[Open] What a time to be alive..

Venom

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Mid-range starting distance apart (10m)
Plain field, no water source. Midday

I get bored easily these days so just doing grading style fight. 5 posts each and I'll have someone we mutually agree with to check and confirm the winner. I'm not really gonna RP this out either so lol

Post your info and I'll reply with first move. Go all out!
 

Venom

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Once the opponent came close enough (10m) Raiden casually summon two steel balls from a seal on his body. Without the need for handseals (Earth whip specialty) he would quickly throw the two steel balls at the opponent. Raiden made sure to imbue the balls with Doton chakra to increase the power of the released barrier later on. Should the balls be met with a technique of equal rank to it's new rank or below, it would easily combat whatever as it continues on a path to enter short range of the opponent. To spin and release a empowered barrier that would restrict the opponent to a higher degree than normal.

Sutīru Bōru Ran: Deīpasu Ōbādoraibu ) Steel Ball Run: Deep Pass Overdrive
Type: Defensive
Rank: A (+1 Rank)
Range: Short-Mid
Chakra: 30(-10 per turn)
Damage: N/A
Description: The user will release two Steel Balls towards their desired target, with the Balls approaching in an arc on either side. Upon reaching close range of the target, the Spin imbued into the Balls will erupt, overlapping onto each other from opposing directions with the opponent in the middle. The Spin effectively forms a spherical cage surrounding the target's short-range area, with everything caught inside trapped under the force of the two Spin. While the Spin isn't physically damaging to living beings, they emit a powerful sealing n effect, restricting the movement and ability to mold chakra of anyone caught inside in the same way as the Multiple Infinite Embraces technique. Unlike MIE, the Spin will sustain itself, with the two Steel Balls floating beside the target until circumvented or destroyed. Like the MIE, the Spin can be physically destroyed by techniques A-rank and above. Should the Steel Balls be met by an incoming jutsu on course to the target or once reaching them, the Spin will expand outwards to combat the jutsu. Able to physically block techniques of equal rank or below, the Spin will reset itself once it has finished deflecting the opposing technique, once again expanding with its full power upon reaching the opponent less destroyed.

Note: Can only be used three times per battle, requiring a two turn cooldown
Note: Upon reaching and restricting a target, Deep Pass Overdrive lasts for four turns or until destroyed/circumvented
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above A-rank in the next turn

Fuuinjutsu: Goshiki no Shōheki) - Sealing Arts: Five-Colored Barriers
Type: Supplementary
Rank: A
Range: Short-Long (depends on the range of the barrier)
Chakra: 30
Damage: 60
Description: The user will perform the Dragon handseal during the creation of a barrier technique, allowing them to induce a layer of Elemental Chakra to the barrier that amplifies it's effects, giving the barrier it's used on one additional rank. The user can choose one of the five Nature Elements at a time, with each Nature Element granting an additional property, either offensive or defensive, to the barrier depending on the Nature Element. Fire Releases increases the barrier's offensive capabilities through increasing its heat and allowing it to burn those who make contact with it. Earth Release increases the barrier's defensive capabilities through reinforcing it, due to the Earth's sturdy nature. Water Release increases the barrier's defensive capabilities by inducing malleability to it due to water's freeflowing nature; as an attack or object of inferior rank strikes the barrier, its shape and form distorts as though made of rubber, before snapping back into place and reversing the trajectory of the attack. Lightning Release grants the barrier electrical properties, allowing it to shock and paralyze those that come in contact with the barrier. Wind Release grants the only supplementary usage of the technique, allowing the user to move the barrier across the terrain after its initial creation due to Wind's nature to easily transverse. Though with this, the barrier takes on the elemental strengths and weaknesses of the chosen element. So if infused with wind, it will now be weak to fire and strong to lightning attacks.

