional to the size of the user's body). When combined with a technique, it will be capable of defending against techniques equal to the collective sum of Galahad and it's own power. If the user merges with a sentient creation such as the Knights created in Steel Release: Knights of the Round Table, the user will gain the abilities of the aforementioned technique while active and vice versa.

If the user merges with a humanoid much larger than them, the steel structure will essentially "become their body" for the duration of this merging and will be capable of moving, talking, performing techniques and everything else they could in their original body. Any techniques used/created from the body will be proportional in size to the scale of the user's new body. While merged with a large-scale technique (on the scale of Great Stone Golem or larger), the user cannot be cast in or affected by Genjutsu due to the enormity of the structure. When the merged with technique times out/expires, the user will be separated from the entity before the transformation is ended. When this jutsu ends the user unfuses from it's target from a location they choose. One thing to note, if a technique lasts for a duration longer than Galahad, it will be passively maintain Galahad until it ends while the two are combined. For example, if Galahad lasts for three turns and the combined with technique has four turns left, the duration of Galahad will be extended to four turns while the two are combined. When this jutsu ends the user unfuses from it's target from a location they choose.

Note: Can only be used twice per battle
Note: Can only be used on steel structures greater than the user in size

(Shu Iyashii no Soroi) – Lord Vile, The Suit of Malevolence
Type: Weapon
Rank: S
Range: N/A
Chakra cost: N/A (-5 chakra per turn)
Damage points: N/A
Description: This weapon, also known as Lord Vile, is a pitch-black armour composed of steel. The metallic armour is larger than the user and envelops them entirely, with the exception of his eyes, where a visor in the form of a single slit can be seen. The chassis of metal takes on a medieval style and possess a glossy metallic sheen. It is the work of the delicate and nuanced workmanship of its smith's utmost effort, succeeding in granting it an air of formidability and a fine construction. It is an armor that can be called neither exquisite nor crude, and it instead perfectly melds magnificence and functionality. It is carved with countless marks and scratches, the highlights of his various military exploits etched into it to add a touch of valor. In terms of it's base level of strength, the armour is the equivalent of an S-Rank steel technique and can be destroyed by techniques following Koton's elemental S/W. Since it is treated as a koton technique, jutsu that utilize existing steel can be used on/applied to it. The armour has the same functionality and abilities as the one in Steel Release: Resurgence of Savagery.

The chassis of steel is composed of thousands upon thousands of extra fine wires though this difference is imperceptible to the naked eye. This makes it as light-weight as the armour created in Steel Release: Authority of Arthur and allows reshaping of it to a limited extent. The user can passively create or close openings anywhere on the armour or "unwind" different part(s) of it into the wires which compose it (e.g. the gauntlets will unwind and the wires which formed it will simply hang there or wrap around another part of the armour). This is done to expose different parts of the user's body in order to facilitate the release of techniques such as those spewed from the mouth. Lord Vile also has an array of ornamental seals decorating it's body, not unlike the those exhibited in Curse Mark Level 1 in appearance. Being of the same complexion as the armour, they cannot be distinguished from it with the naked eye. Due to it's unique composition, seals which are normally placed on the body can instead be placed on the armour.

Through the continuous infusion of chakra, Lord Vile has developed a degree of sentience. It passively saps chakra from the user's body to sustain this sentience and will do so even if the user finds themselves unable to use or mold chakra. Barring the complete sealing away of the user's chakra (which is synonymous with death), the armour will always be capable of leeching their host's chakra. Through mental commands alone, the user can freely control the movements of the armour, granting him an unparalleled ability in combat. As the user and the armour possess a symbiotic relationship, the latter can aid the user in the molding of chakra. Techniques which normally require a handseal of some sort can instead be performed through motioning the armour in some way (e.g. swiping the arm or clenching the gauntlet into a fist). This is a passive ability but it can only be used on techniques which require a single handseal.
 
