Isabella Redacted vs Kinrah

Lili-Chwan

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Coming from Kaizoku.

Starting Mission:






The giant box jellyfish roamed the waters of the Kaizoku Sea with all the expertise of a battle-worn pirate. Isabella would chuckle at the notion, though, for she had never met a smart pirate in her life, even though she did fatasized about becoming one. She travelled in style and confort though, the floater of her jellyfish being softer and more luxurious than an actual water bed. But her mood soured when she saw the wanton destruction of the coastline and forest within Haesu. She remembered the vast woodlands spilling down to the crystaline waters. She had known the Bridge of Unifiers would be a pivoting point in history, connecting the isolated Island of Waves with the Mainland, but even then she was unsure if the fate of this landmark would change for the better or the worse.

Of course, it turned for the worse, as all overexploitation of the natural resources would. Endless factories and workshops were churning out wood razed from the forest, and turned it into sludge and polution onto the rivers and ocean. The stench could be felt from miles away. As she landed in the murky piers, coated by a seemingly eternal layer of soot, she snickered.

The factories were burning, and the workers were screaming. She couldn't care less about the citizens of the Land of Fire, as proven by her Murk Plague, and she knew Nature would prevail in the end, for it would still outlive any human construct regardless of damage. But she was pleased that, apparently, someone else would hasten the downfall of Haesu.

She roamed through the fires that bursted out from the city of pipelines and chimneys, witnessing the lifecycles of everything around her expiring with each lick of the raging flames, her dark blue eyes contrasting with her fiery hair, seemingly alight with the explosions.

That is, until a wall burst outwards several meters in front of her, and a woman shot out with increadible speed grabbing an unconscious worker from his neck.

"Where are they?! WHERE ARE THEY?! I learn... I learn..."

She mumbled, half screaming, half whispering. With on hand she grabbed the man's neck, shaking it until a audible crack signalled his cervical breaking, with the other she grabbed and pulled her own hair. Then, Isabella witnessed the woman's body flicker in and out of existence, the man phasing out of her grasp like she wasn't even real. Isabella had faced something like this before, but always in dream-like state she would never trully know if it was reality or a dream. The Void Specter... was she something similar?

The shock was further amplified when the woman looked at Isabella directly, and the Shinkaigan was clearly visible. A Voidseer.

"LEAVE ME ALONE!"

She said, picking the corpse of the worker and throwing it towards Isabella.

Oh bitch you didn't...

Moving to a Battle Thread.
Tracking: (11+4) x (2+4) = 90
Kinrah's Speed: 28
Sanity Loss Resistance: 20%
Sanity: 100 - 4 = 96
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns.
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: The Shinkaigan (深海), or the Abyssal Eyes and the Eyes of the Abyss, is the Dōjutsu Kekkei Genkai that appears in the Voidseers. Two conditions must be met to awaken the Shinkaigan. The first is that one must become Void-touched; this is achieved when one becomes Void-touched. The second is by gaining sufficient knowledge of the Shinkaigan and the Voidseer’s innate abilities. This is a key characteristic of the Shinkaigan, noted by Solomon to be “eyes of knowledge” rather than “eyes of trauma,” making it distinct from the Sharingan. The Shinkaigan possesses a unique connection to the Void itself. Its abilities exist in both space and time separately. This comes to be because the Void exists both as a separate dimension and a state in time. Rewinding the clocks far enough would cause everything in the universe to eventually converge onto the Void. The Shinkaigan is the only way one can view the Void directly, peering into it to gain intimate knowledge of the inner workings of the universe as it is today. Without the Shinkaigan exposure to the Void and Shinkaigan Dōjutsu causes one to lose Sanity; though, like a double-edged sword, the Shinkaigan user also suffers a loss of Sanity. But because their eye allows them to perceive and cognize the Void differently from other humans, they lose Sanity at a slower rate. In the left eye the Shinkaigan allows the user to visually perceive lifeforce and lifecycles of anything, including inanimate objects. It derives this ocular power through the nature of the Void itself. The right eye allows the Shinkaigan wielder to view the Void as a physical space, perceiving it not as a point in time but a location. The wielder gains enhanced visual acuity, able to track targets at four times their speed. Though unlike other Dōjutsu it lacks the ability to perceive chakra. Activation of the Shinkaigan grants the user access to their Voidseer Dōjutsu, affording them the ability to use powerful temporal and spatial abilities.
Note: The user is able to passively activate the Shinkaigan after holding the Dōjutsu for one month.
Note: Gazing directly into the Shinkaigan causes a loss of 5 Sanity per turn unless the user also wields the Shinkaigan. Those who have completed Taijutsu training can avoid these effects by breaking eye contact with their opponent.

Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

(Mukō: Yūryō) – Void: Charged

Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or Spender; rather, it passively increases the user’s maximum Void Infusion cap by 1. This can be stacked with other Charged Void Infused Artifacts, including itself if the user owns multiple copies.

(Mukō: Soshi Chūnyū) – Void: Elemental Infusion
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses an A-Rank or higher elemental technique of one of the basic five natures they have a 20% chance to gain a single Void Infusion. This can occur once every two turns. This chance is increased to 40% when the user uses a Forbidden ranked elemental technique.

(Mukō: Senmon Chūnyū) – Void: Specialized Infusion

Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.

(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void

Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next four offensive techniques by 20 damage.

(Mukō: Noroi no Abuzu) – Void: Curse of Abzu

Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes two stacks of Void Infusion; allows the user to steal all of their opponent’s stacks of Void Infusion within range.



Isabella raised her hand towards the woman and the thrown corpse, and declared:

How dare you throw a corpse towards Isabella Uchiha, Queen of the Scarlet Hair, Sovereign of the Surrealists and the Genjutsers, Lady Regnant of the 5 Lands and the Tobusekai, Sage of Deceit, Mistress of Nightmare, Torturer of Minds, the Burner, Mother of Cubozoa and Parrots???

She said, so drawn in by her loss of sanity that she ended up slapped by a corpse. Wrestling to hold ground, as she was entangled by the mangled worker, she reacted far too slow to the sudden burst of speed from Kinrah. To the naked eye, Kinrah had simply disappeared, but to Isabella, she could very well be running in slow motion. Yet, entrapped by the flailing limp arms of the thrown corpse, Isabella was unable to flee from her assailant, and was hit square in the jaw by the deranged woman.

That is... until the woman's merely phased through Isabella.

( Genjutsu: Ba-doko-ru Ninnin ) Illusion Technique: Myriad of Mockingbirds
Rank: B
Type: Supplmentary
Range: Short-Mid
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A
Description: This is a very discrete genjutsu, both in it's casting and it's effect. To cast, the user simply needs to do an hand gesture, in the direction of the target. It doesn't change anything about surroundings with the exception of people, and the immediate terrain they're placed. In essence, it allows the user to change how someone perceives someone else, and even create illusionary copies of people the user knows. The illusion is complimented with slight changes to the terrain, like bending foliage, opening doors, etc, but only if manipulated by the illusionary people. It can also remove people from the target's perspective, or remove certain characteristics of someone within sensory range of the target. While inside the genjutsu, the target is free to move and speak, which the user is able to respond through any of the illusionary creations, or him/herself, case the user chooses not to disappear.
It masks slight ambient alteration by "hidden" people, such as footsteps and speech, but not techniques. Likewise, the illusionary people can't perform techniques, only speak and interact through body motions.

*Lasts 4 turns max*
*While using it, the user cannot use any additional Genjutsu on the target and is limited to 2 additional techniques per turn*

Specialized Infusion: 9 Fail

With her initial hand gesture, Isabella cast a genjutsu onto her opponent, changing her perception of both the corpse and Isabella herself. Distracted by the illusion, Isabella was able to bypass the corpse and witness Kinrah's base speed for herself. It was inhumane and yet unrefined. Combined with Kinrah's lack of any sort of coherency, Isabella knew the Shinkaigan was drawing all her sanity and boosting her body to powers she did not master. Stepping behind Kinrah, under the cloak of her illusionary distraction, Isabella curled her hands in a mantis claw, and stroke Kinrah in the back of her head, at the occipital ridge. As her fingers connected, a lightning discharge raced through Kinrah's brain, with enough voltage to knock an elephant unconscious, while infusing her with a dose of pure excrutiating pain directly onto her nervous system. Both the jab and the lightning would eradicate the genjutsu completely.

You're far too young to mess with Isabella.

