[Open] Sannin+

Shinta

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Default Mid-range start
Standard R&R's
and Chakra points to be used.
Everything allowed
Terrain an open, baron wasteland.
Time Limit is three days.

This is open but I'll preferably chose to fight Sannin+ I'll choose an opponent at my discretion.

Kenshin | 1400 Chakra | 140 Health
 

RuckenTM

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Ikiru Uchiha, Jounin/ 800 health and chakra.
I'll reply at least every day may even do more replies in a day if so chance comes by.


Throughout the lands he'd traveled he was now about to encounter another Uchiha. Ikiru stood upon and hill with bare natural snakes roaming about land. He sees this person walking toward him, drawing his kunai he launches it at their feet. Locking eyes with them, he takes a sigh right before saying "State your name?"

Then as he stood up to walk down this hill, his sweat from the heat of the empty land vaporizing right infront of him. He stares at this so known uchiha. Looking at them, he judges their appearance, from the hair to the clothes. Wondering as the now entered mid-range to them, he draws his katana. "I won't ask again."
 

Shinta

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Ikiru Uchiha, Jounin/ 800 health and chakra.
I'll reply at least every day may even do more replies in a day if so chance comes by.


Throughout the lands he'd traveled he was now about to encounter another Uchiha. Ikiru stood upon and hill with bare natural snakes roaming about land. He sees this person walking toward him, drawing his kunai he launches it at their feet. Locking eyes with them, he takes a sigh right before saying "State your name?"

Then as he stood up to walk down this hill, his sweat from the heat of the empty land vaporizing right infront of him. He stares at this so known uchiha. Looking at them, he judges their appearance, from the hair to the clothes. Wondering as the now entered mid-range to them, he draws his katana. "I won't ask again."
Taken by surprise as the kunai lands at his feet, Kenshin takes a stumbling step backwards as he exclaims his most common word, perfect for expressing the confusion he presently felt. Oro?!? Looking up to return the gaze he felt upon himself, however by this time, the stranger had now drawn a katana. I do ask you forgive me, for if I have walked into an area I should not be, I can simply find another way around.
Breaking eye contact to quickly look over this stranger, Kenshin finishes with a round-a-bout reply to his question. As for a name to call myself, I do not feel it is important but you may call me Kenshin if you must have a name for me. Might I inquire your name since we appear to be sharing them? Polite as always, a friendly smile came over Kenshin's face as he calmly delivered his response.
 

RuckenTM

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Taken by surprise as the kunai lands at his feet, Kenshin takes a stumbling step backwards as he exclaims his most common word, perfect for expressing the confusion he presently felt. Oro?!? Looking up to return the gaze he felt upon himself, however by this time, the stranger had now drawn a katana. I do ask you forgive me, for if I have walked into an area I should not be, I can simply find another way around.
Breaking eye contact to quickly look over this stranger, Kenshin finishes with a round-a-bout reply to his question. As for a name to call myself, I do not feel it is important but you may call me Kenshin if you must have a name for me. Might I inquire your name since we appear to be sharing them? Polite as always, a friendly smile came over Kenshin's face as he calmly delivered his response.
"My name is...Ikiru...of the Uchiha. To be honest, I have been looking forward to meeting you, and also taking your money..." saying as he was annoyed by his opponent's optimistic nature. With warm winds blowing dust around in the empty barren wasteland. He molds chakra to summon the near-by dust thought the land to become an extension of his senses. Taking a froward step to the right of his opponent, he keeps his eyes on them as they slowly turn into his clan's doujutsu as now being able to sense them at a far distance coupled with his sharingans.

(Doujutsu: Sharingan) Eye Technique: Copy Wheel Eye
Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.


"There's no other way out, you're to take me down or die here." saying while taking out kunai's and some having a translucent strings attached to those shurikens from his pouch. He jumps upwards sending several fast throws down at them (6 shurikens), in a fashion only a Uchiha could flow accomplish doing. Now as the shurikens simply pasted them, Ikiru would launch a couple more, (12 more), however, unknowingly his opponent wouldn't foresee the danger he was being placed in. fast throws appearing and disappearing in a near instant, as their hand motions. Allowing shurikens to retreat (bounce and off across others, while reshuffle their hands with shurikens, in a way resupplying themselves), hence the blinding as they blend an attacking trap, much too suddenly. Now with the omnidirectional shuriken's attack, it would chop bits and bits of their enemies flesh at incomparable rates as the shurikens don't end for a while.


(Doton: Funjin bijon no jutsu) - Earth Release: Dust Vision Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn to remain active)
Damage points: N/A
Description: This jutsu works through the infusion of dust particles that are already present in the air at any given time. Instead of gathering the dust in order to create solid objects, as done in jutsu such as doton release: hardening, the user simply observed the general movement of his chakra carried by the dust particles. This jutsu's sensory ability is similar in nature to rain tiger at will and hiding like a mole. It enables him/her to observe the general movement of the ever floating invisible dust, which floats _around_ objects, enabling him to distinguish the general location and shape of objects that intersect the paths of the dust particles, including enemies.
Note:
- The user can't use doton techniques relying on the dust in the air while using this technique
- The user can't keep this technique active for more than five turns
- The user must reuse the technique in order to relocate the area affected by it
- Can only be taught by 'Kurapika

(Uchiha Sōshuriken no Jutsu) - Uchiha Manipulated Shuriken Techniques I
Rank: A
Type: Supplementary/ Offensive
Range: Short - Mid
Chakra cost: N/A
Damage points: 40 (-20 per turn)
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. Non-Doujutsu users will be blinded by the flashing bangs of shurikens altering directions after having thrown several shurikens. The first attack, challenging for the enemy, the course of the first launched set would've been wired shurikens as they set the trap as they'd by-pass the victim. The ninja will then ascend in the air, in fashion with skill, sending down fast throws appearing and disappearing in a near instant, as their hand motions. Allowing shurikens to retreat(bounce and off across others, while reshuffle their hands with shurikens, in a way resupplying themselves), hence the blinding as they blend an attacking trap, much too suddenly. The trick in this is making the technique successful with how to somehow be able to read the enemy's movements, position them, and incredible clarity of perception to not be blinded by their own technique, which normally requires only the Sharingan. The attack of this jutsu is rather omnidirectional, for the shurikens will chop bits and bits of their enemies flesh at incomparable rates as the shurikens don't end for a while.
Note: Sharingan 3T required.
Note: User can counter all forms of lower or equal ranked shurikens jutsu with this jutsu, if they're a Bukijutsu specialist user stated on biography.
Note: Sustaining the jutsu, will mean the user cannot perform any other jutsu.
Note: Can only be sustained for 2 turns.
 

