[Open Spar] Looking for some fun..

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Serpent

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Rei's R+R
Everything... All Out!
It's Unofficial but we are fighting as if it was Official.

Mid Range, Open Ocean with a small island to the side long range away..

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I will be using my Hei bio (Legends Endure) in Sig.. I am wearing my Anbu outfit (Mask and Weights) and have my CW on my back (See for info)

Please post your Bio and Customs thread and I will make the opening move..
 

Serpent

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Hei, standing at Mid Range Is trembling with excitement.. "I haven't had a good fight in weeks.. This is going to be so much Fun! Don't you agree.. GREED!!!"

Hei quickly makes 3 handseals causing a mass of Eels to form under you, these eels will swim at very fast speed creating a whirlpool that will suck you down under water where the Eels will then converge, crashing down with water on you where they will attack in a feeding frenzy.

(Kchuysei: Unagi Uzumaki no Jutsu) Summoning: Eel Whirlpool Technique
Type: Attack
Rank: A
Range: Mid-Long
Chakra Cost: 30
Damage points: 60
Description: The user will make 3 handseals summoning a Mass of Eels under the opponent, these Eels will swim in a large circle quickly forming a whirlpool. This will suck the opponent into the bottom of the center where the mass of Eels will then converge, crashing down with the water on the opponent and feed on his flesh.
Note:
-Can only use 3 time's per battle
-Requires a water source
-Must have Signed Eel Contract
 

System001

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Hei, standing at Mid Range Is trembling with excitement.. "I haven't had a good fight in weeks.. This is going to be so much Fun! Don't you agree.. GREED!!!"

Hei quickly makes 3 handseals causing a mass of Eels to form under you, these eels will swim at very fast speed creating a whirlpool that will suck you down under water where the Eels will then converge, crashing down with water on you where they will attack in a feeding frenzy.

(Kchuysei: Unagi Uzumaki no Jutsu) Summoning: Eel Whirlpool Technique
Type: Attack
Rank: A
Range: Mid-Long
Chakra Cost: 30
Damage points: 60
Description: The user will make 3 handseals summoning a Mass of Eels under the opponent, these Eels will swim in a large circle quickly forming a whirlpool. This will suck the opponent into the bottom of the center where the mass of Eels will then converge, crashing down with the water on the opponent and feed on his flesh.
Note:
-Can only use 3 time's per battle
-Requires a water source
-Must have Signed Eel Contract
Who the hell's Greed? The name's Ling, get it right emo kiddo.

After you perform your three handseals, ling notes that the water beneath his feet begins to shift ever so slightly, he looks down to see a mass of dark blobs spinning. It became clear that eventually the fast movements of the animals beneath him would create larger disturbances in the water. As such Ling applied chakra to his feet so as to prolong his time above water, while performing a single handseal with all haste. Utilizing his chakra he gathered the water around him, forming a large spinning tornado. The Tornado span counter wards the the direction which the whirlpool created by your Rays span. Thus it'd counter-react and stop the Whirlpool as well as blasting back all of your eels. Saving Ling from harm.

(Suiton: Mizu no Tatsumaki) - Water Release: Tornado of Water
Rank: A
Type: Attack/Defence/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage Points: 60
Description: After performing the Ram → Horse → Bird the user is able to create a technique that utilizes water to create a spinning water vortex around the user. The water vortex acts both as a barrier and an attack mechanism. The power of the vortex is enough to knock an opponent unconscious.
Note: Requires a nearby water source

Ling then performed a few quick handseals as he arose, regaining his composure and once again standing upright on the water. He drew blood and quickly summoned Slip-Stream. Immediately upon being Summoned, Slip-Stream activated her Mirage ability as she began to race towards you in a slightly wide arc. Diving in and out of the water as she did so. As Slip-Stream began to race towards you, Ling began to race towards the Island. Sprinting with full speed at the thought of dry land.