Genkotsu Kamakiri: Dangan Ari: Kunō | Mantis Fist: Paraponera Clavata: Torment
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60 ( 120 for critical )
Description: A mantis fist technique which involves the administration of lightning charka into an enemy's body so as to stimulate a false signal for pain. Psychically, when used in a fight, this technique exhibits the styles usual attack methods; with the user delivering one, if not several swift finger jab blows to a target and discharging chakra upon impact. These blows, as is characteristic of the Mantis Fist, boast the strange and somewhat contradicting, fluid, rigid, and somewhat stiff quality common of the style; with this particular employment emphasising on speed and therefore using sharp, somewhat spear-like arm movements with little to no arm-drawback or windup so as to transition from neutral into extended states in mere moments, and then back again. As aforementioned the released lightning chakra forces false signals so as to induce pain onto an opponent, pain that can range from anything between mild to traumatising and incapacitating. However, it is generally the duration and area of contact that the user has had that determines the pain felt by the recipient, the longer or more numerous the case of exposure, the more severe effects will be. The targeted area is also of great consideration as striking vitals, pressure points, or even wounds can also increase severity - thus the focus of this technique on physical speed so that the user can best target areas of interest as quickly and effectively as possible. Needless to say the chakra based applications of this technique can also be administered discreetly, for instance, during a greeting should the user gain fingertip based contact with an enemy then this technique can be used discretely.

Note:
Can only be used 3x
Can only be used once every two turns.
A maximum of four strikes can be delivered per use.
Against enemies of equal or higher rank the pain felt for each momentary contact will be around that of a hairline fracture - producing sharp pangs of pain in an area around the contact site that’s no larger than a ping pong ball. (Doubled if sensitive spots such as the plexus, temple, and other spots with significant nerve bundles). That of a breakage with sharper pangs in a tennis ball size area for those a rank lower, and even more severe pain spread across an area exceeding that of a size 5 football for two ranks or lower. In the case of significantly prolonged contact, the pain is only limited by the users intentions. (Basically if the user manages to remain in contact to continuously sustain this technique for an entire turn or more, at the expense of -30 chakra per turn.)
- In battle, the user can generally only apply momentary contact to an opponent; with extended applications generally being utilised for out of battle (RP) torture based purposes and thus utilised to its full extent at the users discretion. However in battle, should the user manage to main contact for an entire turn or more an enemy will be left at their mercy - in too much pain to properly mold chakra and ultimately left incapacitated by pain.
Physical damage is generally minor, at most inflicting bruises on well toned parts of the body or on an odd occasion fractures on weaker, minor bones. However striking a vital or soft spot could potentially cause dire or even fatal injury. (Eyes and so on, throat, so on.)
- The user can of course experiment with the type of pain expericed (Sharp, dull, throbbing, burning, etc).

Elemental Infusion: 53 Fail

But something was wrong. Kinrah did not drop unconcious. Isabella quickly stepped back outside of short-range, as she watched Kinrah absorb and shave off the damage from her technique. She twisted her neck sideways, looking maniacally towards Isabella. And then, even more surprisingly, her chakra burst outwards, signalling the release of the First Inner Gate.

"You think you can EMPRISON ME!?"

( Hachimon ) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.

( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

Oh honey, Isabella thinks you're cuckoo for cocoa puffs...

She says, swipping 30 chakra from her opponent with her Yin speciality.



Isabella Chakra: 1800 - 10 - 15 - 20 - 30 =1725 + 30 = 1755
Kinrah's Health: 220 - ( 120 - 50 ) = 150
 

Lili-Chwan

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Tracking: (11+4) x (2+4) = 90
Kinrah's Speed: 28
Sanity Loss Resistance: 20%
Sanity: 100 - 4 = 96
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns.
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: The Shinkaigan (深海), or the Abyssal Eyes and the Eyes of the Abyss, is the Dōjutsu Kekkei Genkai that appears in the Voidseers. Two conditions must be met to awaken the Shinkaigan. The first is that one must become Void-touched; this is achieved when one becomes Void-touched. The second is by gaining sufficient knowledge of the Shinkaigan and the Voidseer’s innate abilities. This is a key characteristic of the Shinkaigan, noted by Solomon to be “eyes of knowledge” rather than “eyes of trauma,” making it distinct from the Sharingan. The Shinkaigan possesses a unique connection to the Void itself. Its abilities exist in both space and time separately. This comes to be because the Void exists both as a separate dimension and a state in time. Rewinding the clocks far enough would cause everything in the universe to eventually converge onto the Void. The Shinkaigan is the only way one can view the Void directly, peering into it to gain intimate knowledge of the inner workings of the universe as it is today. Without the Shinkaigan exposure to the Void and Shinkaigan Dōjutsu causes one to lose Sanity; though, like a double-edged sword, the Shinkaigan user also suffers a loss of Sanity. But because their eye allows them to perceive and cognize the Void differently from other humans, they lose Sanity at a slower rate. In the left eye the Shinkaigan allows the user to visually perceive lifeforce and lifecycles of anything, including inanimate objects. It derives this ocular power through the nature of the Void itself. The right eye allows the Shinkaigan wielder to view the Void as a physical space, perceiving it not as a point in time but a location. The wielder gains enhanced visual acuity, able to track targets at four times their speed. Though unlike other Dōjutsu it lacks the ability to perceive chakra. Activation of the Shinkaigan grants the user access to their Voidseer Dōjutsu, affording them the ability to use powerful temporal and spatial abilities.
Note: The user is able to passively activate the Shinkaigan after holding the Dōjutsu for one month.
Note: Gazing directly into the Shinkaigan causes a loss of 5 Sanity per turn unless the user also wields the Shinkaigan. Those who have completed Taijutsu training can avoid these effects by breaking eye contact with their opponent.

Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

(Mukō: Yūryō) – Void: Charged

Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or Spender; rather, it passively increases the user’s maximum Void Infusion cap by 1. This can be stacked with other Charged Void Infused Artifacts, including itself if the user owns multiple copies.

(Mukō: Soshi Chūnyū) – Void: Elemental Infusion
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses an A-Rank or higher elemental technique of one of the basic five natures they have a 20% chance to gain a single Void Infusion. This can occur once every two turns. This chance is increased to 40% when the user uses a Forbidden ranked elemental technique.

(Mukō: Senmon Chūnyū) – Void: Specialized Infusion

Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.

(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void

Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next four offensive techniques by 20 damage.

(Mukō: Noroi no Abuzu) – Void: Curse of Abzu

Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes two stacks of Void Infusion; allows the user to steal all of their opponent’s stacks of Void Infusion within range.



Isabella raised her hand towards the woman and the thrown corpse, and declared:

How dare you throw a corpse towards Isabella Uchiha, Queen of the Scarlet Hair, Sovereign of the Surrealists and the Genjutsers, Lady Regnant of the 5 Lands and the Tobusekai, Sage of Deceit, Mistress of Nightmare, Torturer of Minds, the Burner, Mother of Cubozoa and Parrots???

She said, so drawn in by her loss of sanity that she ended up slapped by a corpse. Wrestling to hold ground, as she was entangled by the mangled worker, she reacted far too slow to the sudden burst of speed from Kinrah. To the naked eye, Kinrah had simply disappeared, but to Isabella, she could very well be running in slow motion. Yet, entrapped by the flailing limp arms of the thrown corpse, Isabella was unable to flee from her assailant, and was hit square in the jaw by the deranged woman.

That is... until the woman's merely phased through Isabella.

( Genjutsu: Ba-doko-ru Ninnin ) Illusion Technique: Myriad of Mockingbirds
Rank: B
Type: Supplmentary
Range: Short-Mid
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A
Description: This is a very discrete genjutsu, both in it's casting and it's effect. To cast, the user simply needs to do an hand gesture, in the direction of the target. It doesn't change anything about surroundings with the exception of people, and the immediate terrain they're placed. In essence, it allows the user to change how someone perceives someone else, and even create illusionary copies of people the user knows. The illusion is complimented with slight changes to the terrain, like bending foliage, opening doors, etc, but only if manipulated by the illusionary people. It can also remove people from the target's perspective, or remove certain characteristics of someone within sensory range of the target. While inside the genjutsu, the target is free to move and speak, which the user is able to respond through any of the illusionary creations, or him/herself, case the user chooses not to disappear.
It masks slight ambient alteration by "hidden" people, such as footsteps and speech, but not techniques. Likewise, the illusionary people can't perform techniques, only speak and interact through body motions.

