{Open} The Crucible

Squidy

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Lemme take on this challenge? If yes, make ya move if you wanna go first. Karna bio in sig.

An alternative to this is we can wager kumi. Your 9.5k kumi vs my 9.5k kumi. Winner gets all z.z
Nah, cause I believe in you fam >_O


Type: Supplementary
Rank: B
Range: N/a
Chakra: N/a
Damage: N/a
Description: The Iron Blood Jar is a special sealing tool unique to iron sand users who practice the Jashinist religion. The tool is a small iron gourd, light, and easily graspable within the palm of one's hand. The Blood Jar itself, is the medium of a seal that links the tool to its user, connecting both, through the usage of iron sand techniques initiated by the user. Now, whenever the user's iron sand damages a foreign source, drawing blood, a special seal appears within the iron sand technique, absorbing said blood, as the sealing tool illuminates in response, as the absorbed blood releases within the gourd in which the seal is linked to. From there, the user is then able to initiate a single Jashinist technique, leaving the gourd empty until another successful transference.
Jutsu is passive, and thus adds an additional -5 chakra to the user's iron sand techniques
Once blood is obtained, the additional chakra drawback of this sealing is nullified until the blood is used
Can Only be used by Iron Sand/Jashinist dual bios



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

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

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

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


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

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

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

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

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

Smoking on a cigar with both hands in his pockets Zapp faces off with a mysterious man in the middle of an open field of low cut grass. Using a hand he knocks the built up ash off of his stogie to the opposite side of where his ST, the Tekkyu, floated above the ground.

............ I really don't like your face to be honest. He says before putting the cigar back to his mouth before cracking the knuckles of his fist in consecutive order. The Iron Clad shinobi would then channel his earthen chakra into the ground beneath his opponent creating a plethora of adhesive mud to burst forth from the ground within a 3m radius of the man who stands at the epicenter. If successful the mud will encase the man forming a tombstone out of the mud that swiftly hardens constricting the man's movement as the bond grows tighter and tighter crushing the man within.
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will release their chakra into the ground, then by manipulating their chakra, they cause an abundance of adhesive sticky mud to burst up from the ground around and beneath the opponent(s). The mass of mud quickly forming into a tombstone-like shape while clinging to the target, then quickly hardens and encases the whole of the opponent in solid rock. The rock quickly continues to constrict around the opponent, growing tighter and tighter until it eventually crushes them with immense force. Multiple tombstones can be created to encase and destroy multiple enemies, or a single large tombstone can be created to destroy a group of enemies, or one large enemy. The Tombstone created can be no larger than Gamakichi and if multiple Tombstones are created, their total size combined cannot exceed that of Gamakichi.

Note: User is unable to use Water above S-rank in the same turn and the turn after.
Note: Only useable thrice.
Note: Courtesy of Scaze

Immediately afterwards Zapp creates a massive spike of iron sand using his special cape as a medium, numerous grains seemingly raising upwards into the sky, that has a volume of 5m. The jutsu casts a shadow over its initiator once completed, which happens quickly, before it races down towards the target in an attempt to impale the man through his exposed chest.

Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 20+5= 25
Damage:
40
Description: This technique concentrates a mass amount of iron sand in the air that then transforms into a singular large spike that races down to the surface and towards the desired target.

Note: Can only be used by Third Kazekage and custom Iron Sand bios.


{160/160 Health | 0/2,000 Chakra | 8 Speed | Tracking 24}
 

Venom

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As the man kept on talking Karna would continue to watch the battlefield carefully through his Rinnegan. With the sight of chakra funneling around him, he’d active the animal path as he claps, summoning two of his creatures. An ox under him and a giant bird above him. The mud would hold on to the giant ox slightly as the bird holds onto Karna by his shoulders and fly away with him, moving him out of danger from the attacks. The bird would fling Karna on it’s back as it begins to circle around the opponent, maintaining a mid-range distance still. The ox would simply wiggle its way out of the mud as it charges to the opponent in attempts to ram into him unless the opponent counters (preventing you from doing the iron sand attack). As for Karna, he’d activate another path that granted him some slight body modification. Two additional arms and a complete face behind his head, that didn’t affect his ears or hearing in any negative fashion. He’d point one of the artificial arms toward the man to open a missile bay to fire off 4 missiles directed at his chakra source. The missiles were programmed to go for the large and original source only, in case another foreign chakra source was to appear. Timed correctly, the missiles would hit the man slightly before the Ox reaches as to not interfere with each other.

Always active:

Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. Certain Rinnegan abilities have only been demonstrated by single users: Madara can create corporeal shadows in the invisible world of Limbo; Momoshiki is able to absorb any ninjutsu with his right Rinnegan and release it with his Left Rinnegan; Urashiki is capable of moving through time and space when different eyes are activated. While Nagato was never able to deactivate his eyes, Madara and other wielders could switch at will between their other eyes and Rinnegan eyes, although Uchiha aren't able to go from 3 Tomoe to Rinnegan directly. Due to implanting Madara's Rinnegan into his eye, Obito loses the ability to deactivate this eye, much like Nagato.
Note: Can only be used by Rinnegan users excluding Sasuke.
Note: Requires activation ( spending move ) for other Rinnegan bios but remains active indefinetely afterwards if the user chooses to. After having for 1 month, user becomes able to switch between both doujutsu without spending a move. In the case of Madara, user needs to have activated EMS before and had it active for 1 full turn before activating.

( Chikushōdō ) - Animal Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Animal path which grants him the ability to summon various creatures to help aide in battle. Each creature served a different purpose in battle. Each animal summon also has the Rinnegan and as such, the user is able to see through their eyes as well. Each animal had various body piercings as well, suggesting that they too were under his control. The user needs to clap his hands in order to do the summons, not needing the traditional blood sacrifice and can summon 2 animals at the same time.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continuouslty activated.