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Arriving from here https://animebase.me/threads/darkcloud-peak-105.756118/page-2#post-21952288

Skarlet and the two summons would arrive and see a lot of people gather while some guy would be fighting some creature. Serperior would inform Skarlet on who everyone is. Seeing Sado would be the one fighting and everyone around would be getting ready to jump in, Skarlet would activate her blood eyes and then create 2 shadows clones. One of the clones would head to the Graveyard of Sin to start preparations for her lab while the main Skarlet and the other clone stay. The main Skarlet would than take a chakra pill to put her chakra back at full capacity.

( Dōjutsu Ketsuryūgan ) - Eye Technique: Blood Dragon Eye
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( -10 per turn to keep active )
Damage: N/A
Description: The Ketsuryūgan (血龍眼, Literally meaning: Blood Dragon Eye) is a dōjutsu, which appears in certain individuals of the Chinoike clan. The Ketsuryūgan is recognised by its reddish colour, giving a special appearance for the users of this dōjutsu, characterised as holders of eyes as red as blood. A notable ability of the Ketsuryūgan is it's ability to cast genjutsu, either by making physical skin contact with the target or meeting each other's gaze, on a level of comparable strength to the Sharingan as well as be able to follow high-speed movements. One of its main abilities is their ability to manipulate iron, or more accurately, any liquid with a high iron concentration which allows them the ability to manipulate the blood within themselves for Ninjutsu use. Much like any other Dōjutsu, the Ketsuryugan is to enable the user to see the flow of chakra to differentiate chakras from different people or from different sources. Similar to the Byakugan, the user can see chakra through matter and beyond dense matter or in long distances. This ability also allows the wielder to see one's "life force", or their physical energy and sense and see any living object within range.
Note: The user, if he hasn't gained full mastery over his doujutsu, will need to spend a move to activate it, although as long as he has chakra and enough stamina, he'll be able to keep it active until the end of the match. If the user is Jounin Rank or above and has held the Doujutsu for a month, he becomes able to passively activate it.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: While traveling the NW, bios with an activated Ketsuryugan are able to see up to two 2 adjacent landmarks away though this does not beyond an ocean landmark.
Note: In order to utilize any of the blood based abilities, the user must be at least Jounin rank.

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

(Hyōrōgan) Military Ration Pills
Type:
Healing
Description and Background:Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The users heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.
-Costs a move per turn to use.

Clone leaving LLM

Chakra 2000 - 15 = 1985/3 = 661 per clone.
Main Skarlet 661 + 1000 = 1661
Clone 1 661
Clone 2 - 661
 
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Arriving from here https://animebase.me/threads/darkcloud-peak-105.756118/page-2#post-21952288

Skarlet and the two summons would arrive and see a lot of people gather while some guy would be fighting some creature. Serperior would inform Skarlet on who everyone is. Seeing Sado would be the one fighting and everyone around would be getting ready to jump in, Skarlet would activate her blood eyes and then create 2 shadows clones. One of the clones would head to the Graveyard of Sin to start preparations for her lab while the main Skarlet and the other clone stay. The main Skarlet would than take a chakra pill to put her chakra back at full capacity.

