[OPEN BATTLE]

Akisha

Legendary
13,569 posts 599 reactions
4
Joined
Aug 31, 2010
Messages
13,569
Status
Activity Streak
20 days
-Official battle.
-Mid range (10 meters)
-Terrain: Grassy plain field.

Will be using Victor

Post your bio and decide who goes first.
 

Akisha

Legendary
13,569 posts 599 reactions
4
Joined
Aug 31, 2010
Messages
13,569
Status
Activity Streak
20 days
I'll use Lambo

Kick us off!
Welcome back! I'm not much for making opening moves. Have fun!



Frankenstein lay on the ground, lost in thought, when a horned man appeared before him. He raised his head to study the stranger. His hair stood out, so did the horns coming out. Victor sighed deeply, shook his own head, and slowly pushed himself to his feet.

“So, you’re here to kill the freak, huh?” he asked, sadness and irritation could be heard in his voice.

His eyes turned white, and his expression hardened.

“You people should just learn to leave me alone.”

His voice was now serious.

The weights around his legs snapped loose. Victor surged forward, a kunai gripped in his left hand. As he reached his opponent, he drove his right palm into the man’s chest, aiming to inflict internal damage.


(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye (passive)
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Jonin rank become able to passively activate their dōjutsu upon two weeks having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

Note: This can be used for either canon Leg Weights technique.

(Jūken: Shukūken) - Gentle Fist: Palm Bottom
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40+15=55
Description:
This attack consists of a quick, precise thrust of the user's palm to an opponent's body. Like other Gentle Fist techniques, it sends chakra into the target to cause internal damage that paralyzes them for one tur



Stats:
HP: 200
Chakra: 2000-15-20 = 1965
Speed: 16x2 = 32
Tracking: 10x(2+3) = 50
 

Vayne

Nara Aficionado
Legendary
19,078 posts 966 reactions
2
Joined
Dec 14, 2011
Messages
19,078
Status
Activity Streak
1 day
Another day, another assignment. It had been some time since Lambo involved himself into the external affairs of the famiglia. Today he was tasked with dealing with a nuisance to family business. While the 'monster' himself was of no issue to the Bovino family, his presence had affected other avenues of their wealth prompting a gag order...

Responding in kind to Victor, Lambo would drop his own leg weights and start running in a clockwise arc, attempting to maintain mid range distance from his target. As he runs and naturally stomps on the ground, Lambo would summon two olms that would place Victor in an illusion that ultimately restricts his movement, subverting the target's offensive action.

Lambo would circle to 14M to the right of Victor.

You shall leave this place, by your own volition or mine, chose wisely...

Notbaly, as Lambo moves he would passively absorb Yumeton and Osmium into his weapon, both of which are present on him due to his body seals. The absorption would serve no immediate purpose.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

Note: This can be used for either canon Leg Weights technique.

(Olm Genjutsu: Ikkō & Ikki's Fukushū ) - Olm Genjutsu Technique: Ikko & Ikki's revenge.
Type: Attack/Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A simple genjutsu which requires the user to summon 2 Olms who have trained themselves to be genjutsu specialists in their home land. This jutsu requires the use to either slam his hands down or stomp on the ground to summon these 2 Olms. Upon being summoned the twin Olms can release their chakra into the opponents brain whilst they zig zag around each other, catching the opponent in a visual genjutsu where he then suddenly feels another Olm is suddenly clutching his chest tightly (Olms have hands) as it's slime covers his whole body, slowly travelling downwards, all while the other two make their way towards him with quick haste, before slowly travelling past the slime which was made to cover his body by the big Olm 'summoned' at his back, and into his mouth, causing him gag as he's having breathing problems, all whilst he's struggling to move from his position due to the size of the Olm and the sticky slime it's holding him down with. However, in reality, the two Olms summoned simply disperse back into their land, as soon as they've caught their opponent in this genjutsu.
Note: Can only be used 3 times.
Note: No other Olm jutsu in the next turn.
(Hairihhi Bōgun) - Holy Bow (Ref)
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.

HP: 200
Speed: 10*2 = 20
Tracking: 16 x 2.5 = 40
+10 to Summanus, Lightning, and Yumeton from AP
 

Akisha

Legendary
13,569 posts 599 reactions
4
Joined
Aug 31, 2010
Messages
13,569
Status
Activity Streak
20 days
Another day, another assignment. It had been some time since Lambo involved himself into the external affairs of the famiglia. Today he was tasked with dealing with a nuisance to family business. While the 'monster' himself was of no issue to the Bovino family, his presence had affected other avenues of their wealth prompting a gag order...

Responding in kind to Victor, Lambo would drop his own leg weights and start running in a clockwise arc, attempting to maintain mid range distance from his target. As he runs and naturally stomps on the ground, Lambo would summon two olms that would place Victor in an illusion that ultimately restricts his movement, subverting the target's offensive action.

Lambo would circle to 14M to the right of Victor.

You shall leave this place, by your own volition or mine, chose wisely...