Shinta

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"My name is...Ikiru...of the Uchiha. To be honest, I have been looking forward to meeting you, and also taking your money..." saying as he was annoyed by his opponent's optimistic nature. With warm winds blowing dust around in the empty barren wasteland. He molds chakra to summon the near-by dust thought the land to become an extension of his senses. Taking a froward step to the right of his opponent, he keeps his eyes on them as they slowly turn into his clan's doujutsu as now being able to sense them at a far distance coupled with his sharingans.

(Doujutsu: Sharingan) Eye Technique: Copy Wheel Eye
Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.


"There's no other way out, you're to take me down or die here." saying while taking out kunai's and some having a translucent strings attached to those shurikens from his pouch. He jumps upwards sending several fast throws down at them (6 shurikens), in a fashion only a Uchiha could flow accomplish doing. Now as the shurikens simply pasted them, Ikiru would launch a couple more, (12 more), however, unknowingly his opponent wouldn't foresee the danger he was being placed in. fast throws appearing and disappearing in a near instant, as their hand motions. Allowing shurikens to retreat (bounce and off across others, while reshuffle their hands with shurikens, in a way resupplying themselves), hence the blinding as they blend an attacking trap, much too suddenly. Now with the omnidirectional shuriken's attack, it would chop bits and bits of their enemies flesh at incomparable rates as the shurikens don't end for a while.


(Doton: Funjin bijon no jutsu) - Earth Release: Dust Vision Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn to remain active)
Damage points: N/A
Description: This jutsu works through the infusion of dust particles that are already present in the air at any given time. Instead of gathering the dust in order to create solid objects, as done in jutsu such as doton release: hardening, the user simply observed the general movement of his chakra carried by the dust particles. This jutsu's sensory ability is similar in nature to rain tiger at will and hiding like a mole. It enables him/her to observe the general movement of the ever floating invisible dust, which floats _around_ objects, enabling him to distinguish the general location and shape of objects that intersect the paths of the dust particles, including enemies.
Note:
- The user can't use doton techniques relying on the dust in the air while using this technique
- The user can't keep this technique active for more than five turns
- The user must reuse the technique in order to relocate the area affected by it
- Can only be taught by 'Kurapika

(Uchiha Sōshuriken no Jutsu) - Uchiha Manipulated Shuriken Techniques I
Rank: A
Type: Supplementary/ Offensive
Range: Short - Mid
Chakra cost: N/A
Damage points: 40 (-20 per turn)
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. Non-Doujutsu users will be blinded by the flashing bangs of shurikens altering directions after having thrown several shurikens. The first attack, challenging for the enemy, the course of the first launched set would've been wired shurikens as they set the trap as they'd by-pass the victim. The ninja will then ascend in the air, in fashion with skill, sending down fast throws appearing and disappearing in a near instant, as their hand motions. Allowing shurikens to retreat(bounce and off across others, while reshuffle their hands with shurikens, in a way resupplying themselves), hence the blinding as they blend an attacking trap, much too suddenly. The trick in this is making the technique successful with how to somehow be able to read the enemy's movements, position them, and incredible clarity of perception to not be blinded by their own technique, which normally requires only the Sharingan. The attack of this jutsu is rather omnidirectional, for the shurikens will chop bits and bits of their enemies flesh at incomparable rates as the shurikens don't end for a while.
Note: Sharingan 3T required.
Note: User can counter all forms of lower or equal ranked shurikens jutsu with this jutsu, if they're a Bukijutsu specialist user stated on biography.
Note: Sustaining the jutsu, will mean the user cannot perform any other jutsu.
Note: Can only be sustained for 2 turns.
Ikiru Uchiha, it's nice to meet you. Keeping his polite and pleasant demeanour, Kenshin would reply, seemingly aggravating Ikiru with his mannerisms. Taking note at as Ikiru's Sharingan activated just prior to him starting his shuriken attack. Watching as Ikiru began to throw more and more shurkien until Kenshin could no longer track them, he couldn't help but be impressed by the shinobi's skill with ninja tools.
However, an elaborate set-up as this would surely lead into some form of attack, something Kenshin opted to nip in the bud before it progressed any further; pooling Poison Chakra throughout his entire body, he would release an omni-directional blast of a dark-green, gaseous poison (short-range around himself) to knock away the shuriken before they could strike him. The shuriken would lose all momentum and be sent harmlessly away from Kenshin, effectively taking them out of play.
The poison released via Kenshin's attack would linger in the immediate vicinity, charged with extra chakra to allow it to change states at Kenshin's will at a later time. Using more Dokuton Chakra, Kenshin would use the cloud of poison around his person, shaping it into a tidal wave of gaseous poison to completely cover Ikiru's position. The wave is Mid-range to Ikiru's left and right sides, as well as being Mid-range tall.
Finishing his attack, a slightly more stern expression would have fallen over Kenshin's face; not conveying any aggressive emotions but simply him taking this encounter more seriously than before.


