Look a sniper! [Closed]

Mirai

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No sniper this time! I’ll be utilizing: https://animebase.me/threads/mirabelle-nariyuki-the-infernal-jinchuriki-v-1.779799/ for this little sparring match. For the sake of the battle; we’ll be assuming she has mastered her control over Matatabi to the maximum (Blue Fire Route Only). Due to having Sage Mode, she doesn’t have any of the Spiritual Taijutsu skills. I’ll start this off for us, if you don’t mind. Terrain is the outskirts of the Graveyard of Sin, capital of Tsumigakure.


It seems word about Mirabelle’s recent…change in life style became immediately alerted to those who roamed the lands. Many have come to see the lands she practiced her new found powers in, scorched to the ground by the rather powerful blue flames of the Bijuu residing within her. This of course wasn’t taken lightly by some, now knowing one of the few kages left in humanity now had control over such feral and dangerous tailed beast. However, it didn’t stop some individuals from attempting to challenge her more directly. Today being one of those days; a man by the name of “Seven” seemingly wanted to try out the might of the infernal jinchuriki. Once she arrived to the battlefield located outside the city the walls, Mirabelle landed mid ranged away from the individual. “Hm, I hope you came prepared…I wont be going easy on you…” she said, Matatabi smiling within their shared realm. “What number is it this time?” the Bijuu asked, having lost track of how many challengers came forth at this point. Mirabelle mused at the comment but decided to remain silent as she observed her opponent from head to toe. Looks can be troubling if not careful of course; thus she decided to treat this opponent with the same respect she does for other. Utilizing a hand gesture, the immediate ground directly below the opponent would start to rumble – as a giant pillar of scorching red flames erupted directly beneath him. This of course wasn’t all that happened; as the pillar would erupt – it spun at high speeds with in turn would prevent the opponent from escaping so easily. However, this wasn’t all; as within the spiraling pillar – knight composed of blue flames would take form.

It would have the pillar itself as a source of power but utilizing her “Heated Conversion” skill to passively create the knight composed of blue flames instead of the normal red ones. He was also enhanced by Fortified Flames. Should the opponent not be careful of course, the knight would swiftly aim to pierce its powerful lance created from its initial conception, violently striking the opponent down. As they handled this; Mirabelle would weaponize her blue flames once more in order to create an array of felines familiars spawning all around her; as they all rush towards the opponent with the intent of causing harm to them. These weren’t enhanced with anything at the time, simply being increased in strength by Fortified Flames. “Let’s see what you got, Seven…” she said; drawing Kurokiba from it’s scabbard as arc is black electricity flowed around her. “Don’t underestimate this one Mirabelle…he’s a strong that most of the last ones we’ve face…” her partner commented once more. She nodded to her mentally as she was being cautious of Seven, approaching at half her max speed.


(Katon: Barioria no Unmei) | Fire Release: Doom of Valyria
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: An extremely powerful jutsu, Doom of Valyria allows the user to (after making 4 handseals) flood immense amounts of fire chakra into the ground, and through it raise gigantic pillar(s) of fire. These pillars will spiral ferociously as they rise which, is not just a cosmetic effect, but rather serves to imbue the rising flame with the effects of ‘Aggravate’. That is, the rotating columns of fire will, through use of convection, create shifting high to low, and low to high airflows that will serve to exert a powerful suction effect. The suction effect will span out up to short range away from the pillars, and can neutralise propulsion forces of B rank and below. The scale of this technique can be such that it would be capable of affecting large swathes of land, each pillar affecting up to a short ranged radius area and towering up to 15 meters into the sky