Shuradō ) - Asura Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Asura Path which grants him the ability to create mechanised armor, augmenting their body with extra limbs and various robotic weaponry. It allows, for example, the user to create up to 6 extra arms which can be used in a variety of ways, such as grabbing their opponent and using a hidden chakra cannon in on the arms to attack him or perform handseals as the user throws kunais or does a Taijutsu move. It can even be used to help perform certain techniques. He can also alter his own head to manifest additional faces with additional pairs of eyes, all linked together. The possibilities are multiple. He can use this activation to access all of the Asura path abilities.
Note: Can only be used by Rinnegan biographies with access to the Six Paths ability.
Note: When the user wants to change his body, he must activate this technique each time. This is necessary as well for 6 Paths of Pein bios.

( Kuchiyose no Jutsu: Kyojin Oushi ) - Summoning Technique: Giant Ox
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: With an appearance similar to a normal ox, this summon has a number of body piercings, along with Rinnegan. This summon, by its sheer size possessed a great deal of brute strength. Also, because it has Rinnegan eyes, it possessed a field of shared vision with Nagato. It has a high resistance to damage, being able to shrug off attacks of A rank and below and can ram and break through up to standard S rank physical techniques at the cost of a move per turn.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once.

( Kuchiyose no Jutsu: Kyojin Tori ) - Summoning Technique: Giant Bird
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This summon is a large bird which has a number of body piercings, llinking its chakra with the user and as such manifests the Rinnegan. The bird itself is unusual, as not only does it demonstrate a prominent and jagged beak, but it also features three distinct legs as well as wings. This summon can move at an incredibly fast speed, equal to a Apex Speed Sage, and can use that velocity combined with its beak to form powerful dive attacks, dealing A rank piercing damage on contact. It also has the ability to lay explosive eggs.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once

( Kaiwan Misairu no Jutsu ) - Flaming Arrow Missiles Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Using the Asura Path's abilities, the user is able to create missiles from his body that can be launched at the opponent. The selected body part will open up and revealing "missile bays", from which the missiles will shoot up. These missiles home in to the targets chakra signature and can track multiple targets. The user is able to produce up to 4 missiles that can fill a short range radius will explosions. These missiles must all land within up to mid range from one another.
Note: Can only be used by Rinnegan bios.
Note: Requires the user to have the (Shuradō) - Asura Path active.

Health: 200
Chakra: 2750 - 5 (Rinnegan) - 60 (Paths) - 70 (Summonings) - 40 (Missiles) = 2575
 
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Squidy

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As the man kept on talking Karna would continue to watch the battlefield carefully through his Rinnegan. With the sight of chakra funneling around him, he’d active the animal path as he claps, summoning two of his creatures. An ox under him and a giant bird above him. The mud would hold on to the giant ox slightly as the bird holds onto Karna by his shoulders and fly away with him, moving him out of danger from the attacks. The bird would fling Karna on it’s back as it begins to circle around the opponent, maintaining a mid-range distance still. The ox would simply wiggle its way out of the mud as it charges to the opponent in attempts to ram into him unless the opponent counters (preventing you from doing the iron sand attack). As for Karna, he’d activate another path that granted him some slight body modification. Two additional arms and a complete face behind his head, that didn’t affect his ears or hearing in any negative fashion. He’d point one of the artificial arms toward the man to open a missile bay to fire off 4 missiles directed at his chakra source. The missiles were programmed to go for the large and original source only, in case another foreign chakra source was to appear. Timed correctly, the missiles would hit the man slightly before the Ox reaches as to not interfere with each other.

Always active:

Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. Certain Rinnegan abilities have only been demonstrated by single users: Madara can create corporeal shadows in the invisible world of Limbo; Momoshiki is able to absorb any ninjutsu with his right Rinnegan and release it with his Left Rinnegan; Urashiki is capable of moving through time and space when different eyes are activated. While Nagato was never able to deactivate his eyes, Madara and other wielders could switch at will between their other eyes and Rinnegan eyes, although Uchiha aren't able to go from 3 Tomoe to Rinnegan directly. Due to implanting Madara's Rinnegan into his eye, Obito loses the ability to deactivate this eye, much like Nagato.
Note: Can only be used by Rinnegan users excluding Sasuke.
Note: Requires activation ( spending move ) for other Rinnegan bios but remains active indefinetely afterwards if the user chooses to. After having for 1 month, user becomes able to switch between both doujutsu without spending a move. In the case of Madara, user needs to have activated EMS before and had it active for 1 full turn before activating.

( Chikushōdō ) - Animal Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Animal path which grants him the ability to summon various creatures to help aide in battle. Each creature served a different purpose in battle. Each animal summon also has the Rinnegan and as such, the user is able to see through their eyes as well. Each animal had various body piercings as well, suggesting that they too were under his control. The user needs to clap his hands in order to do the summons, not needing the traditional blood sacrifice and can summon 2 animals at the same time.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continuouslty activated.

Shuradō ) - Asura Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Asura Path which grants him the ability to create mechanised armor, augmenting their body with extra limbs and various robotic weaponry. It allows, for example, the user to create up to 6 extra arms which can be used in a variety of ways, such as grabbing their opponent and using a hidden chakra cannon in on the arms to attack him or perform handseals as the user throws kunais or does a Taijutsu move. It can even be used to help perform certain techniques. He can also alter his own head to manifest additional faces with additional pairs of eyes, all linked together. The possibilities are multiple. He can use this activation to access all of the Asura path abilities.
Note: Can only be used by Rinnegan biographies with access to the Six Paths ability.
Note: When the user wants to change his body, he must activate this technique each time. This is necessary as well for 6 Paths of Pein bios.