Type: Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The poison user concentrates poison chakra below their skin pooling a fair amount of the chakra in a specific spot before releasing it from their pores. This is similar to what they would naturally do with something like (Ninpou: Dokugiri) - Ninja Art: Poison Mist but instead of releasing the created poison from the mouth they do so from the pores of the body. When released from the pores it creates an intense burst of poison gas or liquid with the ability to negate an incoming technique or to dull or even completely negate momentum from things such as taijutsu or weapon ninjutsu. It does this by creating the poison in a very pressurised way creating a forceful burst of it that can be released from any part of the body and directed outward in a direction up to mid range knocking objects, or people back up to fifteen meters. Multiple bursts can be created but obviously the more there are the less strength each singular burst has needing to be aimed collectively to be as useful as a single burst. The bursts follow the natural strengths and weaknesses of the form of poison used. This technique can be used with Med Toxin or a custom poison.

Alternatively the poison chakra can be pooled all throughout the body just below the skin to create a forceful burst from all of the pores on the body creating a pressurised gust of gaseous poison or a wave of liquid poison with similar potential but in a multi-directional manner. This burst obviously has less stopping power as it is spread throughout the body releasing a concentrated burst that can knock opponents, creatures or objects back up to five meters. This has enough force to move even large summoning creatures. This variation creates an ethereal mist of poison that completely engulfs short range around it's user and it hangs heavily in the air until blown away with similarly ranked wind.
Note:
Can be used three times per battle with a two-turn cooldown.
No Dokuton in the turn after above A-rank.




Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid or a supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of it's strength instead gaining strength from it. Also a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to water while being weak to lightning. This solid form isn't dust-like in nature like what can be done with Poison Creation and instead is a real solid like solid rock or earth with the potential to poison things that touch it. Changing the state of poison is done by basically forcing more poison chakra into a technique and pressurizing it thus making it naturally stronger via giving it a one-rank boost (+20 damage). This is done by pressurizing the poison with that chakra making it denser allowing it to deal more blunt damage when colliding with something. This works up to A-rank (S-rank too, but without the damage boost) allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.
Note: Can be used four times per battle with a two-turn cooldown.




Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A (60 possible physical damage on impact, rest depends on the poison)
Description:
The user is able to take an existing sample of a given poison and manipulate it with his chakra, increasing is quantity and replicating it. Basically, much like one does with water release an a water source, the user is able to use a small sample of poison to, from it, create waves, projectiles, etc if the poison is liquid or a dust, clouds, gusts, mists, etc if the poison is a gas. This technique, however, cannot create poison out of nothing, only manipulate existing poison from a sample or source.
Note: the original sample or source needs to be within short range of the user.




Name Of Poison The Hunters Choice
Creator: Shinta
Type: Haemolytic, Cardiotoxic, Neurotoxic, Vesicant

Ingredients and Background:

The Hunters Choice utilises a mixture of toxins used by hunters and refined to a potent state with the use of Shinta's medical knowledge. The resulting mixture takes on a metallic, smoke-green colour that has a higher viscosity than water, being comparable to a light oil and is also capable of being used in a gaseous state; being a light gas that has a dark-green hue. The gaseous state smells of a mix between vinegar and Ammonia, being rather distinct and easily noticeable. In both liquid and gaseous forms, the poison has no scent but does posses a foul and almost vile after-taste on the tongue. The viscosity of the liquid form allows the poison to stick better to weapons while also resisting water readily washing it away; however still being able to readily be absorbed through the skin. The Hunters Choice is comprised of Diamphotoxin, Batrachotoxin and Cantharidin that rapidly spread through the area of contact while entering the bloodstream to continually spread throughout the target.
Being the creator of this toxin and knowing the exact composition, Shinta has inoculated himself against the effects of this poison through prolonged exposure over many years via repeated ingestion/injection of gradual, increasing dosages. Shinta has applied this poison to all his weapons and carries samples in sealed jars on his person and sealed within medical scrolls.

Description of Effects:

The Poison progresses from an initially mild and easy to ignore state before rapidly progressing and worsening with the following effects; breaking down of red blood cells to cause a release of haemoglobin, blocking of the sodium channels in the nerves that prevent the neuron from communicating with the muscles and finally it begins to break down the cell-to-cell bonds (Desmosomal plaques) which leads to surface blistering of the skin. A further breakdown of the effects if as follows:
Liquid Form: In this state, the poison is able to be absorbed via direct skin or through an open wound as small as a cut.

Rate of Effects Depending on Exposure
  • Small scratch or contact with liquid
    • First Turn: Point of contact will become paralysed; in the case of hands, target won't be able to perform hand seals. This paralysis will continue for four turns unless poison is removed.
    • Second Turn: Blisters will begin to begin to form over the afflicted area. The toxin begins to spread through the blood stream, destroying red-blood cells that causes a mild increase to blood pressure and shortness of breath.
    • Third Turn: Blisters will begin to rupture, causing great pain and physical damage (-10 per turn). More and more red blood cells are damaged, compiled with blood loss from the blisters, leads rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Paralysis now affects the entire limb originally affected by the poison (poison entered through the left hip, the entire left leg is now immobile).
    • Fourth Turn: Blisters spread over the entire affected limb, rupturing and continuing to bleed as they progress over the body. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing.
    • Fifth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen. Two more turns until the target dies from paralysis of the heart muscles.
  • Stab wound, contact with the liquid via an open wound or contact with Mucosa
    • First Turn: Point of contact will become paralysed and feeling will be lost in extremities (hand and feet) that in the case of hands will prevent use of hand seals. This paralysis will continue for four turns unless poison is removed, worsening each turn. Blisters immediately begin to form over the point of contact (hindering vision or breathing if contact with the eyes or nose if made).
    • Second Turn: Paralysis worsens, preventing quick motions with arms or legs (Base Speed reduced by 1 rank). Blisters begin to rupture and bleed heavily, causing -10 damage per turn. Destruction of red blood cells combined with the blood loss causes; blood pressure to quickly rise, rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Blisters have now spread to cover the limb where the poison made contact.
    • Third Turn: Blisters have now spread over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank).
    • Fourth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen.
    • Fifth Turn: The target dies at the end of this turn, after the poison reaches the heart and paralyses the muscles. The target is delirious, unable to move and suffering from severe blood loss at during this turn.
  • Ingestion of liquid poison, inhalation of gas or direct intravenous/intramuscular injection
    • First turn: Target will immediately loose fine motor control, preventing the use of hand seals and accuracy when throwing shuriken/kunai. Blisters will form in the immediate area of exposure/contact that will begin to heavily bleed (-20 damage per turn) that, in the case of ingestion or inhalation, will cause the target to vomit or cough up blood with the blisters forming inside the stomach or lungs.
    • Second Turn: Blisters will rapidly spread to over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank). The target also become delirious and confused, reducing reaction time by -2 levels.
    • Third Turn: The afflicted becomes completely paralysed and the bleeding blisters cover the entirety of the body, all previous symptoms also worsen.
    • Fourth Turn: The target dies during this turn from paralysis of the heart muscles.

