[Open] - "Free Kumi" ?

Shady Doctor

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Irene Belserion Bio [Despair in Sig]
Official
Terrain: Outside that temple Naruto and Bee trained at

All my passives n stuff are in my bio. Wind sword horizontally on Irene's back. 200 Senjutsu chakra in September. Post a bio and I'll start us off.
 

Shady Doctor

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Also have my Artifact on:

(Arashikyojin) – Storm Giant’s Signet
Type: Artifact
Rank: S
Range: Short
Chakra: N/A
Damage: N/A (+1 Rank Suiton)
Description: A ring traditionally worn on the left thumb; the ring is a relic from the Northern peoples of Kael Drakkel in the Glacier Mount. It is fashioned out of an indestructible blue stone that augments the user’s water manipulation skills. All Water techniques of the user’s are strengthened by one rank, up to A-Rank. S-Rank and above techniques are augmented by an additional 10 damage. Once every four turns the user can further manipulate their water techniques through an infusion from the ring, granting them properties akin to that of the Grudge Rain Technique. This causes the user’s techniques to gain chakra absorptive properties, capable of consuming the chakra in techniques of equivalent chakra, rather than in damage. This infusion relinquishes the traditional damage boost, opting for a boost of 20 chakra instead. When the water technique directly strikes a living target with a chakra pool, it will drain 100 chakra per full turn of contact. After using this infusion, the ring's abilities are deactivated for a period of two turns.

Irene looked at her whiskered opponent, trying to figure him out through his body language alone. Lately she had faced numerous humans that had the nerve to use the natural energy of the earth. Twas not a cool thing for them to do. Using a Sigil just in case, the natural energy around would filter through her body and go back into the air flow mixed with divine val! This would prevent anyone but Irene herself from using senjutsu based abilities with causing burns n explosions inside of them..

Kami no Shiwaza | Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).

Irene would then take her sword and twirl it around her right hand, forcing a cow to burst out of the ground 8m to the left of the goth kid. The cow was supplemented with another techning, giving it even more power than her sword already gave it. The cow was about 10m in size altogether and flew directly at the dude with all the speed and force of wind but also the bluntness of the earthen material it had picked up.

( Fuuton: Fuuheii Fuukaze Fuuka Fuugyuu ) Wind Release: Easy Breezy Beautiful Buffalo
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: [60 + 15 + 20]95
Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 3, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force. Instead of using two handseals to give them a more complex look, the user is able to handsealessly focus wind chakra on the dust to create more basic constructs, related to the bovine, such as a hoof or a horn.
*This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials*
*Can only be used once every 3 turns*
*Can't use Wind Techniques above S rank in the same turn

(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
 

LGeezy

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Also have my Artifact on:

(Arashikyojin) – Storm Giant’s Signet
Type: Artifact
Rank: S
Range: Short
Chakra: N/A
Damage: N/A (+1 Rank Suiton)
Description: A ring traditionally worn on the left thumb; the ring is a relic from the Northern peoples of Kael Drakkel in the Glacier Mount. It is fashioned out of an indestructible blue stone that augments the user’s water manipulation skills. All Water techniques of the user’s are strengthened by one rank, up to A-Rank. S-Rank and above techniques are augmented by an additional 10 damage. Once every four turns the user can further manipulate their water techniques through an infusion from the ring, granting them properties akin to that of the Grudge Rain Technique. This causes the user’s techniques to gain chakra absorptive properties, capable of consuming the chakra in techniques of equivalent chakra, rather than in damage. This infusion relinquishes the traditional damage boost, opting for a boost of 20 chakra instead. When the water technique directly strikes a living target with a chakra pool, it will drain 100 chakra per full turn of contact. After using this infusion, the ring's abilities are deactivated for a period of two turns.

Irene looked at her whiskered opponent, trying to figure him out through his body language alone. Lately she had faced numerous humans that had the nerve to use the natural energy of the earth. Twas not a cool thing for them to do. Using a Sigil just in case, the natural energy around would filter through her body and go back into the air flow mixed with divine val! This would prevent anyone but Irene herself from using senjutsu based abilities with causing burns n explosions inside of them..

Kami no Shiwaza | Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).

Irene would then take her sword and twirl it around her right hand, forcing a cow to burst out of the ground 8m to the left of the goth kid. The cow was supplemented with another techning, giving it even more power than her sword already gave it. The cow was about 10m in size altogether and flew directly at the dude with all the speed and force of wind but also the bluntness of the earthen material it had picked up.

( Fuuton: Fuuheii Fuukaze Fuuka Fuugyuu ) Wind Release: Easy Breezy Beautiful Buffalo
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: [60 + 15 + 20]95
Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 3, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force. Instead of using two handseals to give them a more complex look, the user is able to handsealessly focus wind chakra on the dust to create more basic constructs, related to the bovine, such as a hoof or a horn.
*This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials*
*Can only be used once every 3 turns*
*Can't use Wind Techniques above S rank in the same turn

(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
This is active at the start of battle -