Notbaly, as Lambo moves he would passively absorb Yumeton and Osmium into his weapon, both of which are present on him due to his body seals. The absorption would serve no immediate purpose.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

Note: This can be used for either canon Leg Weights technique.

(Olm Genjutsu: Ikkō & Ikki's Fukushū ) - Olm Genjutsu Technique: Ikko & Ikki's revenge.
Type: Attack/Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A simple genjutsu which requires the user to summon 2 Olms who have trained themselves to be genjutsu specialists in their home land. This jutsu requires the use to either slam his hands down or stomp on the ground to summon these 2 Olms. Upon being summoned the twin Olms can release their chakra into the opponents brain whilst they zig zag around each other, catching the opponent in a visual genjutsu where he then suddenly feels another Olm is suddenly clutching his chest tightly (Olms have hands) as it's slime covers his whole body, slowly travelling downwards, all while the other two make their way towards him with quick haste, before slowly travelling past the slime which was made to cover his body by the big Olm 'summoned' at his back, and into his mouth, causing him gag as he's having breathing problems, all whilst he's struggling to move from his position due to the size of the Olm and the sticky slime it's holding him down with. However, in reality, the two Olms summoned simply disperse back into their land, as soon as they've caught their opponent in this genjutsu.
Note: Can only be used 3 times.
Note: No other Olm jutsu in the next turn.
(Hairihhi Bōgun) - Holy Bow (Ref)
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.

HP: 200
Speed: 10*2 = 20
Tracking: 16 x 2.5 = 40
+10 to Summanus, Lightning, and Yumeton from AP
Hope you don't mind, I will use this fight to try some stuff out.




"Oh, more and more people use Leg weights these days.." thought Victor as his opponent took his off.

The opponent seemed to run in an arc away from Victor. "You come to fight, then run..." mumbled Victor.

Two olms appeared before his opponent and all of a sudden a third one grabbed his legs. Upon glancing at the third one Victor noticed a slight static around the olm, a clear tell he was in an illusion (Mind's Keen Eye specialty) He didn't even need to check his chakra system for disturbances with his Byakugan.

Determined to close the distance, Victor surged Yang chakra through his body, breaking the illusion while also empowering his physical abilities. He wasted no time and rushed towards the horned man, who would see a blur coming at him.

With almost three times the speed of his opponent, Victor would reach him quickly. Upon doing so, he would thrust both his hands our to strike. His left hand still holding the kunai would first stab the man (+2 speed of the thrust) and not even a second later, his right palm would smash onto the man's chest, already infused with lightning, sending him flying.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 80 (30 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.

(Suiryoku) - Thrust
Type: Offensive
Rank: D - B
Range: Short
Chakra: N/A
Damage: 20 - 40
Description: One of the simplest moves in Bukijutsu, the user will thrust their weapon at the opponent with a rapid motion, striking them very quickly. Due to the speed of a thrust in comparison to a slash it moves slightly faster than the user's speed, adding a plus two speed modifier to the attack.

(Raijin) - Zeus
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40+40=80
Description: The user will strike the target into the air with a lightning infused uppercutting palm attack.





Stats:
Spoiler
HP: 200
Chakra: 1985- 5 - 80 - 20 = 1900
Speed: 16x3.5 = 56
Tracking: 10x(2+3) = 50
 

Vayne

Nara Aficionado
Legendary
19,078 posts 966 reactions
2
Joined
Dec 14, 2011
Messages
19,078
Status
Activity Streak
1 day
Am I truly back if i don't face PotS on return lol. Be mindful of tunnel vision in the future as you're going above your tracking and that the dmg would be doubled as it would be a crit.


It seemed that the man had decided that violence would be the answer. 'So be it' thought Lambo. The first strike would land clean, injuring Lambo as the man moved beyond his current perception levels, but not dealing significant damage due to the Dark Times seal on Lambo (mitigates 30 DMG). The second strike would however be met with a transformation, one which was initiated as soon as Victor disappeared. Lambo's body would transform to that of an element, specifically a combination of Summanus and Yumeton, triggering a chain reaction as he gets stuck.

Due to the nature of Summanus, an omnidirectional burst of golden, royal purple, and black coloured lightning would be released from Lambo up to 20m away due to effective rank of the strike being S/80 DMG. The lightning would short circuit Victor's tools, if any, while dealing some damage considering the PotS. Per the combination with Player's Plight, a secondary layer of Yumeton fumes would be released short range around the lightning. Should Victor remain in the pocket, the intense effects of the Yumeton would swiftly make quick work of him.

I would say it's more of not wanting to be touched by your filthy mitts...