Notes:
- Can only be used by Shinta or those he gives samples to.
- Only Shinta is immune to the effects of this poison.






1400 Chakra
-40
-30
-30
= 1300 remaining

140 Health




Put simply, I release an omni-directional blast of poison gas to deflect and take your shuriken out of play. This poison is infused with extra chakra (Triple Point) but that won't effect this move.
I then use Poison Creation to send a tidal wave of gaseous poison at you.
All the poison I use have the effects of the referenced poison above (custom poison)
 

RuckenTM

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Ikiru Uchiha, it's nice to meet you. Keeping his polite and pleasant demeanour, Kenshin would reply, seemingly aggravating Ikiru with his mannerisms. Taking note at as Ikiru's Sharingan activated just prior to him starting his shuriken attack. Watching as Ikiru began to throw more and more shurkien until Kenshin could no longer track them, he couldn't help but be impressed by the shinobi's skill with ninja tools.
However, an elaborate set-up as this would surely lead into some form of attack, something Kenshin opted to nip in the bud before it progressed any further; pooling Poison Chakra throughout his entire body, he would release an omni-directional blast of a dark-green, gaseous poison (short-range around himself) to knock away the shuriken before they could strike him. The shuriken would lose all momentum and be sent harmlessly away from Kenshin, effectively taking them out of play.
The poison released via Kenshin's attack would linger in the immediate vicinity, charged with extra chakra to allow it to change states at Kenshin's will at a later time. Using more Dokuton Chakra, Kenshin would use the cloud of poison around his person, shaping it into a tidal wave of gaseous poison to completely cover Ikiru's position. The wave is Mid-range to Ikiru's left and right sides, as well as being Mid-range tall.
Finishing his attack, a slightly more stern expression would have fallen over Kenshin's face; not conveying any aggressive emotions but simply him taking this encounter more seriously than before.


Type: Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The poison user concentrates poison chakra below their skin pooling a fair amount of the chakra in a specific spot before releasing it from their pores. This is similar to what they would naturally do with something like (Ninpou: Dokugiri) - Ninja Art: Poison Mist but instead of releasing the created poison from the mouth they do so from the pores of the body. When released from the pores it creates an intense burst of poison gas or liquid with the ability to negate an incoming technique or to dull or even completely negate momentum from things such as taijutsu or weapon ninjutsu. It does this by creating the poison in a very pressurised way creating a forceful burst of it that can be released from any part of the body and directed outward in a direction up to mid range knocking objects, or people back up to fifteen meters. Multiple bursts can be created but obviously the more there are the less strength each singular burst has needing to be aimed collectively to be as useful as a single burst. The bursts follow the natural strengths and weaknesses of the form of poison used. This technique can be used with Med Toxin or a custom poison.

Alternatively the poison chakra can be pooled all throughout the body just below the skin to create a forceful burst from all of the pores on the body creating a pressurised gust of gaseous poison or a wave of liquid poison with similar potential but in a multi-directional manner. This burst obviously has less stopping power as it is spread throughout the body releasing a concentrated burst that can knock opponents, creatures or objects back up to five meters. This has enough force to move even large summoning creatures. This variation creates an ethereal mist of poison that completely engulfs short range around it's user and it hangs heavily in the air until blown away with similarly ranked wind.
Note:
Can be used three times per battle with a two-turn cooldown.
No Dokuton in the turn after above A-rank.




Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid or a supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of it's strength instead gaining strength from it. Also a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to water while being weak to lightning. This solid form isn't dust-like in nature like what can be done with Poison Creation and instead is a real solid like solid rock or earth with the potential to poison things that touch it. Changing the state of poison is done by basically forcing more poison chakra into a technique and pressurizing it thus making it naturally stronger via giving it a one-rank boost (+20 damage). This is done by pressurizing the poison with that chakra making it denser allowing it to deal more blunt damage when colliding with something. This works up to A-rank (S-rank too, but without the damage boost) allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.
Note: Can be used four times per battle with a two-turn cooldown.




Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A (60 possible physical damage on impact, rest depends on the poison)
Description:
The user is able to take an existing sample of a given poison and manipulate it with his chakra, increasing is quantity and replicating it. Basically, much like one does with water release an a water source, the user is able to use a small sample of poison to, from it, create waves, projectiles, etc if the poison is liquid or a dust, clouds, gusts, mists, etc if the poison is a gas. This technique, however, cannot create poison out of nothing, only manipulate existing poison from a sample or source.
Note: the original sample or source needs to be within short range of the user.




Name Of Poison The Hunters Choice
Creator: Shinta
Type: Haemolytic, Cardiotoxic, Neurotoxic, Vesicant

Ingredients and Background:

The Hunters Choice utilises a mixture of toxins used by hunters and refined to a potent state with the use of Shinta's medical knowledge. The resulting mixture takes on a metallic, smoke-green colour that has a higher viscosity than water, being comparable to a light oil and is also capable of being used in a gaseous state; being a light gas that has a dark-green hue. The gaseous state smells of a mix between vinegar and Ammonia, being rather distinct and easily noticeable. In both liquid and gaseous forms, the poison has no scent but does posses a foul and almost vile after-taste on the tongue. The viscosity of the liquid form allows the poison to stick better to weapons while also resisting water readily washing it away; however still being able to readily be absorbed through the skin. The Hunters Choice is comprised of Diamphotoxin, Batrachotoxin and Cantharidin that rapidly spread through the area of contact while entering the bloodstream to continually spread throughout the target.
Being the creator of this toxin and knowing the exact composition, Shinta has inoculated himself against the effects of this poison through prolonged exposure over many years via repeated ingestion/injection of gradual, increasing dosages. Shinta has applied this poison to all his weapons and carries samples in sealed jars on his person and sealed within medical scrolls.