*Lasts 4 turns max*
*While using it, the user cannot use any additional Genjutsu on the target and is limited to 2 additional techniques per turn*

Specialized Infusion: 9 Fail

With her initial hand gesture, Isabella cast a genjutsu onto her opponent, changing her perception of both the corpse and Isabella herself. Distracted by the illusion, Isabella was able to bypass the corpse and witness Kinrah's base speed for herself. It was inhumane and yet unrefined. Combined with Kinrah's lack of any sort of coherency, Isabella knew the Shinkaigan was drawing all her sanity and boosting her body to powers she did not master. Stepping behind Kinrah, under the cloak of her illusionary distraction, Isabella curled her hands in a mantis claw, and stroke Kinrah in the back of her head, at the occipital ridge. As her fingers connected, a lightning discharge raced through Kinrah's brain, with enough voltage to knock an elephant unconscious, while infusing her with a dose of pure excrutiating pain directly onto her nervous system. Both the jab and the lightning would eradicate the genjutsu completely.

You're far too young to mess with Isabella.

Genkotsu Kamakiri: Dangan Ari: Kunō | Mantis Fist: Paraponera Clavata: Torment
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60 ( 120 for critical )
Description: A mantis fist technique which involves the administration of lightning charka into an enemy's body so as to stimulate a false signal for pain. Psychically, when used in a fight, this technique exhibits the styles usual attack methods; with the user delivering one, if not several swift finger jab blows to a target and discharging chakra upon impact. These blows, as is characteristic of the Mantis Fist, boast the strange and somewhat contradicting, fluid, rigid, and somewhat stiff quality common of the style; with this particular employment emphasising on speed and therefore using sharp, somewhat spear-like arm movements with little to no arm-drawback or windup so as to transition from neutral into extended states in mere moments, and then back again. As aforementioned the released lightning chakra forces false signals so as to induce pain onto an opponent, pain that can range from anything between mild to traumatising and incapacitating. However, it is generally the duration and area of contact that the user has had that determines the pain felt by the recipient, the longer or more numerous the case of exposure, the more severe effects will be. The targeted area is also of great consideration as striking vitals, pressure points, or even wounds can also increase severity - thus the focus of this technique on physical speed so that the user can best target areas of interest as quickly and effectively as possible. Needless to say the chakra based applications of this technique can also be administered discreetly, for instance, during a greeting should the user gain fingertip based contact with an enemy then this technique can be used discretely.

Note:
Can only be used 3x
Can only be used once every two turns.
A maximum of four strikes can be delivered per use.
Against enemies of equal or higher rank the pain felt for each momentary contact will be around that of a hairline fracture - producing sharp pangs of pain in an area around the contact site that’s no larger than a ping pong ball. (Doubled if sensitive spots such as the plexus, temple, and other spots with significant nerve bundles). That of a breakage with sharper pangs in a tennis ball size area for those a rank lower, and even more severe pain spread across an area exceeding that of a size 5 football for two ranks or lower. In the case of significantly prolonged contact, the pain is only limited by the users intentions. (Basically if the user manages to remain in contact to continuously sustain this technique for an entire turn or more, at the expense of -30 chakra per turn.)
- In battle, the user can generally only apply momentary contact to an opponent; with extended applications generally being utilised for out of battle (RP) torture based purposes and thus utilised to its full extent at the users discretion. However in battle, should the user manage to main contact for an entire turn or more an enemy will be left at their mercy - in too much pain to properly mold chakra and ultimately left incapacitated by pain.
Physical damage is generally minor, at most inflicting bruises on well toned parts of the body or on an odd occasion fractures on weaker, minor bones. However striking a vital or soft spot could potentially cause dire or even fatal injury. (Eyes and so on, throat, so on.)
- The user can of course experiment with the type of pain expericed (Sharp, dull, throbbing, burning, etc).

Elemental Infusion: 53 Fail

But something was wrong. Kinrah did not drop unconcious. Isabella quickly stepped back outside of short-range, as she watched Kinrah absorb and shave off the damage from her technique. She twisted her neck sideways, looking maniacally towards Isabella. And then, even more surprisingly, her chakra burst outwards, signalling the release of the First Inner Gate.

"You think you can EMPRISON ME!?"

( Hachimon ) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.

( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

Oh honey, Isabella thinks you're cuckoo for cocoa puffs...

She says, swipping 30 chakra from her opponent with her Yin speciality.



Isabella Chakra: 1800 - 10 - 15 - 20 - 30 =1725 + 30 = 1755
Kinrah's Health: 220 - ( 120 - 50 ) = 150
Sanity Loss Resistance: 20%
Sanity: 96 - 4 = 92
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns. (2/7)



Kinrah stood up and then moved impossibly fast towards Isabella. The speed blast carried Kinrah all the way back into short-range, atempting to back-hand Isabella with her right hand. While the speed at which Kinrah was moving was far superior to Isabella, her Shinkaigan and Chakra Sensory enabled her to react, appearing to be caught by the slap, but having already moved out of the away to puncture Kinrah's exposed armpit with two knuckles.

( Sukaiu~ōku ) - Sky Walk
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A skill usable by all EIG users to move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This follows the same rules and restrictions of Flicker Evasion.

( Déjà Fu: Neko Sain ) Déjà Fu: Schrödinger's Autograph
Rank: C
Type: Offensive/Defense/Supplementary
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: When attacked, the user will charge chakra through his body, allowing him/her to acquire a speed and flexibility for the evasion of the attack, bending backwards or side-stepping, while, at the same time employing the First Principle of Déjà Fu. This will cast a genjutsu where the opponent sees the user moving with a time delay of just a couple of seconds, desynchronizing reality and his vision. The user can take advantage of the perceptual distraction to immediately launch a counter-attack, slapping the target before the vision catches up to it, and breaking the genjutsu.

Specialized Infusion Roll: 75 Success (3/3 Infusions)

As soon as Isabella hit Kinrah, the ilusion broke once more, Isabella's after-image breaking to show her true self again- Even though Kinrah took no damage at all due to the damage resistance she had, she was still knocked back. That was, until both of them started hearing whispers. They were a mismatch bunch of puzzling nonsense. Kinrah, believing Isabella to be the culprit of the whisperings, shoved Isabella with enough power to push her through a wooden wall nearby.

Surrounded by what appeared to be multiple woodcarving tools, Isabella was pushed through the wall into a working table. She cushioned the fall, but would still take 15 damage from the crash.

You pushed Isabella?! You are insane!

But Kinrah was already onto her, even faster now.

( Hachimon ) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.

( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

She punched in rage at Isabella's face, and it took all Isabella could to roll out of the way. Kinrah's fury did not abade, as she picked up a carving knife and slammed it towards Isabella. Taking out a kunai, Isabella deflected the carving knife and kicked up, pushing Kinrah to the side as she tried to get back on her feet. The kick did it's purpose, even if Kinrah took no damage from it.

"WHERE ARE THEY?!"

Isabella was at a loss for words, having no idea how to make sense of everything she was hearing or the opponent she was facing. She knew about the Serpent and it's plan to bring about a new begining. She knew the Mage King would be Solomon, but she couldn't decipher much more. That is, until, Kinrah lost the carving knife and rammed herself onto Isabella.

(Fōringu Hōyō) Falling Embrace
Rank: D
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 20 (30)
Description: The user runs at the enemy and tackles them, slamming them into the earth.

Isabella took the attack in stride, her finger connecting with the side of Kinrah's torso, and another to her neck. Then, pivoting in on leg, she broke her strength to the side, lifting her leg up and tripping Kinrah away. While Isabella took 30 damage, she was able to use her opponent's strength and speed to toss her into the opposite wall of the woodshop and onto the street outside once more.

Isabella wipped a trickle of blood from the corner of her mouth as she stepped outside, Kinrah rising up from the dirt and atempting to move, but a sudden pulsation brought her to her knees once more.

"What did you do?!"

Isabella did nothing at all...kukuku

Isabella had infused a globule of lightning through her finger, when she touched Kinrah to toss her out. The lightning larvae, infusion with Strength of the Void, would rush through Kinrah's already broken brain and start eating away at it, veins of carborized tracks appearing all across her skull. The first sense to be eaten was the sense of Touch, and Kinrah felt it intimately, screaming at the top of her longs as the larvae made her whole nervous system explode with electric pain. All she could feel in her skin was excrutiating pain. Even as Isabella siphoned 30 more chakra from her.