(Kuchiyose No Jutsu:Batoidea: Slip-Stream)- Summoning: Batoidea: Slip-Stream
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: n/a
Description: Slip-Stream, is a rather small Sting-ray in comparison to most of the other Rays and has the body shape and looks of a Spotted Eagle Stingray. Slip-Stream is roughly three meters long (Not including tail) and three and a half wide (Including wingspan), and is capable of carrying a single person on her back, possibly two if the need should arise. Slip-Stream has an extremely bubbly and energetic personality. Slip-Stream is incapable of using jutsu, but makes up for it through her prominent and useful move set. One of her techniques involves releasing her chakra as she flies, the chakra shapes into her form, effectively forming clones that are in-fact projectionary illusions created by the distortions caused by her chakra. Once activated, which counts as a move, the technique continues to remain active, mirages being created passively, leaving a trail of Slip-Streams behind her, which combined with her insane speed is often mistaken for Motion Blur by a opponent, fooling them into thinking that she’s moving faster than she actually is, while masking her exact position. The illusions often mistaken for after-images, begin to fade roughly 3 seconds after their creation and are similar to that of the basic E rank clone technique. Another of Slip-Stream’s abilities, is that she is capable of releasing a burst of wind from her body, utilizing the wind, and the updraft and force created so as to give herself a dramatic burst of speed, allowing her to amplify her speed by up to 50% for a few moments. Slip-Stream usually releases the burst of wind from either beneath her or behind her, but is capable of releasing it from all over her body if need be. Strangely, Slip-Stream prefers Air over water, and is the fastest flyer in kodai, it requires immense focus from a non doujutsu enemy to keep track of her movements while she moves in straight lines or circles, and even more focus to decipher which is a mirage and which isn’t. Slip-Stream is slower when moving in intricate motions but still remains faster than a Sage Rank Ninja with ease. Slip-Stream’s Last ability is a testament to her mastery over air and flight. As she flies, Slip-Stream is capable of utilizing her wind chakra to create a flow of wind around her, the flow of wind acts as a barrier for both defense and offense. The wind coating allows Slip-Stream to slice through opposing objects as she travels with immense ease, and is equivalent to S rank. While it also reduces Air-Resistance against her forcing the air to her sides, allowing her to move even faster than usual.

Note:
- Slip-Stream can stay on the field for 4 turns.
- Slip-Stream can only be summoned Once per Battle.
- Slip-Stream can only use her Wind Burst Technique Twice, and it counts as a move.
- Slip-Stream’s Wind Armour activation counts as a move and can only be used twice per battle
 

Serpent

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Who the hell's Greed? The name's Ling, get it right emo kiddo.

After you perform your three handseals, ling notes that the water beneath his feet begins to shift ever so slightly, he looks down to see a mass of dark blobs spinning. It became clear that eventually the fast movements of the animals beneath him would create larger disturbances in the water. As such Ling applied chakra to his feet so as to prolong his time above water, while performing a single handseal with all haste. Utilizing his chakra he gathered the water around him, forming a large spinning tornado. The Tornado span counter wards the the direction which the whirlpool created by your Rays span. Thus it'd counter-react and stop the Whirlpool as well as blasting back all of your eels. Saving Ling from harm.

(Suiton: Mizu no Tatsumaki) - Water Release: Tornado of Water
Rank: A
Type: Attack/Defence/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage Points: 60
Description: After performing the Ram → Horse → Bird the user is able to create a technique that utilizes water to create a spinning water vortex around the user. The water vortex acts both as a barrier and an attack mechanism. The power of the vortex is enough to knock an opponent unconscious.
Note: Requires a nearby water source

Ling then performed a few quick handseals as he arose, regaining his composure and once again standing upright on the water. He drew blood and quickly summoned Slip-Stream. Immediately upon being Summoned, Slip-Stream activated her Mirage ability as she began to race towards you in a slightly wide arc. Diving in and out of the water as she did so. As Slip-Stream began to race towards you, Ling began to race towards the Island. Sprinting with full speed at the thought of dry land.

(Kuchiyose No Jutsu:Batoidea: Slip-Stream)- Summoning: Batoidea: Slip-Stream
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: n/a
Description: Slip-Stream, is a rather small Sting-ray in comparison to most of the other Rays and has the body shape and looks of a Spotted Eagle Stingray. Slip-Stream is roughly three meters long (Not including tail) and three and a half wide (Including wingspan), and is capable of carrying a single person on her back, possibly two if the need should arise. Slip-Stream has an extremely bubbly and energetic personality. Slip-Stream is incapable of using jutsu, but makes up for it through her prominent and useful move set. One of her techniques involves releasing her chakra as she flies, the chakra shapes into her form, effectively forming clones that are in-fact projectionary illusions created by the distortions caused by her chakra. Once activated, which counts as a move, the technique continues to remain active, mirages being created passively, leaving a trail of Slip-Streams behind her, which combined with her insane speed is often mistaken for Motion Blur by a opponent, fooling them into thinking that she’s moving faster than she actually is, while masking her exact position. The illusions often mistaken for after-images, begin to fade roughly 3 seconds after their creation and are similar to that of the basic E rank clone technique. Another of Slip-Stream’s abilities, is that she is capable of releasing a burst of wind from her body, utilizing the wind, and the updraft and force created so as to give herself a dramatic burst of speed, allowing her to amplify her speed by up to 50% for a few moments. Slip-Stream usually releases the burst of wind from either beneath her or behind her, but is capable of releasing it from all over her body if need be. Strangely, Slip-Stream prefers Air over water, and is the fastest flyer in kodai, it requires immense focus from a non doujutsu enemy to keep track of her movements while she moves in straight lines or circles, and even more focus to decipher which is a mirage and which isn’t. Slip-Stream is slower when moving in intricate motions but still remains faster than a Sage Rank Ninja with ease. Slip-Stream’s Last ability is a testament to her mastery over air and flight. As she flies, Slip-Stream is capable of utilizing her wind chakra to create a flow of wind around her, the flow of wind acts as a barrier for both defense and offense. The wind coating allows Slip-Stream to slice through opposing objects as she travels with immense ease, and is equivalent to S rank. While it also reduces Air-Resistance against her forcing the air to her sides, allowing her to move even faster than usual.