Seruvitora - Servitora
Type: Tool
Rank: C
Range: Short-Long
Chakra: 5 per copy
Damage: N/A
Description: Servitora is a unique ninja tool split into small series of mirrors shaped like regular octahedrons, floating thanks to a ring of the user's chakra. When activated, they create three-dimensional copies of the user. Should a mirror be destroyed, its corresponding copy will disappear, too. As the user's chakra interacts with the mirrors, they reflect the chakra like they would light waves projecting a three-dimensional copy of them, however, these copies are only optical illusions similar to the E-ranked Clone Technique. As such, they cannot harm an opponent but are useful in disorienting them since they will be unable to discern which is the real one or where the next attack will come from. Each clone also possesses the user's chakra signature making it difficult for chakra sensors and even a Sharingan user to determine which is the real one. Since the duplicates are reflections, left and right will be inverted; however, if a copy is reflected, left and right will be inverted again, thus matching the user's image perfectly. Further confusion can be created if the user switches their own left and right with a disguising technique. This tool automatically creates up to 4 of these optical illusion clones at the beginning of every battle unless the user chooses not to activate it.
Note:
Regular ninja may carry four of these into battle, only two copies allowed on the field at one time.
Cyborgs may carry up to 8 and are capable of having four copies on the field at one time.




Menma: "Hey Kuruma, wake up. It's time to have a bit of fun."
Black Nine Tails: Do whatever you want, I'm sleepy.
Menma: You're so boring..
Black Nine Tails: I'll remember you said that when you're getting your ass handed to you and you come crying to me.

Menma stood alongside two optical copies of himself that were produced by his Servitora ninja tool, appearing as near perfect copies, this made it so Irene wouldn't be able to discern which of the three was actually the real Menma. Menma however would notice his opponent moving to preform handseals which signified the battle had begun. A smoke bomb rolled from Menma's sleeve while he was hoping the girl would hold her own, so he could have a bit of fun before he wiped her off the face of the earth. Menma would quickly flood his body with the Black Nine Tails chakra, allowing him to sense the "evil" intent of his opponent, enabling him to not have to rely on his senses. As quickly as it was activated Menma utilized the Tailed Beast chakra to bolster his physical ability which resulted in him appearing to instantaneously end up behind the woman before she could even register what was going on as she spun her wind sword in her arm for her Wind technique, while the optical clones rushed forward mirroring Menma's attack as they emerged from the smoke. Menma would already be shoving a Planetary Rasengan into Irene's back at the same time he manuvered behind her while she tried to assess the situation. (48 speed vs 16 tracking)

( Kyūbi Chakura Mōdo ) - Nine Tailed Fox Chakra Mode
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A ( +25 to Ninjutsu and Taijutsu Techniques )
Description: The user accesses the Kyubi chakra that is sealed away in his body after the separating Kyubi's chakra and its will, gaining the ability to access its chakra directly whenever he needs it without interacting with the beast at all. In doing so, he gains a chakra shroud that resembles the Sage of the Six Paths' silhouette. The colour of his eyes changes from blue to orange, instead of red. Also, while the demon fox shroud is red and releases chakra as burning, acidic bubbles, this form's shroud is yellow and releases chakra as flickers of flame, instead. Minato, when using this, is slightly darker. With the Nine-Tails' power under his control, the user's strength is significantly increased, adding +25 to his Ninjutsu and Taijutsu techniques. His speed is greatly increased to the point in which he surpasses A while in his last version of Lightning Release Armor. The user can create chakra arms from the shroud which can aide in the manipulation of various techniques. The chakra arms give the user greater range of attacks as well as greater dexterity and maneuverability with his fighting style without the use of shadow clones.
Note: Technique can only be used three times total and last 5 turns when activated.

(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.

(Wakusei Rasengan) - Planetary Spiralling Sphere
Rank: S
Type: Offensive
Range: Short
Chakra cost: 70
Damage points: 140 +25 = 165
Description: Naruto while in Nine-Tails Chakra Mode creates a large Rasengan in one of his hands, which is then surrounded by three smaller Rasengan, in a similar manner to how satellites revolve around a planet. When coming into contact with a target, the disordered rotations of the individual Rasengan, created with the large Rasengan in the center spinning in one direction, with the smaller ones oribting it spin in the opposite, they interact with each other to form a huge conical and turbulent vortex.
Note: Can only be used twice
Note: Can only be used by Naruto in Nine Tailed Chakra Mode

HP: 160
CP: 2600 - 10 - 40 - 70 = 2480
 

Shady Doctor

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Well it seemed things were going to get interesting. With Irene putting the sigil to use, she'd take note of the men having smoke bombs roll out to mask their position, thus prompting Irene to abandon her previous thought of actions in order to take on a better form for keeping a sense of her target. She'd passively have September transfer the senjutsu chakra stored, into her. This instantly gave her 200 senjutsu reserves and let her enter Imperfect Sage mode in that exact instant also. Being a unique SM user due to pit organs she possessed like her Pitvipers, she was immediately able to discern the difference between the copies that were out and the real monster rushing at her. This was done through vibrations that came from the real body and the infrared mapping of hers to see the actual opponent. He wasn't slick... Nor was he too fast for her to track [jounin = 8 +4 (base tracking) ×2 (tracking specialist) ×2 (SM) = 48] ?

( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.


Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.


Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.


(Pitto No Kenjin) - Sage of Pits (Reference)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.


Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)


Note: Must have learned Pitvipers Sub-species of Snakes


( Kyuu-tsuki ) - September (Reference)
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.


Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.


Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.