( Kusaru Genjutsu: Shinigami no Yousei) Carrion Illusion Arts: The Necrotic Touch of the Black Larvae (Lightning)
Rank: S
Type: Offensive
Range: Contact
Chakra Cost: 40 (+5 per turn)
Damage Points: 80 (+20 per turn) ( 100 )
Description: The user charges an elemental chakra through a part of the body, generally the fingers or the mouth, and then proceeds to touch the head of the opponent (Or through a kiss). This will infuse the opponent with a globule of the element, which will appear as a larvae running bellow the surface of the skin, heading towards the brain. Once there, they begin "eating" the brain, producing illusions as they go along. Their trail is characteristic of the element used (Ex: Sticky Resin, Ashen Burn, Petrified Residue, for basic element's Water, Fire, Earth, or even Rotting, Freezing Trail or Small Intricate Wooden Net (for advanced element's Mushroom, Wood, Ice) and so is the illusions they produce (Fire burning the terrain (Fire), Numbness of the touch (Lightning), alcoholic taste on the mouth (Perfume), etc). The larvae will eat across the brain, starting on one Sense, and progressively adding the others, a new Sense every turn. Once all 5 senses have been targeted, death follows in the next turn, thus raging 6 turns between the beginning of the technique and the end. After one Sense as been targeted, it is numbed in reality, making it so it is unusable by anyone with a rank lower than the user, or severely cut down by anyone of the same or higher rank, this stands mainly for the aftereffects of this genjutsu after it has been released, since while its in effect, the illusionary pain, numbness, etc is what the enemy feels. It can be released as normal by any means of releasing an elemental genjutsu, except through Pain, as it needs an actual chakra purge to obliterate the larvae. Pain only temporarily slows the illusionary effect but doesn't get rid of its source. The larvae does physical damage to the brain besides the illusionary damage. This damage is produced by the larvae's movement inside the brain. However, its residual and not significant during the first 3 turns. After that, even if the illusion is dispelled, the damages produce a sluggish mind, hindered reactions, etc. with its effects worsen by each turn accumulated. Medical ninjas can use healing techniques or other techniques that can target and destroy harmful pathogens to counter and disable the larvae but these need to be same rank or above.

*If the user touches a limb or the torso (Through pieces of clothing top, not armour or hardened leather), the larvae will travel to the brain, but will instead require 1 addition turn before the illusions are felt*
*An advanced element requires an extra +5 chakra upon activation, but experiences no bonus in strength, just a different array of trails and illusions*
*After charging the genjutsu, it can be infected to up to 5 people, during the turn it's used as long as the user manages to achieve the 5 successful physical contacts.*
*Can only be used with one element per usage*
*Follows the Elemental weakness and strength*
*Can only be used twice per battle*
*Counts as a jutsu for every turn active*
*Can be released at will by the user*

Elemental Infusion Roll: 38 Fail

Isabella Chakra: 1755 - 5 - 10 - 15 - 40 = 1685 + 30 = 1715
Isabella's Health: 200 - 15 - 30 = 155
Kinrah's Health: 150 - ( 100 - 50 ) = 100
 
Last edited:

Lili-Chwan

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Sanity Loss Resistance: 20%
Sanity: 96 - 4 = 92
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns. (2/7)



Kinrah stood up and then moved impossibly fast towards Isabella. The speed blast carried Kinrah all the way back into short-range, atempting to back-hand Isabella with her right hand. While the speed at which Kinrah was moving was far superior to Isabella, her Shinkaigan and Chakra Sensory enabled her to react, appearing to be caught by the slap, but having already moved out of the away to puncture Kinrah's exposed armpit with two knuckles.

( Sukaiu~ōku ) - Sky Walk
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A skill usable by all EIG users to move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This follows the same rules and restrictions of Flicker Evasion.

( Déjà Fu: Neko Sain ) Déjà Fu: Schrödinger's Autograph
Rank: C
Type: Offensive/Defense/Supplementary
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: When attacked, the user will charge chakra through his body, allowing him/her to acquire a speed and flexibility for the evasion of the attack, bending backwards or side-stepping, while, at the same time employing the First Principle of Déjà Fu. This will cast a genjutsu where the opponent sees the user moving with a time delay of just a couple of seconds, desynchronizing reality and his vision. The user can take advantage of the perceptual distraction to immediately launch a counter-attack, slapping the target before the vision catches up to it, and breaking the genjutsu.

Specialized Infusion Roll: 75 Success (3/3 Infusions)

As soon as Isabella hit Kinrah, the ilusion broke once more, Isabella's after-image breaking to show her true self again- Even though Kinrah took no damage at all due to the damage resistance she had, she was still knocked back. That was, until both of them started hearing whispers. They were a mismatch bunch of puzzling nonsense. Kinrah, believing Isabella to be the culprit of the whisperings, shoved Isabella with enough power to push her through a wooden wall nearby.

Surrounded by what appeared to be multiple woodcarving tools, Isabella was pushed through the wall into a working table. She cushioned the fall, but would still take 15 damage from the crash.

You pushed Isabella?! You are insane!

But Kinrah was already onto her, even faster now.

( Hachimon ) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.

( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

She punched in rage at Isabella's face, and it took all Isabella could to roll out of the way. Kinrah's fury did not abade, as she picked up a carving knife and slammed it towards Isabella. Taking out a kunai, Isabella deflected the carving knife and kicked up, pushing Kinrah to the side as she tried to get back on her feet. The kick did it's purpose, even if Kinrah took no damage from it.

"WHERE ARE THEY?!"

Isabella was at a loss for words, having no idea how to make sense of everything she was hearing or the opponent she was facing. She knew about the Serpent and it's plan to bring about a new begining. She knew the Mage King would be Solomon, but she couldn't decipher much more. That is, until, Kinrah lost the carving knife and rammed herself onto Isabella.

(Fōringu Hōyō) Falling Embrace
Rank: D
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 20 (30)
Description: The user runs at the enemy and tackles them, slamming them into the earth.

Isabella took the attack in stride, her finger connecting with the side of Kinrah's torso, and another to her neck. Then, pivoting in on leg, she broke her strength to the side, lifting her leg up and tripping Kinrah away. While Isabella took 30 damage, she was able to use her opponent's strength and speed to toss her into the opposite wall of the woodshop and onto the street outside once more.

Isabella wipped a trickle of blood from the corner of her mouth as she stepped outside, Kinrah rising up from the dirt and atempting to move, but a sudden pulsation brought her to her knees once more.

"What did you do?!"

Isabella did nothing at all...kukuku

Isabella had infused a globule of lightning through her finger, when she touched Kinrah to toss her out. The lightning larvae, infusion with Strength of the Void, would rush through Kinrah's already broken brain and start eating away at it, veins of carborized tracks appearing all across her skull. The first sense to be eaten was the sense of Touch, and Kinrah felt it intimately, screaming at the top of her longs as the larvae made her whole nervous system explode with electric pain. All she could feel in her skin was excrutiating pain. Even as Isabella siphoned 30 more chakra from her.

( Kusaru Genjutsu: Shinigami no Yousei) Carrion Illusion Arts: The Necrotic Touch of the Black Larvae (Lightning)
Rank: S
Type: Offensive
Range: Contact
Chakra Cost: 40 (+5 per turn)
Damage Points: 80 (+20 per turn) ( 100 )
Description: The user charges an elemental chakra through a part of the body, generally the fingers or the mouth, and then proceeds to touch the head of the opponent (Or through a kiss). This will infuse the opponent with a globule of the element, which will appear as a larvae running bellow the surface of the skin, heading towards the brain. Once there, they begin "eating" the brain, producing illusions as they go along. Their trail is characteristic of the element used (Ex: Sticky Resin, Ashen Burn, Petrified Residue, for basic element's Water, Fire, Earth, or even Rotting, Freezing Trail or Small Intricate Wooden Net (for advanced element's Mushroom, Wood, Ice) and so is the illusions they produce (Fire burning the terrain (Fire), Numbness of the touch (Lightning), alcoholic taste on the mouth (Perfume), etc). The larvae will eat across the brain, starting on one Sense, and progressively adding the others, a new Sense every turn. Once all 5 senses have been targeted, death follows in the next turn, thus raging 6 turns between the beginning of the technique and the end. After one Sense as been targeted, it is numbed in reality, making it so it is unusable by anyone with a rank lower than the user, or severely cut down by anyone of the same or higher rank, this stands mainly for the aftereffects of this genjutsu after it has been released, since while its in effect, the illusionary pain, numbness, etc is what the enemy feels. It can be released as normal by any means of releasing an elemental genjutsu, except through Pain, as it needs an actual chakra purge to obliterate the larvae. Pain only temporarily slows the illusionary effect but doesn't get rid of its source. The larvae does physical damage to the brain besides the illusionary damage. This damage is produced by the larvae's movement inside the brain. However, its residual and not significant during the first 3 turns. After that, even if the illusion is dispelled, the damages produce a sluggish mind, hindered reactions, etc. with its effects worsen by each turn accumulated. Medical ninjas can use healing techniques or other techniques that can target and destroy harmful pathogens to counter and disable the larvae but these need to be same rank or above.