Note:
- Slip-Stream can stay on the field for 4 turns.
- Slip-Stream can only be summoned Once per Battle.
- Slip-Stream can only use her Wind Burst Technique Twice, and it counts as a move.
- Slip-Stream’s Wind Armour activation counts as a move and can only be used twice per battle
As Ling begins his counter Hei simply shrugs and removes his weights. Hei then slams his hands together summoning Dreamer, a Skilled Genjutsu Specialist to the Field

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

(Kchuysei: Musouka) Summoning: Dreamer
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Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will slam his hands together for the summoning. This summons Dreamer, Genjutsu Master of the Eels. She is the Size of a basic Kyodaija. Their is a large sack under Her neck, that Dreamer is able to flex unleashing a pulse that travels underwater. If the opponent is underwater and hears the pulse, they will be bound by an A-Ranked Genjutsu. This Genjutsu makes the opponent think they are bound by Eels making them unable to move. Because of Her size, she is able to hold 1 person within her mouth. this proves as a suggestible defense underwater.
Note:
-Can only be Summoned once per Battle.
-Summon last 4 turns.
-Pulse counts as a move.
-Must sign Eel Contract.
-Requires a Water Source.

Then As Hei notices Ling making his way to the Island, Hei vanishes in a blur of raw speed, Hei quickly makes his way, still keeping Mid-Range to Ling, in between Ling and the Island. "What's the matter Greed? running for land already?" As This is happening Dreamer would have already Released her pulse, this will catch your summon as it is swimming within the water. This will bind it in an A-ranked Genjutsu where your summon will be bound by Eels making it unable to move.

Dreamers Genjutsu Ability:
Their is a large sack under Her neck, that Dreamer is able to flex unleashing a pulse that travels underwater. If the opponent is underwater and hears the pulse, they will be bound by an A-Ranked Genjutsu. This Genjutsu makes the opponent think they are bound by Eels making them unable to move
 

System001

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As Ling begins his counter Hei simply shrugs and removes his weights. Hei then slams his hands together summoning Dreamer, a Skilled Genjutsu Specialist to the Field

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

(Kchuysei: Musouka) Summoning: Dreamer
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Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will slam his hands together for the summoning. This summons Dreamer, Genjutsu Master of the Eels. She is the Size of a basic Kyodaija. Their is a large sack under Her neck, that Dreamer is able to flex unleashing a pulse that travels underwater. If the opponent is underwater and hears the pulse, they will be bound by an A-Ranked Genjutsu. This Genjutsu makes the opponent think they are bound by Eels making them unable to move. Because of Her size, she is able to hold 1 person within her mouth. this proves as a suggestible defense underwater.
Note:
-Can only be Summoned once per Battle.
-Summon last 4 turns.
-Pulse counts as a move.
-Must sign Eel Contract.
-Requires a Water Source.

Then As Hei notices Ling making his way to the Island, Hei vanishes in a blur of raw speed, Hei quickly makes his way, still keeping Mid-Range to Ling, in between Ling and the Island. "What's the matter Greed? running for land already?" As This is happening Dreamer would have already Released her pulse, this will catch your summon as it is swimming within the water. This will bind it in an A-ranked Genjutsu where your summon will be bound by Eels making it unable to move.

Dreamers Genjutsu Ability:
Their is a large sack under Her neck, that Dreamer is able to flex unleashing a pulse that travels underwater. If the opponent is underwater and hears the pulse, they will be bound by an A-Ranked Genjutsu. This Genjutsu makes the opponent think they are bound by Eels making them unable to move
The moment that Slip-Stream finds herself surrounded by Eels, she immediately activates her S rank wind armour in hope of slicing through and obliterating her foes, however the full body surge created by her armours creation would instead release her from the Genjutsu, allowing Slip-Stream to continue. Slip-Stream would erupt from the water, launching herself into the air, flying through the air at full speed, behind and around her would be a trail of Slip-Streams, all just as likely to be the real as the speeds that Slip-Stream travels at would simply make her a blur. Slip-Stream then continues to plunge into the water, heading directly towards your summon. Slicing through the water and consequently continuing to slice through the upper body of your summon, creating a large gaping hole from her entry and exit. This would leave your summon in complete and utter agony, as well as heavily wounded. However Slip-Stream doesn't stop there, instead she makes a sharp U turn, and once again makes a Beeline towards your Eel, this time slicing through the neck area, and leaving another large gaping hole, before continuing to erupt from the water and race towards Hei at amazing speeds.

Slip-Stream’s Last ability is a testament to her mastery over air and flight. As she flies, Slip-Stream is capable of utilizing her wind chakra to create a flow of wind around her, the flow of wind acts as a barrier for both defense and offense. The wind coating allows Slip-Stream to slice through opposing objects as she travels with immense ease, and is equivalent to S rank. While it also reduces Air-Resistance against her forcing the air to her sides, allowing her to move even faster than usual.