Note: The wielder can only carry a single chakra battery


Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery (Stated 200 Senjutsu in first move)

Anyway, with the full ability to track the goth, Irene planned out what to do next as the kid was approaching with haste. Once you are within a 5m range and form the Rasengan, she'd touch cards on her sleeves and cause an ability to react to the chakra infused. A white barrier coupled with an empowering seal would immediately encompass the entirety of her short range; Nigh instantly sealing the Rasengan and releasing a blast of empowered chakra directly back. This blast was massive in size, covering long range in all dimensions but being aimed away from irene herself.

"Just what in the hell are you..."

( Dyueru Monsutāzu: Mirā Fōsu - ) Duel Monsters: Mirror Force
Type: Supplementary/Defensive
Rank: A
Range:Short (Explosion is long)
Chakra: 30 + 10
Damage:(equivalent to Rank of absorbed technique) [S/80 +1 rank] 90
Description: Trap Card: When the user touches this card, a white barrier encompasses the entirety of the short range around the user. This barrier known as Mirror Force, seals incoming techniques within its walls similar to Uchiha's return and then releases the attack in an outward explosion back towards the opponent. Due to the nature of this technique, the outward explosion would be equivalent in rank to the absorbed technique. After the technique is reflected back at the opponent, the barrier dissipates quickly. Mirror Force absorbed and reflect techniques up to and including S ranks [F ranks]. Note: Mirror Force can only be used three times per battle with a three turn cool down in between usages.

(Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
Type:Supplementary
Rank: S
Range:Short-Mid
Chakra:40 (-10 per turn)
Damage:N/A
Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead
-Lasts 3 turns
-Once ended, can't be used for 4 turns
-Can only be used twice


Chakra:


2000 - 30[1st post] - 40[Mirror Force] - 40[Orichalcos]


1890


Senjutsu:


200


Timeframe:
Handiwork

- smoke bombs/Chakra mode

Sage mode

- For rasengan close range

Duel monsters techs[/spoiler]
 

LGeezy

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Well it seemed things were going to get interesting. With Irene putting the sigil to use, she'd take note of the men having smoke bombs roll out to mask their position, thus prompting Irene to abandon her previous thought of actions in order to take on a better form for keeping a sense of her target. She'd passively have September transfer the senjutsu chakra stored, into her. This instantly gave her 200 senjutsu reserves and let her enter Imperfect Sage mode in that exact instant also. Being a unique SM user due to pit organs she possessed like her Pitvipers, she was immediately able to discern the difference between the copies that were out and the real monster rushing at her. This was done through vibrations that came from the real body and the infrared mapping of hers to see the actual opponent. He wasn't slick... Nor was he too fast for her to track [jounin = 8 +4 (base tracking) ×2 (tracking specialist) ×2 (SM) = 48] ?

( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.


Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.


Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.


(Pitto No Kenjin) - Sage of Pits (Reference)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.


Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)


Note: Must have learned Pitvipers Sub-species of Snakes


( Kyuu-tsuki ) - September (Reference)
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.


Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.


Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.


Note: The wielder can only carry a single chakra battery


Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery (Stated 200 Senjutsu in first move)

Anyway, with the full ability to track the goth, Irene planned out what to do next as the kid was approaching with haste. Once you are within a 5m range and form the Rasengan, she'd touch cards on her sleeves and cause an ability to react to the chakra infused. A white barrier coupled with an empowering seal would immediately encompass the entirety of her short range; Nigh instantly sealing the Rasengan and releasing a blast of empowered chakra directly back. This blast was massive in size, covering long range in all dimensions but being aimed away from irene herself.

"Just what in the hell are you..."

( Dyueru Monsutāzu: Mirā Fōsu - ) Duel Monsters: Mirror Force
Type: Supplementary/Defensive
Rank: A
Range:Short (Explosion is long)
Chakra: 30 + 10
Damage:(equivalent to Rank of absorbed technique) [S/80 +1 rank] 90
Description: Trap Card: When the user touches this card, a white barrier encompasses the entirety of the short range around the user. This barrier known as Mirror Force, seals incoming techniques within its walls similar to Uchiha's return and then releases the attack in an outward explosion back towards the opponent. Due to the nature of this technique, the outward explosion would be equivalent in rank to the absorbed technique. After the technique is reflected back at the opponent, the barrier dissipates quickly. Mirror Force absorbed and reflect techniques up to and including S ranks [F ranks]. Note: Mirror Force can only be used three times per battle with a three turn cool down in between usages.

(Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
Type:Supplementary
Rank: S
Range:Short-Mid
Chakra:40 (-10 per turn)
Damage:N/A
Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead
-Lasts 3 turns
-Once ended, can't be used for 4 turns
-Can only be used twice


Chakra:


2000 - 30[1st post] - 40[Mirror Force] - 40[Orichalcos]


1890


Senjutsu:


200


Timeframe:
Handiwork

- smoke bombs/Chakra mode

Sage mode

- For rasengan close range

Duel monsters techs[/spoiler]
Menma could sense the negative and evil intent that began to emanate from the opponent as she entered Sage Mode. He could clearly see Irene begin to reach for her sleeves prompting the activation of a glowing white barrier, rather than create the Rasengan as he closed in he opted to test the woman's taijutsu and quickly lead with a solitary kick to her back. Using his enhanced speed and reflexes by manipulating his tailed beast chakra he'd quickly reappear in front of the woman before unleashing a devastating combo that resulted in a series of punches and kicks that sent her flying back to her original position. Though she could sense the oncoming attack, her body movement simply wouldn't be able to keep up against the 9 tails' power. (48 speed vs 16 speed) The barrier techniques that Irene went to activate wouldn't be able to help her against hand to hand combat as it quickly dissipated harmlessly after not having its conditions fulfilled. The optical illusion clones at this time were mentally commanded to end as they returned to a dormant state and returned to Menma's tool pouch.