Note: Can only be used three times per battle
Note: Technique lasts as long as the barrier it is induced into lasts
Note: Can only be used on A-Ranks and below and no Fuuin for two turns
 

Solf J Kimblee

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Muzan sees the steel balls launched at him and activates his Legilimency passively. He coats his right arm in a massive amount of chakra which vibrates it at a very low frequency which increase the destructive power behind his blow. He punches the steel ball on his right then the left. He would move towards the ball and since it would be more then enough to take down both of the balls with his left hand he takes out his wand. He flicks it around and saying,

Obtestor

He creates multiple staffs that launches at the man before him. The staffs are all controlled by his wand which the wand is pointed at the man and they are launched at twice the speed of his.

( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens

(Ototon: Sazanami no Kosui) - Sound Release: Ripple of the Lake
Rank: S
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 40
Damage Points: 80 (+10 =90)
Description: A technique that stands as a combination of both the (Ototon: Oto no Ken) - Sound Release: Sonic Fist and the (Ototon: Shinsei) - Sound Release: Divinity. The user will gather massive amounts of chakra into his limbs and deliver a single, powerful blow into a given target. Not only does the chakra engulf the chosen limb in an aura of vibrations and destructive low frequency sound waves but also, upon making contact with the target, channels the sound into the target, causing vibrations to ripple through the target. What happens is a massive shockwave that blasts outwards on contact, causing massive destruction all around up to the limits of Short-range, producing a small crater (if it hit an opponent, he is sent backwards into long range). This effect is amplified by the sound vibrations infiltrated into the target which ripple through it and cause destruction from within it. The damage is higher on softer tissue which is severely bruised. The technique is highly effective again liquids and highly dense solids.

Conjuration - Offensive/Defensive/Supplementary ( D - S )
The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.
 

Venom

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The balls actually release the barrier once within short range so you wouldn't be able to actually strike them lol but no worries.

With the fast approaching flying staffs coming his way, Raiden would once more summon a steel ball through his seal. Passively enhancing it with +10 chakra, Raiden would throw it directly at them. Once within range the ball would seal all of the staffs as it then return back to it's original size and head towards the enemy. Upon reaching short range of the wizard, the steel ball would not only release a powerful storm of it's original power, but also the power of the previously absorbed staffs into it as well. Creating a devastating maelstrom thar covers the man's entire short range.

With his full knowledge of his being through Taijin and enhance spiritual knowledge through his Yin specialty, Raiden easily felt the mental intrusion. Unaware of it's purpose, Raiden would use his clan's power to actively block your technique from reading my mind.

Sutīru Bōru Ran: Rībaffu Ōbādoraibu ) Steel Ball Run: Rebuff Overdrive
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30 (+10)
Damage: 60 (+80)
Description: The user will release one of their Steel Balls outwards, imbued with a special Spin known as Rebuff Overdrive. Initially, this Spin will appear as a small distortion around the Steel Ball, emitting outwards by a few inches as though surrounded by a mild gust of wind. Upon reaching within short-range of the target/enemy, the Spin will expand outwards, rapidly growing into a powerful maelstrom barrier that ravages everything within the short-range area of the Steel Ball. Should the Steel Ball bet met with an incoming jutsu, the Spin will likewise expand, imparting a powerful sealing effect that absorbs the opposing technique should it be of equal rank or below into the Steel Ball, with the Spin once again shrinking. Upon reaching the target, as the barrier expands, the sealed technique will be released as well alongside the Spin, spread out throughout the area in what would appear to be an explosion made out of the absorbed technique as its power is added to the initial Spin's.

Note: Can only be used three times per battle, requiring a one turn cooldown
Note: Should Rebuff Overdrive absorb a technique, the cooldown increases to two turns
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn

Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can only be employed up to four times per battle.

Spirituality: The very beings of all Hayabusa are embedded with the Watatsumi Sanjin. Due to such a power, the Hayabusa have a great deal of spiritual energy which makes them more acute and resistant to spiritual based attacks. When confronted with spiritual/mental attacks (with the exception of Yin Release and MS level), the damage and effects are reduced by half and status effects (effects that place restrictions on a victim’s capabilities) would weaken by one rank. Though, when a Hayabusa becomes more skilled they can actively resist the effects of any spiritual based techniques completely at the expense of a move (minus Yin and MS level). Note, this does not make Hayabusa passively immune in any way to techniques like genjutsu or Yamanaka techniques, merely they are more tolerant and capable of resisting mental and spiritual damage from such techniques. They still experience the sensory manipulation of illusions and must actively recognize and break free unless they have the power to resist the technique.
 