How many times do I have to freakin' tell you? I'm not Greed. Nonetheless, I'll make your life my possession, how about that, is that Greed enough for ya'?


Meanwhile Ling notices you disappear in a burst of speed, all he sees is a trail created by the parting water that you're running on. This of course clearly allows Ling to ascertain your rather linear trajectory before you even stop running. Then, once you stop running, Ling simply causes an abundance of water to surge up from beneath you, trapping you in a orb of water. Meanwhile Slip-Stream would be fast approaching, and would overwhelm you as the water traps you by charging directly into the orb, slicing your body clean in half.

(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.
Note: Technique creates its own water source
 

Serpent

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The moment that Slip-Stream finds herself surrounded by Eels, she immediately activates her S rank wind armour in hope of slicing through and obliterating her foes, however the full body surge created by her armours creation would instead release her from the Genjutsu, allowing Slip-Stream to continue. Slip-Stream would erupt from the water, launching herself into the air, flying through the air at full speed, behind and around her would be a trail of Slip-Streams, all just as likely to be the real as the speeds that Slip-Stream travels at would simply make her a blur. Slip-Stream then continues to plunge into the water, heading directly towards your summon. Slicing through the water and consequently continuing to slice through the upper body of your summon, creating a large gaping hole from her entry and exit. This would leave your summon in complete and utter agony, as well as heavily wounded. However Slip-Stream doesn't stop there, instead she makes a sharp U turn, and once again makes a Beeline towards your Eel, this time slicing through the neck area, and leaving another large gaping hole, before continuing to erupt from the water and race towards Hei at amazing speeds.

Slip-Stream’s Last ability is a testament to her mastery over air and flight. As she flies, Slip-Stream is capable of utilizing her wind chakra to create a flow of wind around her, the flow of wind acts as a barrier for both defense and offense. The wind coating allows Slip-Stream to slice through opposing objects as she travels with immense ease, and is equivalent to S rank. While it also reduces Air-Resistance against her forcing the air to her sides, allowing her to move even faster than usual.


How many times do I have to freakin' tell you? I'm not Greed. Nonetheless, I'll make your life my possession, how about that, is that Greed enough for ya'?


Meanwhile Ling notices you disappear in a burst of speed, all he sees is a trail created by the parting water that you're running on. This of course clearly allows Ling to ascertain your rather linear trajectory before you even stop running. Then, once you stop running, Ling simply causes an abundance of water to surge up from beneath you, trapping you in a orb of water. Meanwhile Slip-Stream would be fast approaching, and would overwhelm you as the water traps you by charging directly into the orb, slicing your body clean in half.

(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.
Note: Technique creates its own water source
As the water begins to form around Hei, he quickly replaces himself with Eels as a small Eel swims with grate speed deep into long range under water. The Eel will then release the Hei out if it's mouth as the other Eels acting as Hei on the surface distract you the summon while being caught by your Water.

(Unagi Senpuku-Fuu) Eel Hiding Method
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: The user will replace themselves with Eels as an small Eel swims with grate speed deep into long range under the water. The Eel will then release the user out if it's mouth as the other Eels acting as the user on the surface distracts the opponent. This method is similar to the way Jiraiya travels in small toads. Doujutsu and Sensory abilities can see through this method.
Note:
-Can only be use twice per battle
-Requires a water source
-Must sign Eel contract

Hei now at the Bottom of the water releases a small eel that swims at fast speed to your location, this will happen as Your summon uses it's last wind ability to Slice though the "Fake" Hei.. This Eel will quickly enter short Range of your location where it will Release a powerful surge of Raiton Chakra that will cause major damage to you..

(Unagi hagkiu) Eel Shock Blast
Type: Attack
Rank: S
Range: Short-Long.
Chakra Cost: 40
Damage points: 80
Description: The user will open their mouth shooting a small Eel at the opponent with great speed, one the Eel is within short range of the Opponent it will exspload with great electrical force shocking the opponent. if the user is over a watersorce they can shoot the Eel in the water, so the Eel can sneak up on the opponent, delivering the blast unexpectedly. If the User is in the blast radius, they will take 20 damage.
Note:
-Can only be use twice per battle
-Must sign Eel contract

Hei then summons Sepultra, The Water Master of the Eels to the field and stands on it's head, focusing chakra to his feet so he sticks to the summoning head, even under the water.

(Kchuysei: Sepultra) Summoning: Sepultra
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Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 Suiton)
Description: The user will slam his hands together for the summoning. This summons Sepultra, Suiton Master of the Eels. He is the Size of a basic Kyodaija. Sepultra has the unique ability to manipulate water. Being able to form A-Ranked Waves, Spikes, Spears and other forms of attack via Suiton, he can also form Domes, Walls and other forms of defense using water. Because of his size, he is able to hold 1 person withing his mouth. this proves as a suggestible defense underwater. (cannot perform standard water techniques)
Note:
-Can only be Summoned once per Battle.
-Summon last 4 turns.
-Suiton counts as a move.
-Must sign Eel Contract.
-Requires a Water Source.
 