*If the user touches a limb or the torso (Through pieces of clothing top, not armour or hardened leather), the larvae will travel to the brain, but will instead require 1 addition turn before the illusions are felt*
*An advanced element requires an extra +5 chakra upon activation, but experiences no bonus in strength, just a different array of trails and illusions*
*After charging the genjutsu, it can be infected to up to 5 people, during the turn it's used as long as the user manages to achieve the 5 successful physical contacts.*
*Can only be used with one element per usage*
*Follows the Elemental weakness and strength*
*Can only be used twice per battle*
*Counts as a jutsu for every turn active*
*Can be released at will by the user*

Elemental Infusion Roll: 38 Fail

Isabella Chakra: 1755 - 5 - 10 - 15 - 40 = 1685 + 30 = 1715
Isabella's Health: 200 - 15 - 30 = 155
Kinrah's Health: 150 - ( 100 - 40 ) = 90
Sanity Loss Resistance: 20%
Sanity: 92 = 88
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns. (3/7)
  2. Character becomes extremely sadistic. Death elicits the most laughter, but any form of pain is enjoyed when inflicted on others.
  3. The character suddenly believes they have changed genders. Lasts for seven turns. (1/7)



Kinrah was screaming loudly, writhing on the floor in pain. And then she kept laughing. Even as the lightning pain screwed with her sense of touch, she kept on laughing on.

"Resorting to... uggh.....torture DEMON?! You... won't... subdue me!!!"

Isabella laughed with her, with a low and rugged snorting chuckle. The idea of a broad writhing in pain amused Isabella, quite a lot.

And now, the last thing you'll see is this handsome face, as Isabella carves your f*cking eyes out with his c*ck, bitch.

He said, as the larvae ate through Kinrah's sense of sight. This induced a flash of lightning that swallowed everything Kinrah could see. Everything was flashing white, burning deep within her brain. Sightless and feeling nothing but Pain, Kinrah was pretty much disabled.

Isabella re-adjusted her testicles and started walking towards Kinrah, though she was still laughting, her body kept contorting in pain, which delighted him plentifully. He grabbed her hair and pulled, the Touch illusion showering Kinrah's head with lightning pain. Isabella was so excited he even drooled a bit, looking at a hussy that was about to get plowed-

And then Kinrah shifted out of existance. This wasn't simply teleportation, there was absolutely no chakra trail. She was here, and then she didn't exist anymore. Isabella had seen it happen already, but she was unprepared for it in a battle situation. She felt the burst of chakra a split second too late to properly react, as Kinrah heel kicked her in the head.

( Hachimon ) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.

( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

( Konoha Senshō ) - Leaf Flash Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40 ( 55 , Crit 110 )
Description: Rock Lee will perform a similar technique to the Heavenly Foot of Pain, but without any chakra enhancement, to deliver a heel drop to the opponent using only sheer physical strength that causes small alteration to the ground on impact.

In the split second reaction, Isabella shifted sidways, forcing his cells to regenerate faster in order to shave off 60 damage from the attack, while making the heel of her opponent scrape her head and hear and hit her left shoulder.

( Iryō Ninjutsu: Saibō no saisei ) - Medical Technique: Cellular regeneration
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A (can negate up to 60 points)
Description: The medical ninja forcibly controls the cell cycle of the target tissue, causing rapid proliferation of the cells, thereby regenerating the tissue. This is done by infusing the cells of the target tissue with the users own healing chakra, potentiating mitosis and tissue growth. The drawback of this technique is that its not actually a healing technique but a tissue growth technique. It can serve to grow missing tissue but it cannot heal in the truth essence of the word and in essence is a much simpler application of the Mystic Palm technique.

Blood started crusting from the side of her head and ear. Isabella focused chakra on her leg and pivoted to kick her opponent, noticing how Kinrah's eyes registered absolutely no reaction. The wind whistled as Isabella's leg whipped the air and slammed on the ground beneath Kinrah and then burst outwards. Kinrah reacted to the sound, moving out of the way from the leg, but failed to see it's path, getting caught in the eruption of chakra unleashed by Isabella's kick. The Necrotic Larvae might have been purged from Kinrah's brain, but its effect remained unhealed, robbing her of her sense of touch and sight.

(Fenikkusu Handou ) - Phoenix Kick
Rank: A
Type:Attack
Range:Short
Chakra Cost: 30
Damage Points: 60 ( 80 )
Description: The user focuses chakra into their leg. The goes for a low kick towards the opponent. But instead of going for a hit, they let their foot hit the ground. The shockwave of the kick hitting the ground is transferred into the ground by the chakra. The user then releases the chakra into the ground underneath the user. Suddenly the chakra shoots up out the ground as a vortex that hit the opponent violently causing severe damage.
- Can only be taught by Daemon
Taught by Daemon

Been a while since Isabella's been this knocked around by a lass.

She said, siphoning 30 more chakra.

Isabella Chakra: 1715 - 10 -15 - 5 - 30 - 30 = 1625 + 30 = 1655
Isabella's Health: 155 - ( 110 - 60 ) = 105
Kinrah's Health: 100 - ( 80 - 50 ) = 70
 
Last edited:

Lili-Chwan

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Sanity Loss Resistance: 20%
Sanity: 92 = 88
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns. (3/7)
  2. Character becomes extremely sadistic. Death elicits the most laughter, but any form of pain is enjoyed when inflicted on others.
  3. The character suddenly believes they have changed genders. Lasts for seven turns. (1/7)



Kinrah was screaming loudly, writhing on the floor in pain. And then she kept laughing. Even as the lightning pain screwed with her sense of touch, she kept on laughing on.

"Resorting to... uggh.....torture DEMON?! You... won't... subdue me!!!"

Isabella laughed with her, with a low and rugged snorting chuckle. The idea of a broad writhing in pain amused Isabella, quite a lot.

And now, the last thing you'll see is this handsome face, as Isabella carves your f*cking eyes out with his c*ck, bitch.

He said, as the larvae ate through Kinrah's sense of sight. This induced a flash of lightning that swallowed everything Kinrah could see. Everything was flashing white, burning deep within her brain. Sightless and feeling nothing but Pain, Kinrah was pretty much disabled.

Isabella re-adjusted her testicles and started walking towards Kinrah, though she was still laughting, her body kept contorting in pain, which delighted him plentifully. He grabbed her hair and pulled, the Touch illusion showering Kinrah's head with lightning pain. Isabella was so excited he even drooled a bit, looking at a hussy that was about to get plowed-

And then Kinrah shifted out of existance. This wasn't simply teleportation, there was absolutely no chakra trail. She was here, and then she didn't exist anymore. Isabella had seen it happen already, but she was unprepared for it in a battle situation. She felt the burst of chakra a split second too late to properly react, as Kinrah heel kicked her in the head.

( Hachimon ) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.

( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

( Konoha Senshō ) - Leaf Flash Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40 ( 55 , Crit 110 )
Description: Rock Lee will perform a similar technique to the Heavenly Foot of Pain, but without any chakra enhancement, to deliver a heel drop to the opponent using only sheer physical strength that causes small alteration to the ground on impact.

In the split second reaction, Isabella shifted sidways, forcing his cells to regenerate faster in order to shave off 60 damage from the attack, while making the heel of her opponent scrape her head and hear and hit her left shoulder.

( Iryō Ninjutsu: Saibō no saisei ) - Medical Technique: Cellular regeneration
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A (can negate up to 60 points)
Description: The medical ninja forcibly controls the cell cycle of the target tissue, causing rapid proliferation of the cells, thereby regenerating the tissue. This is done by infusing the cells of the target tissue with the users own healing chakra, potentiating mitosis and tissue growth. The drawback of this technique is that its not actually a healing technique but a tissue growth technique. It can serve to grow missing tissue but it cannot heal in the truth essence of the word and in essence is a much simpler application of the Mystic Palm technique.