( Bijū Senkōdan ) - Tailed Beast Flash Bullet
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60 + 25 = 85
Description: Naruto, while in Nine-Tails Chakra Mode, delivers a fast combo of punches and kicks to the opponent.
Note: Can only be used by Naruto bios.

Menma: "DIEEEEEE!!"

Menma would create 4 clones directly after kicking Irene away. Each one would also be in the Nine Tails Chakra Mode as they all rushed forward with a Rasengan in hand, attacking the opponent in a coordinated strike by jumping into the air and seeking to crash down upon her.

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 5, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 85% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

(Rasen Chō Tarengan) Rasengan Super Barrage
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30 (per Rasengan)
Damage: 60 + 25 = 85(per Rasengan)
Description:
After creating a barrage of shadow clones using the shadow clone or multiple shadow clone techniques, Naruto and his clones each create a Rasengan with which they bombard their targets to devastating effects.
Note: Can only be used by Uzumaki Naruto bios after using the Shadow Clone Technique or the Multiple Shadow Clone Technique

Black Nine Tails would after the creation of the clones, transfer an additional 200 chakra into Menma's body to replenish his chakra reserves. This would happen at the same time as Menma and his clones rushed Irene with thier respective Rasengans.

Black Nine Tails: Hmph, you'd honestly get no where without me. I guess ill play along with your little game and fuel your hatred. Use my power to destroy her!!

( Bijutsu: Chakra Tensõ no Jutsu ) - Tailed Beast Skill: Chakra Transfer Technique
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description: This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by 100 points per turn. Bijuus can use this technique on their host to restore their chakra reserves or boost their stamina by giving them 200 chakra points directly with each use. This ability is the core method through which Bijuus and Jinchuriki innately use advanced techniques such as chakra cloaks and complete/incomplete transformations which are advanced uses of Chakra Transfer, where the bijuu transfers his or her chakra onto his or her host.
Note: Cannot be used to power the users own techniques.
Note: All Jinchuriki can use this technique.
Note: Usable 3 times per battle.

HP: 160
CP: 2550 - 30 - 20 / 4 =625 - 30 = 595 + 200 = 795
C1: 625 - 30 = 595
C2: 625 - 30 = 595
C3: 625 - 30 = 595
C4: 625 - 30 = 595
 
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Shady Doctor

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Menma could sense the negative and evil intent that began to emanate from the opponent as she entered Sage Mode. He could clearly see Irene begin to reach for her sleeves prompting the activation of a glowing white barrier, rather than create the Rasengan as he closed in he opted to test the woman's taijutsu and quickly lead with a solitary kick to her back. Using his enhanced speed and reflexes by manipulating his tailed beast chakra he'd quickly reappear in front of the woman before unleashing a devastating combo that resulted in a series of punches and kicks that sent her flying back to her original position. Though she could sense the oncoming attack, her body movement simply wouldn't be able to keep up against the 9 tails' power. (48 speed vs 16 speed) The barrier techniques that Irene went to activate wouldn't be able to help her against hand to hand combat as it quickly dissipated harmlessly after not having its conditions fulfilled. The optical illusion clones at this time were mentally commanded to end as they returned to a dormant state and returned to Menma's tool pouch.

( Bijū Senkōdan ) - Tailed Beast Flash Bullet
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60 + 25 = 85
Description: Naruto, while in Nine-Tails Chakra Mode, delivers a fast combo of punches and kicks to the opponent.
Note: Can only be used by Naruto bios.

Menma: "DIEEEEEE!!"

Menma would create 4 clones directly after kicking Irene away. Each one would also be in the Nine Tails Chakra Mode as they all rushed forward with a Rasengan in hand, attacking the opponent in a coordinated strike by jumping into the air and seeking to crash down upon her.

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 5, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 85% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

(Rasen Chō Tarengan) Rasengan Super Barrage
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30 (per Rasengan)
Damage: 60 + 25 = 85(per Rasengan)
Description:
After creating a barrage of shadow clones using the shadow clone or multiple shadow clone techniques, Naruto and his clones each create a Rasengan with which they bombard their targets to devastating effects.
Note: Can only be used by Uzumaki Naruto bios after using the Shadow Clone Technique or the Multiple Shadow Clone Technique

Black Nine Tails would after the creation of the clones, transfer an additional 200 chakra into Menma's body to replenish his chakra reserves. This would happen at the same time as Menma and his clones rushed Irene with thier respective Rasengans.

Black Nine Tails: Hmph, you'd honestly get no where without me. I guess ill play along with your little game and fuel your hatred. Use my power to destroy her!!

