[Open] King of Sand

Squidy

Active member
Regular
Joined
Jan 4, 2017
Messages
1,691
Kin
1,554💸
Kumi
2,480💴
Trait Points
70⚔️
I heard about you! Yeah, you're that guy that chases his own shadows! Hahaha, this is amazing!! Zap says enthusiastically, mocking his opponent as he ends the batter with a tyrannical rant.

The Jashinist would then immediately stop, letting an eerie feeling set in between the too as he awkwardly gazes at the man before him in silence. Suddenly a moving storm of iron sand would envelop the Younging, springing fourth from his overcoat, engulfing everything within short range of him. Blocking his enemy's sights from outside gazing in.

Simultaneously, Zapp also uses his magnetic chakra to create a small, concentrated disk of iron sand 5m behind the man, maybe unbeknownst to him, which begins to rapidly spin as it makes its way to impact the back of his target's neck.

(Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
Type:
Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using his magnetic Chakra, the user will concentrate his Iron sand into a paper thin, razor sharp disc, anywhere on the battle field. This disc is no larger than the users palm, and once formed, once again using his magnetic chakra, the user will cause the disc to spin at extremely high speeds. With the disc spinning, the user can remote control the disc to send it flying in any direction from the formed location. This allows the disc to not only dodge any jutsu the user needs to dodge with it, but due to its small size, it is hard to see and fight against.
Restrictions
Remains active for the turn it is used in
Can only be used 4 times per battle
Must be formed at least 5 meters away from the opponent.
160/160 pts.

2,000/2,000 pts.

Active Jutsu:
Sensci | MRP (CW Passive) | Tekkyu (ST)

-40 This Turn

Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.


Type: Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto





{ Speed: 8 || Tracking: 24 }
 
  • Angry
Reactions: Shady Doctor

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Arriving at the field merged with GOA, Dragon Fang around his waist in whip form, and sword on right hip, Shirou looked upon his opponent, taking note of the amount of knuckleheadness oozing out. Shirou would let out a chuckle as the man talked, but it wasn't in response to him, but rather to Achlys cracking a joke at the man's expense.
CW & Merger
(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.

(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.

Shirou continued to converse with Achlys as the man attempted to build some tension, only bringing his focus to the man once he took action. In response, Shirou would perform three hand seals, forming a barrier short range around him that would quickly expand into mid range. Said barrier would serve as a means to not only absorb the iron sand storm, but also the Destructo disk, which Shirou was well aware off due to his shadow sensory.


"Fancy a joke?" Shirou was say with a slight smirk.

(Fuuinjutsu: Kanpekina rippōtai)- Sealing Arts: Perfect Cube
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Perfect cube is a very intricate fuin technique. The user will do a set of three handseals, ending with the tiger. Doing this, the user will cause a barrier to erect from short range around the user in haste taking on a translucent purple color and expanding from there. Once the cube fully forms, anything inside the barrier excluding humans and summons, will be drained and absorbed, completely dispersing said technique. The unique thing about perfect cube is that, once you are in the cube, no jutsu containing chakra is able to be used without the cube completely absorbing it, and any jutsu that is directed towards the cube from the outside will be reflected back towards the opponent. Though the cube is not unbreakable, being able to be broke by completely overpowering the cube by means greater than the rank of the custom or non chakra infused techniques of equal rank (such as taiutsu, kenjutsu etc)
Note: Can only be use twice with a two turn cool down
Note: Last a total of three turns before dispersing
Note: No jutsus that contain chakra are able to fully form inside the cube without being absorbed
 

Squidy

Active member
Regular
Joined
Jan 4, 2017
Messages
1,691
Kin
1,554💸
Kumi
2,480💴
Trait Points
70⚔️
Arriving at the field merged with GOA, Dragon Fang around his waist in whip form, and sword on right hip, Shirou looked upon his opponent, taking note of the amount of knuckleheadness oozing out. Shirou would let out a chuckle as the man talked, but it wasn't in response to him, but rather to Achlys cracking a joke at the man's expense.
CW & Merger
(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.

(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.

