[Open] Killjoy

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,995
Kin
11,038💸
Kumi
82,178💴
Trait Points
0⚔️
Awards
Noice >__O



Zora and her personal demons were on a tour throughout the lands seeking challenges to level up. Almost like pokémon but in real life.. Real to them atleast :|.

They were getting bored at this time on the day when no one had shown up and they had so much to show for. Nevertheless the search continued. Until it didn't.

Thinks wes founds someones. Princess's...
Why are you talking with outmost redundancy anyway Mamoru?
...Guys be quiet you're embarassing us. This could be a challenge.
Pffts, onlys challenges wes haves sos fars haves turneds ups tos bes greats disappointments's..
Let's hope it doesn't this time.

AHEM..

HELLO STRANGER, MIND IF WE KILL YOU?



*Not waiting for an answer..*

THAAANKS

Zora strapped off her leg weights while Mamoru started to dig himself underground while removing his presence as well as heat signature. While that happened, Kano started to shed water all around him to soak up their surroundings. It wasn't enough to use at the moment but it would be eventually. Using his doton affinity, Mamoru would cause a large hole to appear underneath the man, who by the way was just standing there in outmost shock. A nasty swamp would be formed stretching out mid-range in all directions with the opponent in the epicenter and ending right infront of Zora and the gang's feet. As the swamp formed, Kano would use water in the atmosphere to create a focused raincloud above the swamp and the other end of the battlefield that they faced, covering up the ground behind the swamp as well. The rain started and would steal chakra from the man as long as he remained under the cloud.

Always Active;
(Kuchiyose no Jutsu: Kano) Summoning Technique: Kano
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kano is a male vampire squid with a completely black skin. He's the most gifted ninjutsu user of the vampire squids and is a water style primary specialist. He can perform all canon suiton techniques. His water techniques will require a water source but after the first turn summoned, he will have passively generated a water source up to short-range for use. He cannot use the mucus, his tentacles are still able to generate quite the punch and gain gripping abilities on hard and even slippery surfaces. Kano means the god of water in japanese and is rightfully so fitting this vampire squid due to his mastery of the release. Although he's not as big as Nahla, he is still quite the beef and is about 70 meters tall including his tentacles. Kano is also a summon that is extremely fast underwater but does not depend on it as he easily can create his own water sources. He can swim as at twice the base speed of a Kage rank bio (x2). On land he is slow to move but his tentacles still have very rapid movement when it comes to it. As previously mentioned, vampire squids in general have high resistance to electricity and water but are weak towards fire. Kano can take on up to B-rank damage with ease. Other than that, Kano is so far the only male specimen found in the vampire squid realm. He's very smart and has lived a very long life even though it doesn't really seem like it due to his personality. He's very open to new technology and he, like all the other vampire squids are having their summon land of the Moon Isle.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by his tentacles or crushed under his body counts as S-ranked blunt damage.
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm

(Sangurasuiyaringu: Furakkusu & Shinjitsu) - Sanguine Earrings: Flux & Truth
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sanguine Earrings are a fabled pair of earrings having a legendary status among the Yamanaka clan. Being made by a mysterious metal, with two markings on each earring. Both of them shares the Yamanaka clan symbol. Only a Yamanaka can utilize these earrings, but they can't use them unless chosen. Each earring contains it's unique power that boosts the wielders prowess in battle;

[溶] Flux - An earring made for the users of an unusually strong connection to the spiritual realm. This earring works like the mind-body-switch technique but it's designed to counter foreign chakra that is influencing the wielder negatively(i.e genjutsu, Yamanaka, spiritual techniques). Half of the users consciousness will lie dormant and sealed inside the Flux-earring and respond to the user's will when foreign chakra is influencing the user. In other words, it's purpose is giving the user the opportunity to swap their affected consciousness with the one lying dormant in the earring. Doing this spends one move and makes the wielder to bypass any genjutsu and mind-altering technique. After swapping, the user becomes unable to break genjutsu above B-rank for 3 turns. The swap can only be used once per battle.

[真] Truth - The earring that is meant for aggressive Yamanaka users. Unlike Flux, Truth works to increase the potential of a Yamanaka in battle. The earring enhances spiritual, genjutsu, and Yamanaka by either one rank(up to S rank) or +20 damage passively. If the user is to have these passive traits of Truth, they need to specialise in genjutsu to have the damage boost included to them. The Yamanaka will always have the boost active for their hidden abilities.

Note: The powers of Truth are passive and doesn't need a move to activate. However, Flux counts as a move to activate.
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Because of the user splitting their consciousness in 2 for Flux, their individual power is weaker and thus, the user is incapable of multi-casting genjutsu within the same time frame.