Description of Effects:

The Poison progresses from an initially mild and easy to ignore state before rapidly progressing and worsening with the following effects; breaking down of red blood cells to cause a release of haemoglobin, blocking of the sodium channels in the nerves that prevent the neuron from communicating with the muscles and finally it begins to break down the cell-to-cell bonds (Desmosomal plaques) which leads to surface blistering of the skin. A further breakdown of the effects if as follows:
Liquid Form: In this state, the poison is able to be absorbed via direct skin or through an open wound as small as a cut.
Rate of Effects Depending on Exposure

  • Small scratch or contact with liquid
    • First Turn: Point of contact will become paralysed; in the case of hands, target won't be able to perform hand seals. This paralysis will continue for four turns unless poison is removed.
    • Second Turn: Blisters will begin to begin to form over the afflicted area. The toxin begins to spread through the blood stream, destroying red-blood cells that causes a mild increase to blood pressure and shortness of breath.
    • Third Turn: Blisters will begin to rupture, causing great pain and physical damage (-10 per turn). More and more red blood cells are damaged, compiled with blood loss from the blisters, leads rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Paralysis now affects the entire limb originally affected by the poison (poison entered through the left hip, the entire left leg is now immobile).
    • Fourth Turn: Blisters spread over the entire affected limb, rupturing and continuing to bleed as they progress over the body. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing.
    • Fifth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen. Two more turns until the target dies from paralysis of the heart muscles.
  • Stab wound, contact with the liquid via an open wound or contact with Mucosa
    • First Turn: Point of contact will become paralysed and feeling will be lost in extremities (hand and feet) that in the case of hands will prevent use of hand seals. This paralysis will continue for four turns unless poison is removed, worsening each turn. Blisters immediately begin to form over the point of contact (hindering vision or breathing if contact with the eyes or nose if made).
    • Second Turn: Paralysis worsens, preventing quick motions with arms or legs (Base Speed reduced by 1 rank). Blisters begin to rupture and bleed heavily, causing -10 damage per turn. Destruction of red blood cells combined with the blood loss causes; blood pressure to quickly rise, rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Blisters have now spread to cover the limb where the poison made contact.
    • Third Turn: Blisters have now spread over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank).
    • Fourth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen.
    • Fifth Turn: The target dies at the end of this turn, after the poison reaches the heart and paralyses the muscles. The target is delirious, unable to move and suffering from severe blood loss at during this turn.
  • Ingestion of liquid poison, inhalation of gas or direct intravenous/intramuscular injection
    • First turn: Target will immediately loose fine motor control, preventing the use of hand seals and accuracy when throwing shuriken/kunai. Blisters will form in the immediate area of exposure/contact that will begin to heavily bleed (-20 damage per turn) that, in the case of ingestion or inhalation, will cause the target to vomit or cough up blood with the blisters forming inside the stomach or lungs.
    • Second Turn: Blisters will rapidly spread to over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank). The target also become delirious and confused, reducing reaction time by -2 levels.
    • Third Turn: The afflicted becomes completely paralysed and the bleeding blisters cover the entirety of the body, all previous symptoms also worsen.
    • Fourth Turn: The target dies during this turn from paralysis of the heart muscles.

Notes:
- Can only be used by Shinta or those he gives samples to.
- Only Shinta is immune to the effects of this poison.






1400 Chakra
-40
-30
-30
= 1300 remaining

140 Health




Put simply, I release an omni-directional blast of poison gas to deflect and take your shuriken out of play. This poison is infused with extra chakra (Triple Point) but that won't effect this move.
I then use Poison Creation to send a tidal wave of gaseous poison at you.
All the poison I use have the effects of the referenced poison above (custom poison)
Within the air, he catches every detail including the very movements his opponent would’ve made. Despite this, he notices that his opponent molding chakra that’s not familiar to him. In mere seconds a fume of dark-green gasses escapes their body, not only diverting his attack however, also acting as a form of camouflage. Immediately the attack or defensive of tact his opponent, he responds by molding katon chakra. Twisting his body to face the in-coming dark-green cloud, he inhales before exhaling a burst of hot-ash that spears though and thins the in-coming cloud, acting also as a propellant to Ikiru. He then as he flies backwards from his very jutsu being released assess the situation ‘might be in my best interest to avoid whatever that was’ thinking to himself, nevertheless with skill he manipulates the torrent to his will by controlling the stream allowing him to carve in a ‘c’.

(Katon: Haijingakure no Jutsu) - Fire Release: Hiding in Ash and Dust Technique
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user expels chakra-infused ash that blankets a wide area, burning anyone who comes in contact with it. The technique can also be used as a powerful deterrent from attacks as well as a highly effective smokescreen.

"I must admit I didn't think you had skills." Landing now as how couches down lowering himself to not be a bigger target. Now as he moves to his right he tries to see where his opponent could be in the mixture of gray and dark-green mist. "I guess I misjudged you."

"However, we just begun." Drawing out his katana now as he prepare himself for incoming attacks. Having the sharingan didn't help see into the dark-green cloud as the chakra coated within it hindered him. "Show what else you got!"