( Kuchiyose no Jutsu: Kyojin Oushi ) - Summoning Technique: Giant Ox
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: With an appearance similar to a normal ox, this summon has a number of body piercings, along with Rinnegan. This summon, by its sheer size possessed a great deal of brute strength. Also, because it has Rinnegan eyes, it possessed a field of shared vision with Nagato. It has a high resistance to damage, being able to shrug off attacks of A rank and below and can ram and break through up to standard S rank physical techniques at the cost of a move per turn.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once.

( Kuchiyose no Jutsu: Kyojin Tori ) - Summoning Technique: Giant Bird
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This summon is a large bird which has a number of body piercings, llinking its chakra with the user and as such manifests the Rinnegan. The bird itself is unusual, as not only does it demonstrate a prominent and jagged beak, but it also features three distinct legs as well as wings. This summon can move at an incredibly fast speed, equal to a Apex Speed Sage, and can use that velocity combined with its beak to form powerful dive attacks, dealing A rank piercing damage on contact. It also has the ability to lay explosive eggs.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once

( Kaiwan Misairu no Jutsu ) - Flaming Arrow Missiles Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Using the Asura Path's abilities, the user is able to create missiles from his body that can be launched at the opponent. The selected body part will open up and revealing "missile bays", from which the missiles will shoot up. These missiles home in to the targets chakra signature and can track multiple targets. The user is able to produce up to 4 missiles that can fill a short range radius will explosions. These missiles must all land within up to mid range from one another.
Note: Can only be used by Rinnegan bios.
Note: Requires the user to have the (Shuradō) - Asura Path active.

Health: 200
Chakra: 2750 - 5 (Rinnegan) - 60 (Paths) - 70 (Summonings) - 40 (Missiles) = 2575
Two summons at once!? Those eyes!! Zapp murmured as he witnessed his opponent's response. The man he was facing was not an ordinary one. Wielding a very rare dojutsu Zapp knew that he would have to take his opponent seriously or risk defeat, or even worst death.

Squeak, squeak, squeak! Sensci his scientific tool utters, in it's own unique language, to its master as it constantly relay's the location of the opponent to him. Reacting, Zapp waves a single hand seal causing grains of sand to form around the Tekkyu transforming the tool into a giant man, 5m in size, with an armadillo shell connected to its back, stemming from the back of it's head to its pelvis bone. The humanoid creature would then embrace Zapp within its torso before wrapping itself into a defensive ball, with no openings, that spins forwards at high speeds in order to meet the charging bull head on before the impact of the chakra seeking missiles take place. This allows Zap to defeat the summon via the Tekkyu, keeping full power, before the missiles impact creating a temporary dusk screen that Zapp takes advantage of. Immediately after the missiles impact Zapp manipulates the armadillo man to release him from its core while the Midnight Rose Petal's passive feat activates causing numerous grains of iron sand to emerge from out of the smokescreen up to the edge of short range. The sand storm blocks sights unless one wields byakuygan level talents. After being released Zapp manipulated his creature, which can defy gravity, to attack his opponent in its balled formation from an angle that is directly below the summoning in which his opponent rides. Readjusting with its movement so that it will hit from directly below regardless of any circumstance.
[
JUTSU=Satetsu: Kinzoku hokyō ✦ Iron Sand: Metal Reinforcement]Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by adding a beneficial layer to it. Initiated with 1 hand seal, or 1 additional hand seal when being used in conjunction, this technique empowers an offensive iron sand jutsu by adding an additional layer of iron sand with an increased density to the targeted jutsu's surface area. Offensive techniques will experience a boost of +20 damage due to the additional layer adding more weight behind its force.

>Can only be used on Iron Sand jutsu with a structured form
>Has a 2 turn cooldown after use
>Can be used 5x per battle[/JUTSU]
Type: Tool
Rank: A
Range: Short-Long
Chakra: N/a(+5)
Damage:
60+20+20= 100
Description:
Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

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

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


Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.
{160/160 Health | 40/2,000 Chakra | 8 Speed | Tracking 24}
 

Venom

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Immediately as the missiles make impact, Karna sees the man exit the shell like creation of his and leaps off the bird as it begins to give down at full speed. He'd focus chakra into his leg and perform a leg gesture, creating a large snake like entity with ferocious winds. The winds would be made to pull the man only into it in the sky. Karna had a visual of the man through the bird that was going down and looking on at the man. These actions would start as the opponent exit the shell, shortly before he became hidden by the sand grains.

Karna would have the snake pull the man quickly into it's body but before he even made it to the snake, he'd be met by the bird diving down at full strength and speed.

Hachibushu: Oruga no miryoku) - Eight Deva Guardians: Olga's Attraction
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Olga's Attraction is an Eight Deva Guardians technique, centered around the Naga subskill. The user begins by focusing chakra into their leg and swiping it through the air. This swiped generates intense air currents that can be shaped to form an animal. However, these air currents function differently than normal Eight Deva Guardians techniques. These air currents work similar to suction, able to pull in targets towards the user. Due to the shape manipulation involved in Eight Deva Guardians and the level of complexity and selectivity in the style, the user is able to specifically select the targets in which these air currents can effect. Once caught up in these currents, the user begins to shape the currents into a giant serpent with cutting air currents. The user effectively pulls the target into the body of the serpent causing damage on contact with it. These air currents can pull targets from up to Mid range away from the snake formation.
Note: This can only be used three times per battle with a two turn cool down in between usages.
Note: No Eight Deva Guardians techniques can be used in the same turn as this technique.