(Kuchiyose no Jutsu: Mamoru) - Summoning Jutsu: Mamoru
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mamoru is a decently large thorny dragon with the same size as a standard human while his left eye is piercingly blue his right eye is black as the night sky. He can be summoned through traditional means and is dark colored with some beautiful blue patterns around his thorns giving him a very majestic and fine look. He's very intelligent and shares a mental link with his summoner at all times. The spikes are sharp and his scales are very tough, able to withstand physical damage up to B-rank and due to the sharpness of the spikes they will deal damage to taijutsu moves, cutting and stabbing skin on contact with enough force. His main defence is adapted for fire techniques though. This is done by shedding a liquid body fuel around his skin that is highly fire resistant. He is however weak towards lightning and due to the liquid that he is naturally coated with he takes twice the normal damage of lightning. The combination of his thorns and watery scales makes him completely resistant to parasitic infiltration of his body and cannot be taken control over by the likes of creatures that rely on that. His affinity is Doton and makes him able to use all earth techniques his summoner knows. Like most thorny dragons, Mamoru is also able to hide his heat signature when digging underneath the earth and like other dragons of the contract he can blend in with nature and combine the effects of hiding under rock as well as disappear from sight using active camouflage. Naturally he can still be sensed by the use of chakra sensory or movement sensory.

Note: Can only be summoned once
Note: Lasts 4 turns
Note: Must be a signer of the Thorny Dragons contract

(Sonikkutorakutābīmu) - Sonic tractor beam
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A(80, if used aggressively and slam a shinobi into the ground for instance)
Description: The tractor cannon is a device placed inside the hand of the wielder and is about the size of a cent. The tractor cannon uses sound frequenciez to attract an object in question by surrounding it in a concentrated high-pitch and constantly controlled loud sound which in turn creates a force field around the object. This gives the properties of manipulating foreign objects without actually touching them, however the technology of this device is very underwhelming and is in a very early state of scientific research but the limits of the sonic tractor beam is that it can only move objects that are the same weight or less than the wielder of the tool. If the user wants to remain gripping an object for more than one turn, additional chakra needs to be put into the device and they may not close their one hand where the device is on since that would disrupt the tractor beams sound-waves. Therefore, techniques that requires handseals cannot be used at the same time as the tractor beam is used for an object(pulling, lifting etc). A way to neutralise being lifted up in the air and smashed into the ground is to simply disrupt the soundwaves by using wind. The user must also always focus the device on the object they are lifting. If an object is caught in the force-field of the tractor beam that is of much greater weight than the user, it will only partially slow it down. The tractor beam can push and drag objects in pretty decent speeds(up to the users own speed base). The minimal weight the tractor beam can influence is the weight of a feather.

Note: Objects that are to be manipulated cannot exceed the weight of the user or a regular human to have lift-off from the ground. They may only be partially slowed down.
Note: The maximum reach for the tractor beam, or as far as it can push objects is long-range.
Note: The tractor beams hold only lasts for a maximum of 3 turns and can only be used twice per battle for holding objects that long.

(Toritonmasuku) - Triton Mask
Type: Tool
Rank: B
Range: N/A
Chakra: 20(-5/turn)
Damage: N/A
Description: The triton mask is an advanced yet tiny mouthpiece that lets the user breathe under water and in other hazardous environments where gases that chokes humans could be a threat. The mask simply converts water into breathable air when used under water, while in other situations store enough oxygen for the user to survive in hazardous instances for one hour before getting too low. Warnings are always given to the user whenever the mask starts to run low on oxygen and will start run the same type of program as when submerged underwater, which is to convert the surrounding gases or liquids into breathable oxygen. Obviously this doesn't work for the most potent poisons but up to B rank it could still be very dependable. The mask will always work underwater though until the device is either broken or faced with enough water pressure that it breaks. The users needs to spend chakra constantly to convert gases into breathable oxygen but not for water.

Note: Can counter poisonous gases or other hazards that affects the users breathing up to B rank at the cost of chakra per turn.
Note: Lets the user breathe under water indefinitely.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.

(Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-50 to the enemy per turn whilst trapped)
Damage: N/A
Description: The user will first perform the Dog hand seal and release his chakra into the atmosphere which will then create an accumulation of large storm clouds in the sky, which in turn produces rain. The large amount of rain falling all around can then be turned into a large wave of water which sweeps the enemy off their feet while wrapping around him and binding him in the flow of water around him. While the targets are trapped in the water, their chakra will slowly be drained away. The water vortex can be sustained and controlled for up to two turns as long as the user keeps the dog hand seal made.
 

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Oni had answered the strange duo's invitation to fight, and there were many things he came prepared for. What he wasn't ready for though was just how peculiar these two were. His ghostly, silver eyes surveyed them in detail from a distance and he spoke nothing for a while. At the sight of the hand seal from the girl while the companion dug under, Oni passively activated his Byakugan while placing the IXA in remote control (also passive). The weapon would unfold from its gauntlet form around his hand and lower itself laterally to the ground which was now becoming like mud. The motion would allow it to become a floating platform for the Otsutsuki, given its innate levitating ability. As this happens, Oni would take into account a few things: the first was that he could still see traces of the animal underground, and would be keeping tabs on it and the chakra that was present in the sky that miraculously spawned a shower of rain. He acts according by permeating the very atmosphere with his own chakra that would desiccate the clouds and rob the air of any moisture, thereby dispersing the opponent's technique as quickly as it was initiated.