System001

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As the water begins to form around Hei, he quickly replaces himself with Eels as a small Eel swims with grate speed deep into long range under water. The Eel will then release the Hei out if it's mouth as the other Eels acting as Hei on the surface distract you the summon while being caught by your Water.

(Unagi Senpuku-Fuu) Eel Hiding Method
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: The user will replace themselves with Eels as an small Eel swims with grate speed deep into long range under the water. The Eel will then release the user out if it's mouth as the other Eels acting as the user on the surface distracts the opponent. This method is similar to the way Jiraiya travels in small toads. Doujutsu and Sensory abilities can see through this method.
Note:
-Can only be use twice per battle
-Requires a water source
-Must sign Eel contract

Hei now at the Bottom of the water releases a small eel that swims at fast speed to your location, this will happen as Your summon uses it's last wind ability to Slice though the "Fake" Hei.. This Eel will quickly enter short Range of your location where it will Release a powerful surge of Raiton Chakra that will cause major damage to you..

(Unagi hagkiu) Eel Shock Blast
Type: Attack
Rank: S
Range: Short-Long.
Chakra Cost: 40
Damage points: 80
Description: The user will open their mouth shooting a small Eel at the opponent with great speed, one the Eel is within short range of the Opponent it will exspload with great electrical force shocking the opponent. if the user is over a watersorce they can shoot the Eel in the water, so the Eel can sneak up on the opponent, delivering the blast unexpectedly. If the User is in the blast radius, they will take 20 damage.
Note:
-Can only be use twice per battle
-Must sign Eel contract

Hei then summons Sepultra, The Water Master of the Eels to the field and stands on it's head, focusing chakra to his feet so he sticks to the summoning head, even under the water.

(Kchuysei: Sepultra) Summoning: Sepultra
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Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 Suiton)
Description: The user will slam his hands together for the summoning. This summons Sepultra, Suiton Master of the Eels. He is the Size of a basic Kyodaija. Sepultra has the unique ability to manipulate water. Being able to form A-Ranked Waves, Spikes, Spears and other forms of attack via Suiton, he can also form Domes, Walls and other forms of defense using water. Because of his size, he is able to hold 1 person withing his mouth. this proves as a suggestible defense underwater. (cannot perform standard water techniques)
Note:
-Can only be Summoned once per Battle.
-Summon last 4 turns.
-Suiton counts as a move.
-Must sign Eel Contract.
-Requires a Water Source.
The moment that Slip-Stream slices through the fake you, Ling would immediately know that you've escaped. As such he performs a blazing set of handseals, summoning Atlantia. Atlantia would be summoned by the time that you've finished emerging from your Eels mouth, or possibly a few moments afterwards. Upon being summoned, Atlantia's passive electroception would inform her that you're not anywhere within a mid range radius. However moments later Atlantia would become aware of a fast approaching life form within the water below. However it's apparent that the approaching being is far too small to be the real Hei. Nonetheless Atlantia manipulates the water directly in front of your eel, forming it into a gigantic whirlpool/vortex like Blast that takes the form of a Ray, the blast being equivalent to A rank. The blast is aimed in the same direction in which the Eel originally approached from. This would send the eel rocketing back, and most likely crushed it under the pressure of the blast, the blast would continue all the way to the Lakes floor, thus you'd be in it's destruction path.

(Kuchiyose:Batoidea: Atlantia) -Summoning: Batoidea : Atlantia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Atlantia is a small eagle sting ray, between the size of a Frisbee and a basketball. Atlantia is one of the three bosses of the Ray summons, and is usually looked upon as the weakest due to her size. Atlantia is a vibrant deep sea purple with turquoise/blue spots. Like all eagle rays, Atlantia has small electroceptors in her snout that allow her to detect the exceedingly weak electric signals generated by prey, or in most cases enemies, within a mid range radius of her. Atlantia is extremely smart, and what she fails to make up in bulk, she makes up for in intelligence, skill and tactics. Atlantia must be summoned in water. Atlantia is incapable of using suiton jutsu, however she is capable of freely manipulating water to create B, A or S ranked constructs such as pillars, walls, vortexes and other useful apparatus, this of course counts as a jutsu. Atlantia is also capable of creating a forbidden ranked exoskeleton of water to surround her, the water being a exact replica of her, except enlarged. The exoskeleton of water can be as large as, if not larger, than gamabunta, and responds solely to Atlantia's will, for all of which Atlantia requires a equally large water source. Atlantia is incapable of flying through the air, however she can gain small periods of hang time by launching in and out of the water. Atlantia is capable of speaking fluent english, japanese, and greek.