Ref:
( Kuchiyose no Jutsu: Kyojin Tori ) - Summoning Technique: Giant Bird
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This summon is a large bird which has a number of body piercings, llinking its chakra with the user and as such manifests the Rinnegan. The bird itself is unusual, as not only does it demonstrate a prominent and jagged beak, but it also features three distinct legs as well as wings. This summon can move at an incredibly fast speed, equal to a Apex Speed Sage, and can use that velocity combined with its beak to form powerful dive attacks, dealing A rank piercing damage on contact. It also has the ability to lay explosive eggs.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once

Health: 200
Chakra: 2575 - - 5 (Rinnegan) - 30 (EDG) = 2540
 

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Immediately as the missiles make impact, Karna sees the man exit the shell like creation of his and leaps off the bird as it begins to give down at full speed. He'd focus chakra into his leg and perform a leg gesture, creating a large snake like entity with ferocious winds. The winds would be made to pull the man only into it in the sky. Karna had a visual of the man through the bird that was going down and looking on at the man. These actions would start as the opponent exit the shell, shortly before he became hidden by the sand grains.

Karna would have the snake pull the man quickly into it's body but before he even made it to the snake, he'd be met by the bird diving down at full strength and speed.

Hachibushu: Oruga no miryoku) - Eight Deva Guardians: Olga's Attraction
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Olga's Attraction is an Eight Deva Guardians technique, centered around the Naga subskill. The user begins by focusing chakra into their leg and swiping it through the air. This swiped generates intense air currents that can be shaped to form an animal. However, these air currents function differently than normal Eight Deva Guardians techniques. These air currents work similar to suction, able to pull in targets towards the user. Due to the shape manipulation involved in Eight Deva Guardians and the level of complexity and selectivity in the style, the user is able to specifically select the targets in which these air currents can effect. Once caught up in these currents, the user begins to shape the currents into a giant serpent with cutting air currents. The user effectively pulls the target into the body of the serpent causing damage on contact with it. These air currents can pull targets from up to Mid range away from the snake formation.
Note: This can only be used three times per battle with a two turn cool down in between usages.
Note: No Eight Deva Guardians techniques can be used in the same turn as this technique.

Ref:
( Kuchiyose no Jutsu: Kyojin Tori ) - Summoning Technique: Giant Bird
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This summon is a large bird which has a number of body piercings, llinking its chakra with the user and as such manifests the Rinnegan. The bird itself is unusual, as not only does it demonstrate a prominent and jagged beak, but it also features three distinct legs as well as wings. This summon can move at an incredibly fast speed, equal to a Apex Speed Sage, and can use that velocity combined with its beak to form powerful dive attacks, dealing A rank piercing damage on contact. It also has the ability to lay explosive eggs.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once

Health: 200
Chakra: 2575 - - 5 (Rinnegan) - 30 (EDG) = 2540
Hmph, ugly's pretty quick... Zapp says sensing the man's quick actions in response to his own. He would then feel his body being pulled upwards against his will amidst the iron sand sandstorm that had been raging on, now covering a mid.range radius. Using head motion the Youngin would control his armadillo man upwards to first intercept the diving bird before continuing onwards towards the wind technique which subsequently cancels his ST abilities leaving it lifeless for a time being. The ball falling back down towards earth in its usual state before it was covered in armor, now inactive.

While this happens Zapp takes advantage of the fact that both he and his opponent is covered in a shroud of iron sand and waves a single hand seal triggering a near instant jutsu as he extends his left hand. Using the shroud as a medium he materializes a stream of iron sand that forms around his target, from shins the shoulders, instantly binding him while also materializing in-between and around the left hand of Zapp. As soon as the binding materializes a seal appears around the surface of the iron sand covering his target, sealing his ability to efficiently use lightning while draining his chakra away at a gruesome amount. Upon binding his foe Zapp releases a concentrated stream of lightning that charges the entire stream of iron sand at once, electrocuting the target continually as long as the man stays bonded. The electrocution is strong enough to damage the man's entire body causing, burns, cuts, and other physical effects related to lightning.

Type: Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20 (-10 per additional turn)
Damage: N/a
Description: Serpent's Bind can be described as a, swift capture jutsu, and therefore requires constant concentration over hand seals in order to initiate. Requiring both the user and target to be in contact with a source, whether it be the earth or pre-existing iron sand, the user triggers the jutsu by sacrificing one's free hand which makes contact with the source. Upon being triggered a meter wide stream of iron sand engulfs the user's once free hand while also materializing from the side of the source closer to the target where the stream entangles them, tightly binding them in place. Overall the stream of iron sand connects the user to their bonded target upon forming, making it easier for follow up attacks, and the user is able to capture multiple targets with a single usage as long as they are all within short range of each other. In the case of multiple targets being bonded, the stream splits apart at the target's end to take effect, also splitting in power.

>Can be used 5x per battle
>The user can only use 2 other hand seal-less jutsu per turn while in use
>Lasts a total of 4 turns

Type: Supplementary
Rank: A
Range: N/a
Chakra: 30 (-30 from Target per Turn)
Damage: N/a
Description: Sealing Arts: Zeus's Bondage is a special sealing that uses defensive and/or supplementary iron sand jutsu as a medium to adversely affect bonded targets. Initiated by adding an additional 1 hand seal to the fore mentioned type of iron sand jutsu being used, the seal triggers upon capturing a target where a medium sized white colored kanji for "slave" then appears on the surface of the jutsu in a position to the North, South, East, and West. Upon activation of the seal the target will experience its effects of chakra obstruction with a specialization in lightning, which can be described as the target experiencing -30 chakra drainage per turn while bonded, as well as a limitation on their usage of the lightning element. Bonded targets will be unable to use lightning jutsu equal to A rank or above while under the effects of the seal which only lasts as long as the target is bonded. This sealing works on one iron sand jutsu, but can take effect on multiple target once bonded by the same source.
>Can be used 3x per battle
>Has a 2 turn cool down after usage