Note:
This technique can only be used twice, with a two turn cooldown in between uses. Once used, the user will be barred from utilising fire techniques above B rank for the rest of the turn, and cannot use fire above S rank next turn. Because of its effects, this technique is potentially fatal if used within short range of the user, unless they have some kind of countermeasure.
(Katon: Kokoro no Hi)-Fire Release: Heart of Fire
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: (Same as targeted jutsu)
Damage Points: N/A (80 + 30 = 110)
Description: Heart of Fire is a unique jutsu supplementary in nature which exclusively augments other fire jutsu, meaning it naturally bears the ability to be activated in the same timeframe slot as them. Essentially, Heart of Fire pushes the principles of fire that acts like a solid to the limit in any jutsu it is applied to, though in a unique way. Rather than turning all the flames in the technique solid, only select flames in the center of the fire will be selected. Moreover, the only solid aspect within the fire will be a knight composed of condensed, solid flames, his size scaling no larger than the realms of the chosen technique. The knight and the surrounding fire will initially appear and behave as outlined in the other jutsu (ex. being shot from the user’s mouth as a linear fireball), but the knight can exit that action and act as he please at any time, as he is sentient in nature. The knight is capable of flight, and moves at a speed matching the technique. The knight does not, however, empower the jutsu in any way, as his power is derived directly from it, nor can he reshape it. Rather, he just takes control of the jutsu and turns it into a hybrid state as the flame which surrounds him, the shape of the original technique, is still quite dangerous. Naturally, the knight attacks anything which entire the confines of that fire. This technique does however come with some heavy restrictions.
Only one knight may ever be created from this, so a jutsu that splits its power into three fireballs would result in one knight stunted in power in one of those fireballs, the other two unaffected. The jutsu ends after three turns, and carries a two turn cooldown before reuse. While it is active, the user will be limited to fire release and advanced elements which use it.
Note: Only usable thrice per battle
( Aoi Katon ) - Blue Fire Release
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80 (40 + 30 = 70)
Description: A skill unique to the Two-Tails and it's Jinchuriki, this jutsu allows the user to manipulate Blue Fire in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release blue flames in the form of fireballs, streams of fire, and even blue flame based familiars to attack on the user's command. These Flames carry no properties of Blue Fire beside the basic variant which shares the same traditional properties of normal Fire Release except the weakness to Water.
Note: This can only be used by Matatabi and it's Jinchuriki.
Note: Intangible or Spiritual Blue Flames can only be utilized if their respective skills have been acquired.

Heated Conversion - The user's B rank and lower Fire techniques can now be used as Basic Blue Fire jutsu. This does not apply to techniques explicitly stated to enhance Fire jutsu or similar descriptions. This allows him to enhance his normal Katon techniques with Blue Fire. Requires Blue Fire Usage skill.

Fortified Flames - The user's Blue Fire has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
 

El Alucard

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Any person who knew Seven, knew he had two sides. The goofy, hopeless romantic to be taken lightly and cold blooded, emotionless assassin bred by league of killers and today he was the latter. The woman strange woman must've picked up on his bloodlust as she spoke.

“Hm, I hope you came prepared…I wont be going easy on you…”

Her words said one thing but her tone gave off an air of arrogance, she was already looking down on him. The ground underneath him would begin to rumble but nothing would happen, in the blink of an eye the lady would find herself within a new environment. A forest filled with gigantic trees encircling a wide open area, moonlight almost as bright as daylight beaming down on them where they stood. Surely and illusion? Perhaps? And just as soon as she realizes she had been transported someplace else, the ground around her (at 5.1m lmao) would wrap tightly around her constricting her and stopping any movement all the way to her head. She'd be trapped in place by the ground which was acting as if it were rubber.

"Why do you attack? Who sent you?" he paused for a while unsheathing his sword before continuing. "Speak quickly, so I may kill you and be on my way."

Next to him as always Thirteen would be standing and behind him would be Vinea however, unbeknownst to the woman Baal and Amon would be there too, unnoticed and hidden within the darkness of the forest which encircled them. Baal took the right whilst Amon took the left of them just watching and waiting.


Danjon Djinn ✽ Dungeon Of Djinns
Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you don't have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls, houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings.

When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with

Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user
Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns at the cost of a move
Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.

Jin sōbi ✽ Djinn Equip
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh.

✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range).

✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range)

✽Amon: Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)


✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards)

✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other Elements that I'd not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack is classified as S rank
Note: Each Equip gains a +3 to speed
 
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Mirai

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Immediately as the terrain seemingly shifted; Mirabelle’s eyes widen at the new location. “Space – Time Ninjutsu…?” she thought to herself, but she instantly got into Sage Mode; drawing in 10% of her max chakra into senjutsu chakras a result. Despite the terrain attempting to restrain her movements – she utilized her increased speed to immediately move out of the way of this but now without her own form of control over the terrain in this new “space” as with the flap of her wings, the skies above start to become saturated with natural electricity; so much so that thunder storms start to breach within it. “Sage Mode already? Someone’s taking this more serious than I imagined” Matatabi commented mentally, but Mirabelle once again didn’t reply to it. Instead with her new elevated positioning she had better view of her location, appearing eight meters behind the opponent; but six meters from the ground.