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

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

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.
Iguza Ni ♎ IXA II (reference)
Type: Weapon
Rank: A/S
Range: Short-Long
Chakra: 30/40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and gold twisted sword attached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the shape of a rectangular cube that much resembles a briefcase or a gauntlet covering the user's preferred arm. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation.

Offensive Bias

This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud. However, 3x per conflict, the IXA is able to produce much stronger beams (S ranked: 40 chakra cost/80 damage) to overwhelm the opponent but in doing so the Offensive Bias will go on a 1 turn cool down each time.
You must be registered for see images

Defensive Bias
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks. The IXA in addition to the shield, will grow a special barrier loaded with whatever chakra nature the user channeled. This barrier is spherical in shape and protects the user from attacks coming from above, below, as well as the sides. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.
You must be registered for see images

Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act autonomously. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. When in remote activation the weapon simply floats, held aloft through chakra control. It can then be sent flying the air and perform aerial maneuvers through either hand movements or just will. The weapon is still capable of entering in either Offensive or Defensive Bias but activating these through Remote Activation will require a move slot and an extra -10 from the user's chakra per turn to maintain in addition to the costs of each Bias.When not in use, i.e idle, the IXA takes -5 chakra per turn when in short range per turn, -10 in mid, and -15 in long. Remote activation in itself does not have a usage limit and doesn't take up space in the time frame.
[/B]
You must be registered for see images

The IXA by itself carries an S ranked durability and upon being overwhelmed by an attack it will immediately fold back into its smaller cuboid/gauntlet form and will remain unusable for a total of 2 turns. Although it is indestructible it does require time to reconstruct itself. After the 2 turns are up, unless Arima or another chakra source that had been allowed to use it (someone who was taught) reactivates it, it will stay in this cuboid form for as long as it must.

Note(s):
♎ Only usable by Arima Kishou biographies or those that he allow.
♎ Must start in it's cuboid/gauntlet form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior
(Katon: Kikokanten) Fire Release: Climatic Drought
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Superheating the surrounding air in the atmosphere to the levels of heat found in the desert, the user causes a drought by preventing clouds condensing and falling as rain. In addition to that, low-level moisture based suiton jutsus will be removed from the battlefield such as "Hidding in Mist Jutsu".


~ Usable once per battle
~ Prevents up to A rank rain Jutsu for 4 turns
~ Prevents B-Rank and below moisture based suiton jutsu for 4 turns
During all this, the IXA would carry him forward slowly--by his command--over the swamp and closer to the girl while he amassed Futon chakra throughout his body. When he opened his mouth to speak a tube of highly compressed and impossibly thin wind had been released from his 'third eye' spot on his forehead. It would slam into the ground exactly where the summon had dug (seeing you never specified if he went anywhere besides digging there). Upon piercing the ground an explosion of wind would take the terrain, and in that moment Oni would flash a hand seal and ignite said explosion to bring about absolute destruction of both man and beast. He would remain out of harms way due to his burying the explosion underground in an effort to kill the summon. The girl though, who had not moved since, would be standing directly beside it and be wiped out. Oni though would merely feel a flash of heat that only last a moment.

"No human can best me. Know your place."

(Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: A highly effective and difficult technique involving both one's Fūton & Katon chakra, God Eye Calamity is just as dangerous as its name suggests. However, depending on the user's mastery of the aforementioned elements Shingan no Dai Sanji can actually have adverse effects. The style is divided into two parts. The first component begins with the molding of one's Fūton specialty to channel their chakra into their head and neck area. From there they will have their eyes or any other extra sensory means focus on a target within mid ranged of their vision (or range of whatever sensory the user is capable of) while amassing the chakra into the forehead region right above both eyes. Once the target is set the user will fire a highly condensed tubular shape of wind about an inch thick and a meter long and slightly translucent, with similar translucent appearance to the Wind Blade, at said target. This tube of wind will act like a lance, able to pierce through objects and people like a high caliber round. It's a projectile attack rather than a stream one and is A ranked by individually. The Katon chakra serves as the real killer side to the technique as once the wind tube connects with a solid object the wind is uncontrollably blown from shape in the form of a localized wind explosion reaching up to short ranged from the impact area. Then, in the millisecond as the wind explosion happens the user will flash the Seal of Confrontation and have his Katon chakra ignite the explosion to form a raging fire which changes the nature of the detonation to a deflagration which stretches up to mid ranged of the impact area. I say deflagration instead of explosion because, the resulting detonation has just the right amount of fire and air that it rages with pure might that sends slight shock waves of heat and wind throughout impact area (short ranged) that can affect opponents that weren't even directly hit by the attack, and then it all dies out in less than a second. That translated into the time frame logic means its quick, hot, and powerful, but also very fast (the explosion, not the projectile) and can be over before it was even realized. The Katon chakra inserted into the Futon tube is A ranked in strength which in turn makes the technique and overall S rank. Shingan no Dai Sanji is also able to adopt a slight curve in its trajectory to hit targets that may be hiding but this curve has to be initiated at launch and cannot be sharper than a ninety degree turn.
Note(s):
- Can only be used 2x
- Requires a turn cool down
- No Futon or Katon techniques above A ranked next turn.