( Bijutsu: Chakra Tensõ no Jutsu ) - Tailed Beast Skill: Chakra Transfer Technique
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description: This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by 100 points per turn. Bijuus can use this technique on their host to restore their chakra reserves or boost their stamina by giving them 200 chakra points directly with each use. This ability is the core method through which Bijuus and Jinchuriki innately use advanced techniques such as chakra cloaks and complete/incomplete transformations which are advanced uses of Chakra Transfer, where the bijuu transfers his or her chakra onto his or her host.
Note: Cannot be used to power the users own techniques.
Note: All Jinchuriki can use this technique.
Note: Usable 3 times per battle.

HP: 160
CP: 2550 - 30 - 20 / 4 =625 - 30 = 595 + 200 = 795
C1: 625 - 30 = 595
C2: 625 - 30 = 595
C3: 625 - 30 = 595
C4: 625 - 30 = 595
I think we should talk bud ?
 

Shady Doctor

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As agree you take a direct 80 damage, but can shave 20 so take 60. 100/160 remaining.




Just like that the kid with the interesting chakras was blasted back with the force of his own technique. He'd fly numerous meters off the ground as his body is hurled mid air with enough force that could send him into a long range distance. As he is falling into long range, still in mid air, Irene would use pure natural energy to continue her attack. Not applying pressure after delivering the first blow would be stupid of her. She never knew what more the kid was capable of. From all directions around the goth kid, an abundance of senbon-like "needles" would be conjured into existence. These needles would be created from pure natural energy and be undetectable by those whom weren't in touch with senjutsu. Being created 1m away from the kid in every possible angle, the needles would thrust into his body immediately upon being conjured. This would litter him with stab wounds and lacerations from the senjutsu striking his body and adding on to the already existing damage from before. .

"Now that I've gotten your attention.... I'm Irene Belserion, who are you?"

( Senpo: Waikyoku Zennou no Sennin ) - Sage Mode: Torture of the Almighty Sage
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: Using the same principle as "Ice Release: 1000 Needles of Death" the user would focus his natural energy all around his opponent. Once done, the user would materialize the the natural energy into hundreds of small sized needles which surrounds all directions and angles of the opponent. At the user's will, the needles would all attack the opponent at once, piercing him from all angles. It could also be done at several enemies, but the number and power of the needles would be split according to the number of enemies. The needles need to be created at least one meter away from any opponents.

-Can't use SM technique higher than A-rank the same turn
-Can't use SM technique higher than S-rank the following turn
-Can only be used once per battle

Once the needles were thrusted towards the kid, Irene used Shine-Tsu-Hiko to create her own variant of Truth seeking balls; These forged of pure Fuuton chakra. A few additional supplements were added in the midst of the creation of the orb. One was erasing the weakness of wind, making the wind effectively have no weakness. The other was a technique that gave the orbs offensive cutting properties, granting the orbs a damage capacity. Last but not least, the Senjutsu running through her chakra system strengthened the orbs further than normal. These orbs stayed very close to Irene, being about a meter away and orbiting around her at random angles.

(Fuuton: Kaze Jaggurumatsuri) - Wind Style: Wind Juggling Festival -
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40 + 10 (+5 each turn)
Damage Points: N/A [80 + 20] 100
Description: The user focuses fuuton-based chakra into Shine-Tsu-Hiko and it releases wind that form three orbs around the user. These three orbs then keep hovering around the user. When the opponent attacks the user with a jutsu, one of the orbs can be sacrificied at the command of the user to stop the incoming attack. The orb then goes straight for the attack and neutralizes it completely without any visible damage.

☛ Can only be used once per battle
☛ One orb can stop up to A-rank jutsu's, two orbs can stop up to S-rank jutsu's and sacrificing all three orbs at the same time can stop one forbidden ranked jutsu. Normal elemental weaknesses are applied. Each orb can only be used once if that wasn't clear yet.
☛ This jutsu works as long as the user wants but he needs to pay +5 chakra each turn and when the three orbs have been sacrificied, the jutsu ends
☛ As long as this jutsu is active the user can't use any fuuton-based jutsu's

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.


Chakra:
1890


Senjutsu:
200 - 40 - 50

[110]
 

LGeezy

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As agree you take a direct 80 damage, but can shave 20 so take 60. 100/160 remaining.




Just like that the kid with the interesting chakras was blasted back with the force of his own technique. He'd fly numerous meters off the ground as his body is hurled mid air with enough force that could send him into a long range distance. As he is falling into long range, still in mid air, Irene would use pure natural energy to continue her attack. Not applying pressure after delivering the first blow would be stupid of her. She never knew what more the kid was capable of. From all directions around the goth kid, an abundance of senbon-like "needles" would be conjured into existence. These needles would be created from pure natural energy and be undetectable by those whom weren't in touch with senjutsu. Being created 1m away from the kid in every possible angle, the needles would thrust into his body immediately upon being conjured. This would litter him with stab wounds and lacerations from the senjutsu striking his body and adding on to the already existing damage from before. .

"Now that I've gotten your attention.... I'm Irene Belserion, who are you?"

( Senpo: Waikyoku Zennou no Sennin ) - Sage Mode: Torture of the Almighty Sage
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: Using the same principle as "Ice Release: 1000 Needles of Death" the user would focus his natural energy all around his opponent. Once done, the user would materialize the the natural energy into hundreds of small sized needles which surrounds all directions and angles of the opponent. At the user's will, the needles would all attack the opponent at once, piercing him from all angles. It could also be done at several enemies, but the number and power of the needles would be split according to the number of enemies. The needles need to be created at least one meter away from any opponents.