Blood started crusting from the side of her head and ear. Isabella focused chakra on her leg and pivoted to kick her opponent, noticing how Kinrah's eyes registered absolutely no reaction. The wind whistled as Isabella's leg whipped the air and slammed on the ground beneath Kinrah and then burst outwards. Kinrah reacted to the sound, moving out of the way from the leg, but failed to see it's path, getting caught in the eruption of chakra unleashed by Isabella's kick. The Necrotic Larvae might have been purged from Kinrah's brain, but its effect remained unhealed, robbing her of her sense of touch and sight.

(Fenikkusu Handou ) - Phoenix Kick
Rank: A
Type:Attack
Range:Short
Chakra Cost: 30
Damage Points: 60
Description: The user focuses chakra into their leg. The goes for a low kick towards the opponent. But instead of going for a hit, they let their foot hit the ground. The shockwave of the kick hitting the ground is transferred into the ground by the chakra. The user then releases the chakra into the ground underneath the user. Suddenly the chakra shoots up out the ground as a vortex that hit the opponent violently causing severe damage.
- Can only be taught by Daemon
Taught by Daemon

Been a while since Isabella's been this knocked around by a lass.

She said, siphoning 30 more chakra.

Isabella Chakra: 1715 - 10 -15 - 5 - 30 - 30 = 1625 + 30 = 1655
Isabella's Health: 155 - ( 110 - 60 ) = 105
Kinrah's Health: 90 - ( 60 - 45 ) = 75
Sanity Loss Resistance: 20%
Sanity: 88 - 4 = 84
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns. (4/7)
  2. Character becomes extremely sadistic. Death elicits the most laughter, but any form of pain is enjoyed when inflicted on others.
  3. The character suddenly believes they have changed genders. Lasts for seven turns. (2/7)



Kinrah was blasted away from the vortex of air and chakra that afflicted her, but her rage did not subside. She burst open the next gate, using the momentum from her chakra pathway exploding to arrest her own, even as her sense of touch failed her, crashing too hard on the beams of the pier, and falling backwards. But by then, Isabella was sick and tired of these gay ass gates, and made one handseal, blasting a wave of cologne all around.

( Hachimon ) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.

( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

( Meromeroton: Himawari Kin ღ Kiukoudai Tenbin ) Perfume Cologne Release: Nefertiti's Judgement ღ Magnanimous Libra
Rank: S

Type: Defense/Supplementary

Range: Short-Mid

Chakra Cost: 40 (+5 per turn)

Damage Points: N/A

Description: Requires 1 handseal. This techniques manifests itself as a quick burst of vaporous golden perfume cologne, stretching radially up to mid-range around the user in under a couple of seconds. The premise for this technique is that the chakra system and the physical body are directly linked. This perfume cologne does not affect opponent's whose chakra system or blood system is in the same pace than the user's. If higher than normal, the perfume cologne will emit a genjutsu that will make the opponent feel as if the gravity suddenly increased, pinning them to the ground, Which is visually manifested as several rings of pure gold, carved with sunflowers, around the opponent's wrists, limbs, neck, torso, etc. The effects are proportional to the chakra system's alteration, thus, when the user moves at a faster pace than normally allowed to the body through the use of chakra (Such as Swift, Gates, Sage Mode or Raikage's Lightning Coat, for example), the pressure of the gravity will bring the person's speed down, invariably making the target as fast as he/she normally is. Due to affecting the body directly, it is able to surpass chakra peaks, like burst of chakra or pain, but is easily released by localized chakra releases (Such as someone infusing chakra into their bodies), to actually destroy and repel the perfume cologne, otherwise simply calming oneself/releasing the modes will render the genjutsu inactive. It never reduces the opponent's speed more than their usual speed.

*The perfume cologne stays in the target's body for 5 turns (As long as Raikage's Coat). Without the perfume cologne, the genjutsu can be released as normal*

*The user can only use this technique twice per battle, and it requires 2 turns waiting period after the previous perfume cologne disappeared*

*The user can't preform Forbidden jutsus, nor perfume cologne higher than A rank, for 2 turns after the perfume cologne is activated*

*The user is capable of compressing the perfume cologne in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume cologne will have the same spread and properties as described*

While Kinrah was stunned momentarily by the acrid and strong stench of the cologne, it didn't bother her too much as she didn't understand the strength of the underlying genjutsu until she tried to move. Gravity pulled down on her hard, slashing down on her speed upgrade back to base speed. Combined with the loss of the sense of touch, Kinrah lunged forward and stumbled on her feet, falling face first onto the floor once again, but now, a bigger surprised awaited her. From the depths of the murky water, two large tentacles pierced through the wooden piers and wrapped around the falling kinrah.

( Kouton: Horimono ) Box Arts: Ta Moko
Rank: B
Range: Self
Chakra Cost: 20
Damage Points: N/A
Description: This stands as the ability that Archipelago's Box Jellyfishes have to stretch out their tentacles 3 times the original size. Each usage allows the Box to stretch 2 tentacles, and then return them back to normal.
Human summoners mimic this technique by summoning a box on their back, with long tentacles, which wraps around the user's arms, legs and face, giving them the appearance of Moko, elegant carvings wore by Maori villagers, which can then manipulate and stretch the tentacles up to Mid-Range. The tentacles have the particularity of having one side with nematocysts and one side without. The side that attaches to the skin is without nematocysts.
*Each usage of the technique stretches 2 tentacles*
*Summoning the tentacled box uses the same technique, but requires 3 handseals*
*The tentacles last 3 turns on human summoners, after which, the user must wait 1 turn to summon them again*
*Human summoners have higher resistance to the poison, but are not immune*

The box jellyfish that carried Isabella into the Fire continent did not disappear, biding her time underneath the waters, waiting for Isabella to lead her opponent onto the perfect spot for assassination. Its tentacles unleashed their necrotic venom in an instant, pain and horror infusing Kinrah's sinapses directly, breaking her nervous system. Even if Kinrah was unable to feel anything due to the loss of her sense of Touch, the cubozoan venom affected the nervous system directly, surpassing any type of superficial pain. With her opponent wrapped tightly, and taking advantage of the sudden spike of pain, Isabella trapped her opponent with a single handseal, casting a genjutsu where Kinrah entirely forgot about the existance of chakra, or any chakra mechanics, preventing her from opening anymore Gates.

(Genjutsu: Hanbun Sora no Hai) - Illusionary Arts: Half Empty Grail
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs three hand seals, inducing the target in an illusion that disrupts the target's chakra system and the chakra within their brain. The sole purpose of this genjutsu is to cause the target and all of his/her senses to perceive that they no longer posses chakra within themselves. This does not include the consequences that a shinobi's body experiences when their chakra is exhausted (in our RP), which can hint the target that there is something out of the ordinary going on. They might be lead to resort to use a small weapon or other means to escape the illusion by inflicting minor harm to themselves (following release rules of genjutsu), allowing the user ample moments to attack. This is because Half Empty Grail prevents them from being capable of controlling their own chakra and chakra flow in reality due to them believing that they do not possess any of it, thus, preventing them from performing chakra-requiring techniques. This implies techniques such as a full body chakra surge, self illusionary techniques or control their chakra to perform "Illusion Technique: Release". Victims trapped by this genjutsu also have their sustained abilities/techniques from previous turns end/deactivate because of losing chakra connection and control over them as a consequence of this illusion. A comparison to this can be that of a shinobi holding a sword with their hand and suddenly get trapped in an illusion where all their senses lead them to believe that their hand suddenly got amputated, making them lose control over their hand, which also makes them lose hold of the sword in reality. This illusionary technique cannot be layered on or be layered on with other illusions. It also cannot be stacked with anything that would hinder the target from making/allowing their body to experience physical harm in order to escape the illusion (in other words, techniques that: paralyzes/wraps around the target's body parts/immobilizes, etc). This means it can only be stacked with purely offensive techniques (such as a stream of fire or a fireball).
Note: Twice per battle
Note: Cannot be used against Kaguya clan bios

Specialized Infusion Roll: 95 Success (3/3)

Can you talk to Isabella now, babe?

And she siphoned 30 more chakra.

Isabella Chakra: 1655 - 5 - 10 - 40 - 30 = 1570 + 30 = 1600
Isabella's Health: 105
Kinrah's Health: 70
 
Last edited:

Lili-Chwan

Active member
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Joined
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Messages
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Awards
Sanity Loss Resistance: 20%
Sanity: 88 - 4 = 84
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns. (4/7)
  2. Character becomes extremely sadistic. Death elicits the most laughter, but any form of pain is enjoyed when inflicted on others.
  3. The character suddenly believes they have changed genders. Lasts for seven turns. (2/7)



Kinrah was blasted away from the vortex of air and chakra that afflicted her, but her rage did not subside. She burst open the next gate, using the momentum from her chakra pathway exploding to arrest her own, even as her sense of touch failed her, crashing too hard on the beams of the pier, and falling backwards. But by then, Isabella was sick and tired of these gay ass gates, and made one handseal, blasting a wave of cologne all around.