Despite the mysterious beings attempt to hide; her chakra sensory allowed her to pin point their locations with relative ease. Nigh immediately; she would draw chakra from her partner as she inhaled and exhaled – swiftly releasing a large stream of powerful blue flames from her mouth, comparable in size to majestic fire annihilations The sheer power it carried was mixed with Senjutsu as well, burning the landscape below. She didn’t mind burning down places in all honest, this poor man was just the unfortunate target of this type of assault. She loitered in the air; simply waiting for her opponents to make their move. “
Oui, is that all you got?” she wondered in all honesty, but she was prepared for anything at this point.

( Kanpekinanin Sandābādo Sennin Modo ) Perfect Thunderbird Sage Mode
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all Ninjutsu and Taijutsu up to S rank.
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively fly at 3x his speed and sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering Taijutsu techniques and Ninjutsu by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. In addition to this, the user is able capable of utilizing Sky Dominion, allowing them to generate natural thunderclouds (which are S Rank while in Sage Mode). Lastly, the user gains access to thunderbird like anatomy, gaining wings and talons for physical attacks (can still make hand seals and hold weapons), ability to use Thunderbird Arts (without requiring any Thunderbird summon present) and other physical feats granted by Sage mode.

Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve
( Aoi Katon ) - Blue Fire Release
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40 (20)
Damage: 40 – 80 (40 + 30 + 30 = 100)
Description: A skill unique to the Two-Tails and it's Jinchuriki, this jutsu allows the user to manipulate Blue Fire in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release blue flames in the form of fireballs, streams of fire, and even blue flame based familiars to attack on the user's command. These Flames carry no properties of Blue Fire beside the basic variant which shares the same traditional properties of normal Fire Release except the weakness to Water.
Note: This can only be used by Matatabi and it's Jinchuriki.
Note: Intangible or Spiritual Blue Flames can only be utilized if their respective skills have been acquired.

Sky Dominion: All Thunderbirds naturally and passively flood the sky to which after 2 turns of flight create natural lightning clouds in the landmark they are in. These clouds unlike those created by shinobi are almost impossible to blow away or disperse if the clouds are dispersed they passively reform (two-turn cooldown). The strength of these clouds is dependant on the strength of the individual bird and thus requires at least a suitable jutsu of similar rank aimed at them to disperse.
 
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El Alucard

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The lady enters Sage mode but Seven doesn't seem bothered as he simply communicates with them mentally prompting them to start their attack as she avoids very speedily evades the ground and flies into the sky. She quickly spews out blue flames, at the same time Vinea would exhale a powerful torrent of water towards her, Baal would unleash a massive blast of lightning from his hand towards her and Amon after performing one handseal would expel a large stream of flames from his mouth towards her. Although her fire attack was strong, taking on the attacks of Vinea, Baal and Amon, it would be easily overwhelmed and she'd still take alot of damage.

(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+25)
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 (+25)
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.

(Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 (+25)
Description: The user does one handseal and inhales while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth. The user has control over the concentration of the technique, being able to produce a narrow jet of flames, highly concentrated or one that will widen along its range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time.
 
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Mirai

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With a smirk; Mirabelle already knew what was coming as she sensed the chakra from all three entities starting to pool together. Almost immediately; as the opponent’s techniques are released – she would make two hand seals in response. In this instantly, she would pull quite literally Seven and the others, or at least she tried to with the others into her own space of existence. This was one of the rare sage locations; only known to Sage Mode Masters. While she initially thought brought the others, they rules of their own world prevented them from existing in this one. “How sad, your friends left you alone to fend for yourself” she said flapping her wings generating a thunderstorm in this location now instead. However, once they terrain was set up for her she immediately started kneading some of her Bijuu chakra as the red chakra started to boil across her body. As she goes, she would swing her wrist; causing a giant lance of the powerful energy to strike Seven through his body. “Sorry my love, but I don’t think you understand who you’re messing with…” she said watching as the technique approached.