Note:
- Atlantia can only be summoned 1x
- Atlantia is capable of staying on the field for four turns.
- Atlantia is capable of creating the water aura only 1x per match, and it lasts for only three turns.
- Atlantia is capable of sensing living animals within a mid range of her, using her passive electroception.
- Atlantia is capable of creating a maximum of 2 S rank structures, 3 A rank structures, and 4 B rank structures.

Atlantia and Slip-Stream both begin to descend towards the location in which the Blast would end up, Ling also tagging along by gripping to Slip-Streams fins as she descends. All three of them approaching at fast speeds.

Come out, come out wherever you are!
 
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Serpent

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The moment that Slip-Stream slices through the fake you, Ling would immediately know that you've escaped. As such he performs a blazing set of handseals, summoning Atlantia. Atlantia would be summoned by the time that you've finished emerging from your Eels mouth, or possibly a few moments afterwards. Upon being summoned, Atlantia's passive electroception would inform her that you're not anywhere within a mid range radius. However moments later Atlantia would become aware of a fast approaching life form within the water below. However it's apparent that the approaching being is far too small to be the real Hei. Nonetheless Atlantia manipulates the water directly in front of your eel, forming it into a gigantic whirlpool/vortex like Blast that takes the form of a Ray, the blast being equivalent to A rank. The blast is aimed in the same direction in which the Eel originally approached from. This would send the eel rocketing back, and most likely crushed it under the pressure of the blast, the blast would continue all the way to the Lakes floor, thus you'd be in it's destruction path.

(Kuchiyose:Batoidea: Atlantia) -Summoning: Batoidea : Atlantia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Atlantia is a small eagle sting ray, between the size of a Frisbee and a basketball. Atlantia is one of the three bosses of the Ray summons, and is usually looked upon as the weakest due to her size. Atlantia is a vibrant deep sea purple with turquoise/blue spots. Like all eagle rays, Atlantia has small electroceptors in her snout that allow her to detect the exceedingly weak electric signals generated by prey, or in most cases enemies, within a mid range radius of her. Atlantia is extremely smart, and what she fails to make up in bulk, she makes up for in intelligence, skill and tactics. Atlantia must be summoned in water. Atlantia is incapable of using suiton jutsu, however she is capable of freely manipulating water to create B, A or S ranked constructs such as pillars, walls, vortexes and other useful apparatus, this of course counts as a jutsu. Atlantia is also capable of creating a forbidden ranked exoskeleton of water to surround her, the water being a exact replica of her, except enlarged. The exoskeleton of water can be as large as, if not larger, than gamabunta, and responds solely to Atlantia's will, for all of which Atlantia requires a equally large water source. Atlantia is incapable of flying through the air, however she can gain small periods of hang time by launching in and out of the water. Atlantia is capable of speaking fluent english, japanese, and greek.

Note:
- Atlantia can only be summoned 1x
- Atlantia is capable of staying on the field for four turns.
- Atlantia is capable of creating the water aura only 1x per match, and it lasts for only three turns.
- Atlantia is capable of sensing living animals within a mid range of her, using her passive electroception.
- Atlantia is capable of creating a maximum of 2 S rank structures, 3 A rank structures, and 4 B rank structures.

Atlantia and Slip-Stream both begin to descend towards the location in which the Blast would end up, Ling also tagging along by gripping to Slip-Streams fins as she descends. All three of them approaching at fast speeds.

Come out, come out wherever you are!
"I'll leave this to You Sepultra"

Sepultra quickly forms a large wall that equals A-rank of dense water in the path of your attack, this will cause the attack to stop as both Jutsu cancel out..

Sepultra's Suiton Ability:
Sepultra has the unique ability to manipulate water. Being able to form A-Ranked Waves, Spikes, Spears and other forms of attack via Suiton, he can also form Domes, Walls and other forms of defense using water.

During this time, Sepultra will begin swimming up as Hei focuses his chakra creating a powerful wave that will crash upon your location, crushing you.. "Oh, Greed!, don't you know your Rays don't have what it takes to fight with my Eels!"

(Suiton: Kyojin Nami Shougeki) – Water Release: Giant Wave Crash
Rank: A
Type: Offensive , Deffence
Range: Long
Chakra cost: 30
Damage points: 60
Description: The user gathers a large amount of water that can then be used to crash into the opponent. It is strong enough to push back Killer bee in Eight tales form.
Note: Requires a water source
 
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System001

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"I'll leave this to You Sepultra"

Sepultra quickly forms a large wall that equals A-rank of dense water in the path of your attack, this will cause the attack to stop as both Jutsu cancel out..

Sepultra's Suiton Ability:
Sepultra has the unique ability to manipulate water. Being able to form A-Ranked Waves, Spikes, Spears and other forms of attack via Suiton, he can also form Domes, Walls and other forms of defense using water.

During this time, Sepultra will begin swimming up as Hei focuses his chakra creating a powerful wave that will crash upon your location, crushing you.. "Oh, Greed!, don't you know your Rays don't have what it takes to fight with my Eels!"