-Can't use SM technique higher than A-rank the same turn
-Can't use SM technique higher than S-rank the following turn
-Can only be used once per battle

Once the needles were thrusted towards the kid, Irene used Shine-Tsu-Hiko to create her own variant of Truth seeking balls; These forged of pure Fuuton chakra. A few additional supplements were added in the midst of the creation of the orb. One was erasing the weakness of wind, making the wind effectively have no weakness. The other was a technique that gave the orbs offensive cutting properties, granting the orbs a damage capacity. Last but not least, the Senjutsu running through her chakra system strengthened the orbs further than normal. These orbs stayed very close to Irene, being about a meter away and orbiting around her at random angles.

(Fuuton: Kaze Jaggurumatsuri) - Wind Style: Wind Juggling Festival -
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40 + 10 (+5 each turn)
Damage Points: N/A [80 + 20] 100
Description: The user focuses fuuton-based chakra into Shine-Tsu-Hiko and it releases wind that form three orbs around the user. These three orbs then keep hovering around the user. When the opponent attacks the user with a jutsu, one of the orbs can be sacrificied at the command of the user to stop the incoming attack. The orb then goes straight for the attack and neutralizes it completely without any visible damage.

☛ Can only be used once per battle
☛ One orb can stop up to A-rank jutsu's, two orbs can stop up to S-rank jutsu's and sacrificing all three orbs at the same time can stop one forbidden ranked jutsu. Normal elemental weaknesses are applied. Each orb can only be used once if that wasn't clear yet.
☛ This jutsu works as long as the user wants but he needs to pay +5 chakra each turn and when the three orbs have been sacrificied, the jutsu ends
☛ As long as this jutsu is active the user can't use any fuuton-based jutsu's

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.


Chakra:
1890


Senjutsu:
200 - 40 - 50

[110]
Menma had underestimated his opponent, but he wouldn't let that stop him as the negative emotions and killing intent out poured from her signaling she meant to keep on the attack. Menma quickly regained his composure as he manipulated the wind directly around the entirety of his body into a thin layer meant to protect him from anything the opponent would throw at him. This meant that the senjutsu needles would crash against the rapidly rotating wind chakra and be unable to harm him as he made a recovery in mid air by twisting his body and landing on his feet. Menma outstretched both his arms to either side which he spawned chakra arms which aided in hissimultaneous creation of two separate Rasenshurikens, which he threw furiously at his opponent. The attacks would race towards Irene very quickly in a arc so that their trajectory would place Irene in between them. Menma's prowess with his original technique ensured that the opponent would undoubtedly be placed back on the defensive as the Rasenshurikens would turn into explosive wind vortexes that stretched out Mid Range once they reached within 5m of Irene pinning her between the two explosions that destroyed much of the surrounding landscape near Irene.

(Riborubingu Itami) - Revolving Pain
Rank-S
Type-Attack/Defense
Range-Short/Mid
Chakra-40
Damage-80 + 25 = 105
Description- The user manipulates the wind around him to create a rapidly spinning cocoon of wind, throwing anything around. The user may expand it to create a bigger dome. If A Fire type attack(of equal or lower rank) is launched against it it will surround the dome, getting caught in the spinning vortex.
*Can only Be taught By icemyster*
*Can only Be used 3 TImes per Battle*

(Fūton: Rasenshuriken) - Wind Release: Spiraling Shuriken x2
Type: Offensive
Rank: S
Range: Short (up to Long for Naruto)
Chakra: 40
Damage: 80 + 25 + 10 = 115 (20 to the user, if CQC)
Description: By manipulating the wind-natured chakra of the Wind Release: Rasengan, Naruto was able to create four large points, causing the Rasengan to take on the appearance of a giant fūma shuriken, with the Rasengan in the centre remaining a perfect sphere. The technique gives off a loud screech-like noise during, and after formation. Others ninjas can learn the technique, but cannot throw it as they lack Naruto's skill with the rasengan to succeed nor can they produce as much damage as Naruto who, adding to the damage boost given to him to the aforementioned modes, gains another +10 damage when using it.

HP: 100
CP: 2550 - 40 - 40 - 40 = 2430
 

Shady Doctor

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Just to make sure it's clear. Timeframe:
- Sage Tech
~ Wind tech
- Wind festival
~ First Rasenshuriken
- My move
~ Second Rasenshuriken




With the man suddenly propping up a defense to defend the Senjutsu needles, Irene assumed he had some sort of advanced sensing in order to tip him off. He really was stacked. Chakra cloaks. Immense speed. Mass levels of damage within techniques and even advanced sensing. How was Irene supposed to outclass such things? Didn't seem possible but she couldn't allow a little gothic kid to just stomp her. At this point she had created her wind orbs and was observing her opponent. The moment he created his first Rasenshuriken, she acted upon this action. She'd perform a few brisk hand seals, creating a huge Hydra that erected behind her. The hydra was massive in size, and took on 2 extra unique properties. One was giving it a chakra absorbing perk, while the other gave it perks of dream sand; Which also gave it a glittering like shimmer when looked at. The Hydra heads would all launch at the kid, Absorbing the rasenshuriken if thrown (by using one of the heads to basically "eat" it), but all the other heads would come from numerous angles (sides, top etc) to crash into the kid. This would leave the kid with the option to use his second rasenshuriken or opt out and use a different technique to stop the incoming hydra heads.