(Senpo: Kenja no Dai Haka) - Sage Arts: Grand Grave of the Sages
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user of this technique must be a master of sage mode and the summoning technique. Though the contract they use is irrelevant. By forming two handseals and then clapping their hands the user will activate a unique reverse summoning technique used only by those who are sage mode users. The user and opponent along with any items or summonings present will be reverse summoned to a place known as the graveyard of the sages. This place has a very unique structure the main path will resemble the back of a snake paved to be a road that stretches as far as the eyes can see and even further still. But is only 15 meters in width. Either side of this is a steep drop leading in to a pool of venom. Being incredibly deadly to fall in to. Elevated above the enormous venom baths are huge statues of toads facing each other lining the path of the snake. It's said that the snake is known as the world serpent a forgotten beast of old that faced the toad soldiers in battle so fierce all were petrified from over usage of natural energy in the fierce conflict leaving this terrifying monument. In this field the users of sage mode have a considerable advantage. Namely all senjutsu techniques formed in this area gather the mass of natural energy in the area translating to a +10 boost to any senjutsu techniques. Additionally the high level of natural energy stored in the environment makes it entirely impossible for the enemy to make use of the environment unless he too uses sage mode in regards to manipulating the ground for techniques such as earth. Meaning techniques created from the surroundings such as earth techniques will simply not work unless they exceed B rank. However this does come some drawbacks. The initial reverse summoning actually requires natural energy to perform meaning the user will need to be in sage mode and using it will also cut sage mode duration by one turn.
Note: Can only be used by masters of sage mode
Note: Once performed the user and opponents may not leave the area without space time ninjutsu or other reverse summoning techniques or the user runs out of sage mode duration which will cause them to return to the original area. The user's death also reverse summons the opponent back.
Note: An S rank or higher Omni directional elemental blast (i.E tornado wall) would collapse the cave, causing the opponent and user to be reverse summoned out.
Note: Can only be taught by Jhin
(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance
Type: Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage: 40-80 (80 + 30 = 110)
Description: This technique is a basic and general one that can be used by any jinchuriki, or pseudo-jinchuriki, that is capable of achieving a chakra shroud. Using that same basic concept, the jinchuriki draws out their tailed beast chakra, but instead of allowing it to form a shroud they utilize shape manipulation to re-purpose it in a way of their choosing. This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. As the chakra is released from the jinchuriki's body, these things must originate from their body and cannot "appear" elsewhere on the field. These techniques share the same translucent red-orange as the jinchuriki's chakra shroud. S Rank Version can only be used thrice per battle with a cool down of two turns between each use while no Bijutsu A rank and above in the same turn.
 

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Seven simply lifts his unsheathed sword pointing it at the lady as his appearance now seems altered. Over his black traditional hooded Hanfu gown, black metallic like armor on would appear on his arms and legs with flame-like protrusions from his arms and legs and a third eye on his forehead.

"Amol Dherrsaiqa" he says releasing an enhanced S-rank vortex of flames capable of incinerating everything it touches instantly.

Simultaneous to his attack Thirteen would extends both her arms, releasing a high discharge through both palms at the same time, the combined attack much like the last one would make quick work of the woman's attack and proceed onwards, she wouldn't have time to dodge it.

"Seven, I think it's time we stop with this back an forth no?" Thirteen says seeming rather impatient.

"Fine. Hey, lady why don't you come down? My neck is getting tired. Are you gonna fly all day or are we going to fight up close?"

"Maybe she's scared"


"I highly doubt that."

Jin sōbi ✽ Djinn Equip
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: 80 (+25)
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh

✽Amon: Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other Elements that I'd not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack is classified as S rank
Note: Each Equip gains a +3 to speed

(Raiton: Sandāboruto) - Lightning Style: Thunderbolt
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user extends both arms, releasing a high discharge through both palms, targeting multiple opponents simultaneously. It is possible to increase the power using this technique in combination with a water source. Working similarly to False Darkness, the held orbs split into several tendrils of lightning. If used against a target submerged in water, the strength increases +20.
 
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Mirai

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Still airborne; the thunder harpy noticed the powerful spiraling vortex approaching swiftly. It was also shrouded with electricity; the combined attack managed to overpower the Bijuu chakra she sent towards them. However the skies where finally properly saturated with her chakra; thus with a flap of her wings she would trigger a technique. Focusing chakra into the skies above; the natural lightning would be drawn towards the opposing technique but into the form of a lightning dragon. It’s body was near doubled in size; coiling around the snake in turn. “Consume them” she commanded towards the snake as it roared; an with her command over with would swiftly approach the opponent at high speeds. However, while was crafting the serpent she would also forge a sole hand seal in the progress. The would cause a spiritual parasite to become attached to snake in the process of its life being created. Once it clashed with the opposing techniques; the spiritual parasite would latch onto the chakra of Seven, weakening his technique but also his future techniques as well. This due to lightning being faster than fire, it would cause both of them to interact with one another first. “Don’t worry, we wont be staying her much longer” she said snickering within the air as the thunder clouds cleared up over head. She wasn’t lying however as she was running out of senjutsu chakra in her body.