( Dōjutsu Ketsuryūgan ) - Eye Technique: Blood Dragon Eye
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( -10 per turn to keep active )
Damage: N/A
Description: The Ketsuryūgan (血龍眼, Literally meaning: Blood Dragon Eye) is a dōjutsu, which appears in certain individuals of the Chinoike clan. The Ketsuryūgan is recognised by its reddish colour, giving a special appearance for the users of this dōjutsu, characterised as holders of eyes as red as blood. A notable ability of the Ketsuryūgan is it's ability to cast genjutsu, either by making physical skin contact with the target or meeting each other's gaze, on a level of comparable strength to the Sharingan as well as be able to follow high-speed movements. One of its main abilities is their ability to manipulate iron, or more accurately, any liquid with a high iron concentration which allows them the ability to manipulate the blood within themselves for Ninjutsu use. Much like any other Dōjutsu, the Ketsuryugan is to enable the user to see the flow of chakra to differentiate chakras from different people or from different sources. Similar to the Byakugan, the user can see chakra through matter and beyond dense matter or in long distances. This ability also allows the wielder to see one's "life force", or their physical energy and sense and see any living object within range.
Note: The user, if he hasn't gained full mastery over his doujutsu, will need to spend a move to activate it, although as long as he has chakra and enough stamina, he'll be able to keep it active until the end of the match. If the user is Jounin Rank or above and has held the Doujutsu for a month, he becomes able to passively activate it.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: While traveling the NW, bios with an activated Ketsuryugan are able to see up to two 2 adjacent landmarks away though this does not beyond an ocean landmark.
Note: In order to utilize any of the blood based abilities, the user must be at least Jounin rank.

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

(Hyōrōgan) Military Ration Pills
Type:
Healing
Description and Background:Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The users heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.
-Costs a move per turn to use.

Clone leaving LLM

Chakra 2000 - 15 = 1985/3 = 661 per clone.
Main Skarlet 661 + 1000 = 1661
Clone 1 661
Clone 2 - 661
Noting everone preparing as he did as well, Vegeta asks Skarlet

Hey, mind if I get one of them pills?
 

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https://animebase.me/threads/kusasōgen-090.755908/page-4#post-21952240

Arriving, Vegeta couldn't believe the carnage and destruction, the change this area had undergone since he was last here. Hoping off Boit to his left side while watching the fight between Sado and whatever that thing his eyes were showing him was. Certainly appeared like the Shogun from before but something was off. The battle being waged was incredible. Geets hops off Boit and gets clear of him while he passively activates his SM. Activating another Passive ability, he adds a special trait to his future firs techniques. He then begins to glow a golden hue as a feather appears on his chest hidden behind his armor. Once done, he then creates 2 clones of himself all of whom begin to sense out what he was also sensing, enormous powers clashing. and move themselves to short range of Vegeta, the King and Boit. 1 behind them and one to Boits right side.

What in the hell happened here?

( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode (passive)
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. 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.
(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require. This technique can be deactivated at will, lasting four turns maximum, with its effects persisting in fire techniques that it is applied to within this period until their very expiration. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter.
(Katon: Sanshō̄o no Kate) | Fire Release: The Phoenix Feathered Muffler
Type: Defensive/Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The Phoenix Feathered Muffler is a simple technique that involves the release of fire chakra that will cloak the user. Although this technique fully cloaks the user - as many defensive techniques do, it does not offer the typical defensive properties that a normal armour would, in fact, outside of the fiery golden glow that will emanate from the users visage, and the techniques special interaction with fire techniques, virtually nothing will change as the shroud is almost completely incorporeal. However, when the user is in contact with a flame that is either devoid of chakra, comprised of the users chakra, or comprised of the chakra of one that the user has a blood contract with, such as summons, the shrouds true abilities will be displayed. The user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse effects - such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques).

Notes:
This technique can be used a maximum of twice, will last until cancelled and has a two turn cooldown between usages. Furthermore a rather intriguing and strange effect of this technique is that, no matter how hard the user may try, they will be incapable of using water techniques while this technique is active. Stranger yet, is that the only solid portion of this technique is a feather comprised of golden ash, seemingly immune to anything but water, that will attach itself to the user's chest
(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.
Sure tho later I will need some of your blood.

Skarlet would hand the man some of the chakra pills.
You must be registered for see medias

( Sandāu~ēbu ) - Thunderwave ( Doombringer )
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.
The flow of the music bellowed out over the barren scorched fields as the two massive golems with Doombringer atop strode through.

Doombringer, another of Sado's clones arrives with reinforcements, more than he initially expected actually.