(Suiton: Hidora Taihō) - Water Release: True Hydra Cannon
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: [40 + 20 + 10] 70
Damage: [80 + 20] 100
Description: The user forms the Ram, Snake, and Boar handseals and calls forth a great amount of water from the ground nearby which takes the form of a large hydra with seven heads that attacks enemies with their sharp teeth and heads while also defending the user. Each hydra head is the same size of the Water Dragon Jutsu and can reach up to mid-range. They can also fire spiraling streams of pressurized water from their mouths at the enemy, crushing them with the immense force of the water. This counts as an additional move of the user and is A-rank in strength. The body of the hydra is 8 meters tall and has reptilian limbs allowing it to travel but it cannot move very fast on land. In water, however, it can move as fast as a running ninja.
-Usable once per battle
-Lasts for 3 turns
-No other S-rank or higher water jutsu this turn or next
-The hydra can also be created from a large water source.

(Arashikyojin) – Storm Giant’s Signet [Reference]
Type: Artifact
Rank: S
Range: Short
Chakra: N/A
Damage: N/A (+1 Rank Suiton)
Description: A ring traditionally worn on the left thumb; the ring is a relic from the Northern peoples of Kael Drakkel in the Glacier Mount. It is fashioned out of an indestructible blue stone that augments the user’s water manipulation skills. All Water techniques of the user’s are strengthened by one rank, up to A-Rank. S-Rank and above techniques are augmented by an additional 10 damage. Once every four turns the user can further manipulate their water techniques through an infusion from the ring, granting them properties akin to that of the Grudge Rain Technique. This causes the user’s techniques to gain chakra absorptive properties, capable of consuming the chakra in techniques of equivalent chakra, rather than in damage. This infusion relinquishes the traditional damage boost, opting for a boost of 20 chakra instead. When the water technique directly strikes a living target with a chakra pool, it will drain 100 chakra per full turn of contact. After using this infusion, the ring's abilities are deactivated for a period of two turns.

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S (A)
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.
 

LGeezy

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Just to make sure it's clear. Timeframe:
- Sage Tech
~ Wind tech
- Wind festival
~ First Rasenshuriken
- My move
~ Second Rasenshuriken




With the man suddenly propping up a defense to defend the Senjutsu needles, Irene assumed he had some sort of advanced sensing in order to tip him off. He really was stacked. Chakra cloaks. Immense speed. Mass levels of damage within techniques and even advanced sensing. How was Irene supposed to outclass such things? Didn't seem possible but she couldn't allow a little gothic kid to just stomp her. At this point she had created her wind orbs and was observing her opponent. The moment he created his first Rasenshuriken, she acted upon this action. She'd perform a few brisk hand seals, creating a huge Hydra that erected behind her. The hydra was massive in size, and took on 2 extra unique properties. One was giving it a chakra absorbing perk, while the other gave it perks of dream sand; Which also gave it a glittering like shimmer when looked at. The Hydra heads would all launch at the kid, Absorbing the rasenshuriken if thrown (by using one of the heads to basically "eat" it), but all the other heads would come from numerous angles (sides, top etc) to crash into the kid. This would leave the kid with the option to use his second rasenshuriken or opt out and use a different technique to stop the incoming hydra heads.

(Suiton: Hidora Taihō) - Water Release: True Hydra Cannon
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: [40 + 20 + 10] 70
Damage: [80 + 20] 100
Description: The user forms the Ram, Snake, and Boar handseals and calls forth a great amount of water from the ground nearby which takes the form of a large hydra with seven heads that attacks enemies with their sharp teeth and heads while also defending the user. Each hydra head is the same size of the Water Dragon Jutsu and can reach up to mid-range. They can also fire spiraling streams of pressurized water from their mouths at the enemy, crushing them with the immense force of the water. This counts as an additional move of the user and is A-rank in strength. The body of the hydra is 8 meters tall and has reptilian limbs allowing it to travel but it cannot move very fast on land. In water, however, it can move as fast as a running ninja.
-Usable once per battle
-Lasts for 3 turns
-No other S-rank or higher water jutsu this turn or next
-The hydra can also be created from a large water source.

(Arashikyojin) – Storm Giant’s Signet [Reference]
Type: Artifact
Rank: S
Range: Short
Chakra: N/A
Damage: N/A (+1 Rank Suiton)
Description: A ring traditionally worn on the left thumb; the ring is a relic from the Northern peoples of Kael Drakkel in the Glacier Mount. It is fashioned out of an indestructible blue stone that augments the user’s water manipulation skills. All Water techniques of the user’s are strengthened by one rank, up to A-Rank. S-Rank and above techniques are augmented by an additional 10 damage. Once every four turns the user can further manipulate their water techniques through an infusion from the ring, granting them properties akin to that of the Grudge Rain Technique. This causes the user’s techniques to gain chakra absorptive properties, capable of consuming the chakra in techniques of equivalent chakra, rather than in damage. This infusion relinquishes the traditional damage boost, opting for a boost of 20 chakra instead. When the water technique directly strikes a living target with a chakra pool, it will drain 100 chakra per full turn of contact. After using this infusion, the ring's abilities are deactivated for a period of two turns.