Solf J Kimblee

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Your resistance doesn't work because I'm not attacking you mentally. I am only reading what you are thinking at that. That resistance you have states attacks doesn't say anything else.

Look at me actually reading a technique for once lmao.
______________
Muzan can read what his opponent is thinking and so he knows more balls are coming from his opponent. He notices the balls starting to absorb his technique so he would stomp his right foot which pushes everything around him back. This would happen before the release of the storm so the added jutsus part doesn't happen.

(Ototon: Ten Ribenji) - Sound Release: Heavenly Revenge
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user stomps his foot on the ground and releases a massive amount of sound chakra, amplifying the "stomp" sound which is released as a wave of low frequency sound through the ground and also through the air, all around. This omni directional sound "explosion" causes the ground to crack open in an omnidirectional area around the user up to mid range and pushes the air all around through massive sound vibrations. These are able to stop any incoming attack (following logic and elemental interactions) but also disable and stop any attack or thing moving or traveling through the ground.

Right after stomping he releases out senbons made of water at this opponent.

(Suiton: Tenkyū) - Water Release: Heavenly Weeping
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: A technique in which chakra is kneaded in the user's body, transformed into water and then shaped into senbon in the mouth before finally being expelled at a high velocity. The needles are shot in an attempt to catch the enemy off guard, while also aiming at their vitals.
 
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Venom

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Raiden simply grunts as the wave blocks and destroy his steel ball. Being one to test new things out, Raiden would move back 6meters (into long range) and string together several hand seals to bring forth a coffin (the sound wave and my speed are the same, so yes I can reach 6meters before it travels 10m to reach me). The lid would open up as quickly as the coffin appeared. Bringing forth Raiden's edo partner; Kuma to play. Kuma would simply wait for the chance to strike. As for Raiden, he would run to the right (your left) in a arc fashion to eventually re-enter mid range. Whilst running he'd grab the Earth whip on his side and with a swing spawn an earth dragon 5meters to his left that would also go towards the wizard in an arc.

Kuchiyose Kinjutsu: Edo Tensei ) - Forbidden Summoning Technique: Impure World Reincarnation
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (-20 per resurrection per turn )
Damage Points: N/A
Description: The Summoning: Impure World Reincarnation is a forbidden technique used to revive the dead. To perform this technique, the user must first acquire some of the DNA of the person they intend to revive such as limbs, organs or merely blood samples. The soul of the intended revived must also reside in the pure world (jōdo) those whose soul has been consumed by the Death God, or have been previously sealed by other methods cannot be resurrected. Next, a living sacrifice is required for the soul of the resurrected to use as a vessel. Once all prerequisites for the technique have been met, the acquired DNA of the person is smeared on a special scroll and once the scroll is activated, the remains spread out in the form of a special seal with the living sacrifice in the centre. Then dust and ash encase the sacrifice's body, giving them the same appearance that the revived had at the time of their death. The person is then revived and the end product is usually stored in a casket until summoned by the user by performing the Tiger → Snake → Dog → Dragon → Clap hands handseals. When the user summons the revived soul, a casket first appears before revealing the revived soul. The Edo Tensei Summoning can be countered by sealing away the targets soul or by having the summoner cancel the technique. As they are unlikely to do this voluntarily, using a genjutsu to trick them into cancelling the technique is ideal. The sequence of hand seals for cancelling the technique is Rat → Ox → Monkey → Tiger → Dragon → Boar and saying Kai. If the summoner dies before the technique is deactivated, then this method is impossible. If the summoned soul's controlling tag is overcome or disabled by a technique or if the user so wishes it, the summoned soul or the user can both sever the contract through the use of the Snake → Ram → Boar → Dog → Tiger seals. The summoned soul is then left as an immortal revived soul, autonomous and without any link to the summoner.
Note: A bio can only have up to a total of three souls for revival which must abide by a few rules, specific for the technique.
Note: The user of the technique can only have up to 3 Vessels in total. Orochimaru, Kabuto and Tobirama are able to have up to 2 Vessels present in battle though only one of these can be a vessel from a battle.
Note: If the user purchases the vessel, it can only have access to single abilities such as their HA/KG/AE. If a vessel is obtained through battle, he is able to utilize the bio's Dual Abilities, Modes and AN if obtained. Only the canon techniques of these are possible, however.
Note: The Edo Summons pertain to the bio and not the user, and only one of the bios of the user can use Edo tensei.
Note: A member must attain biographies in an offical match approved by 2 roleplay moderators for both the revival and sacrifice and cannot be given a biography willingly.
Note: Technique can only be used once per battle/event.