Type: Off./Supp.
Rank: A
Range: Short/Midrange reach
Chakra: 30
Damage: 60
Description: This jutsu is a lightning style technique that can only be used on conductive materials via direct physical contact. Used after binding a target within a conductive source, whether it be chakra based or devoid, with physical contact the user charges the source with a concentrated stream of lightning that adversely affects the bonded target. Charging the entire binding source with lightning happens upon initiation, making the structure a lightning elemental combo when used on chakra based sources, dealing shocking damage to the target per turn while activated. The lightning used is so detrimental to the body that after successfully trapping a target for 1 turn, or more, the constant charge running through the target's body would be enough to leave their muscles paralyzed as an after effect which lasts as long as the target was trapped for which kicks in after they escape, or the jutsu ends. This jutsu lasts for 2 turns and can be used with conductive chakra techniques already being controlled by the user, but requires constant concentration prohibiting any further techniques.
>Has a 3 turn cooldown
>Can be used 4x per battle

{165/160 Health | 110/2,000 Chakra | 8 Speed | Tracking 24}
 

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Karna would have his arms out to try and slow down his descent after jumping off the bird when suddenly he felt the binding effects of something around him. In response to this he would passively switch out his animal path for preta as he absorbs the chakra base creation around him. Sucking up the entire storm along with the sand that was binding him (since its one thing, Karna would absorb it until it stops replenishing) until it all went away. Karna safely lands back on the ground, mid-range away waiting for the man's next move.

'Now what?'

Asked karna in a near mocking tone.

( Gakidō ) - Preta Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra: 40 ( -100 per turn if used on an enemy )
Damage: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate by half the amount absorbed, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as with Senjutsu. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.

Health: 200
Chakra: 2540 - 5 (Rinnegan) - 30 (Preta) - 40 (Kyuin) = 2465
 
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Squidy

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Karna would have his arms out to try and slow down his descent after jumping off the bird when suddenly he felt the binding effects of something around him. In response to this he would passively switch out his animal path for preta as he absorbs the chakra base creation around him. Sucking up the entire storm along with the sand that was binding him (since its one thing, Karna would absorb it until it stops replenishing) until it all went away. Karna safely lands back on the ground, mid-range away waiting for the man's next move.

'Now what?'

Asked karna in a near mocking tone.

( Gakidō ) - Preta Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra: 40 ( -100 per turn if used on an enemy )
Damage: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate by half the amount absorbed, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as with Senjutsu. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.

Health: 200
Chakra: 2540 - 5 (Rinnegan) - 30 (Preta) - 40 (Kyuin) = 2465
That passive was suppose to end at the end of this turn and you want to absorb it till it finish? Ok :)
Landing back on the ground Zapp, through his ST, felt the motion of his iron sand sandstorm being pulled into a centralized location. This must be his doing!? He thought after having his last combination easily thwarted. Waving a single hand seal five clones would appear in a puff of smoke amidst the sand storm being absorbed.

Three of the five clones would rush into short range of the man holding the rare KG, closing in on him, before simultaneously launching an onslaught of taijutsu in unison.

Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

Clone 1 encloses on the opponent before delivering a powerful knee to his stomach strong enough to make the man double over where the clone would then end the onslaught by using the alternate elbow to mash the man in the back of his head.


Clone 2 comes in hot on the opponent's direct left, stooping low to the ground, in order to launch an attack of his own. The clone would attack with a low elbow thrust, reinforced with his other arm, aiming to hit his target directly in the mid section of his thigh. Hoping it would bring him to his knees.

Clone 3 would directly strike behind the man's back in an attempt to deliver a powerful and speedy high kick that would land on the opponent in unison with Clone. The kick would send the man's body in a motion going forwards that would be matched with Clone 1's elbow to the gut. All clones hoping to deal maximum damage without himnderance.

Rank: B
Type: Attack
Range: short - mid
Chakra cost: N/A
Damage points: 40
Description: A taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, is even strong enough to destroy rock formations.


Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that makes it hard to follow the user's movement, smashing his enemy with overwhelming strength. This is a more Powerful leaf great whirlwind.


Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60
Description: The user strikes the enemy with a powerful knee to the stomach, causing them to double over and he finishes with a strong elbow from the alternating arm to the back of the head. If successful, it will render the target unconscious for 2 turns.



{160/160 Health | 170/2,000 Chakra | 8 Speed | Tracking 24}
 

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After absorbing the storm, Karna would witness the man creating 5 clones of himself. Being outnumbered, Karna would quickly perform a single hand seal to affect all of their vision by casting them in a strong genjutsu. To follow up, he'd create 10 wind assassins 5m above them all, 2 to each clone. As silently as they were created, they would also sneak attack each opponent. Each of them using their blade to stab everyone in their necks and other body area where a major vein is located. Karna does these actions while moving slowly in a arc around the enemies. Watching for the next opening to strike.

( 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.

(Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used

Health: 200
Chakra: 2465 - 5 (Rinnegan) - 30 (Gen) - 40 (Wind) = 2390
 

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After absorbing the storm, Karna would witness the man creating 5 clones of himself. Being outnumbered, Karna would quickly perform a single hand seal to affect all of their vision by casting them in a strong genjutsu. To follow up, he'd create 10 wind assassins 5m above them all, 2 to each clone. As silently as they were created, they would also sneak attack each opponent. Each of them using their blade to stab everyone in their necks and other body area where a major vein is located. Karna does these actions while moving slowly in a arc around the enemies. Watching for the next opening to strike.

( 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.

(Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used

Health: 200
Chakra: 2465 - 5 (Rinnegan) - 30 (Gen) - 40 (Wind) = 2390
I forgot I took off the clone specialty so imma edit before you choose the clone that's voided >_>"
All persons would notice their opponent waving a single hand seal before having all their sights shrouded in a looming darkness. I can't see? C1 said aloud. It's day time ain't it?? C4 utters in response. It didn't take long for the group to realize that they were all trapped in a genjutsu triggered from the opponent. They all had lost their sights in unison although it is the middle of the day, coupled with the fact that the darkness grew stemming from the opponent. It was no coincidence they all surmised, a fact they all chose to ignore due to the fact that they each had their own individual ST: Sensci, which was a bot that sensed the entire battlefield through the earth's magnetic field. The bots relaying said information to their respective persons via a coded language.