Chakra -15 (Sharingan + Dust vision) + -30 (jutsu)
 
Last edited:

Shinta

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Within the air, he catches every detail including the very movements his opponent would’ve made. Despite this, he notices that his opponent molding chakra that’s not familiar to him. In mere seconds a fume of dark-green gasses escapes their body, not only diverting his attack however, also acting as a form of camouflage. Immediately the attack or defensive of tact his opponent, he responds by molding katon chakra. Twisting his body to face the in-coming dark-green cloud, he inhales before exhaling a burst of hot-ash that spears though and thins the in-coming cloud, acting also as a propellant to Ikiru. He then as he flies backwards from his very jutsu being released assess the situation ‘might be in my best interest to avoid whatever that was’ thinking to himself, nevertheless with skill he manipulates the torrent to his will by controlling the stream allowing him to carve in a ‘c’.

(Katon: Haijingakure no Jutsu) - Fire Release: Hiding in Ash and Dust Technique
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user expels chakra-infused ash that blankets a wide area, burning anyone who comes in contact with it. The technique can also be used as a powerful deterrent from attacks as well as a highly effective smokescreen.

"I must admit I didn't think you had skills." Landing now as how couches down lowering himself to not be a bigger target. Now as he moves to his right he tries to see where his opponent could be in the mixture of gray and dark-green mist. "I guess I misjudged you."

"However, we just begun." Drawing out his katana now as he prepare himself for incoming attacks. Having the sharingan didn't help see into the dark-green cloud as the chakra coated within it hindered him. "Show what else you got!"

Chakra -15 (Sharingan + Dust vision) + -30 (jutsu)
Ikiru's counter-attack was perfect for the set-up Kenshin has prepared with his Poison. As the Ash made contact with the gaseous poison wave, Kenshin's poison would alter its state, changing into its liquid form and thus over-powering the ash. However, he allows the poison to fall short of its intended target, leaving Ikiru unscathed.
This action was meant to demonstrate the difference in strength between the two combatant, punctuated by Kenshin casually walking forwards, emerging from the green-cloud of poison gas and into a direct line of vision with his Target.
Good to see you are taking this a little more seriously, Ikiru-san. I guess I should also take this a little more seriously too? Still calm in his tone, Kenshin's eyes would narrow slightly as his expression turned harsh and focused. The colour of his eyes would change from there usual Violet colouring, to that of blood red as his 3T sharingan activated.

From Triple Point, used in the last turn:
The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states.

Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.






Chakra 1300
-30
=1270 remaining
 

RuckenTM

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Ikiru's counter-attack was perfect for the set-up Kenshin has prepared with his Poison. As the Ash made contact with the gaseous poison wave, Kenshin's poison would alter its state, changing into its liquid form and thus over-powering the ash. However, he allows the poison to fall short of its intended target, leaving Ikiru unscathed.
This action was meant to demonstrate the difference in strength between the two combatant, punctuated by Kenshin casually walking forwards, emerging from the green-cloud of poison gas and into a direct line of vision with his Target.
Good to see you are taking this a little more seriously, Ikiru-san. I guess I should also take this a little more seriously too? Still calm in his tone, Kenshin's eyes would narrow slightly as his expression turned harsh and focused. The colour of his eyes would change from there usual Violet colouring, to that of blood red as his 3T sharingan activated.




Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.






Chakra 1300
-30
=1270 remaining
With the interaction of ash vs green-fumes that somehow changed state. With his crimson eye’s Ikiru would watch the very nature of the ninjutsu. Landing a few meters away as the green gas seemed to pull backwards as though it would be manipulated. Normally these changes would be hard to seen, however with the sharingan Ikiru would foresee even the slightest detail.

“You best do.” Responding as he moved toward the green-cloud of gas to confront the shinobi. He keeps awareness of the liquid form of that ash had interacted with. He molds chakra as now his opponent activated their very own sharingan. ‘What! They’re an Uchiha??’ thinking as he raced toward his opponent he manipulates his chakra to breath out from their mouth a large fireball that travels at the opponent. As it reaches them it bursts into a maelstrom of fire engulfing them in flames. Ikiru watches for a response.

(Katon: Gōka no Jutsu) - Fire Release: Hellfire Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will manipulate their chakra and breath out from their mouth a large fireball that travels at the opponent. As it reaches the opponent it bursts into a maelstrom of fire engulfing them in flames.



Sharingan (-10)
Fire Jutsu (-30)
Earth Jutsu (-5)
 

Shinta

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With the interaction of ash vs green-fumes that somehow changed state. With his crimson eye’s Ikiru would watch the very nature of the ninjutsu. Landing a few meters away as the green gas seemed to pull backwards as though it would be manipulated. Normally these changes would be hard to seen, however with the sharingan Ikiru would foresee even the slightest detail.

“You best do.” Responding as he moved toward the green-cloud of gas to confront the shinobi. He keeps awareness of the liquid form of that ash had interacted with. He molds chakra as now his opponent activated their very own sharingan. ‘What! They’re an Uchiha??’ thinking as he raced toward his opponent he manipulates his chakra to breath out from their mouth a large fireball that travels at the opponent. As it reaches them it bursts into a maelstrom of fire engulfing them in flames. Ikiru watches for a response.

(Katon: Gōka no Jutsu) - Fire Release: Hellfire Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will manipulate their chakra and breath out from their mouth a large fireball that travels at the opponent. As it reaches the opponent it bursts into a maelstrom of fire engulfing them in flames.



Sharingan (-10)
Fire Jutsu (-30)
Earth Jutsu (-5)
Using the deductive abilities of the Sharingan, it wouldn't take long for Kenshin to realise the exact jutsu Ikiru was using against him. After all, he was both an Uchiha and Fire specialise in his own right, meaning there was only a few jutsu he would not be able to recognise.
With this information in mind, Kenshin would opt for an unusual counter, holding up his left hand directly in front of him, using it to form a wall of powerful wind currents that would completely negate the flame; catching it before it would erupt into a maelstrom.
Finishing this, Kenshin would cause his fire chakra to erupt into an aura of golden-fire chakra around himself before racing forward to meet with Iriku in close-combat.


