Noni vs Riker

Noni

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Sorry for the wait.


Lancer starts this battle by activating his armor. Tefnut and Poseidon active.
Kami Fōmu | The God's Form
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: 80 (For activation ; +20 to sustain)
Damage: N/A
Description: An advance armor that covers the body and back of the head/neck of the user. The armor upon its activation travels across the users body and chakra dormant from the armor begins to manipulate interior aspects of the user to mimic artificial components of a Shark. An example is covering bones of the user and "changing" bones into an artificial substance similar to cartilage through the act of chakra manipulation and transformation to create an alternative similar to cartilage. The skin of the armor showcases certain unique advancements. Able to pick up electrical currents on the ground and areas of water transmitting them to the artificial electro-receptors located in the back of the users neck to help sense movement in watery based terrains and sources (mist for example). The skin also allows thermo-regulation. The skin detects extreme temperature changes and generates the opposite type of temperature to either cool the body down, or warm it up (often seen in the NW landmarks). The gills located on both sides of the users oblique area. They draw oxygenated water that will flow through the gills and enter the blood of the user. This armor is also able to create artificial fins by allowing the skin of the armor to branch outward when needed on the side and lower back of the user. These fins possess the innate ability to freely travel and maneuver around aquatic areas (bodies of water such as Lakes and Oceans). The speed of the swim is faster then most "regular" ninjas when having to swim without some sort of added benefit, giving the user an advantage in the water. Lastly, the users teeth become sharper through chakra enhancement, slightly increasing their size and making them as sharp as Kunai, at the same time, if any tooth is broken off, immediately it is re-grown from its same socket to mimic sharks, beneficial for various close range fighting. Everything specified here for the armor and user are considered passive abilities and counts for the chakra cost per turn, but are not offensive.

The ninjutsu-based abilities relate to two elemental natures, lightning and water element. This armor contains four basic applications that are used within the realm of battle. The user can pick one applications that is "ready-to-go" so to say upon the armors activation, as some are to be used when threat occurs at that exact moment, while the other three applications might be more direct in its usage and requiring more time to be spent.

Poseidon
The user will generate large amounts of electricity throughout the currents on the terrain in such a way that anything that disturbs the currents will generate a blast of electricity in an unfocused manner to accomplish one of two things. Sudden terrain disturbances that trigger the current will be destroyed at that moment, as electrical currents will ravage along its body, destroying its structure completely. Large summons, or force being placed on top of the ground will also be able to trigger the current, this does not include actual disturbances from inside the ground, such as earth creations or underground travel. But the amount of electricity is dependent upon the stress on the grounds currents. The current can be enough just to numb someone who is running fast, or it can be enough to completely paralyze a large beast. This is an A-Rank ability and can only be done three times. Only works with the present electrical currents and not be used on preexisting lightning jutsus.

Neptune
The user can at any time call upon sharks composed of condensed water, giving them the thick appearance and power of normal sharks. The summon can appear anywhere on the users body or close range (in a water source the user can extend this summon ability up to mid range, this does not include water vapors, but actual bodies of water) or by swinging their fins/arms or legs and release the shark through their body movement (though this method requires almost always to have the shark appear out of the specific body area moving) in a projectile-like manner. These sharks are A-Rank and this application can be used 5 times (body parts and/or whole body) and can even split into more sharks, dividing the ranking accordingly with splitting a shark.

Tefnut
On the back of the users neck, close to the elector-receptors is a summoning tattoo. Whenever the armor picks up signs of corruption upon the users brain, the summoning tattoo is activated. The figuring out of such problems comes from the electrical receptors on the head/neck of the user that when foreign chakra enters these receptors they release a shock to the body as an emergency alert. Due to the receptors and tattoo being closely aligned, this will allow for the tattoo to be "shocked", activating and summoning extremely small baby sharks. These baby sharks will engulf the users head and neck, and possessing the innate ability of absorbing chakra passively that they sense. The sharks will either bite into the users neck, and head area, and/or move towards the abundant and sudden chakra source that suddenly awakened them into the battlefield. They begin "eating" the presented chakra medium for themselves, which includes chakra genjutsu, Yamanaka, or some custom abilities, however, a downside is due to their passive nature, the user will risk losing some chakra as well (10 chakra points for D-B-Ranks, 20 Chakra points for A-S Rank jutsus that are inflicted upon the user). This ability can be used three times, and is A-Rank.