Zapp would respond by waving a single hand seal as he manipulates the battlefield within a 10m radius around himself. This creates a highly dense magnetic field that boosts the power of iron sand techniques initiated inside. The field encompasses the user, his clones, as well as the opponent who stands mid.range distance away. (You never specified so of course i'll put you in a place where I have the advantage. ;) ) Within the field ample amounts of iron sand rise from the earth creating 2-3m sized sources that take on various shapes and sizes positioned at various places.

Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per additional turn)
Damage: N/a (Iron Sand Techs +1 Rank, except S rank which receives +20)
Description: Cosmic Clutter is a highly advanced iron sand ninjutsu that requires an adept level of skill in order to initiate. This jutsu utilizes the user's magnetic chakra to create a highly dense magnetic field that encompasses a 10m radius around the user who serves as its epicenter at all times. Initiated with a single hand seal, ample amounts of iron sand merge together within the concentrated field, gathered from the earth or a pre-existing source, forming medium sized(2-3m) sources of iron sand that stay fixed around the user at various places. The debris varies in shape and size and can be used for future techniques if needed, and although the objects are fixed within the space they occupy, they move with the field while always keeping said position. The field's main ability is its power to amplify all iron sand techniques created within its space, empowering them due to the increased magnetic bonds making the techniques denser, compact, and able to hold more iron sand grains within its listed volume within techniques. Use of this jutsu comes with drawbacks, described below, initiated after the technique has ended, although it runs a four turn course.
Can be used 2x per battle
Jutsu has a 2 turn cooldown after ending
No Iron Sand A rank and above for 2 turns

{Main - 160/160 Health | 0/302 Chakra | 8 Speed | Tracking 24}

C1 reacts my manipulating the earth underneath the user in order to uplift numerous grains of iron sand from beneath the user that upon rising out of the earth move to encase the Doujutsu wielding man in a 2.5m structure of iron sand that tightly binds the man in place. The iron sand binds from the legs upwards covering every aspect of the person until full encased. Once encased C1 makes a gester that triggers the jutsu to activate its second step and crush the man to a pulp, leaving a battered, bruised, and bleeding man left in its wake.

Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40+4= 45
Damage:
80+20 =100
Description:
This technique encases the enemy with iron sand and then crushes them to a pulp within seconds.

Note: Can only be used by Third Kazekage and custom Iron Sand bios.

{C1 - N/a Health | 0/302 Chakra | 8 Speed | Tracking 24}

While the former takes place C4 slams his hands on the ground creating a special sealing barrier that forms around the man just outside of a 3m radius. The barrier seals the man's ability to use high ranking chakra while draining his chakra at the same time.

Rank: B-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 20 (-50 per turn to the target, +30 to user)
Damage points: N/A
Description: The user slams his hands on the ground and generates a special barrier that surrounds the target forming a "cuboid" construct of pink chakra which begins draining the chakra of the target caught inside. This technique can be used in conjunction with shadow rope technique or other restrictive techniques to further hinder the target. Once caught inside it, the target cannot mold chakra above S-rank and the barrier itself can only be broken by B-Rank techniques or by attacking the user of the technique.

{C4 - N/a Health | 0/302 Chakra | 8 Speed | Tracking 24}

C2 would create a single bird made of iron sand that takes the form of a seagull in dimensions as well as looks. After its creation the bird flies long range into the sky above the target, waiting the strike when ready.
Type: Offensive | Supplementary
Rank: A{S}
Range:
Short/Mid.-Long
Chakra: 30+5 = 35 (-5 per additional turn)
Damage: 60{80}
Description:
Demi Darts is a simple iron sand ninjutsu that creates bird like creatures that resemble a seagull in size and stature within short range of the user after waving three hand seals.The amount of birds created is up to the user, dividing in rank if so, and upon creation the creatures soars mid range heights above the battlefield where they then wait for further instructions in the air above their targets, even being able to follow them up to long range distances away, while taking on random flight patterns distinct from one another like seagulls flying around a school of fish above the ocean. The offensive part of this jutsu is then triggered in the succeeding time frame where the birds, abiding to the user's will, will fix their wings linear to their body as they dive down upon the target in order to pierce them like a spear with great force and speeds. The amount of birds triggered to dive, as well as their direction angle, target, and time of impact is all set by the user 's will, and can be done at anytime while the jutsu is still in play within the entire 3 turns of activation.

>Can be used 3x per battle
>After the birds creation the user can use other techniques

{C2 - N/a Health | 0/301 Chakra | 8 Speed | Tracking 24}

Just incase the opponent is smarter than he looks, C3 waves a single hand seal before stomping his foot into the ground initiating a ground based technique that propagates outwards. A plethora of termites made of iron sand makes its way to the edge of mid.range where they stay dormant, waiting for the opponent to use a lightning based technique.