Chakra 1900- (40+30+5)= 1825
 

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,995
Kin
11,038💸
Kumi
82,178💴
Trait Points
0⚔️
Awards
As the rain and the swamp combination had done really nothing but forced her opponent to reveal some sort of distinct technology. As he crept towards the trio Zora would raise his hand towards him after he had nullified the rain with some sort of heat wave. Zora would respond by throwing two seals right into the swamp and activating her own personal seal inside her palm. This would create a large sucking vortex that would drag the man backwards into the swamp while dragging the entire swamp with them, sealing both the swamp and the man at once. The tags would be thrown at enough distance not suck Zora and her beasts with them. As that happened, Kano would've shed enough water around him to use as a source for techniques. Using the water he had created, Kano would form a massive wave that would add additional pushing force towards the man. The water would also be sucked into the seals and ultimately be sealed off as it would swallow everything. Mamoru would force doton chakra and form massive spikes underneath their opponent. These spikes would be soaked in the water Kano created when excavated.

Go back to the shadows... Prick.

(Taiton/Fūinjutsu: Purometeusu) Typhoon/Sealing Arts: Prometheus
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60(per tag) (120)
Description: Prometheus is a pair of tags that works in conjunction with each other. One seal is always active on the user and must therefore be stated in the bio. This seal has the kanji "プ" - Pro inscribed to it and must be placed inside one of the users hands, like a dark mark. This seal will work with up to three other seals that the user carries with them in person. These three seals can be placed anywhere. The trick is that the user will then create either a pushing torrent of typhoon chakra or a suction vortex in their other hand and then press it towards the other hand with the sealing tag applied to it. This chakra will then be transferred into the other remotely placed seals and the typhoon chakra will be blasted out of those tags that are marked with the kanji "メ" - Metheus. Since there are two applications of this technique, a suction and a pushing the suction type lets the user control a remote vacuum cleaner and suck up anything up to mid-range from the remote tag and ultimately seal it inside of the tag like a fuin fuda technique. Anything with a mass is affected and the force is of A rank. The same deal is for the other application, only this time it pushes anything with a mass away from the sealing tag with A ranked typhoon force. These tags can be placed right next to each other or up to long-range away from each other. However, they corresponds to the same applied function of the torrent. Meaning one tag cannot use suction force while the other uses push. Each tag will be destroyed after been used twice but the user may replenish the tags for another battle. The user becomes unable to use fuinjutsu and typhoon techniques above A rank while using the technique. Nor can they use elemental techniques besides wind and typhoon while using this technique. Each seal can be used twice per battle and all three seals can be laid out in the same time-frame albeit only with short-range from eachother. If the user wants to spread out the tags in a more strategic manner they need to do so within multiple time-frames.

Note: Needs completion of regular Fuinjutsu.
Note: Needs completion of regular Typhoon.
Note: Each tag can only be used twice per battle, but after that they can be renewed by the user for another battle.
Note: User becomes unable to use fuinjutsu and typhoon technique above A rank while using this technique.
Note: Can only be taught by Skorm.

(Suiton: Kyojin Nami Shougeki) – Water Release: Giant Wave Crash
Type: Offensive/Defensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: The user gathers a large amount of water that can then be used to crash into the opponent. It is strong enough to push back Killer bee in Eight tales form.

Note: Requires a water source.

(Doton: Kujo Joushou Iwa Chuuseki) - Earth Release: Destructive Rising Rock Pillars
Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is a even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.
 

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Oni saw when the girl threw two seals by him heading toward the swamp, and he could interpret both summons amassing chakra within themselves in what appeared to be a concerted effort. Not long after she threw the seals, Oni would form two hand seals and remove his assailant's hands by instantly compressing and augmenting the the ever-present air around her wrists with a powerful, cutting ability. A move that would go un-noticed unless she possessed some form of chakra sensory due to the sheer speed and efficiency of the technique. This would stop her from clapping her hands together and initiating the second part to the technique. Oni was also conscious of the chakra growing beneath him as well as the water wave that one summon had created. He left all defenses to the IXA (which he was still standing on) where it formed a protective barrier loaded with slicing winds to cover him from every conceivable angle. The rising earth would protrude from beneath and be grounded to dust upon meeting the barrier while the water would slam into it and be dispersed as mist before soaking back into the soil. The IXA would have dealt with both offenses at the same time. The girl on the other hand, though, would find herself without any use for her arms following what Oni had done. It wouldn't be enough to kill her, no, a simple cauterization of the wound could keep her in the fight. Of course, with the autonomy of the IXA, all actions occurred all at once.

