Practice makes perfect [closed]

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
Location: A meadow filled with a bunch abnorbally tall and pretty dandelions. There is a huge lake, plenty of trees nearby and the sun is setting.
Start mid ranged
All out, basically whatever we need to do to practice efficiently.
Unofficial.
You should start
 
  • Like
Reactions: Michael92

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
Desmond, Cynn, and his two auto puppets walk into the field of dandelions? "Why am I in a field of dandelions? he thought to himself. Cynn being mentally linked to him would answer You agreed to spar with one of the new members of the village. Oh right. now looking at the blonde haired woman in front of him, You must be one of the new members, the name is Grenth and no this skull isn't my real face . Pulling out two scrolls Desmond summons forth two puppets and immediately brings them to life whilst simultaneously activating his byakugan. Well once you introduce yourself you can either start this or I can.
-----
Chakra: 2100-40-40-20-15=1995

Jutsu:
~(Ōtsutsuki Ningyō: Barutazāru) - Ōtsutsuki Puppet: Balthazar
Type: Puppet
Rank: S
Range: Mid-Long(Purge)
Chakra: 40(Summon/Abilities), 20(Purge)
Damage: 80(Freeform), 10-80(Purge)
Description: Balthazar is designed after the God of war, fire, and courage from Tyrian lore. Balthazar looks like a walking suit of armor obsidian black armor with a spiked helm, wolf head pauldrons, and skulls adorning his chest plate; in between each piece of metal, he glows with the color of fire. Being a Ōtsutsuki puppet Balthazar is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Balthazar is made up of multiple layers of chakra metal with the bottom layer lined with various needles and has an artificial circulatory system woven into his body. Along with the ability to perform puppetry techniques, he is built with a few unique ones of his own.

Abilities:
Weapons:
Balthazar being the God of war wields a black long sword with wolf head hilt and black shield with a wolf head adorning the front of it. By channeling the appropriate chakra into the sword Balthazar becomes capable of performing non-elemental kenjutsu. Balthazar’s shield, when infused with chakra, is capable of defending against elemental ninjutsu B-rank and below within reason.

Armor:
Balthazar at the will of the user can be disassembled and reassembled onto a target as armor. When worn the user is granted the added defenses of the puppet but is also passively enhance for war due to the puppet. Once the armor is placed upon the target several needles laced with enough adrenaline penetrate the skin granting the user a passive 1.5x increase to their base speed.

Purge:
This function is hidden inside of Balthazar in the form of several seals that are etched into his armor capable of absorbing up to two A-Rank fire techniques regardless of size (not simultaneously). This, however, isn’t the only function of the seals. When releasing, the user can release the sealed fire in the form of a giant maelstrom that engulfs and turns anything in the vicinity to ash.

Notes:
~Adrenaline lasts up to four turns and is usable once per event.
~Purge ability can only be released twice per event
~Can only be taught by Pyro NB

~(Ōtsutsuki Ningyō: Merandōru) - Ōtsutsuki Puppet: Melandru
Type: Puppet
Rank: S
Range: Short-Long (Arrows)
Chakra: 40
Damage: 80(Freeform), 40(Arrows), 80(Barrage/Debilitating)
Description: Melandru is based on the Goddess of nature, earth, and growth from Tyrian lore. Melandru has a human female torso and a lower body designed to look like it’s made up of wood; her body has very intricate designs on it to make it look like she is covered in bark and leaves of trees with colors to match. Being a Ōtsutsuki puppet Melandru is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Melandru is made up of multiple layers of chakra metal with active camo on the outermost layer and has an artificial circulatory system woven into her body. Along with the ability to perform puppetry techniques, she wields a metal longbow and is built with a few unique ones of his own.

Abilities:
Armor/Arrows:
The active camo built into Melandru works more like a chameleons skin versus traditional active camo. When entering a battle or simply when ordered to Melandru passively changes her color configuration to match that of the surrounding environment. Unlike complete invisibility, she has to remain still or else run the risk of being spotted by the enemy. Melandru’s bow is made of the same material as she is but her arrows are made up of B-rank chakra infused earth. Melandru has four different arrow abilities that she can interchange between.

Barrage:
The first utilizes a set of seals placed along the shaft of her arrows; these seals when triggered release from them hundreds of more arrows broadening the range of her attack. This barrage can cover a 15m radius around its initial target and is the equivalent to S-Rank in damage.