( Doton/Katon: Saruiwa ) - Earth/Fire Release: Monkey Rock ( Reference | Sentinet x2 )
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80 ( +20 Sage Mode ) ( +40 Chakra Transfer ) = 140
Description: This technique creates a giant stone monkey by accumulating surrounding ground and shaping it into the animal, which is then reinforced with fire. Unlike the Great Stone Golem, the user doesnt have to continuously fuel the technique with their chakra. While the height of the monkey can reach up to 30m, it has a capacity for moving quite fast that belies its hulking stature.
Note: Due to being a dual elemental technique, the user can only use one other jutsu that turn.
Note: This technique does not have any basic elemental weakness.
As Doombringer atop the golem moved through the land the crashing noises synchronized to the beat as he surveyed the area. He would scrape dried blood from his cloak and used it to summon a salamander realizing Sado had been fighting for at least a day by himself at this point since it had taken him so long to cross the ocean. He alongside his allies could see the battle going on, not that he could exactly keep up with the speed they were moving at but he was surprised to see his dominant personality fighting so hard with barely any regard for his own safety.
Did he really care for these humans that much, the secondary personality thought to itself? It was laughable, Sado had gotten attached but, in some way so did the secondary personality. Tsumigakure, was their home, the one they built for themselves, seeing the nearly vaporized landmass showed him that deep down to a certain level even the secondary personality cared for Tsumigakure. The whole world could burn if Tsumigakure and his humans, his friends, and his allies could survive.
A moment after summoning up the salamander he made it reverse summon Sado. It was time for a tactical retreat and a reassessment of the situation before going back in. Instantly Sado would be pulled from the battle as he vanished in a puff of smoke due to the reverse summon and reappeared right next to the two massive golems and his clone.
The clone yelled out over the battlefield gathering up the attention of every single person there including Sado who had just reappeared there. His voice was hard, heavy and authoritative, but it immediately diverted that attention to Sado himself who was still a bit dumbfounded by his current situation. He was about to give his life for these people and here they were to aid him.

(Kuchiyose no Jutsu) - Summoning Technique ( Doombringer )
Rank: B
Type: Defense/Attack/Suplementary
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description:
To summon the creature the ninja will wipe blood on his hand, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch the ground or another object, where a sealing formula will appear. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete, most summoning uses use a solid surface, though in some cases it can even be done mid air. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground. Others will clap their hands directly like Nagato through the use of his Animal Path. The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user.
(Gyaku Kuchiyose no Jutsu) – Reverse Summoning Technique ( Random B-rank Salamander )
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: This technique is the counterpart of the summoning technique, in which it allows an animal to summon the human that they have a contract with back to their side, regardless of where they are. The animal must be at least B-Rank in strength to have enough chakra to use the technique though all animals that can use Ninjutsu in any form can use this technique on their summoners.
The clone's tone tried to command the attention of others.

OI! Tell your fucking people, what to do, you dumb twat. We don't have the time to wait.
 
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The whole group of Vegeta, Skarlet, Sado, and Desmond their clones and summons all set out to follow the Shogun.

Well, for now, follow the Shogun and attack when we get the opening. What I know so far includes the fact that he's made of a dark black mud-like substance. It's toxic if it touches you and causes damage and a reduction to speed. I feel a bit dizzy and sluggish. We need to seal him, I don't think killing him is going to work. He's summoning forth the sludge and teleporting and transporting himself around as if he's a conduit or gateway for the substance. I-... I tried my best. I fought with everything I had but it wasn't enough. I think maybe-... I got him down to half of his normal capacity but honestly I can't tell what's normal for him he's a warped and twisted creature after the experimentation of the Mother Cult. Sometimes it's like he wants to die, he locks up and takes attacks head-on, the scripts and lines on his body glowing as if holding him in place. He's gotta be kept alive or we have to seal him in some kind of prison and we have to seal the remaining sludge that's leftover it's dangerous.