Shirou continued to converse with Achlys as the man attempted to build some tension, only bringing his focus to the man once he took action. In response, Shirou would perform three hand seals, forming a barrier short range around him that would quickly expand into mid range. Said barrier would serve as a means to not only absorb the iron sand storm, but also the Destructo disk, which Shirou was well aware off due to his shadow sensory.


"Fancy a joke?" Shirou was say with a slight smirk.

(Fuuinjutsu: Kanpekina rippōtai)- Sealing Arts: Perfect Cube
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Perfect cube is a very intricate fuin technique. The user will do a set of three handseals, ending with the tiger. Doing this, the user will cause a barrier to erect from short range around the user in haste taking on a translucent purple color and expanding from there. Once the cube fully forms, anything inside the barrier excluding humans and summons, will be drained and absorbed, completely dispersing said technique. The unique thing about perfect cube is that, once you are in the cube, no jutsu containing chakra is able to be used without the cube completely absorbing it, and any jutsu that is directed towards the cube from the outside will be reflected back towards the opponent. Though the cube is not unbreakable, being able to be broke by completely overpowering the cube by means greater than the rank of the custom or non chakra infused techniques of equal rank (such as taiutsu, kenjutsu etc)
Note: Can only be use twice with a two turn cool down
Note: Last a total of three turns before dispersing
Note: No jutsus that contain chakra are able to fully form inside the cube without being absorbed
Zapp feels as his opponent's defense as it erects and smirks in response. Hmph.....

As the man's barrier expand outwards, matching the expansion of the Cult Activist's iron sand shroud, Zapp would wave a single hand seal before emitting a speedy and powerful bolt of lightning that resembles a spear forwards. The lightning jutsu races forwards even surpassing the expanding shroud of iron sand in order to easily penetrate his opponent's expanding barrier, shattering it, before continuing on forwards.

All the while after waving the prior mentioned hand seal, the Pain Enthusiast uses his right hand to motion his ST: Tekkyu, which floats above the ground adjacent to himself, forwards within the expanding shroud of iron sand. As it traverses forwards Zapp, who has a feel of the entire battlefield via Sensci, makes the tool enter into short range 5m above Shirou in order to deliver a single powerful strike from above, aimed to buss the man's head open while he remains blinded within the shroud of iron sand.
(Raiton: Gian) - Lightning Style: False Darkness
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Descripton: The user, after performing the Snake handseal, emits lightning in the shape of a spear from their hands or mouth which then pierces the enemy. Kakuzu, the original user, shoots the technique from his Lightning mask's mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.
Tekkyu ST said:
Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking.
160/160 pts.

1,960/2,000 pts.

Active Jutsu:
Sensci | MRP (CW Passive) | Tekkyu (ST)

-60 This Turn

Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.


Type: Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto





{ Speed: 8 || Tracking: 24 }
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
"I guess not." Shirou would say upon seeing the man's response with a lightning technique. Unamused, Shirou would extend his hand forwards, releasing a massive blast of lightning that rapidly spreads forwards, overcoming the opponent's lightning and continuing at full strength to blast the man and the area near him, affecting his equipment and tools. What allowed the lightning to maintain it's strength was an empowerment through Dragon Fang and Shirou himself boosting it's strength through an infusion of magnesium via Stardust. Additionally, the technique had a seal placed upon it, one that would lay dormant until there was an attempt to absorb the lightning technique.

(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc)for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.
(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 +25 + 20
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.

Dragon Fang
Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.
(Magunisuton: Darumasukan Seiyusho) | Magnesium Release: Dalmascan Refinery
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-5 per turn)
Damage: N/A)
Description: Dalmascan Refinery is a technique that allows the user to apply a general alteration the size, shape and alignment of Magnesium grain particles to achieve a variety of different effects.

Stardust: This alteration will have the user produce tinier than normal magnesium particles. Despite this the size of the magnesium technique will be maintained as more magnesium particles will be produced to compensate for the smaller grain size. Smaller grain size will result in a larger surface area that will ultimately culminate in greater reactivity. Ultimately, when ignited the intensity at which magnesium burns will be greatly increased, granting it a +20 damage boost for this period of time, similarly magnesium can be funnelled into an ignition source, such as fire or lightning to grant the boost to the combo or desired technique.