2) Priest - Sage rank, EIG master Bartholomew clan head with basic 9 abilities, Snake contract/Ninjutsu, NB tai (w/ restricted) Mednin, Fuuin, Kin and EIG. DNA obtained [here] and revived [Here]. His appearance modified to look like [Bartholomew Kuma] and not like a normal edo. Raiden did this so that his enemies would simply think these are normal living ninjas.

Doton: Dosenkiryū) - Earth Release: Earth and Stone Dragon Technique
Type: Offensive
Rank: S
Range: Short-Long (made within Short, but reaches up to Long)
Chakra: 40
Damage: 80 +15
Description: The user after performing the required hand seals Horse → Dog → Bird → Ox → Snake will create a large dragon of earth erupt from the ground and direct it towards the enemy with devastating force. This technique much resembles the Water Release: Water Dragon technique.
 

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Muzan watches as the man evaded backwards. He doesn't do what he was planning. His opponent was thinking of reviving a victim and it was a kinjutsu technique. He heard of a kinjutsu technique that revives people but never seen it in person. He watched is rising from the ground. It was an experience he wanted to see. The opponent was thinking of the abilities and these are some abilities he has witness but heard for he destruction power behind them.

As the coffin was completely up he takes his wand with his right hand and flicks it. There is a dark jet if energy released from it aimed towards the coffin before it opens up.

Bombarda

An explosion goes off on it hoping to exploding the coffin or whatever is in at least.

Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.
The man was on the move so he notices the whip the man pulled out. He liked his style but Muzan's style was better. The man created a dragon made of earth. The dragon would come in close to him and with his wand he conjures up a large sword that he uses to slash through the dragon and they both destroy each other.

Dragons? You are a man of culture.

Conjuration - Offensive/Defensive/Supplementary ( D - S )
The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.
 

Venom

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Post the whole jutsu cz idk what you using..and stop trying to read my mind. It doesn't work.

Instead of running, Raiden's action change at the appearance of the energy blast. Performing the needed seals, he'd use the external component of Wuji Dao middle dantian to create a wall in the path of the energy. Upon contact the energy would simply be erase. Saving Kuma from coming out the coffin. The duo then begins to run towards the wizard. Side by side..

Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S (S)
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.

Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.

Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.

Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.
 

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With the being from the coffin finally out and was protected by its master Muzan had to come up with a plan. He puts his wand in his mouth and summons large snakes under the being once it would get into mid range of course. The ground with erupt up from the ground below the being and all wrap around and bite down on the being holding it in place.

Tsk

( Sen'ei Ranjashu ) - Hidden Shadow Wild Snake Hands
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user summons a large amounts of snakes that emerge from underground to attack a target. These snakes, each a meter wide, can attack up to mid range in the sky and erupt across a mid range radius.

Muzan wasn't having a two vs one fight at this point. He knew this could get bad. He rushes at the original person but while he was doing this he sends out a burst of energy that would allow him to have a mental map of the battlefield. He can keep track of his opponent's being.

  • The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.
 

Venom

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With the snake coming out if nowhere Raiden would signal for Kumo to not do anything as he gathered Harmattan chakra within his body. As quickly as he did so, two different size disc of Harmattan would emerge from his body. One decent size to kill the snake and not harm the edo while the other was sent towards the wizard. A horizontal disc measuring 7meter in length and 2m in thickness was the size of the one sent towards the wizard.