( Hachimon ) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.

( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

( Meromeroton: Himawari Kin ღ Kiukoudai Tenbin ) Perfume Cologne Release: Nefertiti's Judgement ღ Magnanimous Libra
Rank: S

Type: Defense/Supplementary

Range: Short-Mid

Chakra Cost: 40 (+5 per turn)

Damage Points: N/A

Description: Requires 1 handseal. This techniques manifests itself as a quick burst of vaporous golden perfume cologne, stretching radially up to mid-range around the user in under a couple of seconds. The premise for this technique is that the chakra system and the physical body are directly linked. This perfume cologne does not affect opponent's whose chakra system or blood system is in the same pace than the user's. If higher than normal, the perfume cologne will emit a genjutsu that will make the opponent feel as if the gravity suddenly increased, pinning them to the ground, Which is visually manifested as several rings of pure gold, carved with sunflowers, around the opponent's wrists, limbs, neck, torso, etc. The effects are proportional to the chakra system's alteration, thus, when the user moves at a faster pace than normally allowed to the body through the use of chakra (Such as Swift, Gates, Sage Mode or Raikage's Lightning Coat, for example), the pressure of the gravity will bring the person's speed down, invariably making the target as fast as he/she normally is. Due to affecting the body directly, it is able to surpass chakra peaks, like burst of chakra or pain, but is easily released by localized chakra releases (Such as someone infusing chakra into their bodies), to actually destroy and repel the perfume cologne, otherwise simply calming oneself/releasing the modes will render the genjutsu inactive. It never reduces the opponent's speed more than their usual speed.

*The perfume cologne stays in the target's body for 5 turns (As long as Raikage's Coat). Without the perfume cologne, the genjutsu can be released as normal*

*The user can only use this technique twice per battle, and it requires 2 turns waiting period after the previous perfume cologne disappeared*

*The user can't preform Forbidden jutsus, nor perfume cologne higher than A rank, for 2 turns after the perfume cologne is activated*

*The user is capable of compressing the perfume cologne in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume cologne will have the same spread and properties as described*

While Kinrah was stunned momentarily by the acrid and strong stench of the cologne, it didn't bother her too much as she didn't understand the strength of the underlying genjutsu until she tried to move. Gravity pulled down on her hard, slashing down on her speed upgrade back to base speed. Combined with the loss of the sense of touch, Kinrah lunged forward and stumbled on her feet, falling face first onto the floor once again, but now, a bigger surprised awaited her. From the depths of the murky water, two large tentacles pierced through the wooden piers and wrapped around the falling kinrah.

( Kouton: Horimono ) Box Arts: Ta Moko
Rank: B
Range: Self
Chakra Cost: 20
Damage Points: N/A
Description: This stands as the ability that Archipelago's Box Jellyfishes have to stretch out their tentacles 3 times the original size. Each usage allows the Box to stretch 2 tentacles, and then return them back to normal.
Human summoners mimic this technique by summoning a box on their back, with long tentacles, which wraps around the user's arms, legs and face, giving them the appearance of Moko, elegant carvings wore by Maori villagers, which can then manipulate and stretch the tentacles up to Mid-Range. The tentacles have the particularity of having one side with nematocysts and one side without. The side that attaches to the skin is without nematocysts.
*Each usage of the technique stretches 2 tentacles*
*Summoning the tentacled box uses the same technique, but requires 3 handseals*
*The tentacles last 3 turns on human summoners, after which, the user must wait 1 turn to summon them again*
*Human summoners have higher resistance to the poison, but are not immune*

The box jellyfish that carried Isabella into the Fire continent did not disappear, biding her time underneath the waters, waiting for Isabella to lead her opponent onto the perfect spot for assassination. Its tentacles unleashed their necrotic venom in an instant, pain and horror infusing Kinrah's sinapses directly, breaking her nervous system. Even if Kinrah was unable to feel anything due to the loss of her sense of Touch, the cubozoan venom affected the nervous system directly, surpassing any type of superficial pain. With her opponent wrapped tightly, and taking advantage of the sudden spike of pain, Isabella trapped her opponent with a single handseal, casting a genjutsu where Kinrah entirely forgot about the existance of chakra, or any chakra mechanics, preventing her from opening anymore Gates.

(Genjutsu: Hanbun Sora no Hai) - Illusionary Arts: Half Empty Grail
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs three hand seals, inducing the target in an illusion that disrupts the target's chakra system and the chakra within their brain. The sole purpose of this genjutsu is to cause the target and all of his/her senses to perceive that they no longer posses chakra within themselves. This does not include the consequences that a shinobi's body experiences when their chakra is exhausted (in our RP), which can hint the target that there is something out of the ordinary going on. They might be lead to resort to use a small weapon or other means to escape the illusion by inflicting minor harm to themselves (following release rules of genjutsu), allowing the user ample moments to attack. This is because Half Empty Grail prevents them from being capable of controlling their own chakra and chakra flow in reality due to them believing that they do not possess any of it, thus, preventing them from performing chakra-requiring techniques. This implies techniques such as a full body chakra surge, self illusionary techniques or control their chakra to perform "Illusion Technique: Release". Victims trapped by this genjutsu also have their sustained abilities/techniques from previous turns end/deactivate because of losing chakra connection and control over them as a consequence of this illusion. A comparison to this can be that of a shinobi holding a sword with their hand and suddenly get trapped in an illusion where all their senses lead them to believe that their hand suddenly got amputated, making them lose control over their hand, which also makes them lose hold of the sword in reality. This illusionary technique cannot be layered on or be layered on with other illusions. It also cannot be stacked with anything that would hinder the target from making/allowing their body to experience physical harm in order to escape the illusion (in other words, techniques that: paralyzes/wraps around the target's body parts/immobilizes, etc). This means it can only be stacked with purely offensive techniques (such as a stream of fire or a fireball).
Note: Twice per battle
Note: Cannot be used against Kaguya clan bios

Specialized Infusion Roll: 95 Success (3/3)

Can you talk to Isabella now, babe?

And she siphoned 30 more chakra.

Isabella Chakra: 1655 - 5 - 10 - 40 - 30 = 1570 + 30 = 1600
Isabella's Health: 105
Kinrah's Health: 75
Sanity Loss Resistance: 20%
Sanity: 84 - 4 = 80
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns. (4/7)
  2. Character becomes extremely sadistic. Death elicits the most laughter, but any form of pain is enjoyed when inflicted on others.
  3. The character suddenly believes they have changed genders. Lasts for seven turns. (2/7)
Kinrah trashed around but was severely restricted. She screamed and hurled out insults, but, by then, she was already too incoherent to make any sense.

Ready to talk, babe? Who are you?

Isabella whispered, slamming her hands on the ground, sealing Kinrah's usage of chakra in a double lock between her Genjutsu and her Fuuinjutsu. Then the box surged another wave of venom that broke the genjutsu and dealt even more excrutiating pain. Draining 130 chakra per turn, Isabella kept on talking to her opponent, even as she started healing her own health, running her Med-Chakra through her palm across her head and neck.

(Fuuinjutsu: Haisui Chakura) Sealing Arts: Chakra Draining Seal
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (drains 100 chakra per turn)
Damage: N/A
Description:
This is a simple seal where the user does 2 simple handseals and slams his ground on a surface. Upon that surface, a 2 meter diameter sealing formula circle of kanjis and markings spreads, activating the technique. Any enemy that makes contact with the formula becomes unable to mold chakra as the sealing technique drains his chakra and his stamina. If the enemy manages to escape the seal, he will recover use of his chakra.
Note: Usable twice per battle.

( Iryō Ninjutsu: Shōsen Jutsu ) - Medical Technique: Mystic Palm Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max) (190)
Damage: N/A ( Healed 95 )
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note: Can only be used by Medical Ninja.

"I will free myself from this island! You demons took my family, you won't take away my freedom!"

What island?

She didn't recall seeing any island. She thought about the ocean in the dimension inside her consciousness, but she was never able to see any land.