Stardust II: This alteration follows the same principle of Stardust, the difference here however is that the produced particles are even tinier. The result is a dangerously high surface area which will result in magnesium techniques that are exposed to an ignition source not simply igniting, but rather exploding. This phenomenon is similar to the real life event of dust explosions.

Chrysthaneum: This alteration affects the alignment of magnesium particles. Normally particles would remain stagnant - that is they would follow the movement of the greater whole with little deviation. Under the influence of Chrysthaneum however produced magnesium particles will spiral and grind against each other, producing friction, heat, and sparks that will result in the self-ignition of magnesium techniques.

Jigsaw: This alteration also affects the alignment of magnesium particles, and juxtaposes the effects of Chrysthaneum. Normally magnesium particles are of non-uniform shapes and sizes, Jigsaw however will produce magnesium particles that perfectly align with one another. The result will be particles that can interlock for greater stability and strength, which will greatly increases the strength of compact magnesium techniques. Compact magnesium techniques will gain a +20 damage boost, or rank increase, under the effects of Jigsaw. Magnesium techniques under Jigsaw, due to the greatly reduced surface area, become far less reactive and can no longer ignite.

Brokenshard: This alteration affects the shape of magnesium particles. Normally magnesium particles will be random in shape, under the effects of Brokenshard however the shape of magnesium particles will be altered to emphasise piercing and slicing qualities. Produced magnesium particles will be needle or blade like in shape, resulting in magnesium techniques that are jagged and razor sharp, greatly increasing destructive power. Under the influence of Brokenshard Magnesium technique will gain a +20 damage boost, and non-offensive magnesium technique will gain offensive properties equal to their rank/defensive power.

Brightsteel: This alteration affects how magnesium particles are visually perceived. Normally magnesium will appear as a standard silvery metal. Under the effects of Brightsteel however each magnesium particle will be magnificently polished and its reflectivity will be further increased through the user of chakra. As a result Brightsteel magnesium will reflect light to such an extent that it will appear blindingly bright, similar to the Hidden Mist Eye Sight Deprivation, temporarily blinding the opponent for as long as they look at the technique directly.

Notes:
Logically not every particle is perfectly controlled and tailored, however enough is done to achieve a uniform and desired effect.
This technique can be used twice, last four turns each time and has a cooldown of two turns. On account of its nature, being that it has no independent uses, it can be activated instantly and in the same timeframe as another technique.
The user can apply up to two alterations at any one time, however Chrysthaneum is incompatible with Jigsaw. The user can also choose to not apply any alterations to a utilised magnesium technique.
When this technique ends, the user will be incapable of utilising B ranked or above magnesium techniques for two turns.
 

Squidy

Active member
Regular
Joined
Jan 4, 2017
Messages
1,691
Kin
1,554💸
Kumi
2,480💴
Trait Points
70⚔️
"I guess not." Shirou would say upon seeing the man's response with a lightning technique. Unamused, Shirou would extend his hand forwards, releasing a massive blast of lightning that rapidly spreads forwards, overcoming the opponent's lightning and continuing at full strength to blast the man and the area near him, affecting his equipment and tools. What allowed the lightning to maintain it's strength was an empowerment through Dragon Fang and Shirou himself boosting it's strength through an infusion of magnesium via Stardust. Additionally, the technique had a seal placed upon it, one that would lay dormant until there was an attempt to absorb the lightning technique.

(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc)for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.
(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 +25 + 20
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.

Dragon Fang
Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.
(Magunisuton: Darumasukan Seiyusho) | Magnesium Release: Dalmascan Refinery
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-5 per turn)
Damage: N/A)
Description: Dalmascan Refinery is a technique that allows the user to apply a general alteration the size, shape and alignment of Magnesium grain particles to achieve a variety of different effects.