She simply watched from a far what her opponent may attempt to do; her curious nature always taking the front seat in these types of confrontations. Matatabi simply remained silent, having nothing at the time to say.

(Sandābādoāto: Inazuma no kami) Thunderbird Art: Lightning God (Passive)
Rank: S
Type: Supplementary
Range: N/A(+1 to Jutsu)
Charka: 30(+10 to Jutsu)
Damage: N/A(+20 to Jutsu)
Description: By passively channeling their raiton chakra into the lightning created via Thunderbird. The signer or Thunderbird can manipulate the lightning and release any projectile-based lightning attack from them. Due to the lightning being natural jutsu used via this method is enhanced via power(same concept as kirin), speed, and range. The speed and range of the lightning are increased enough to keep the jutsu relevant in combat and unlike Kirin isn't instant. This technique, however, comes at the cost of dispersing the clouds and can't be used again until they return.
Notes:
~Must be a signer of the Thunderbird contract
~Can't be used in conjunction with Kirin
~As clouds take 2 turns to form this has a 2 turn cooldown
~Can only be taught by Pyro NB
(Raiton: Raiton hebi no kiba) - Lightning Release: Lightning Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20) (80 + 30 + 20 = 130)
Description: This unique lightning technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to release lightning into the sky forming clouds at any point in the air that will then release a large torrent of focused and paralysing lightning shaped as snakes will pour out surrounding a target or targets and wrapping around them. The lightning while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense paralysing lightning in nature much like the Chidori senbon making their binding ability quite impressive preventing an enemy wrapped in them from moving freely, this technique has a 10m radius. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another lightning or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting lightning technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the lightning snakes. This usage is considered as an active boost and follows the rules and restrictions of such. The second application can only be used as a method of boosting not a stand alone technique.

Note: May be used two times per battle overall. Two turns between uses.
Note: If combined with a water technique in it's second form it will be considered a wind/lightning combo. Combined with a lightning technique just creates a stronger lightning. Boosting can only be applied to A ranks and below.
Note: No lightning jutsu A rank or above in the following turn.
Note: This must be created at least 10m above the opponent
Note: Controlling the direction of the snakes will cost as a move per turn and the user can only use lightning release while maintaining control.
Note: May only be taught by Jhin
(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.

50 Sage Chakra Left
 

El Alucard

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Sorry for the misunderstanding, edited it as best I could.


Undoing his equip, Seven sees to the creation of the large snake but before he could react, they were suddenly back to where they had started again. No giving it much thought he proceeds with his move by sending katon and earthen chakra into the ground, from it a large monkey would jump upwards towards his opponent, in attempt to grab hold of her. Should it be successful, it would squeeze tight crushing her between its massive hands before throwing her down to the ground where Seven could finish her off. As an assassin, Seven had a preference to close quarters combat, it was easier for him. For now he was forced to react just waiting for his moment to strike.


"Get ready 13, you might have to go clip this little birdies wings."

( Doton/Katon: Saruiwa ) - Earth/Fire Release: Monkey Rock
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique creates a giant stone monkey by accumulating surrounding ground and shaping it into the animal, which is then reinforced with fire. Unlike the Great Stone Golem, the user doesn't have to continuously fuel the technique with their chakra. While the height of the monkey can reach up to 30m, it has a capacity for moving quite fast that belies its hulking stature.
Note: Due to being a dual elemental technique, the user can only use one other jutsu that turn.
Note: This technique does not have any basic elemental weakness.
 