Sado starts to and continues to perform the diagnosis skill upon himself and talks in full while moving.

He additionally explains all the abilities he saw in detail as much as he could trying to maintain himself.​
LLM
Note:
I have VM permission to control all the mentioned bios.
Note2: We get 11 jutsu per turn, just as a thing for myself to remember.
 
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The whole group of Vegeta, Skarlet, Sado, and Desmond their clones and summons all set out to follow the Shogun.

Well, for now, follow the Shogun and attack when we get the opening. What I know so far includes the fact that he's made of a dark black mud-like substance. It's toxic if it touches you and causes damage and a reduction to speed. I feel a bit dizzy and sluggish. We need to seal him, I don't think killing him is going to work. He's summoning forth the sludge and teleporting and transporting himself around as if he's a conduit or gateway for the substance. I-... I tried my best. I fought with everything I had but it wasn't enough. I think maybe-... I got him down to half of his normal capacity but honestly I can't tell what's normal for him he's a warped and twisted creature after the experimentation of the Mother Cult. Sometimes it's like he wants to die, he locks up and takes attacks head-on, the scripts and lines on his body glowing as if holding him in place. He's gotta be kept alive or we have to seal him in some kind of prison and we have to seal the remaining sludge that's leftover it's dangerous.

Sado starts to and continues to perform the diagnosis skill upon himself and talks in full while moving.

He additionally explains all the abilities he saw in detail as much as he could trying to maintain himself.​
LLM
Note:
I have VM permission to control all the mentioned bios.
Note2: We get 11 jutsu per turn, just as a thing for myself to remember.
Vortigern follows behind the group.

LLM
 

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Hakuryuu now enters the landmark he was randomly told to visit.. But the place looks ugly.. like he wanted to just destroy the place.
Post automatically merged:

Hakuryuu heading even deeper into the village. Feeling more and more vile as he walks. The atmosphere was dark and could even hear faint sounds of fighting into the far distance. Lucky for him, he entered through the back way. This place was rumored to be where his mother grew up on and it was only right that this place felt the plague.

As he continued his walk, he was met with a kid who was crying. begging for him to help. Somebody is destroying their village. All of a sudden it started thunderstorming. Rain drops hitting hard. You couldnt tell now if Hakuryuu was crying or the rain.. but it was both. "The sins your village has birthed.. you sadly have to face the consequences" Hakuryuu said with sadness

The kid looked up confused, but an expression of shock overcame the kid as he saw Hakuryuu reach for his polearm, liftedn it. Hesitating as he closed his eyes... He.. He couldnt do it.. He could not kill an innocent child. So he quickly punched the kid in the gut, knocking him unconscious. He realized he dont have the heart to hurt kids.. now adults.. He would purge
 
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Hakuryuu now enters the landmark he was randomly told to visit.. But the place looks ugly.. like he wanted to just destroy the place.
Post automatically merged:

Hakuryuu heading even deeper into the village. Feeling more and more vile as he walks. The atmosphere was dark and could even hear faint sounds of fighting into the far distance. Lucky for him, he entered through the back way. This place was rumored to be where his mother grew up on and it was only right that this place felt the plague.

As he continued his walk, he was met with a kid who was crying. begging for him to help. Somebody is destroying their village. All of a sudden it started thunderstorming. Rain drops hitting hard. You couldnt tell now if Hakuryuu was crying or the rain.. but it was both. "The sins your village has birthed.. you sadly have to face the consequences" Hakuryuu said with sadness

The kid looked up confused, but an expression of shock overcame the kid as he saw Hakuryuu reach for his polearm, liftedn it. Hesitating as he closed his eyes... He.. He couldnt do it.. He could not kill an innocent child. So he quickly punched the kid in the gut, knocking him unconscious. He realized he dont have the heart to hurt kids.. now adults.. He would purge
Official challenge
Arriving at the LM, the trio would pinpoint the man's location and notice the knocked out kid near him.