(Fuuton: Senshi Futan) - Wind Release: Warrior's Burden
Type: Supplementary
Rank: A Rank
Range: Short - Mid
Chakra: 30 (+10)= 40 (-10 per turn to keep active)
Damage: N/A (60)
Description: A jutsu originally developed to be used on prisoners ,the user performs a lone handseal before focusing their fuuton chakra around their target's ankles or wrists, using this chakra the user will compress the air around the joint until it's very dense and heavy, so dense that it gives off a bright blue glow, this "heavy air" is attached to the ankles or wrists depending on which joint is targeted, due toits immense density and small volume, the compressed air has a lot of mass and weight and would weigh down the targeted joint.
Note: The compressed reduces the target joint's speed by 5 points i.e if a target's leg speed is 20 and this jutsu is used on his ankles, his leg speed gets cut down to 15 as they aren't used to the immense weight and also the damage from this joints is reduced by 10 i.e say...if this jutsu is used on a ninja's wrist, the punches or palm thrusts jutsu the target pulls off from this hand gets a - 10 damage as long as this jutsu is active.
Note: Cannot be used on summons
Note: Can only be used 3 times a battle with 2 turn cool downs
Note: Lasts 2 turns for every usage.
Note: Can only be taught by Mako.
(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.
Iguza Ni ♎ IXA II (reference)
Type: Weapon
Rank: A/S
Range: Short-Long
Chakra: 30/40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and goldtwisted swordattached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the shape of a rectangular cube that much resembles a briefcase or a gauntlet covering the user's preferred arm. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation.

Offensive Bias

This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud. However, 3x per conflict, the IXA is able to produce much stronger beams (S ranked: 40 chakra cost/80 damage) to overwhelm the opponent but in doing so the Offensive Bias will go on a 1 turn cool down each time.
You must be registered for see images

Defensive Bias
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks.The IXA in addition to the shield, will grow a special barrier loaded with whatever chakra nature the user channeled. This barrier is spherical in shape and protects the user from attacks coming from above, below, as well as the sides. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.
You must be registered for see images

Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act autonomously. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. When in remote activation the weapon simply floats, held aloft through chakra control. It can then be sent flying the air and perform aerial maneuvers through either hand movements or just will. The weapon is still capable of entering in either Offensive or Defensive Bias but activating these through Remote Activation will require a move slot and an extra -10 from the user's chakra per turn to maintain in addition to the costs of each Bias. When not in use, i.e idle, the IXA takes -5 chakra per turn when in short range per turn, -10 in mid, and -15 in long. Remote activation in itself does not have a usage limit and doesn't take up space in the time frame.
You must be registered for see images

The IXA by itself carries an S ranked durability and upon being overwhelmed by an attack it will immediately fold back into its smaller cuboid/gauntlet form and will remain unusable for a total of 2 turns. Although it is indestructible it does require time to reconstruct itself. After the 2 turns are up, unless Arima or another chakra source that had been allowed to use it (someone who was taught) reactivates it, it will stay in this cuboid form for as long as it must.

Note(s):
♎ Only usable by Arima Kishou biographies or those that he allow.
♎ Must start in it's cuboid/gauntlet form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior
"Must I reiterate?"

Chakra: 1865- (40+40)= 1785
 

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,995
Kin
11,038💸
Kumi
82,178💴
Trait Points
0⚔️
Awards
As her seals were spread out, Zora was about to slap her hands together to create the blast. However, her hands were tied by some sort of invisible collar. She had noticed her opponent had performed two handseals followed by a third one. She could then hear a very slight breeze around her hands while starting to feel like something was forming around them as it touched the skin. Without taking any precautions, she would instantly form an ultra strong and thin barrier all around her skin, compromising her tags and fuel typhoon chakra around her body to create a defensive mechanism to repel whatever force trying to damage her hands. With a raging fury pulsing through her veins, a slight red color could be seen in her eyes at this point. Still utilizing her Aeronaut, Zora would continue by forming three handseals. She would use the water around Kano to create a huge freezing ice typhoon, raging towards the vicinity of herself and her opponent leaving Kano and Mamoru inside the eye of the storm. Anything that wasn't in the eye of the storm was effected. Therefore Kano remained, however Zora would rush towards her opponent, using her Aeronaut as a shield towards her own technique. She would at first glance perform a powerful taijutsu kick towards his abdomen, forcing his body to penetrete the now freezing swamp. This would help getting him even more stuck than originally as the freezing winds would drop down to minus 50 degrees. Zora remained inside the storm watching her opponent, still using her Aeronaut shield to remain unhindered by the storm. Due to her leg weights drop, her kick would deliver an extra punch and her speed would be twice of that she was originally. She would also maintain the ice storm as well as her aeronaut. She wanted to see her opponent die.

(Taiton: Aeronaut) Typhoon Style: Aeronaut
Type: Defensive
Rank: S
Range: Short - Long
Chakra: 40(-10/turn)
Damage: N/A
Description: The user will focus their typhoon chakra to create an invisible barrier around them made out of pure typhoon chakra. The barrier is shaped around the user and is 1mm thick but extremely dense. The purpose of the barrier is to create an absolute defence against mainly earth and lightning techniques while also being able to withstand anything that S ranked typhoon chakra can. The biggest downside with the barrier is that the user cannot perform elemental ninjutsu other than wind and typhoon although regular ninjutsu, genjutsu and non-elemental ninjutsu is not affected. Another feature is that the barrier can make the user freely fly through the air. This, however has proven to be very difficult and requires extra focus and restricts the user from performing ninjutsu overall. The point of the "flight mode" is to avoid ground-based techniques, out-live a very dangerous mode or just retreat from a battle. Unlike other techniques that let's the user fly, the Aeronout doesn't make the user necessarily light himself/herself but removes air-resistance and uses the typhoon chakra to propeller themselves upwards or other directions. When the user is back on the ground, they are retaining their abilities to use wind/typhoon or other non-elemental ninjutsu while keeping the Aeronout active. The Aeronaut can be released at any time, even high up in the air. There is no limit to how high the user can fly but they will eventually start to freeze if going too high up or if they run out of chakra they will just fall to their death(probably).