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Mirai

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With Mirabelle back into the regular world as she flew down to the ground; she was back within the confines of her village once more. But upon being brought back; she would sigh – realizing this fight was dragging on a bit too much for her liking. Seems the opponent immediately sprung into action; quickly causing a giant familiar composed of what appears to be of rock and fire to appear. Such a abysmal sight to the eyes of the maiden but alas she had different plans on how to execute this beast looming closer to her. Immediately; she relinquished any residual senjutsu from her body; allowing her to return back into a normal state. However, she would tap into the power of her Bijuu once more as she drew chakra from it. This allowed her to become engulfed in a shroud of bubbling red chakra; as two tails grew from the shroud. Her eyes, they became cat like as her canines sharpened, and her movement became more agile. Swift in her execution – the new found speed she attained allowed her to blitz pass the giant’s attempt to strike her. The giant creature had tried to jump and snatch her but sadly its speed wouldn’t be enough as she ran in an arc outside of it. Her speed was far to great for the opponent but immediately she would get behind his position.

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Once behind; she dashed inwards an attempt to cause damage; a giant clawed chakra arm attempting to crush the opponent within it’s grasp. “Now…let’s see what you can do against this…” she said; as she approached.

( Chakra no Koromo ) - Chakra Shroud
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30 ( -10 per turn, adds 300 chakra points )
Damage: N/A ( +20 to Taijutsu and Bijuu Techniques )
Description: The Jinchūriki accesses his Bijuu's chakra and releases a portion of it into his body, triggering this initial transformation. By doing this, red chakra oozes from his skin, engulfing him in a chakra shroud that resembles a miniature, translucid version of his Bijuu ( although with little detail ), with a variable number of tails ( depends on which Bijuu it is ) and certain unique traits like the Kyuubis ears or Hachibi's horns. The jinchūriki gains a drastic increase in speed, being capable of fighting on par with almost any ninja and gets his Taijutsu damage boosted not only by the increased strength behind his chakra shroud but also by the chakra shroud itself, which damages enemies to the touch. In certain situations, the jinchūriki can also gain more animalistic abilities, such as running tremendously fast on all fours or viciously clawing on his enemies. The chakra shroud protects the jinchūriki from damage and grants him a damage shaving immunity of 40 damage.
Note: Can only be used 3 times and lasts for a maximum of 5 turns
(Chiratsuki Kaihi/Undō) Flicker Evasion/Movement
Type: Defensive
Rank: B-Rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
Using the power of their bijuu to boost their physical abilities, the Jinchuriki is able to dash and move at incredible speeds. While doing so, the user will move and run on all fours (if applicable) and display a movement much more in tune to the animal traits his bijuu possesses. The speed at which one can move is relative to the transformation used. The basic Red Chakra Cloak doubles the users speed while the Incomplete Transformation triples his speed. The movement one can produce can be both intricate or simple, depending on the users intention.
Note: this version can only be used by Bijuus with Chakra Cloak or Incomplete Transformation active. Naruto can use this technique in both his 9 Tails Chakra mode as well as his Bijuu Mode.
( Bijutsu: Chakra Ude ) - Tailed Beast Skill: Chakra Arm
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 + 20 = 80
Description: This is one of the basic abilities of every jinchuuriki when they are shrouded by chakra. The user will shape their chakra into up to 4 arms of bijuu chakra that they can extend to attack the enemy or even to help him perform techniques or do handseals.
Note: Can be used by Pseudo Jinchuuriki's in their Pseudo Transformations
Note: Naruto can use it in both 9 Tails Chakra Mode and Bijuu Mode, creating 6 arms in each.
Note: Can be used in Chakra Shroud and in Initial Transformations.
 

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Although Seven had somewhat of a hard time keeping up with his opponent's newly acquired speed he could easily sense her spirit and as such it's almost as if he could see her just as easy as she attempted to move around him, he knew where to place his trap which would work before he opponent reaches wherever it was she had planned to go. With two quick handseals the user would find she had run herself into a pit of mud which instantly formed under and around her sinking quickly, at the speed she was going she would already be deeper than if she were standing still (although not by much, probably ankle or shin deep).
The large monkey golem at the forming of the handseals would turn and sprint towards the pit, with it's quick speed unlike other golems it would reach the sinking woman rather quickly. The golem would then proceed to leap onto her, not only crushing her but also sinking her along with itself. Seven and 13 watched closely for the opponent's next move, everything so far was moving according to plan.

"She's a host, how troublesome. Hey at least she's on the ground now ... in the ground now."


( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 30 - 50
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.
 