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S (A)
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.
As discussed, the Hydra being formed behind you and only attacking using its heads means it doesn't reach me out at long range.


The negative emotions continued to pour from Irene as she fashioned several handseals while Menma created his Rasenshuriken which he threw almost immediately. He was about to create a second one when a massive amount of water chakra that shimmered in the sunlight unnaturally erupted behind Irene causing him to rethink his strategy as he tried to determine the nature of the technique. The water took on the appearance of a seven headed dragon which began to stretch out towards Menma aiming to attack him while one head effortlessly absorbed the shuriken by swallowing it, a sight which bewildered Menma making it a technique he would have to deal with immediately. With the Hydra situated behind Irene, it maintained its position in order to not trample on its creator however this meant the heads would be unable to reach Menma as he was still long range from the opponent, the Hydras heads fortunately falling a few meters short of his position snapping away at the air. This allowed Menma to complete a unique jutsu that would serve to easily deal with the Hydra before it could cause Menma any additional trouble. After a brief set of handseals which were done as the Hydra was stretching trying to reach Menma, he slammed his palms on the ground which allowed him to inject a huge amount of hellfire chakra onto the battlefield which manifested itself as a barrier seal. The barrier seal which employed Menma's Hellfire chakra would instantly increase the ambient temperature of the area that would make it impossible for the Hydra to remain in play. It was instantly evaporated into steam before even that steam was evaporated completely by the heat wave caused by Menma's chakra. This effect would persist until the seal was broken or eventually ended.

(Jigokuton/Fuuinjutsu ♱ Dainana no Jigoku - Nekkami) - Hellfire Release/Sealing Arts: Seventh Hell - Heat Wave
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Inspired by the "Circles of Hell" where Hell is a realm that houses the wicked in various levels, the user combines this with their fuuinjutsu to create a unique sealing technique that utilizes Hellfire chakra. The Seventh Circle of Hell is said to be the level where those who have committed violence against others or themselves are condemned to a lake of fire. The user will perform a series of three handseals and places his palms on the ground injecting a large amount of Hellfire chakra into the battlefield. This chakra manifest itself as sealing circle that places a large barrier seal on the battlefield. Immense heat spreads throughout the entire battlefield causing all water based techniques to become unusable as they would simply evaporate into steam. The heat generated said to be the heat emanating directly from the Seventh Hell's Lake of Hellfire. However, the user will also be unable to preform water release techniques during this time.
Note:
  • Last two turns.
  • Only usable once per battle.
  • No Hellfire techniques in same turn and none above A-rank in the next

Menma stood upright while instantly converting 40% of his maximum chakra reserve into senjutsu something he was able to achieve by being a Perfect Sage Master and a prodigy of the Sage Arts seen only once in a life time. He saw the scaly skin of Irene and knew she had to be employing the Snake's variant of Sage Mode, imperfectly at that. Menma would show her would it meant to truly be a Sage as he entered Perfect Toad Sage Mode and combined it with his Kyuubi Chakra Mode, the only visual effect would be his eyes taking a cross like pattern and the pigmentation around his eyes changing signifying his use of natural energy.

( Kanpekinanin Gama Sennin Modo ) - Perfect Toad 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 moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x3. 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. Lastly, the user gains access to toad anatomy, Sage Art: Frog Kata 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.

With the activation and effects of Menma's Sage Mode being achieved instantly with no need for meditation, he would within the same time frame create 3 shadow clones in the area around him. These clones would also share the same transformations as Menma and be afforded all of the same advantages and benefits of the modes. Upon creation, the clones would work together to create two large Rasengans which were handled by C1 and C3 and generated using a combination of all their chakra reserves to ease the chakra strain on C2 as he contributed most of the chakra towards the technique. The clones would use their enhanced speed and reflexes which still easily outstripped Irene's own speed although she would be complete aware of the chakra sources racing towards her. The clones would quickly race back towards Irene in large arcs with the large Rasengans in tow aiming to sandwich her in between the techniques. Menma maintained Long Range while C2 moved to Mid Range and C1 and C3 were rapidly approaching, the Rasengans each 5m in size would be sent towards Irene as soon they would be able to reach her once the clones got into range and with their negative emotion sensing, chakra sensing, and tracking ability they would press the attack even if Irene attempted to dodge making the necessary adjustments.

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 5, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 85% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

(Senpō: Odama Rasengan) – Sage Art: Great Ball Spiralling Sphere
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40 (per rasengan)
Damage points: 80 + 25 + 30 = 135 (per rasengan)
Description: This technique is the sage mode equivalence to Great Ball Rasengan where the user creates two large scaled Rasengan in each hand. These can be made with the help of two shadow clones and passed onto them to use but can also be used directly. They are capable of lifting large summons several meters into the air and they trigger gigantic explosions on impact.
Note: user needs to be in Toad Sage Mode

HP: 100 + 10 = 110
CP: 2470-40-20 = 2410 / 4 = 603
SM: 1040 / 4 = 260 - 10 = 250
----
C1: 603 | 260-20-10 = 230
C2: 603 | 260-40-10 = 210
C3: 603 | 260-20-10 = 230
 
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