Karakazeton: Chichi no Shinkō - Harmattan Release: Faith of the Father
Type: Offensive/Defensive/Supplementary
Rank: D-S (S)
Range: Short/Mid/Long
Chakra: 10-40
Damage: 20-80
Description: The user makes harmattan crafts of varying sizes and volume for defenses, offensive and supplementary purposes. This ranges from harmattan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several harmattan constructs up to his own creative imagination which can be spewed from the mouth, created from his body or created from surrounding air. The power, size and density of the harmattan construct created depends on the amount of chakra that is being spent to conjure them. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.
NOTE: S-ranks can only be used 3x per battle with a turn inbetween usage
NOTE: A rank can only be used 4 times
 

Solf J Kimblee

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Muzan notices the disk coming at him so he rushes at it while performing two hand seals. This creates a barrier around his body. He pushes through the disk with ease and continues towards his opponent doing a straight right kick towards the face of him.

(Fuuinjutsu: Bodiāmā) Sealing Arts: Body Armor

Type: Defensive

Rank: A-rank

Range: Short

Chakra:30

Damage:N/A

Description:The user will form the dragon-tiger handseals, creating a powerful barrier that covers the user's body. The barrier takes the shape of the user and spans about three inches away from their skin. The barrier, initially invisible to the naked eye, serves to protect the user. When enemy's attack draws near, the barrier becomes active, appearing as a translucent red color, and deflects the attack in respects to strengths and weaknesses. The technique was created as a means of allowing the user to engage in Taijutsu maneuvers without having to worry about techniques like Chidori Stream, allowing them to execute their maneuvers. The barrier does not cause any additional damage or enhancements to the user's body, even though it is tangible, and comes into effect when struck by a person or technique.

Notes:

-Can only be taught by Riker

-Must have mastered Basic Fuuinjutsu

-No Fuuinjutsu above A-rank in the next turn

-Lasts for four turns maximum and can be used twice per battle

-Technique respects elemental strengths and weaknesses, meaning that higher ranked elemental Ninjutsu will break through, and elemental ninjutsu of the same rank cancel out with the barrier.

-Barrier is self-sustaining, meaning user is free to perform other techniques while it is active



(Dainamikku Entori) - Dynamic Entry

Rank: D

Type:Attack

Range:Short

Chakra Cost:N/A

Damage Points:20 (+10 =30)

Description:A taijutsu attack were the user does a jumping kick into the opponents face.
 

Venom

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With the snakes gone thanks to the help from Raiden, Kuma passively activates the 5th gate. As he did so he would lock on to the target and dash directly at him. Using the momentum from the dash, he would ram his knee into the man's sternum at an angle to have him lean forward. Not finish there he would use his elbow and hit the man in the back of his head. With the added power from the EIG, the blow should easily knock someone out for a while.

As for Raiden, he'd clap his hand together to place the man within a genjutsu. The genjutsu was timed perfectly to affect the man after he created the body armor that got canceled out by the Harmattan disc. Basically have the Taijutsu attack and genjutsu within the same timeframe.

Within the Genjutsu, the wizard would see snakes seemingly summon from below. Slithering up the man's body and squeezing him. Paralyzing him in reality as Kuma comes in for the attack.

Hachimon ) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.

( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

Rīfu Oshitsubusu Bōfū) Leaf Crushing Storm
Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60 (+30)
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.

Genjutsu: Oshitsubusu Hebi Kubire ) - Illusion Technique: Crushing Snake Constriction
Rank: B
Type: Offensive, Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Description: The user puts the opponent into a genjutsu which has snakes appear beneath the opponent to constrict them and with the users command, they crush the opponent. In reality, the opponent is immobilized and takes damage due to the stress on his mind.
 

Solf J Kimblee

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Muzan can hear the charge up of the being that came from the coffin from earlier and stops and looks at it but at the same time he was placed in a genjutsu which was easily purge from his body by his medical gauntlet which alerted him and disrupted the genjutsu passively. The being was rushing at him at a speed he couldn't move at and couldn't fully track. It was blurry just a little bit by 2.50 speed(Kumo 11 x3.5 =38.50 Speed 10+4=14 +4 =18 x2 =36 Tracking).