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Despite her attempt to gain grounds on her opponent; it seems this one was an even bigger coward than she initially imagined – namely watching as the mud pit below formed. Realizing the giant monkey like familiar would revert its attention to her new position; the Jinchuriki had no other choice. Tapping more into the animalistic yet primordial chakra of the Nibi; all it took was a powerful roar. As she released it; the sheer omnidirectional shockwave would violently erupt all around her as it leveled the area completely. The mud below her was pushed away; the monkey would be destroyed as it attempted to strike. Nothing was left; as the blast stopped just outside of her village’s doorstep. All that was left was Mirabelle on all fours; the chakra of the Nibi bubbling around her still as the ground around her was leveled as the shockwave expanding from her position. This wasn’t the end of it course, the shockwave would threaten to slam into the opponent if not careful but given the wide range of it; simply “dodging” wouldn’t do anyone justice in trying to feel such a powerful technique. Once this was over; she would control her spiritual blue flames to enter into the ground below. Once it does; it would attach itself onto five corpses – violently pulling them to the surface.

May the men and women who sacrificed themselves for the betterment of humanity be remembered for their good, and let them raise once more, to rid the world of this being who dares trespass on our lands…” she chanted as her five soldiers rose from the dead; with blue flames flickering from their body and wearing spiritual masks resembling Matatabi’s own. Two them immediately pressed forward towards the enemy while the other three remained at their master’s side, waiting for orders to be given.


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( Bijutsu: Biju Shōgekiha ) - Tailed Beast Skill: Tailed Beast Shockwave
Type: Offensive/Defensive
Rank: B - S Rank
Range: Short - Long
Chakra: 20 - 40
Damage: 40 – 80 (80 + 20 + 20 = 120)
Description: A basic skill available to all Tailed Beasts and their Jinchuriki, the chakra shockwave is as dramatic as it is useful. A Tailed Beast uses its massive chakra reserve to turn anything from a roar or a simple wave of a limb into a powerful force of pressure and destruction. The ability varies in power, depending on the chakra mode the user is in and the chakra he puts into it but can only be used from time to time and never in focused or precise ways. In their Chakra Shroud state, the technique gains a +20 damage increase. In their Incomplete Mode, the technique gains a +30 damage increase. In Complete Transformation, the technique gains +40 damage increase.
Note: Can be used by Pseudo Jinchuriki's in their Final Pseudo Mode
Note: Jinchuriki's can use this skill in their Initial and Complete Transformations
Note: Can only be used once every 2 turns

Charred Resurrection - Using the highly spiritual nature of their flames, the user is capable of targeting the dead and reanimating them with spiritual flames. This creates up to 5 soldiers with a physical body composed of flickering blue fire and a spiritual mask resembling Matatabi. They are immune to 80 damage and lower and move at the same speed of a Sage ranked Ninja. These soldiers are capable of shaping Blue Fire for generic fire attacks and as Spiritual Flames.
 

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The woman let out a roar that set to destroy everything including himself and 13. Seeing the oncoming threat he tries to defend by raising the ground ahead of them to form an earthen wall.
He had failed however as the shockwave made easy work out of the wall and was heading towards them. Seemingly at the last moment, 13 would move out in front of Seven standing between him and the shockwave and taking the damage, both would be knocked back into long range with seven sustaining some pretty bad injuries (broken ribs and the such) whilst 13 would be laying unconscious beside him before dispersing in a cloud of smoke.
Seven weakly lifts his sword; his hair grows longer and turns a lighter shade, he grows spikes out of his back that take the shape of wings, he gains a sideways third eye in the middle of his forehead and his arms and legs both become clad in spikes. Seven immediately takes to the sky as this happens, a large symbol appears over the battlefield, his sword turns to a large pink scythe which he immediately swings downwards.

"Lellazo Madraga"

A powerful and sharp air pressure would slam down on the woman, making mush of her and her goons.


(Doton: Daichidōkaku) - Earth Release: Great Moving Earth Core
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. The user will slam his hands on the ground which he can then lower or raise the ground up to 100 meters in a large section. The rise will be fast enough to pin enemies to the ground, restricting their movements as they struggle to get up and the drop will be fast enough to leave almost all enemies without a footing (albeit not airborne). Because of the large chakra needed to alter such a large area of the terrain, the user will be able to use it only a limited number of times.
Note: Can only be used twice.

Jin sōbi V2 ✽ Djinn Equip V2
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: 80 (+25)
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.

✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)
 
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