(Summanus: Saidan) - Nocturnal Thunder Arts: Altar
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (5 - 10)
Damage: 20 - 80
Description: Saidan is the ability of the user to transform portion or their entire body into the element itself, affording them increased defensive and offensive powers as a result. The user's body would appear as it does normally until struck by external sources, wherein the user would take the dark form of the element with the edges of their body seemingly containing jagged moving spikes. During Altar's usage, the user would naturally gain the capabilities of the element, allowing the user to take flight and fly at speeds equal to speed of the rank used. The user can release constructs, waves, and tools of Summanus from their body that can be sustained for the duration of the techniques' duration. Additionally, the user can release the charges present in Summanus at will from their body or from created constructs. These charges would be capable of short-circuiting targeted tools based on their rank, with equivalent levels being short circuited for a turn and those of lesser for one more turn for each rank difference. Higher ranked ones would be unaffected. Starting from B rank the technique would require a seal and increase per rank. Notably, the user can switch to different ranked variations of Altar without the need of hand seals, but at the cost of a move, where chakra is surged throughout the body. B ranks can be used 4x, A ranks thrice, and S ranks twice, with A-S ranks only lasting up to three turns. This is similar to how Hozukis can sustain their water forms for extended periods of time. During it's use, the user can only use elements of Summanus and combinations that include it. Altar can be combined with Player's Plight, occurring in the same timeframe but with both counting towards the jutsu limit.

(Yumeton/Summanus: Inori no Kukyō) - Dream Sand/Nocturnal ThunderArts: Player's Plight
Type: Offensive/Defensive/Supplementary
Rank: A/S
Range: Short - Long
Chakra: 30 - 40 (5 - 10)
Damage: 60 - 80 +10 (AP) = 90
Description: Crafted to maximise the efficiency between the user's various elements, Player's Plight is a technique that hinges on the user having Yumeton | Dākutaimuzu seal applied on their body, with the S rank variation being utilised. Due to the Yumeton technique, the user's body/equipment would be coated with a layer of Yumeton, a toxin. With Summanus having the inherent ability of enclosing toxins, the user would be capable of bridging the gap between the two elements, allowing the user to release Summanus from their body with Yuemton enclosed within it, giving birth to a stronger combined concoction that packs the lethality of both. The combination would gain the strengths of both elements, but still retaining the weakness to fire release. These brand of techniques can be manipulated similar to Summanus (mentally/hand movements) while gaining the ability to fly freely, with boosts that can apply to both elements being applicable to it. Constructs made under Player's Plight would gain a secondary lethality when clashing with other objects, wherein instead of just releasing lightning when it is struck similar to normal Summanus, the infused Yumeton would be 'cooked' and released in the form of fumes, covering short range all around the lightning. These fumes would be capable of administering Yumeton into the bodies of targets similar to normal Yumeton when burned. When in use, the user would be incapable of manipulating elements that are not components of the elements (Wind) or elements based on that. Usable thrice, with constructs lasting up to 2 turns. Once it concludes, the user would suffer a cooldown equal to the turns it was active in wherein they can not use any of the CEs. Additionally, the A rank variation would lock down S rank and above usage of the elements that composed the CE while S rank variation would lock down A rank and above usages.
(Summanus: Rankiryū) - Nocturnal Thunder: Turbulance (Ref)
Type: Offensive/Defensive/Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (20)
Damage: N/A 60 + 10(AP) = 70
Description: Rankiryū describes the set of effects that occur when Summanus is struck by external vibrational (attacks that physically interact with the element, be it Taijutsu, shockwaves, or other physical elements) and sound forces (Sound AN, specific tools such as Smoke-Flash Bombs and similar) in addition to when the user choses to collapse the liquid on itself for a more controlled set of effects. When struck by objects that fall under said categories, Summanus would release a golden, royal purple, and black coloured lightning charge with the extent and power of said charges depending on the strength of the force that struck the element.

When struck with forces that are weaker than the strength/defensive capabilities of Summanus, the charges would automatically be released in omnidirectional fashion, dealing damage one rank lower than that of the Summanus technique's strength. Should the element have it's enclosing function in play, the stored objects would be released outwards in an omnidirectional fashion. The summanus technique will still be weakened based on the damage interaction rules.

Likewise, the user can collapse portions of the element on itself for twenty chakra, passively, to produce charges that are of equal damage to the Summanus' own, with the user being able to release them omnidirectionally or in specific fashion. Enclosed objects can be directed when released in this fashion.

Overall, regardless of the release method, these charges would have their unique colour to them and would behave similar to lightning in terms of speed and interactions, with them being capable of short circuiting tools the user wishes to target as a bonus. Range wise, B rank and lower technique's charges can reach 5 meters away, A ranks 10, S ranks 15, and F ranks 20meters.
Yumeton: Trū Cúlar | Dream Sand: True Colors (Ref)
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.

D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 1/4 due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear extremely small sounds, wouldn't be able to see further than mid range or make out colors (basically color blind).

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into paralysis. After 2 more turns of exposure, they'd fall unconscious. 2 turns after that, they'd experience a painful death, usually a heart attack or organ failure being the case.

Note: The Effects of Dream Sand only go into effect after a full turn of being exposed to the element.
Note: After being effected, the targets can't lessen nor rid the effects (in submission) unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.

HP: 200 - (40 - 30 shaved) = 190
 
Top