Stardust: This alteration will have the user produce tinier than normal magnesium particles. Despite this the size of the magnesium technique will be maintained as more magnesium particles will be produced to compensate for the smaller grain size. Smaller grain size will result in a larger surface area that will ultimately culminate in greater reactivity. Ultimately, when ignited the intensity at which magnesium burns will be greatly increased, granting it a +20 damage boost for this period of time, similarly magnesium can be funnelled into an ignition source, such as fire or lightning to grant the boost to the combo or desired technique.

Stardust II: This alteration follows the same principle of Stardust, the difference here however is that the produced particles are even tinier. The result is a dangerously high surface area which will result in magnesium techniques that are exposed to an ignition source not simply igniting, but rather exploding. This phenomenon is similar to the real life event of dust explosions.

Chrysthaneum: This alteration affects the alignment of magnesium particles. Normally particles would remain stagnant - that is they would follow the movement of the greater whole with little deviation. Under the influence of Chrysthaneum however produced magnesium particles will spiral and grind against each other, producing friction, heat, and sparks that will result in the self-ignition of magnesium techniques.

Jigsaw: This alteration also affects the alignment of magnesium particles, and juxtaposes the effects of Chrysthaneum. Normally magnesium particles are of non-uniform shapes and sizes, Jigsaw however will produce magnesium particles that perfectly align with one another. The result will be particles that can interlock for greater stability and strength, which will greatly increases the strength of compact magnesium techniques. Compact magnesium techniques will gain a +20 damage boost, or rank increase, under the effects of Jigsaw. Magnesium techniques under Jigsaw, due to the greatly reduced surface area, become far less reactive and can no longer ignite.

Brokenshard: This alteration affects the shape of magnesium particles. Normally magnesium particles will be random in shape, under the effects of Brokenshard however the shape of magnesium particles will be altered to emphasise piercing and slicing qualities. Produced magnesium particles will be needle or blade like in shape, resulting in magnesium techniques that are jagged and razor sharp, greatly increasing destructive power. Under the influence of Brokenshard Magnesium technique will gain a +20 damage boost, and non-offensive magnesium technique will gain offensive properties equal to their rank/defensive power.

Brightsteel: This alteration affects how magnesium particles are visually perceived. Normally magnesium will appear as a standard silvery metal. Under the effects of Brightsteel however each magnesium particle will be magnificently polished and its reflectivity will be further increased through the user of chakra. As a result Brightsteel magnesium will reflect light to such an extent that it will appear blindingly bright, similar to the Hidden Mist Eye Sight Deprivation, temporarily blinding the opponent for as long as they look at the technique directly.

Notes:
Logically not every particle is perfectly controlled and tailored, however enough is done to achieve a uniform and desired effect.
This technique can be used twice, last four turns each time and has a cooldown of two turns. On account of its nature, being that it has no independent uses, it can be activated instantly and in the same timeframe as another technique.
The user can apply up to two alterations at any one time, however Chrysthaneum is incompatible with Jigsaw. The user can also choose to not apply any alterations to a utilised magnesium technique.
When this technique ends, the user will be incapable of utilising B ranked or above magnesium techniques for two turns.
Oh shit!! Zapp utters to himself the moment his opponent releases the massive amounts of lightning chakra towards him. The massive empowered blast easily triumphs over his lightning jutsu while destroying his scientific tool in the process, all sensible by the ST on his body. As the powerful lightning blast rages forwards into the shroud of iron sand, all would be heard is its destructive force taking place as it clashes with the land in the area it was aimed at, but unfortunately the cult activist would no longer be there. A fact revealed as the shroud of iron sand falls to the ground, coating it, within mid.range of the sand shinobi's prior position.

Once the lightning was released Zapp would sink into the ground, unbeknownst to his target due to the shroud of iron sand, and move underneath until he relocates to a position 15m behind the target, rising up out of the ground at mid.range.

I'm sorry bruh, hahah, I thought YOU were the joke!! the Cult Activist says after completely rising upwards. He would then wave a single hand seal creating 5 clones within short range of himself, all having a deviant smirk in various fashions unique to themselves.