Leave the kid alone and leave this area before you're forced to do so. This is your first and only warning.

The clones would be on top of Gokudere head, 12 meters away from the man.
 
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BusinessManTeno

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Official challenge
Arriving at the LM, the trio would pinpoint the man's location and notice the knocked out kid near him.

Leave the kid alone and leave this area before you're forced to do so. This is your first and only warning.

The clones would be on top of Gokudere head, 12 meters away from the man.
After knocking the kid out, he sees somebody or rather somebody(s) heading towards him. As this happen he dont even waste time, as he begins to whistle for a few. The moment he does this everybody who hears it reacts to the pain. Luckily the clones disperse only leaving the edo (unknown to Hakuryuu), the summon and the real one.

Now that, thats dealt with. Come at me like a true shinobi. Its only one of me and two of you guys. As you see, I left the kid alive. They arent to blame for your village sins.


(Ototon Genjutsu: Banshī no te de gōmon no seiki) Sound Release Illusionary Art: A Century of Torture at the Hands of a Banshee
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The most powerful sound illusion to be created, A Century of Torture at the Hands of a Banshee is a deviant technique, capable of rendering even the most powerful of enemies riddled with fear. The user will focus his sound chakra into a sound he will produce and which will carry the illusion and trigger it on any enemy that hears it. The illusion triggered is simple but surprisingly effective in all its simplicity: pain. Anyone who hears the sound will feel unimaginable amounts of pain all over their body to such an extent that they may even vomit and lose control of their chakra flow. Upon facing such pain, the enemy will lose control over his body and spasm as they curl to try and alleviate the pain. The longer the target is caught in the illusion the more severe the effect is. The illusion however is just that: an illusion. The pain isn't real or associated with any bodily aspect or damage. The user must, however, sustain the inducing sound and focus into his chakra flow (not being able to mold chakra at the same time) to sustain the effects of the illusion as when the sound ends, the enemy stops feeling the pain and recovers virtually immediately. Sounds that can trigger the illusion and carry it can vary from a whistle (very effective as it can be sustained for a lengthy time and be controlled), scream (less lengthy but easier to perform), music (if the user has a musical instrument), etc. If the sound is momentary, however, it will not induce an effective effect.
Note: usable once every 4 turns
Note: while sustaining the sound, the user cannot attack or move from his position, risking otherwise disturbing the sound he's producing and ending the illusion.

-Official Challenge. We can Rp some before actually fighting-
 
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Korra.

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After the battle, Skarlet would have her gauntlet send a message to Sado and the other near by that she is going to her lab at the Grand Divide. Skarlet, her clone and summons would than leave.

LLM Iternary Starting at 100 at 341 PM EST
100 > 105 341-441 PM EST
105 > 109 441-541 PM EST
109 > 110 541-641 PM EST
Arrive at 110 641 PM EST
 