(Suiton: Kyojin Nami Shougeki) – Water Release: Giant Wave Crash
Rank: A
Type: Offensive , Deffence
Range: Long
Chakra cost: 30
Damage points: 60
Description: The user gathers a large amount of water that can then be used to crash into the opponent. It is strong enough to push back Killer bee in Eight tales form.
Note: Requires a water source
Aww, how cute; trying to defend your lesser species with words. How about you put your pets where your mouth is?


(I'm assuming the wave starts from your area and travels towards the now submerged Ling, and co, who would also be traveling towards your direction. If not then please tell me so and I'll edit)

The moment that Ling, Slip-Stream and Atlantia become aware of a large underwater wave heading towards them, Slip-Stream immediately dashes towards the wave at full speed, leaving Ling to swim on his own. Meanwhile Atlantia manipulates the water around Slip-Stream, forming it into a large, torpedo like blast that would act as a defensive shield, and a offensive barrier for Slip-Stream. This would be much like coating a Kunai with chakra to increase its offensive and defensive capabilities as well as speed, except this time, an animal would be coated in a huge mass of water with destructive power equal to S rank. The bullet of water would leave a whizzing trail of water behind as it rockets forwards, Slip-Stream would plow through your opposing wave with ease, and continue towards you. As Slip-Stream nears you and your summon, she produces an immensely powerful yet dense blast of wind from behind her, which she uses to propel herself forwards at extreme speeds. The force of the bullet of water behind her would also act much like a launcher, providing her added force as she separates from it, and heads directly towards your summon. With her wind armour still activated as it hasn't been destroyed, she would easily plow through your summons neck, most likely way before your summon can even register what's happened. After tearing through your summon, Slip-Stream simply darts off to her right, escaping before the large torpedo of water comes crashing down on your location. Meanwhile, Atlantia and Ling quickly descend towards the direction that Slip-Stream went to.

Atlantia's Water Manipulation Ability
Atlantia is incapable of using suiton jutsu, however she is capable of freely manipulating water to create B, A or S ranked constructs such as pillars, walls, vortexes and other useful apparatus, this of course counts as a jutsu.

Slip-Stream's Wind Burst Ability
Another of Slip-Stream’s abilities, is that she is capable of releasing a burst of wind from her body, utilizing the wind, and the updraft and force created so as to give herself a dramatic burst of speed, allowing her to amplify her speed by up to 50% for a few moments. Slip-Stream usually releases the burst of wind from either beneath her or behind her, but is capable of releasing it from all over her body if need be.

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Like this but much, much larger.
Note: After this turn Slip-Stream will disappear as this is the fourth turn.
 

Serpent

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I was thinking it would form on the surface and crash down on you but it's okay..

=========

As Hei notices the water begin to clash with his, He makes a single handseal summoning a small eel that quickly swallows him, then this Eel will multiply into hundreds of Eels that will appear as a swarm quickly blinding the larger Eel from sight.. By the time your weakened water Jutsu and Ray smash though the swarm of Eels Sepultra would have swam down to the sea floor using the cover granted by the smaller Eels thous avoiding the attack. "You know nothing about the power of the Eels"

(Kchuysei: Unagis Gyousan) Summoning: Eels of the Plenty
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: The user will summon a large Eel that will come forth from the water under him a eat the user, the Eel will then disperse into hundreds of smaller Eels that will swim around the water source. The user will then be able to exit any one of the smaller Eels before directing the renaming eels at the opponent where they will attack in a feeding frenzy.
Note:
-Can only be used twice per battle
-Requires a Water Source
-Must Sign Eel Contract
-This Jutsu can only be taught by Serpent
-Chakra sensing Ninjas or Byakugan users can pinpoint the location of the user amongst the eels.

After taking out a large amount of the Eels with your weakened water and Summoning's wind armor, Hei will exit out an Eel that has Made it's way to Under your exact location, Now Mid Range below you, Hei will focus his chakra placing You and Atlantia in a Genjutsu where you are to believe all light is gone, leaving you in darkness. as this is happening the remaining Eels to swim to your location where they will attack in a feeding frenzy. Simultaneously, Sepultra will use his ability to have the water under you to "flow" up grabbing hold of your lower legs and feet, pulling you down into the water as it completely binds your body while the eels will then feed on your flash..

(Kokuangyo no Jutsu) - Bringer-of-Darkness Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.

Sepultra's Suiton Ability:
Sepultra has the unique ability to manipulate water. Being able to form A-Ranked Waves, Spikes, Spears and other forms of attack via Suiton, he can also form Domes, Walls and other forms of defense using water.

==========

Note: After using "EotP" And I am released from an Eel. I use the Genjutsu, at the same time Sepultra uses his Jutsu to trap you and all the small eels head to your location as well, so basically all three attacks happen Simultaneously... Also please note that their are Eels all around a large area and coming at you from multiple directions.
 

System001

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I was thinking it would form on the surface and crash down on you but it's okay..