Type: Offensive/Defensive
Rank: A{S}
Range:
Short-Mid.
Chakra: 30+5= 35 (+5 per additional turn)
Damage: 60{80}
Description:
This iron sand ninjutsu is initiated with a single hand seal followed by the user either clapping their hands together or stomping a foot on the ground. Depending on the initiation method used, upon completion a swarm of iron sand termites will violently propagate outwards onto the battlefield from the user either through the air as widespread shroud, if initiated with a clap, or widespread through the earth unnoticed, if initiated with a stomp, where the jutsu then stays dormant until triggered by the its true purpose. The swarm of iron sand termites are designed to read opposing magnetic fields produced by; moving electrical charges, that are produced when opponents use lightning style techniques, magnetism, or other elemental ninjutsu that gives off a strong magnetic charge, so strong that it is mentioned sub or tech, in which the termites respond to activating the iron sand creatures true purpose. Upon activation the bugs hone in like a plethora of darts with wings as they hone in on the source of the first opposing electrical charge generated within their realm, striking the target from every angle, or in the case of the ground method's usage, springing fourth upwards from the earth and striking from every angle. This jutsu lasts for 3 turns when activated, and when using the ground method the swarm only goes as far as 5m deep, but still spreads outwards horizontally.
Can be used 3x per battle
Has a 2 turn cooldown

{C3 - N/a Health | 0/301 Chakra | 8 Speed | Tracking 24}
 
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Chakra: 2390 + 40 (Wind) = 2430

With the chakra building up around him, Karna would stoop just a little bit to have his artificial arms unstrap his leg weights to give him a tremendous speed increase. Allowing him to quickly maneuver out of danger in attempts to close the gap to reach the original body. Simultaneous to this he would use his real hands to perform a single hand seal to place the men in a genjutsu in which they would have no idea about due to their current lack of sight. While dashing to the man, he would passively activate his chakra sensing while the artificial arms took out a kunai each.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
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 varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.
Note: This can be used for either canon Leg Weights technique.

( Nehan Shōja no Jutsu ) - Temple of Nirvana Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, placing all the targets in the area under an illusion where feathers appear to fall from the sky. This slowly puts the opponents to sleep after one turn.

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

Health: 200
Chakra: 2430 - 5 (Rinnegan) - 30 (Gen) - 15 (CS) = 2380
 
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Squidy

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Chakra: 2390 + 40 (Wind) = 2430

With the chakra building up around him, Karna would stoop just a little bit to have his artificial arms unstrap his leg weights to give him a tremendous speed increase. Allowing him to quickly maneuver out of danger in attempts to close the gap to reach the original body. Simultaneous to this he would use his real hands to perform a single hand seal to place the men in a genjutsu in which they would have no idea about due to their current lack of sight. While dashing to the man, he would passively activate his chakra sensing while the artificial arms took out a kunai each.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
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 varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.
Note: This can be used for either canon Leg Weights technique.

( Nehan Shōja no Jutsu ) - Temple of Nirvana Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, placing all the targets in the area under an illusion where feathers appear to fall from the sky. This slowly puts the opponents to sleep after one turn.

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

Health: 200
Chakra: 2430 - 5 (Rinnegan) - 30 (Gen) - 15 (CS) = 2380
Zapp stands between his four clones as they all feel, via their ST tool, their opponent increase in speeds while advancing forwards. With clone 1 and 4 standing 1m in front of him to his right and left, and clone 2 and 3 standing 1m behind him to his right and left, they all agree in silence that it was time to put an end to all of these illusions. Especially the one the opponent put on himself thinking he was going to win this bout.

C2 would wave a single hand seal performing the illusionary release jutsu freeing himself. He would then dash towards his creator with a kunai drawn in order to stab the main body in the lower back in order to produce enough pain to release his illusion while aiming to cause a flesh wound. Sorry fam..... he whispers. Simultaneously as this happens he would will the iron sand bird to begin its dive at increased speeds towards the center of the opponent's back, adjusting to his movements at all times, in an attempt to stab the man in his center spine at full power.
Rank: C-S(A)
Type: Supplementary
Range: Short
Chakra Cost: 15-40(30)
Damage Points:
N/A Description: The user does one hand seal to focus and then proceeds to disturb his chakra flow by forcefully stopping it momentarily and then "spiking" his chakra, causing an imbalance. This dispels any genjutsu set upon the user except MS Eye Techniques, Paralysis-like Genjutsu and Demonic Illusion: Toad Confrontation Chant. The effectiveness of this technique is dependent upon the skill of the user. Academy Student rank ninja can dispel Genjutsu up to C-rank. Genin rank ninja can dispel Genjutsu up to B-rank. Chunin rank ninja can dispel Genjutsu up to A-rank. Jounin rank user can dispel Genjutsu up to S-Rank. The user may use this technique through physical contact on others to dispel them from Genjutsu. The technique can only be used once per turn and the user still needs to fully follow the logic as to why he figured out it was an illusion.

{C2 - N/a Health | 35/302 Chakra | 9 Speed | Tracking 32.5} (Demi Darts 1/3)

Arrgh!
Zapp grunts, smiling while being stabbed as he waves 2 hand seal all the while. Now free from the illusion the Youngin would slam his hands on the ground just before his opponent enters short range of him causing a sealing formula circle of kanji marking to rapidly spread outwards meeting the man the moment he enters. The special sealing jutsu initiatied would prevent the man from using any form of chakra whatsoever.

Type: Supplementary/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (drains 100 chakra per turn)
Damage: N/A
Description: This is a simple seal where the user does 2 simple handseals and slams his ground on a surface. Upon that surface, a 2 meter diameter sealing formula circle of kanjis and markings spreads, activating the technique. Any enemy that makes contact with the formula becomes unable to mold chakra as the sealing technique drains his chakra and his stamina. If the enemy manages to escape the seal, he will recover use of his chakra.
Note: Usable twice per battle.

{Main - 160/160 Health | 40/302 Chakra | 9 Speed | Tracking 32.5} (Cosmic Clutter 1/4)

C3 would release a burst of earth chakra from all over his body creating a body tight armor of plated rock while he stands and witnesses the battle. The earth jutsu would free him from both illusions.

Type: Offense/Defence/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

{C3 - N/a Health | 35/301 Chakra | 9 Speed | Tracking 32.5} (Termite Attraction 1/3)

Simultaneously reacting with his brethren, C1 would release a burst of chakra from all over his body creating a samurai armor with no gaps or breaches what so ever. The armor would make his right hand into an extended sword that he uses against his opponent in which he dashes forwards to meet once the man's foot takes motion to step within short range. He would attempt to slash the man's thighs with a low horizontal slash.