Howard

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This marks the beginning of my mission with the following elements:
  • Explore an abandoned site ( 2 )
  • Deal with a traumatic event from your past ( 3 )
  • Clean up any remaining Sea of Life ( 4 )
Summary: Traveling through the site of the first battle with Takauji Ashikaga at the Howling Plains with the aim being to reach the Haunted Forest. Sado and his clone Doombringer will be exploring the abandoned site, scouring and searching for any remaining contamination to seal or remove and finally dealing with the remaining trauma from such a battle. It did last for nearly three days and wrought emotions in Sado that he still doesn't yet understand.
When the two figures made their way out onto the wide-open landmass Sado was the first one to notice the glasslike coating left behind upon the ground from whatever initial attack happened that he wasn't here to stop. It was something he didn't have time to notice or realize during the battle since his focus, attention, and ire were all directly placed upon Takauji Ashikaga and defending the remainder of Tsumigakure.
The obsidian-like substance cracked and crumbled under his weight with each footfall but he couldn't lift his eyes or head from it as with each shattering step he relived that fight in his mind. Crunch. The words he screamed directly in the Fallen Shogun's face entered his mind a second time, the goading and distraction becoming a disturbance to him. "AND NOW YOU DO WHAT THEY TOLD YA! NOW YOU'RE UNDER CONTROL!" Followed almost immediately by the image of that spraying black-tar that rushed out from the Fallen Shogun's body threatening to cover him. If that seal had not activated, if it had been a second too late, or a second too early that could have been the turning point in the battle. Sado could have been the one dead now with the Shogun rampaging further into the heart of Tsumigakure in his absence.
Craaaaccck. A spiderlike crack formed in the glass as Sado put all of his weight upon the exterior shelf causing it to spread outward in all directions for upwards of twenty meters before the area directly below him gave out. A fair-sized crater sat below the glass as his foot nearly went through the glass, the eerie silence was filled with the sound of shattering glass. That was when he really noticed the silence that fell over the land. There were no humans to yell, to scream, or play in their usual fashion there was only silence that dominated the landscape only the sound of the wind and cracking glass to fill that sound of silence.
Sado basically walked alone through the area as another flash of the battle forced its way into his mind. That smile, that ran up the Shogun's face as he appeared behind Smith, the shadow clone that sacrificed himself in the middle of the battle. The way his enemy smiled when he without remorse or guilt he blasted the clone in the back of the neck with a forward punch. The last thing he saw in that memory was the way Smith smiled back at him with no sadness, just happiness for being able to have a tiny fraction of the life Sado was allowed to have now that he had created and built Tsumigakure.
It was a moment Sado wouldn't forget in all his days to come. Sado was unable to move fast, each step had to be methodical and forced as his body didn't even want to move it just wanted to collapse in a heap but he kept it moving forward toward his destination. Doombringer was silent in all of this, merely following his creator, even the secondary personality that would usually push and torment Sado, left him to his thoughts and emotions. He was basically one massive wound at the moment his mind and body raw and in agony.

That was when they came upon the first considerable pile of that strange black mud left over from the first attack that landed upon the Shogun's augmented body. Doombringer moved forward to try and seal it for his creator but Sado motioned his right arm lifting it as if telling his clone to stop. This was Sado's mess to clean up as he reached deep into his pouch to pull out a scroll performing the needed formulae to seal up the mass of sludge-like slime.
While sealing it away for safety reasons, the slime reminded him of the warmth he had felt as he was splattered with it right as he was pulled from the battle via Reverse Summoning/ He reminisced on how it had touched his skin and permeated through his body, it was a feeling that looking back upon, he hated, as it grew into sluggishness and dizziness reducing his speed and reasoning to a snail's pace.
His gaze meandered over the battlefield directly placing where the next attack had hit it was the Hands of Sloth technique that his clone had used. The first time he or any of his clones had used Yin Release, and it did a considerable amount of damage to the Fallen Shogun as he thought back it reduced him to a slumped over mass of goop. He found the remains of that clash finding a mound of slime-like mud, the shell that Takauji had left behind to be reborn into some kind of Nightmare creature made from the same substance that his body was made up of.
While looking down upon it he remembered in vivid detail how his clone foolishly attacked the pile instead of going after the creature. He half-heartedly laughed at his own stupidity for a moment, the pain radiating up through his chest and throat as his muscles involuntarily moved in response to the chuckle. He was thinking that if he had instructed his clone to use that unusual Yin technique upon the creature instead maybe the clone could have grappled Takauji with it and held him from advancing. He thought that hindsight was twenty/twenty and he could pick out those tiny moments now because he was already out of combat.