=========

As Hei notices the water begin to clash with his, He makes a single handseal summoning a small eel that quickly swallows him, then this Eel will multiply into hundreds of Eels that will appear as a swarm quickly blinding the larger Eel from sight.. By the time your weakened water Jutsu and Ray smash though the swarm of Eels Sepultra would have swam down to the sea floor using the cover granted by the smaller Eels thous avoiding the attack. "You know nothing about the power of the Eels"

(Kchuysei: Unagis Gyousan) Summoning: Eels of the Plenty
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: The user will summon a large Eel that will come forth from the water under him a eat the user, the Eel will then disperse into hundreds of smaller Eels that will swim around the water source. The user will then be able to exit any one of the smaller Eels before directing the renaming eels at the opponent where they will attack in a feeding frenzy.
Note:
-Can only be used twice per battle
-Requires a Water Source
-Must Sign Eel Contract
-This Jutsu can only be taught by Serpent
-Chakra sensing Ninjas or Byakugan users can pinpoint the location of the user amongst the eels.

After taking out a large amount of the Eels with your weakened water and Summoning's wind armor, Hei will exit out an Eel that has Made it's way to Under your exact location, Now Mid Range below you, Hei will focus his chakra placing You and Atlantia in a Genjutsu where you are to believe all light is gone, leaving you in darkness. as this is happening the remaining Eels to swim to your location where they will attack in a feeding frenzy. Simultaneously, Sepultra will use his ability to have the water under you to "flow" up grabbing hold of your lower legs and feet, pulling you down into the water as it completely binds your body while the eels will then feed on your flash..

(Kokuangyo no Jutsu) - Bringer-of-Darkness Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.

Sepultra's Suiton Ability:
Sepultra has the unique ability to manipulate water. Being able to form A-Ranked Waves, Spikes, Spears and other forms of attack via Suiton, he can also form Domes, Walls and other forms of defense using water.

==========

Note: After using "EotP" And I am released from an Eel. I use the Genjutsu, at the same time Sepultra uses his Jutsu to trap you and all the small eels head to your location as well, so basically all three attacks happen Simultaneously... Also please note that their are Eels all around a large area and coming at you from multiple directions.
Sorry about the late, and rather lame reply. Not feeling very "resourceful" o_o
~~~~
The moment that Atlantia finds her movements inhibited, she immediately guesses that this must be in retaliation to Slip-Stream attack, which was launched to the area directly below. Thus Atlantia quickly expels her chakra, causing the water around Ling and herself to spin at frighteningly frantic speeds the area quickly growing larger and larger, however there remains a small single bubble around both Ling and Atlantia where the water remains still. The whole of the water around and beneath the bubble begins to spin as it ascends upwards, this would include the water which you're in, and the water beneath your summon. The water forms a column of spinning water, with a horizontal radius of Mid range, and a vertical length of Long range. The column of water that ascends into the air would have some resemblance to a water spout. Of course you and your summon, as well as your eels would be chucked and knocked about within the water spout as you're drawn to it's raging center, while Atlantia and Ling remain safe within the bubble of water at the top of the spout. (S Rank Water Ability)

By this time Ling would have analyzed his predicament. Since his eyes are perfectly fine, yet he was instantly blinded with no prior indication such as pain bright flashes or spreading of darkness. Also the fact that the water spout ascending beneath them would have drawn out any substances that might have been blackening the water, it becomes evident that he is in a Genjutsu. Thus he draws a Kunai and with it slices his left shoulder, creating a superficial yet painful wound, he of course channels Katon chakra into the Kunai, making the Kunai hot so as to inflict more pain with a shallower wound. He then continues to slice Atlantia, in a similair superifcial manner.

Atlantia then continues by launching a torrent of stingray Stinger barbs into the swirling mayhem, directed towards the center, the stingers are launched so that they cover a wide vertical and horizontal expanse.

Batoidea Jutsu : Ken Gyakujou | Batoidea Arts: Stinger Frenzy
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user swipes their thumb across their mouth, drawing blood from their thumb, the user then slides the blood across their summoning tatoo, calling forth dozens of stingray stinger barbs into their mouth at anyone time and spewing the stream of stingers that each contain a sac of intense toxin. The stingers ranging from the size of small needles to that of senbon. The volley of stingers being comprised of hundreds of stingray stingers that are harder than steel while being exceptionally aerodynamic, the stingers are also serrated, meaning once they are lodged in something, they are increasingly hard to pull out. The protein toxins on the stingers force the muscles in the opponents body to tense, resulting in severe and painful cramping as the enzymes ravage the cells in the impacted area, causing them to "die". A few (ten or so) stingers are capable of incapacitating half a limb and any organs contained within the period of two turns. This can alternatively be used by a Ray, however they simply spew the volley of stingers without the need for prior movements. If used by a Kodai boss, the stingers will be the size of a shortsword.

Note:
- Can only be used once ever two turns.
- Can only be used 3x by a Human, and 2x by a Boss. Can only be used maximum of 3x per battle regardless of who the user is.
- Can only be used by a Ray or signer/owner of the Batoidea contract.

Puny little sea snakes.
 
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