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

(Taiton: Kōri no Taifū) Typhoon Style: Ice Typhoon
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10/turn)
Damage: 80
Description: The user will summon a huge typhoon from a large water source after performing three hand seals and use the freezing capabilities of wind to create microscopic ice patterns in the air that it affects. The typhoon will have a temperature of -50 degrees and being caught inside the storm will result in death within two turns. The first turn will result in major frostbite. The ice particles that are wrapped up in the typhoon will also create cutting wounds, along with any debris that is caught inside of it. As the temperature is so dropped, everything will move much slower and running speeds are directly affected by the cold. This results in everyone caught in the storm is limited to walking-speed at max while they will try to counter it. The user themselves are in the eye of the storm, unaffected by the cold and cutting forces of the ice typhoon. They can maintain the typhoon for 3 turns but in the same instance are unable to utilise any ninjutsu other than typhoon and wind as the ice typhoon is taking a large toll to maintain. In the storm, elemental jutsu is also affected by the cold. Water techniques will freeze instantly and lightning techniques are just nullified of the winds intensity. The ice typhoon requires a watersource before use or can be used in conjunction with a large-scale water jutsu. All effects of the ice typhoon are nullified in the eye of the storm, regardless of if you're the user of the technique or not.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

( Konoha Senshō ) - Leaf Flash Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40 60
Description: Rock Lee will perform a similar technique to the Heavenly Foot of Pain, but without any chakra enhancement, to deliver a heel drop to the opponent using only sheer physical strength that causes small alteration to the ground on impact.
 
Last edited:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Seeing his opponent emanate with chakra in response to his sly technique Oni could only assume it was defensive in nature. So, he would form three hand seals take his right leg off the IXA (while his left leg rested on the handle of the weapon) to stomp on the ground (given he had traveled away from the swamp by using said IXA). In stepping on the ground he would cause wind to course from his leg and into the earth to drill through it like a rabid diseases: devouring everything in sight and leaving a massive ditch underneath both of combatants. In that same moment he also would have the IXA release a blast of lightning that would slam into the girl as soon as she had donned her armor, causing it to become nullified as soon as it had formed (this is thanks to the autonomy of the IXA, allowing it to perform alongside its master. Essentially, both techniques occur at the same time). Assuming the armor would be finished, Oni would follow up with a single hand seal, causing the cooped up wind underground to explode and roar upward out of the terrain like some sort of volcano while the IXA quickly switched into it's defensive bias again to cover him in a barrier of fire as the uprising wind destroyed everything.

Also, spoiler alert, Oni had aimed to remove both opponents at once with his Usuguraikara Sakebimasu, for the initial activation of the technique (the wind drilling underground) would also completely eviscerate the girl's summon he could see underground thanks to his Byakugan.

(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80 100 (Sickle Draws)
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.
Iguza Ni ♎ IXA II (see bold)
Type: Weapon
Rank: A/S
Range: Short-Long
Chakra: 30/40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and goldtwisted swordattached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the shape of a rectangular cube that much resembles a briefcase or a gauntlet covering the user's preferred arm. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation.

Offensive Bias

This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud. However, 3x per conflict, the IXA is able to produce much stronger beams (S ranked: 40 chakra cost/80 damage) to overwhelm the opponent but in doing so the Offensive Bias will go on a 1 turn cool down each time.
You must be registered for see images

Defensive Bias
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks.The IXA in addition to the shield, will grow a special barrier loaded with whatever chakra nature the user channeled. This barrier is spherical in shape and protects the user from attacks coming from above, below, as well as the sides. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.
You must be registered for see images

Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act autonomously. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. When in remote activation the weapon simply floats, held aloft through chakra control. It can then be sent flying the air and perform aerial maneuvers through either hand movements or just will. The weapon is still capable of entering in either Offensive or Defensive Bias but activating these through Remote Activation will require a move slot and an extra -10 from the user's chakra per turn to maintain in addition to the costs of each Bias. When not in use, i.e idle, the IXA takes -5 chakra per turn when in short range per turn, -10 in mid, and -15 in long. Remote activation in itself does not have a usage limit and doesn't take up space in the time frame.
You must be registered for see images

The IXA by itself carries an S ranked durability and upon being overwhelmed by an attack it will immediately fold back into its smaller cuboid/gauntlet form and will remain unusable for a total of 2 turns. Although it is indestructible it does require time to reconstruct itself. After the 2 turns are up, unless Arima or another chakra source that had been allowed to use it (someone who was taught) reactivates it, it will stay in this cuboid form for as long as it must.