"Nine bullets... nine bullets into his back.... the blood is purple... I didn't do it... it wasn't me! I LEARN"

Isabella was confused... she knew of the nine torches, but not the nine bullets. Though whatever the torches signified, Kinrah's visions might link them to an attack. The harbinger of progress for the Specter's Convergence?? What if it was wrong?

"YOUR UP IS NOT UP.... YOUR DREAMS ARE NOT DREAMS! YOUR LAWS DO NOT HOLD ME! I SEE THE COSMIC TRUTH! I SEE"

Kinrah contorted, trying to set herself free.

Get off Isabella, woman!

Isabella Chakra: 1600 - 10 - 5 - 40 - 190 = 1355 + 130 = 1485
Isabella's Health: 105 + 95 = 200
Kinrah's Health: 70
 
Last edited:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
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Kin
3,929💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Sanity Loss Resistance: 20%
Sanity: 84 - 4 = 80
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns. (4/7)
  2. Character becomes extremely sadistic. Death elicits the most laughter, but any form of pain is enjoyed when inflicted on others.
  3. The character suddenly believes they have changed genders. Lasts for seven turns. (2/7)
Kinrah trashed around but was severely restricted. She screamed and hurled out insults, but, by then, she was already too incoherent to make any sense.

Ready to talk, babe? Who are you?

Isabella whispered, slamming her hands on the ground, sealing Kinrah's usage of chakra in a double lock between her Genjutsu and her Fuuinjutsu. Then the box surged another wave of venom that broke the genjutsu and dealt even more excrutiating pain. Draining 130 chakra per turn, Isabella kept on talking to her opponent, even as she started healing her own health, running her Med-Chakra through her palm across her head and neck.

(Fuuinjutsu: Haisui Chakura) Sealing Arts: Chakra Draining Seal
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (drains 100 chakra per turn)
Damage: N/A
Description:
This is a simple seal where the user does 2 simple handseals and slams his ground on a surface. Upon that surface, a 2 meter diameter sealing formula circle of kanjis and markings spreads, activating the technique. Any enemy that makes contact with the formula becomes unable to mold chakra as the sealing technique drains his chakra and his stamina. If the enemy manages to escape the seal, he will recover use of his chakra.
Note: Usable twice per battle.

( Iryō Ninjutsu: Shōsen Jutsu ) - Medical Technique: Mystic Palm Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max) (190)
Damage: N/A ( Healed 95 )
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note: Can only be used by Medical Ninja.

"I will free myself from this island! You demons took my family, you won't take away my freedom!"

What island?

She didn't recall seeing any island. She thought about the ocean in the dimension inside her consciousness, but she was never able to see any land.

"Nine bullets... nine bullets into his back.... the blood is purple... I didn't do it... it wasn't me! I LEARN"

Isabella was confused... she knew of the nine torches, but not the nine bullets. Though whatever the torches signified, Kinrah's visions might link them to an attack. The harbinger of progress for the Specter's Convergence?? What if it was wrong?

"YOUR UP IS NOT UP.... YOUR DREAMS ARE NOT DREAMS! YOUR LAWS DO NOT HOLD ME! I SEE THE COSMIC TRUTH! I SEE"

Kinrah contorted, trying to set herself free.

Get off Isabella, woman!

Isabella Chakra: 1600 - 10 - 5 - 40 - 190 = 1355 + 130 = 1485
Isabella's Health: 105 + 95 = 200
Kinrah's Health: 75
Sanity Loss Resistance: 20%
Sanity: 80 - 4 = 76
Sanity Drawbacks:
  1. The afflicted can only speak in third person. Lasts for seven turns. (5/7)
  2. Character becomes extremely sadistic. Death elicits the most laughter, but any form of pain is enjoyed when inflicted on others.
  3. The character suddenly believes they have changed genders. Lasts for seven turns. (3/7)
Isabella stomped on Kinrah's hand, as she tried to set herself free. Draining 130 more chakra from her, he kept on with his interrogation. Isabella's mind was swirling with all the knowledge that she already had, but it was a jumbled mess from Kinrah's delusions and the eerie whispers. His saddistic vein had him apply more pressure than necessary to his stomp, shattering Kinrah's fingers.

She knew the drones were afflicted by some sort of disease. Madara had mentioned it when they were together. While she did not understand what the disease was, she knew these drones had acquired their Shinkaigan the same way that she did, by escaping death after dying. Death has left this world, the Domain of Condition strains but will not follow. Nefarian was the root of this problem, but Isabella had no way of knowing how to reach him. Something was messing with the essences of Humans, and the remaining seals would have something to do with this as well. Who was the King of Souls and the Blacksmith?

But then, Kinrah once again faded out of existance, like static. Isabella's heart skipped, witnessing this strage event for a third time. The tentacles that held her, and the heel that pinned her were nothing before the power of reality shifting. But now, Isabella was prepared and focused her chakra through her skin. Kinrah did not disappoint, shifting with her burst of speed as soon as she became free of the shackles holding her, she kicked her foot upwards, towards Isabella's jaw.

( Hachimon: Omote Renge ) - Eight Gates: Primary Lotus
Type: Offensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40 ( 60 )
Description: The user delivers an upward kick to their opponent, sending them high into the air. The user follows the opponent along their upward trajectory, taking tight hold of them so that they can't move or escape; this can be accomplished via bandages, chains, or similar things. Once they've reached the peak of the initial kick's arc, the user begins a spinning motion and propels them headfirst towards the ground. The user releases the opponent right before impact and retreats to safety, leaving the opponent to collide with the ground alone.
Note: Requires at least the first Gate to be opened.

The layer of chakra materialized as a net of fungal growth underneath Isabella's chin, draining the power of Kinrah's kick and cushioning the blow, before Isabella's whole body burst outwards with blackish fungus threads that wrapped around Kinrah completely, rotting her clothes and sapping her power.

(Masshuru-Muton: Mori no Jusshi ) Mushroom Style: Fingers of Pan
Rank: D-S (S)
Range: Short-Long
Chakra Cost: 10-40 (40)
Damage Points: 20-80 (100)
Description: This serves as the main release of the Mushroom element, materializing the generic fungal net-type described in Primary Release.The user is able to release a large net of fungus, from her hands or from the ground which can withstand the impact of huge boulders of rock and cease their movement. The user can decide to preform this jutsu to trap the opponent. The net will form any structure the user wants, being it a hand, a shield, pillars, etc.
Depending on the rank used, the user is capable of controlling small fungal constructs or a lake's worth of fungus. Through mushroom's chakra parasitic ability, this technique is capable of interacting with other jutsu by shaving off some power when colliding with an enemy chakra-costing technique. Up to B rank, it shaves 10 damage, or 5 chakra. Higher than B rank, it shaves 20 damage or 10 chakra, similar to Water Style: Mist Rain.

Note: A rank can only be used once every 2 turns up to 4 times per battle. S rank can only be used once every three turns, 3 times per battle.

Isabella knew now, that her opponent was almost dead. She could do the rational thing and keep interrogating her while sapping away her chakra, but her mind was corrupted by insanity. With a single swipe from her right hand, she produce a myriad of Titania blades, hard lichen and fungal constructs, which she used to put Kinrah out of her misery, though excrutiatingly so.

( Masshuru-muton: Kouhi no Ken ) Mushroom Release: Blades of Titania
Rank: S

Type: Offensive/Defensive

Range: Short-Mid

Chakra Cost: 40

Damage Points: 80 (100)

Description: Through use of a higher dose of earth chakra to reinforce the mushrooms, honing the their hardest tissues with water, the user is able to produce blade like structures of liquens, with equivalent hardness of hardest Metals of equal rank and hardest crystal of 1 lower. Liquens are symbiotic structures of fungi and algae, recriated here with water, earth and mushroom chakra. With this jutsu, the user is able to grow linquens from her/his body and spread them into any surface, as long as they're directly in contact. This serves to create sharp blade structures or to lock an opponent into a tight petrified-like coat of liquens. A secondary ability of the liquens is the detection of air toxicity/radiation, allowing the user to utilize the algae part to absorb radiation up to the rank of the technique. Due to a chakra rectriated photosintetic ability, the liquen will prevent sage mode users from acessing natural energy when in contact with the liquens.

*Can only be used 4 times per battle*

*Can only be used once every two turns*

Enough of this maddening battle.

Isabella Chakra: 1485 - 5 - 10 - 40 - 40 = 1390 + 130 = 1520
Isabella's Health: 200 ( 60 - 20 ) = 160
Kinrah's Health: 70 - ( 100 - 50 ) - (100 - 50 ) = 0
 
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