Rank: S-Rank
Range: Short (front of user)
Chakra: 40
Damage: 80
Description: The user creates a wall out of wind that is blowing backwards. Any fire jutsu that hits this wall will be strengthened and sent back at the opponent because when the fire jutsu hits the wall, the user will then reverse the polarity at which the wind is blowing, causing the wind to blow forward, making the fire jutsu change directions.
*can only be taught or used by Kiritsugu*




Type: Defensive/Supplemental
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user will channel their Katon chakra thru both legs into the ground which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
~Notes~
- Lasts 2 turns




Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short/Mid
Chakra: 30 (-5 per turn) -5
Damage: 60
Description: After Performing Fire Release: Scorching Rage, the user will focus and maintain the fiery golden chakra surrounding him and can move about freely. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
- Lasts 4 turns unless released
- Must know Scorching Rage and it must be used on the same turn
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- Can be used in the same TF as Scorching Rage at an extra cost of -5 chakra, costing a move slot as well
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks






Chakra 1270
-40
-55 (Scorching rage/berserker in same TF)
=1175 chakra remaining.
 

RuckenTM

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54⚔️
Using the deductive abilities of the Sharingan, it wouldn't take long for Kenshin to realise the exact jutsu Ikiru was using against him. After all, he was both an Uchiha and Fire specialise in his own right, meaning there was only a few jutsu he would not be able to recognise.
With this information in mind, Kenshin would opt for an unusual counter, holding up his left hand directly in front of him, using it to form a wall of powerful wind currents that would completely negate the flame; catching it before it would erupt into a maelstrom.
Finishing this, Kenshin would cause his fire chakra to erupt into an aura of golden-fire chakra around himself before racing forward to meet with Iriku in close-combat.


Rank: S-Rank
Range: Short (front of user)
Chakra: 40
Damage: 80
Description: The user creates a wall out of wind that is blowing backwards. Any fire jutsu that hits this wall will be strengthened and sent back at the opponent because when the fire jutsu hits the wall, the user will then reverse the polarity at which the wind is blowing, causing the wind to blow forward, making the fire jutsu change directions.
*can only be taught or used by Kiritsugu*




Type: Defensive/Supplemental
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user will channel their Katon chakra thru both legs into the ground which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
~Notes~
- Lasts 2 turns




Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short/Mid
Chakra: 30 (-5 per turn) -5
Damage: 60
Description: After Performing Fire Release: Scorching Rage, the user will focus and maintain the fiery golden chakra surrounding him and can move about freely. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
- Lasts 4 turns unless released
- Must know Scorching Rage and it must be used on the same turn
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- Can be used in the same TF as Scorching Rage at an extra cost of -5 chakra, costing a move slot as well
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks




Chakra 1270
-40
-55 (Scorching rage/berserker in same TF)
=1175 chakra remaining.
Watching as the flames and the torrent of winds brace each other, Ikiru then dashes forward as he molds chakra to speed up on his opponent. "Here I come! I have never faced someone as such, I know you're hold back much more, but if you won't take me seriously then it's best I give you all I got! Die!!"

With a dying cry, he suddenly moves in range suddenly as he slashes his them upwards to the sky he leaps into the sky quickly as he expels more chakra to move faster than his opponent he'd sent to the sky. Twisting in the sky he prepares to nail his opponent with his katana though their heart. He heads down to drill into their chest, crushing the ground as he pierces their very heart thus ending their life.

"I told you to use you best of jutsu, yet you took me a for a kid. So long, let death take you deeper into the depths of hell." turning around as he walked off.

( Rensei Shinkuken ) – Drilling Crimson Blade
Type: Offensive
Rank: B
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user takes out their blade and channels chakra into it. They then run towards the opponent, slashing them upwards into the air and then appear above him/her, and deliver a sharp, drilling slash down upon them, impelling them into the ground.
 
Last edited:

Shinta

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Watching as the flames and the torrent of winds brace each other, Ikiru then dashes forward as he molds chakra to speed up on his opponent. "Here I come! I have never faced someone as such, I know you're hold back much more, but if you won't take me seriously then it's best I give you all I got! Die!!"

With a dying cry, he suddenly moves in range suddenly as he slashes his them upwards to the sky he leaps into the sky quickly as he expels more chakra to move faster than his opponent he'd sent to the sky. Twisting in the sky he prepares to nail his opponent with his katana though their heart. He heads down to drill into their chest, crushing the ground as he pierces their very heart thus ending their life.

"I told you to use you best of jutsu, yet you took me a for a kid. So long, let death take you deeper into the depths of hell." turning around as he walked off.

( Rensei Shinkuken ) – Drilling Crimson Blade
Type: Offensive
Rank: B
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user takes out their blade and channels chakra into it. They then run towards the opponent, slashing them upwards into the air and then appear above him/her, and deliver a sharp, drilling slash down upon them, impelling them into the ground.
Tracking Ikiru's movements, Kenshin would take advantage of the opening created by the attempted initial slash. Forming a single hand seal (Fire speciality) before dispersing into 10 condor-shaped flames of compressed fire. Kenshin would rely on the A-rank power of his Flame Aura to protect him from the damage of Ikiru's first slash, before forming into the 10 condors.
1 of the condor's would move long-range away from Kenshin's original location, to later reform into Kenshin himself. The remaining 9 however, would dance around Ikiru's sword slashed, before crashing into the ground to create devastating explosion; the likes of which Ikiru would not be able to survive.

You were stubborn and overconfident until the very end... at least I can commemorate you as someone true to themselves, even until the very end.


Type: Supplementary/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
-If the user has signed the condor contract then this jutsu will only require 5 handseals.
-No Katon for the next 2 turns.
-Can only use this jutsu once per battle.
-Can only use 2 jutsu on the next turn.
-No Katon jutsu before this jutsu.
-The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
-If the user is caught in the explosion then he/she will die.
-Can only be taught by ~Yard~






1175 Chakra
-90
=1085 Chakra remaining.
 

RuckenTM

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Tracking Ikiru's movements, Kenshin would take advantage of the opening created by the attempted initial slash. Forming a single hand seal (Fire speciality) before dispersing into 10 condor-shaped flames of compressed fire. Kenshin would rely on the A-rank power of his Flame Aura to protect him from the damage of Ikiru's first slash, before forming into the 10 condors.
1 of the condor's would move long-range away from Kenshin's original location, to later reform into Kenshin himself. The remaining 9 however, would dance around Ikiru's sword slashed, before crashing into the ground to create devastating explosion; the likes of which Ikiru would not be able to survive.