Note(s):
♎ Only usable by Arima Kishou biographies or those that he allow.
♎ Must start in it's cuboid/gauntlet form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior

Time frame:
Aeronaut
Cries from The Dim (initial activation)+IXA Blast
IXA Defensive Bias+Cries from The Dim (final activation)

Sickle Draws 2/4
Chakra: 1785- (40+40+40)= 1665
 

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,995
Kin
11,038💸
Kumi
82,178💴
Trait Points
0⚔️
Awards
As Zora was unimpressed by her opponents hassle to try make an impression, she would stand her ground as it started to carve inwards after her opponent had performed some seals. Mamoru was linked to her mind and could see what she saw and moved accordingly as to where the wind was spreading out from, which was essentially the mans leg. Mamoru would quickly downwards deeper than three meters to avoid the wind while gathering his chakra and release a large portal the opponent that Zora was watching. The portal would spew out a large boars head that would come crashing down on the man straight above him. At the same time the portal was forming, Zoras armor would take a lightning shock from the remote robot or whatever it was. The lightning blast was nulled by her continuously ongoing Aeronaut without much hassle. With the wind gathering in the ditch, Kano would release a massive amount of water chakra into the ground taking the form if microscopic parasites that would crawl up through the mans legs and cause internal bleeding and suffocation. Zora on the other hand would exit her cloak right after the lightning had hit and forced a massive amount of chakra into her opponents mind causing severe mental damage, disorientation but also the lack of controlling the remaining winds in the ditch and thus having them ceased. Zora's earrings made the technique even more lethal but also halted her own capabilities of using chakra. The water and earth techniques would land at the same time frame while the Yamanaka technique would occur straight after the Aeronaut having nullified the lightning.

(Doton: Otoshibuta) - Earth Release: Dropping Lid
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After doing the Snake handseal and slamming his hands on the ground, he user creates a portal above the target, high in the sky from which a giant, boar-shaped, earthen lid drops and falls on the target, trapping it underneath. The lid can be hollow or solid, depending on if the user wants to deal damage to the enemy or not. Because of its size, to safely used, the lid has to be created at least mid range from the user otherwise he will also be caught inside. The biggest lid can dwarf a boss summon like Nagato's Dog or Gamabunta.

(Suiton: Mizu Aburamushi) - Water Release: Water Parasites
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will perform three consecutive handseals, then followed by the user kneading a great quantity of chakra into their feet. This chakra manifests from the user's legs and feet, making it seem as though water is running down their legs and onto the ground. And in turn, the water is a takes the form of incredible small parasites that'll scatter across the field and cover a large area whilst charging toward a target. Once the parasites reach their target, they'll crawl up the enemy's legs, covering them head-to-toe, while forcefully trying to enter the victim's body via their skin or an orifice. The results range from sever pain to internal bleeding, and to suffocation.

Note: Only useable twice per battle.
Note: Cannot use Water above B-rank in the following turn.
Note: Courtesy of Gutsy Jiraiya

(Shintendou no Jutsu) – Mind Body Confusion Technique
Rank: A - S(Forbidden)
Type: Supplementary
Range: Short - Mid
Chakra cost: 30 - 40 (-10/15 per turn)
Damage points: 60 - 80(90)
Description: This technique causes damage to all foes on the battlefield as well as confuses the main target. This is unique technique within the Yamanaka as it deals with causing mental damage as opposed to actually controlling another's body or will. This technique can be directed at multiple targets though the power would be divided among them. The damage translates into a blaring migraine that causes opponent's minds senses to become fuzzy affecting their ability to react to movements (negating chakra based sensory and heightened base 5 senses) and perform techniques (Above S-rank or A-rank depending on the rank of the technique). When performing this technique, however, Yamanaka are limited to performing only A-rank techniques and below. As well, the more targets under this technique's effects, the stronger, the shorter the duration of the technique. Against one person the technique lasts 3 turns. For every target double the number, the turn duration decreases by 1 meaning this technique can be cast on a maximum of 4 people at any given time.
Note: This technique can only be performed 4 times per battle with a cool down of 3 turns in between each use. S-rank usage of this technique can only be performed twice
 
Last edited:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
As Zora was unimpressed by her opponents hassle to try make an impression, she would stand her ground as it started to carve inwards after her opponent had performed some seals. Mamoru was linked to her mind and could see what she saw and moved accordingly as to where the wind was spreading out from, which was essentially the mans leg. Mamoru would quickly downwards deeper than three meters to avoid the wind while gathering his chakra and release a large portal the opponent that Zora was watching. The portal would spew out a large boars head that would come crashing down on the man straight above him. At the same time the portal was forming, Zoras armor would take a lightning shock from the remote robot or whatever it was. The lightning blast was nulled by her continuously ongoing Aeronaut without much hassle. With the wind gathering in the ditch, Kano would release a massive amount of water chakra into the ground taking the form if microscopic parasites that would crawl up through the mans legs and cause internal bleeding and suffocation. Zora on the other hand would exit her cloak right after the lightning had hit and forced a massive amount of chakra into her opponents mind causing severe mental damage, disorientation but also the lack of controlling the remaining winds in the ditch and thus having them ceased. Zora's earrings made the technique even more lethal but also halted her own capabilities of using chakra. The water and earth techniques would land at the same time frame while the Yamanaka technique would occur straight after the Aeronaut having nullified the lightning.