Suijin
The application here provides the ability for the user to release out of their pores a sticky solution of liquid that absorbs the innate abilities of specific elements. The sticky solution after gathering the elements ability will be able to release itself as a blob or a stream of sticky water to the opponent along with its absorbed element to harm the opponent (S-Rank ability and can only be used three times). This can also absorb dangerous and potentially harmful chemicals and gaseous and then re-releasing it back to the opponent. Alternatively, it can also aid in defending body attacks or weaponry from the opponent by providing a cushion from impact and literally getting stuck in the sticky solution. This will leave them at the mercy of the user, where they can propel the opponent away with a stream or blob, or potentially perform other basic attacks.

This armor would not be complete without having a strong correlation with its animal counter-part. The armor will constantly leak a certain amount of mist from its pores, the mist is very thin and allows easy vision and no real battle priority outside of the weapons realm. It allows the user the ability to summon sharks with an accessible water source by forming into a blob of water to be used for the shark to sustain itself on the battle. The user can also summon sharks from their other body parts. Active as long as the armor is active, or destroyed. This is C-Rank when done and the mist extends up to mid range. Not consider a main application but does count a move when done.

Notes: This armor may only be possessed by Noni and two successors of his choice. The user must have signed the contract of the sharks and possess primary affinity to at least lightning or water. Which in between requires a two turn cool down before re-use. After a first deactivation the user won't be able to perform water or lightning S-Rank and above, as well as no shark summons or ninjutsu. After the second deactivation, the user won't be able to perform water or lightning A-Rank and above, with again no shark related techniques.

Lancer scans the area to observe and gain insight of the terrain and situation he is currently in. Processing everything, his jutsu selection will be logical to what he has observed. First, and foremost, Lancer did not want the water under the bridge to be used by anyone but himself, he would act upon this tactic by releasing his water chakra outwards, under and around the bridge, creating a glossy mist that veils the entirety of the water beneath us. The mist has a simple purpose, and that is absorbing the water under the bridge and "turning" it into mist. The mist serves two purposes: Lancer's opponent will no longer be able to use anything regarding water, or use the water source beneath the bridge, secondly, due to the large scale and amount of water across the entire bridge, this will cause the mist to continuously grow, larger and larger, expand to such a degree it even gains a certain amount of mass, that in haste, will crush and add a large sum of weight on anyone who is captured in the mist. The user, preventing this effect on himself, would cover himself with chakra, preventing him from getting crushed and weighed down by the mist.

Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Creating the chakra cloak costs an additional move
Note: Lasts a max of five turns, and can be stopped by the user whenever
Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one

Lancer, being a kiri user, will be able to see beyond short range, and a max of mid range (I think? This still applies right?, if not tell me). Regardless, the mist will grow, but relatively slowly, as it consumes the water source. This will allow for both opponents to have a good visual of one another for the time being. Lancer needed to "distract" the opponent, as his mist continues to consume and grow, his idea is put into action, as he summons flesh of shark around your body that protrude spikes through the usage of hand seals, piercing your body, across your legs and torso.

Ikarusu no Naizō ▽ Innards of Icarus
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A (60 if used with offensive intent)
Description: Mand'alor Indomitable created a very basic supplementary technique to be used in the ninja world, aiming to trap his targets instead of damaging them. Instead of reverse summoning the user and opponents into a cave or a belly, the user would expend thirty chakra and summon a layer of shark flesh over the surroundings up to mid range. From there, the shark flesh can be manipulated by the user to trap certain individuals. Alternatively, the user can form a hand seal to cause the shark flesh to protrude spikes, damaging anyone nearby.

▽ Can only be taught by Penguin
▽ Can only be used three times per conflict
▽ No shark ninjutsu above A-rank during this move
 
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