(Iryō-yō Gantoretto ) - Medical Gauntlet
Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The medical gauntlet is a gauntlet that is also a computer that was created by Korra for gathering data and storing it. The gauntlet is a standard gauntlet with a touch screen/holo display. The screen always faces up no matter what angle the user has their arm up. The gauntlet also has an opening to fit in 5 test tube the user can use to store poison vials or DNA vials. With the DNA/Poison being stored the user is able to scan and learn about the KG/AE in the DNA as well as antidotes for poisons. In the NW the gauntlet can connect to any NPC computer to send and take files for the user. If other users have a gauntlet they can communicate with each other landmarks away to share important info faster. This is done by incorporating a similar sealing technique like (Fuuinjutsu: Kami Komyunikēshon) Sealing Arts: Scroll Communication technique to allow for the communication. The gauntlet computer that also can alert the user to when their chakra system is disrupted and in a genjutsu. The Gauntlet can release a burst of chakra into the user and break them out of A rank and below genjutsu. It can also alert the user to any damage they have taken and to what extent.
Note: Must be placed in the user's bio or posted at the beginning of the fight
Note: Must be taught by Korra
Note: Only 1 Gauntlet per bio

He grabs for his wand in his suit and does a curse that would intercept the being with a black energy. This would cut through the being's legs and with it being a Dark Magic it would be permanent but seeing its and Edo I wouldn't know thats up to the mods to decide on how DA works with something like Edo. The being would slide against the ground seeing as it has lost its legs. Muzan instead of heading towards the enemy and leaps backwards while keeping an eye on both of the people.

Sectumsempra Curse: - Defensive/Offensive

  • Sectumsempra ( Sectumsempra ) is a curse whose effect is the equivalent of an "invisible" sword; it is used to slash the victim from a distance, causing rather deep wounds. The slash follows the user's wand movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. Due to the depths of the cut, the victim’s run the risk of dying from blood loss if medic treatment is not applied in time, if the wounds are not instantly fatal. Though the aforementioned medjutsu may heal the wounds and may prevent scars, any body parts that have been severed by this curse cannot be grown back ( a trait of dark magic's permanent effects ). This can only be used 4 times, each with a two turn usage limit in between uses. This also can only be used up to mid range, it's effectiveness and lethality raised through closeness. After using, the user cannot use S rank Dark Arts and higher next turn.
 

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Will submit fight for grading. With your last move as I mention I don't think it works. Your tracking nor speed matches Kuma's speed for you to react in time to do that move.
 

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Official Grading

Alright so I was asked by Venom to grade this battle between himself and Solf. Now this is my first time doing any sort of battle grading, so please bare in mind I may make mistake/misunderstand something. I’m just as human as anyone else, so therefore we’ll be going into this acknowledging this. Now then, I’ll be doing this in a rather brief turn by turn look in order to determine whom had the better move in x turn. The winner of x turn will gain one point to their final total, which in the end the person with the highest score wins. In the case of a turn where both combatants are equal and not in any favor, both will be awarded the point. Now then, now that’s outta the way, let’s get right into things.

Turn 1: Venom starts with a combination of Fuinjutsu, releasing the steel balls for that CFS while encompassing the fuinscript with another barrier. Solf replies with passively activating Legemency – and trying to punch the steel balls. The first issue with this is that the steel balls produce a MIE like suppression; which means that if you allowed it get so close to you in the first place, you’d basically be physically unable to actually strike it. Let along trying to utilize your wand to cast Conjuration. All in all, it feel Solf’s counter for this wouldn’t be valid, again if you have issues with this ask me to elaborate later on and explain you’re case. However, with the nature of these fights, I have to take this into account even if Venom replies as if it worked. This turn goes to Venom.