(Doton: Otoshibuta) - Earth Release: Dropping Lid
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After doing the Snake handseal and slamming his hands on the ground, he user creates a portal above the target, high in the sky from which a giant, boar-shaped, earthen lid drops and falls on the target, trapping it underneath. The lid can be hollow or solid, depending on if the user wants to deal damage to the enemy or not. Because of its size, to safely used, the lid has to be created at least mid range from the user otherwise he will also be caught inside. The biggest lid can dwarf a boss summon like Nagato's Dog or Gamabunta.

(Suiton: Mizu Aburamushi) - Water Release: Water Parasites
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will perform three consecutive handseals, then followed by the user kneading a great quantity of chakra into their feet. This chakra manifests from the user's legs and feet, making it seem as though water is running down their legs and onto the ground. And in turn, the water is a takes the form of incredible small parasites that'll scatter across the field and cover a large area whilst charging toward a target. Once the parasites reach their target, they'll crawl up the enemy's legs, covering them head-to-toe, while forcefully trying to enter the victim's body via their skin or an orifice. The results range from sever pain to internal bleeding, and to suffocation.

Note: Only useable twice per battle.
Note: Cannot use Water above B-rank in the following turn.
Note: Courtesy of Gutsy Jiraiya

(Shintendou no Jutsu) – Mind Body Confusion Technique
Rank: A - S(Forbidden)
Type: Supplementary
Range: Short - Mid
Chakra cost: 30 - 40 (-10/15 per turn)
Damage points: 60 - 80(90)
Description: This technique causes damage to all foes on the battlefield as well as confuses the main target. This is unique technique within the Yamanaka as it deals with causing mental damage as opposed to actually controlling another's body or will. This technique can be directed at multiple targets though the power would be divided among them. The damage translates into a blaring migraine that causes opponent's minds senses to become fuzzy affecting their ability to react to movements (negating chakra based sensory and heightened base 5 senses) and perform techniques (Above S-rank or A-rank depending on the rank of the technique). When performing this technique, however, Yamanaka are limited to performing only A-rank techniques and below. As well, the more targets under this technique's effects, the stronger, the shorter the duration of the technique. Against one person the technique lasts 3 turns. For every target double the number, the turn duration decreases by 1 meaning this technique can be cast on a maximum of 4 people at any given time.
Note: This technique can only be performed 4 times per battle with a cool down of 3 turns in between each use. S-rank usage of this technique can only be performed twice
Following our Discord conversation: the summoning, Mamou has been killed underground, and your boosted Yamananka technique does not have its restrictions increased, but only its damage. I'll be responding as such.

Following the activation of his wind technique, Oni in his peerless battle prowess would have successfully dispatched the annoying creature that kept meddling with the terrain from beneath. And as planned the IXA had done away with the girl's armor entirely. However, what the High Sovereign didn't prepare for was the intense headache that had gripped his mind almost immediately after the IXA's attack. Even his Byakugan became null and he had to rely on his base senses in that moment. It must have been something powerful, for he had never found himself in so much pain at the hands of a... human before. How unsightly.

Though he didn't need his Byakugan to see the water technique that was scurrying its way toward him. Again, he would leave all defenses to his trusty IXA as he made two hand seals. Just like earlier, he would turn the ground beneath the girl into mud exactly 5 meters deep and wide enough to encompass the entirety of the battlefield except for 2 meters behind him in case he needed a solid footing later on. The swamp was exactly 5 meters deep to make way for the bowel of slicing winds that raged beneath them (I no longer have control over it, but it's still there, reference below) by just 3 meters. With this unique combination, the swamp would have no 'base' upon being formed, and would subsequently fall into the ditch as quickly as it was created, having opened up a hole between the ditch and surface. This would prove difficult for the girl as she would not only plunge into the swamp immediately, but she would be smothered in it--drowned really--as it dragged her down into the ditch of slicing winds to be reduced to ribbons.

As he does this the IXA would remain levitating while Oni stood atop it like a platform to avoid both the water parasites and the ground which was now falling mud. After the mud takes over and his opponent(s) have been swallowed Oni would activate a technique known only to his kind; unsupported flight to stay above and survey just how his opponent would survive.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim (ref)
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80 100 (Sickle Draws)
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.
(Furaito no Jutsu ) - Flight Technique
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -10 per turn )
Damage: N/A
Description: Through the use of their chakra, the user gains the ability of unsupported flight and levitation. The user moves and maneuvers at his running speed. This can be used upon activation as a means of dodging attacks but afterwards cannot be utilized like such.
Note: This can be used by custom Otsutsuki clan bios, canon Otsutsuki noted to have flight, and Juubi Jinchuriki bios.

HP: 1400- (90)= 1,310
Chakra: 1705- (30+30)= 1,645


 
Top