Type: Offense/Defence/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

{C1 - N/a Health | 45/302 Chakra | 9 Speed | Tracking 32.5}

C4 would act in unison with C1, creating an armored plating of earth with no breaches, but his left hand would be connected to a chain with a small half a meter earthen ball at the end. He would also rush his target as he takes a step into short range, moving within range of his weapon in which he swings from a short distance away in order to smash the man in his head from above.

Type: Offense/Defence/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

{C4 - N/a Health | 20/302 Chakra | 9 Speed | Tracking 32.5}
 

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The bird is long range (At least 16m) into the sky. I'm at twice your speed plus more dashing from mid-range (I'll say 10meters). I believe I would easily reach your short range before your bird even enters short range of me.

Karna would passively switch his Preta and deva path as he sees one of the clone spike his chakra, obviously freeing himself from the genjutsu. With a smirk, Karna would raise his hand as he stops at the 5.5meter mark and sends a gravity wave directly at the clone as he began to move to the main. It was directed in a way to have the clones in front be blasted back into C2 preventing from freeing the original while causing him to disperse from the cumulative damage and force the earth covered clones slammed into him.

( Tendō ) - Deva Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people. These gravity manipulating techniques, however, cannot be performed in rapid succession; the amount of time required to recharge after use varies depending on the scale of the technique used, five seconds being the basic minimum. The Deva Path also grants another ability: Chibaku Tensei which allows the user to create a huge makeshift terrestrial body from all the surrounding matter that is attracted to a black sphere released by this technique.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.


Shinra Tensei ) - Divine Punishment
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 ( +20 per extra range )
Damage: N/A
Description: Using the Deva Paths abilities to manipulate gravitational forces, the user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again, becoming when the technique ends.

Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.

Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use of any gravitational related techniques for the remainder of the fight and is unable to mold chakra for Rinnegan techniques and S ranks and above for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be physically blocked, absorbed or dodged by becoming intangible or similar means. However, the enemies can still use techniques that reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped, avoided or directly countered, enemies can still manage to survive if they are able to reduce the damage done enough.
Note: can only be used by Rinnegan bios with the ( Tendō ) - Deva Path active

Health: 200
Chakra: 2380 - 10 (Rinnegan & CS) - 90 (Deva) = 2280
 

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The bird is long range (At least 16m) into the sky. I'm at twice your speed plus more dashing from mid-range (I'll say 10meters). I believe I would easily reach your short range before your bird even enters short range of me.

Karna would passively switch his Preta and deva path as he sees one of the clone spike his chakra, obviously freeing himself from the genjutsu. With a smirk, Karna would raise his hand as he stops at the 5.5meter mark and sends a gravity wave directly at the clone as he began to move to the main. It was directed in a way to have the clones in front be blasted back into C2 preventing from freeing the original while causing him to disperse from the cumulative damage and force the earth covered clones slammed into him.

( Tendō ) - Deva Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people. These gravity manipulating techniques, however, cannot be performed in rapid succession; the amount of time required to recharge after use varies depending on the scale of the technique used, five seconds being the basic minimum. The Deva Path also grants another ability: Chibaku Tensei which allows the user to create a huge makeshift terrestrial body from all the surrounding matter that is attracted to a black sphere released by this technique.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.


Shinra Tensei ) - Divine Punishment
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 ( +20 per extra range )
Damage: N/A
Description: Using the Deva Paths abilities to manipulate gravitational forces, the user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again, becoming when the technique ends.

Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.

Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use of any gravitational related techniques for the remainder of the fight and is unable to mold chakra for Rinnegan techniques and S ranks and above for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be physically blocked, absorbed or dodged by becoming intangible or similar means. However, the enemies can still use techniques that reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped, avoided or directly countered, enemies can still manage to survive if they are able to reduce the damage done enough.
Note: can only be used by Rinnegan bios with the ( Tendō ) - Deva Path active

Health: 200
Chakra: 2380 - 10 (Rinnegan & CS) - 90 (Deva) = 2280
A sudden burst of gravitational energy would be released from the opponent and propagate outwards at extreme speeds destroying everything in its path. Jutsu, clones, and even the main body of Zapp would be pushed outwards to the bounds of mid.range(15m) with force. His beaten body would lay on the ground amongst scattered piles of iron sand that was also pushed outwards. While raising his torso upwards from its previous position the shinobi would wave 5 hand seal before slamming his hands on the ground besides him, a deviant smirk painted on his face. A barrier with a pinkish hue would suddenly erect around the rinnegan wielding man, with him standing at its epicenter, stemming 14m away from him on all sides. Zapp flips to his feet while the barrier erects. His small squirrel ST crawling out from his mouth all the while.

Is that all you got? Hehahahaha!
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.

{Main - 80/160 Health | 50/385.2 Chakra | 9 Speed | Tracking 32.5} (Cosmic Clutter 2/4)
 

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A sudden burst of gravitational energy would be released from the opponent and propagate outwards at extreme speeds destroying everything in its path. Jutsu, clones, and even the main body of Zapp would be pushed outwards to the bounds of mid.range(15m) with force. His beaten body would lay on the ground amongst scattered piles of iron sand that was also pushed outwards. While raising his torso upwards from its previous position the shinobi would wave 5 hand seal before slamming his hands on the ground besides him, a deviant smirk painted on his face. A barrier with a pinkish hue would suddenly erect around the rinnegan wielding man, with him standing at its epicenter, stemming 14m away from him on all sides. Zapp flips to his feet while the barrier erects. His small squirrel ST crawling out from his mouth all the while.

Is that all you got? Hehahahaha!
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.

{Main - 80/160 Health | 50/385.2 Chakra | 9 Speed | Tracking 32.5} (Cosmic Clutter 2/4)
Naw you done
 
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