You were stubborn and overconfident until the very end... at least I can commemorate you as someone true to themselves, even until the very end.


Type: Supplementary/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
-If the user has signed the condor contract then this jutsu will only require 5 handseals.
-No Katon for the next 2 turns.
-Can only use this jutsu once per battle.
-Can only use 2 jutsu on the next turn.
-No Katon jutsu before this jutsu.
-The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
-If the user is caught in the explosion then he/she will die.
-Can only be taught by ~Yard~






1175 Chakra
-90
=1085 Chakra remaining.
Now as his attack is countered, Ikiru leaps back as his opponent mold enormous amounts of chakra. Such to the point and the area could change in a single release of it. Laughing insanely as he knew his end was near he would still initiate a counter to the incoming flames. Seeing all sorts of colors in flames, he knew he was finished, but his refused to go without trying to coverwhelm his opponent's attack.

He partially turns into smoke while molding chakra to summon a stream of smoke from his mouth to take on the incoming flames. The large single dragon circles him to protect him as it heads on to the battle. With the clash of each interaction, the smoke fades along with Ikiru. "AAAAAAAAHH!"

(Enryū) - Smoke Dragon
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: By unleashing a continuous stream of smoke from mouth, the user can use his chakra to shape the smoke into the form of a dragon linked to himself. This gives him the advantage when facing enemies that specialize in close quarter or physical combat as the dragon is completely composed of smoke, making it so that physical attacks are useless against it. He can form several Smoke Dragons at once, but in this case, each one proportionally smaller and weaker. Its primary battle ability is to envelop and suffocate the target. However, as smoke is dissolved when it comes into contact with water or wind, this technique is weak against water and wind based attacks.

Note: Only useably by bios that've learned Smoke Ninjutsu.

(Kemuri no Katachi) - Body of Smoke
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: A technique very much similar to the Hozuki Clan's Hydrification Technique, the user is able to transform themselves into a smoke-like state by channeling chakra throughout their body. In this form, the user becomes immune to all Taijutsu, Kenjutsu, and gas-related techniques unless they are elementally based. They can also manipulate the appropriate chakra for smoke, fire, and any of their own gas-related techniques. The user has complete control over the density of their smoke-like state, allowing them to solidify up to two appendages at once in order to wield standard shinobi tools for freeform combat and basic Ninjutsu/Kenjutsu purposes. This also allows them to use their own body as a source for smoke ninjutsu. However, the user is subject to smoke's weaknesses and strengths. A simple B-Rank Wind jutsu can knock them out of this form, forcing them back to their original body for sometime before they are able to transform themselves once again. As such, this technique forces the user to employ careful, yet effective strategies when it is in effect.

Note: User may not use any sort of speed boost in this form and will stay rooted to the ground.
Note: If knocked out of this form, user may not return to it for two turns.
Note: User is also subject to weather effects that may potentially harm their form.
Note: Only useably by bios that've learned Smoke Ninjutsu.
 

Shinta

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Now as his attack is countered, Ikiru leaps back as his opponent mold enormous amounts of chakra. Such to the point and the area could change in a single release of it. Laughing insanely as he knew his end was near he would still initiate a counter to the incoming flames. Seeing all sorts of colors in flames, he knew he was finished, but his refused to go without trying to coverwhelm his opponent's attack.

He partially turns into smoke while molding chakra to summon a stream of smoke from his mouth to take on the incoming flames. The large single dragon circles him to protect him as it heads on to the battle. With the clash of each interaction, the smoke fades along with Ikiru. "AAAAAAAAHH!"

(Enryū) - Smoke Dragon
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: By unleashing a continuous stream of smoke from mouth, the user can use his chakra to shape the smoke into the form of a dragon linked to himself. This gives him the advantage when facing enemies that specialize in close quarter or physical combat as the dragon is completely composed of smoke, making it so that physical attacks are useless against it. He can form several Smoke Dragons at once, but in this case, each one proportionally smaller and weaker. Its primary battle ability is to envelop and suffocate the target. However, as smoke is dissolved when it comes into contact with water or wind, this technique is weak against water and wind based attacks.

Note: Only useably by bios that've learned Smoke Ninjutsu.

(Kemuri no Katachi) - Body of Smoke
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: A technique very much similar to the Hozuki Clan's Hydrification Technique, the user is able to transform themselves into a smoke-like state by channeling chakra throughout their body. In this form, the user becomes immune to all Taijutsu, Kenjutsu, and gas-related techniques unless they are elementally based. They can also manipulate the appropriate chakra for smoke, fire, and any of their own gas-related techniques. The user has complete control over the density of their smoke-like state, allowing them to solidify up to two appendages at once in order to wield standard shinobi tools for freeform combat and basic Ninjutsu/Kenjutsu purposes. This also allows them to use their own body as a source for smoke ninjutsu. However, the user is subject to smoke's weaknesses and strengths. A simple B-Rank Wind jutsu can knock them out of this form, forcing them back to their original body for sometime before they are able to transform themselves once again. As such, this technique forces the user to employ careful, yet effective strategies when it is in effect.

Note: User may not use any sort of speed boost in this form and will stay rooted to the ground.
Note: If knocked out of this form, user may not return to it for two turns.
Note: User is also subject to weather effects that may potentially harm their form.
Note: Only useably by bios that've learned Smoke Ninjutsu.
Deactivating his Sharingan, Kenshin turns away from the carnage and continues along his journey.




Forgot two turns of Sharingan chakra cost
1085
-20
=1065 remaining.
 
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