(Doton: Moguragakure no Jutsu) – Earth Release: Hiding Like A Mole Technique
Type: Supplementary
Rank: C
Range: Long
Chakra: 15
Damage: N/A
Description: The user changes earth into fine sand by channeling chakra into it, allowing the user to dig through it like a mole. While underground one can sense what is happening on the surface and use the information to launch a surprise attack on the enemy. Once can also hide deep in the ground, escaping to a depth where the enemy cant reach. It also appears that after digging, the ground can be returned to its original state, leaving no trace of where the user entered the earth. While inside the earth, the user cannot make handseals and can only use Earth techniques below C-Rank. If he tries to do a higher ranked technique, he'll disrupt the Hiding like a mole technique and be left crushed.
(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 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% 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.
160/160 pts.

1,900/2,000 pts.

Active Jutsu:
Sensci

-45 This Turn

Middonaito rozu petaru - Midnight Rose Petal
Type:
Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself



Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.


Type: Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto





{ Speed: 8 || Tracking: 24 }
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Through his shadow sensory, it became quickly apparent to Shirou that the man had avoided his attack by slipping underground. The manner in which his shadow changed as he moved lower, the shift in the shadows of grains beneath Zapp's feet, and the overall lack of any apparent countermeasure confirmed Zapp's positioning to Shirou. While tempted to swamp him, Shirou would chose a different route; drawing a Kanji in the air and summoning Gokudere whom would be in it's smaller form. Gokudere would slither onto Shirou's shoulder as the latter informs him of the situation.

Soon enough, Zapp would emerge, talking more shit, much to Shirou's and Ahlys' amusement. Gokudere himself would hiss in it's tongue in disgust of the opponent before him. However, upon the spawning of the FIVE clones, the snake's hiss would become much more appreciative, anticipating an interesting turn of events. In response to the clones, Shirou would passively utilise September to enter Sage Mode, albeit in his unique Pitviper variation. Gokuedere himself would utilise the chakra transfer technique in order to increase Shirou's chakra pool.

"You're quite the funny ones. Let's see if you skills match your humour.." Shirou would say as he smirks back, anticipating a barrage of attacks to soon begin.

(Inkupo/Kuchiyose: Chikai no Sain ) Ink Arts/Summoning: Oath Sign (Reference)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A rather unique technique in terms of composition, being rather tame in its effects due to not being an offensive nor defensive technique. Through the manipulation of specialized chakra absorbing ink, this brew of ink is merged with chakra of the user and actual blood - causing it to take a murky crimson coloring. The ink however has special properties, allowing for those who frequently uses summoning a new unique way in order to summon. By kneading chakra into the ink, drawing on a surface( be it on the ground, on a scroll or airborne) the user creates the kanji for the animal they are summoning i.e dog would be written as “犬” which then allows them to summon the animal. This makes the load easier for the user, due to the ink carrying their chakra and blood within the ink,acting as a medium for the appropriate summoning. The ink provides half of the needed chakra, thus the user only needs to pay half the total amount it would normally need to summon the animal.While primarily used for contract summonings, the user may also use this method for techniques such as Summoning Technique: Rashōmon by drawing a kanji associated with the technique i.e gates. This technique must be mentioned in the user’s bio or before battle in order to utilize and is passive in nature, not taking up a move nor time in the the timeframe though must be referenced while performing said techniques. The user may also say incantations, speaking in unique languages or phrases purely for cosmetic purposes.
( Kuchiyose no Jutsu: Gokudere ) - Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering(at 200 senjutsu chakra of the user's chakra) or increasing Snake Sage Mode by 150 senjutsu chakra to the user This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode(at 200 senjutsu chakra of the user's chakra), or increase duration for Snake Sage Mode by by 150 senjutsu chakra to the user.
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.
(Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
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 or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of 10% of the wielder's normal chakra supply.

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 up to 10% of their chakra supply 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 provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: 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 the drain ability 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
( 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

Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers (Reference)
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.

Note: Must be posted within the bio or in the beginning of a fight.
Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.
Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.
Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.
(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred) 150
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 up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.

SM Chakra: 310
 
Last edited:
Top