Turn 2: Venom’s move once more is him reacting to the staffs Muzan made to go after him. He releases another pair of the steel balls once more but with a different intention. The would instead seal the staffs, and added their power into it and as it then heads towards the opponent. Cool, now this is where it comes into a bit of a confusion for me. Your previous technique says “Note: Can only be used on A-Ranks and below and no Fuuin for two turns”. So, this would mean that you can’t utilize this CFSJ since it’s Fuinjutsu. However I assume you used it with the intent that the barrier didn’t trigger as intended. So I’ll give you the benefit of the doubt for this round (subject to change if needed). Utilized my infamous Emergency Provisions in also increase the sealing potentcy. Classic stuff. Solf’s reply is him utilizing his sound technique to destroy the steel ball before it reached short range of him. Then follows up trying to utilize Heavenly Weeping. This is a neutral round for me honestly, but if the hiccup on Venom part is legit then the point would go to Solf as then you’re move wouldn’t have worked at all as intended.

Turn 3: Venom starts turn by combination the new freeform dodge mechanic while summoning his edo tensai. He then runs in an arc, uses the earth seven sword to make a stone dragon to come after Muzan. Basic stuff yet effective I suppose. Muzan then replied by using the Bombardment Charm to attempt to blast the coffin before the edo was released from within it. I find that hella amusing ngl lmao. He then made a sword with conjuration to try and slash through the stone dragon. The problem with that is that the dragon is 105 DMG vs a 80 DMG (unless I’m missing some sort of boost here). This would have made the clash been won in favor of the dragon. I made sure to read the previous two moves again to see what might have allowed to increased the spell’s power but couldn’t find it. This would have been a neutral turn again but that last portion is pretty crucial, so unless I’m pointed into, he direction of this empowerment, the point goes to Venom.

Turn 4: Venom uses Wuji Dao to block the Bombardment Spell, fair enough. Muzan replies summoning a snake underneath the opponent as it attempts to do it’s thing. Solf then uses the spell in order to try and keep tabs on Venom in the long run. A good idea when facing a Hayabusa haha. I know I haven’t been talking about the Legimency vs Spirituality thing but the reason is they aren’t as super relevant in the situation atm. Neutral round again.

Turn 5: Venom releases disks of his CE towards the snake and the opponent. Pretty good idea here, cause you’re edo is immune to dying anyways so I guess it was a well-used move. Muzan makes his barrier to protect himself, then proceeds to try and utilize Dynamic Entry. Nothing special about this turn again, thus I deem it neutral. I know I sound like a broken record but aye, allow me lmao.

Turn 6: Venom continues the fight with his edo tensei activating one of the Eight Inner Gates, as it proceeds to attempt to blitz towards Muzan. Venom also intend utilizes an illusion to try and keep Muzan paralyzed, unable to move. Pretty standard combo, but now with Muzan – he utilizes his medical gauntlet in order to break the illusion easily, however he then tries to utilize another spell in order to try and stop the edo. Now, is it possible? Yes, the reason is judging by the distance – id argue that Muzan has a little bit of a timeframe window in order to cast his spell, but I do see a logic in how accurate he can aim given that Kuma is a blur him. In cases like this, AoE are you’re best bet rather than a stream/beam etc unless it’s really wide. As for it the spell would cause the edo to perma lose it’s leg? I doubt it, as the only thing known to cause an edo to take “perma” damage is the Truth-Seeking Balls, which of course these aren’t on that level of jutsu. Anyways, I do believe this to be the hardest turn to judge but I have to grant this to Venom. Despite my belief that Muzan can still hit the edo, I am against the fact that it would be as accurate to strike his legs as he insisted.

Anyways, that concludes my grading. In the end, we have Venom with 6 Points Total. Solf has 3 Points. Now before either of you go and put this up for exchange, please message me on Discord first just to make sure everything is cleared up, ok? I do have a few concerns that I addressed in some turns, which if you can agree with, the points might change around. Anyways, good fight both you, my only critic is Solf if you’re gonna use these Wizard Spells, please post the whole technique – it makes things infinitely better when we sensei/mods have to grade these fights. Venom? Please be a bit more descriptive when you make moves, I know you sometimes just reply with whatever seems to work but your moves are often really open ended and leaves a lot of room for interpretation. Anyways, my job here is done, for now. Ciao~ @Venom @Solf J Kimblee
 
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