( Han'you Fūin ) - Generic Sealing Technique ( Sado x2 )
Rank: B-Rank
Type: Supplementary , Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu,typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.
Note: Cannot seal opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).
Note: Can only seal corpses, and not injured people regardless of the extent of their injury.
With that portion of Sea of Life sealed away Sado headed over to the last area where he had successfully attacked the Shogun. The spot where he had landed a decisive blow to his jaw nearly taking the entire portion of his face off. That red glow, of those seal-like lines, blinked into the goliath barbarian's mind. It was as if Takauji Ashikaga was bound in place at that moment, that moment of paralysis and binding forced him to take the hit against his will and that thought ate away at Sado.
Was there a way he could have saved him? Could he have sealed the Shogun instead of killing him? The thought was in retrospect, but Sado was tearing himself down in any way he could since the end of the fight. He was too weak, he was too stupid, he was too slow, he was not a strategist, he knew what was going to happen and let it happen. Anything to bring him down, he thought of, which caused him to deal with the traumatic events of that fight head-on over and over as he advanced through the Howling Plains.
The spray of mud-covered a large sprawling area, thinking back Sado had knocked the Shogun back over ten meters with that attack causing him to groan out in agony and pain. Honestly, Sado didn't know if back then, he was groaning because of the forceful blow, or from the sealing scripts that seemed to cover his body. This quantity of Sea of Life was too much for Sado to seal away himself as Doombringer stepped forward and together they used the scrolls to pull up and seal away the mutagenic deadly mud. As the last of the sludge was sealed away Sado was left once more to peer out over the decimated landscape. It felt like there was nothing he could do at this moment to fix the land itself, it was a wasteland and his mind was too distracted to cope with that thought. A piece of his world had been torn up and burned, like words on a piece of paper or like a book burned in anger.
The demon, Sado, walked forward the rest of the way through the Howling Plains never speaking merely moving in silence. His movements were strained, painful and laborious, his body obviously wanted to rest but his mind wouldn't let it. He was n a sense more broken than he had ever been. Why was he the Tsumikage? Because he was the loudest, the first to speak up?
Why did these humans trust him, when he was such a weak runt? He couldn't even stop the Shogun, let alone whatever they released upon the world by defeating him. It was a confusing moment for him, and even though he was forced to deal with the fight, he still wasn't able to deal with the effects and scars it, and the defeat of Takauji Ashikaga left upon his mind.

( Han'you Fūin ) - Generic Sealing Technique ( Sado | Doombringer )
Rank: B-Rank
Type: Supplementary , Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu,typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.
Note: Cannot seal opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).
Note: Can only seal corpses, and not injured people regardless of the extent of their injury.

Sado's Chakra
2900 - 870 ( Weapon x ) = 2030
Remaining chakra:
2030
Senjutsu chakra:
415 - 10 ( Sage Mode ) = 405
405 - 20 ( Change into Hell ) = 385
385 - 60 ( Generic Sealing Technique ) = 325

Remaining Senjutsu chakra:
325

Doombringer chakra:
872 - 20 ( Generic Sealing Technique ) = 852

Monkey Rock 1's chakra:
300
Monkey Rock 2's chakra:
300
ELM from LM ( 105 ) | LLM
 
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Vayne

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Returning

V.Clone, after sparing the aggressor, would fall victim to the old inactivity bug and was subsequently left out of the loop of things for quite some time. Eventually he is cured and would naturally gravitate to getting back into the gist of things. As such, V.Clone and R.Clone would make their way towards a specific location, a place where they knew they could get some intel and updates.

LLM
 

Matt

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Spawning into NW here.
--

Vortigern awakes from his slumber and sets out to find someone he may know.

LLM

--
Departure 2:38pm - Howling Plains > Darkcloud Peak - Arrival 3:18pm
Darkcloud Peak > Lake Acuity - Arrival 4:03pm
Lake Acuity > Suzihua - Arrival 4:48pm
Suzihua > Warenaiwa - Arrival 5:33pm
Warenaiwa > Graveyard of Sin - Arrival 6:18pm (Final Destination)
 
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