Debilitating Shot:
With the second ability, she utilizes an arrow soaked in a mixture of several blood thinning herbs. Upon entering short-range of the target the arrow ignites several flashbang seals etched into it causing temporary blindness(1 turn) and also sending shards of the arrow flying in in all directions. These shards will cut and embed themselves into anything within a 5m radius of the initial explosion causing those hit to bleed continuously for 3 turns(-5 health per turn) and is S-rank in terms of the initial damage.

Seeking Arrow:
The third ability can only be used on her regular arrows which once loose she can command to track a foreign chakra target in case they attempt to evade or cause it to bend around opponents attempted defense no matter what the angle. Another feature of this ability allows the arrow to branch off to track and hit up to two additional targets but also lowering the dmg done.

Notes:
~Barrage can be used once every 2 turns
~Debilitating has a 2 turn cooldown
~Seeking has a 1 turn cooldown
~Can only be taught by Pyro NB

(Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (-5 per turn used per puppet)
Damage: N/A
Description: As the founders of the puppetry technique, the Otsutuski clan have made great strides in mechanical engineering which has allowed them to make various multi-purposed puppets. However, they've also made strides in the manipulation of these puppets, granting them the ability to utilize their puppets remotely and without the need for chakra strings. Otsutsuki shinobi are capable of embedding their chakra into their puppets to allow them to act on their own recognizance as pseudo-sentient beings, independent of the user's direct control. Because they are free enough to act independently they simulate robots or clones in this regard. As a result, the puppets are free to move about at much longer ranges than they would under the control of chakra strings. However, due to the advanced chakra manipulation required for this technique, the user cannot cannot use any sort of clone jutsu whilst their chakra fuel the puppets. The user can control up to 3 puppets in total with this technique and can maintain it as long as their chakra allows them to.

Notes:
~Puppets used under this technique have the same freedom of movement as any other sentient being (clones, summons, shinobi, etc).
~For humanoid like puppets, aside from their mechanized capabilities, they are allowed to use ordinary, non-chakra oriented taijutsu.
~Unlike actual clones, puppets cannot be put under genjutsu, nor will the user gain knowledge of the puppets experience if they are destroyed or the technique is released. Puppets are not linked to their user through any means that would allow them to sense each other's presence through this technique.

(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of hand seals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.
Reference:
(Gurentsu~e) - Grenth
Type: Weapon/Armor
Rank: S
Range: Short(gas/blades)-Mid(Skulls)
Chakra: 40(repair), X(-arm technique used), -5 per turn(Shijima Device)
Damage: +10(blade damage), X(poison dmg), X(arm technique dmg)
Description: Grenth is an armor based on the Tyrian God of Death; it was created by Desmond upon joining the Reapers. It is comprised of an animal skull, dense chakra metal pauldrons/chest plate/vambraces/tasset/greaves/sabatons, cloth lined with a chakra thread mesh, and leather straps. Altogether the armor is able to take up to one S-Rank of non-elemental dmg and up to one A-Rank of elemental dmg within reason. Unless the armor is completely destroyed the user can spend 40 chakra to infuse into the metal causing it to reform.

The skull mask is repurposed to function as a rebreather allowing the user to breathe underwater without making bubbles and a redesigned Shijima device built in as headphones. By flipping a switch the headphones activate draining 5 chakra from the user per turn allowing all chakra enhanced sounds A-Rank and below to be met with white noise preventing the sound from reaching the user's ears. On the right pauldron are five detachable skulls that can be filled with poison gas and tossed like a grenade at opponents; alternatively the user can push a button at the top of the skull sprouting a skeletal body no bigger than a 2yr old allowing the skull to chase down/latch onto enemies before releasing their poison. The vambraces are designed with puppetry in mind and were built to accommodate the use of any arm based puppetry techniques the user may know as well as release poisonous gas. The sash has three heads and a man being dragged to hell on either side of them molded into it. These are filled with poisonous gas that can be released at the will of the user. Attached to the sash is a long decorative cloth that has darken blades woven into the seams; due to their coloration, they aren’t noticeable by any means. The greaves have 8in hidden blades in the upper area and are filled with gas that can be released at any time. The sabatons have 8in hidden blades in the frontward soles.

Notes:
~Repairing counts as a move slot and can only be done twice.
~Utilizing puppetry techniques count as a move slot
~Utilizing gas while freeform takes a move slot
~Skulls can each contain different poisons which must be mentioned in bio
~Requires puppetry and some form of med training to utilize those fields
~Can only be taught by Pyro NB

(Kuchiyose no Jutsu: Cynn) - Summoning Technique: Cynn
Rank: S-Rank
Range: Short
Damage: N/A
Chakra: 40
Description: Cynn is the oldest of Azrael's children and has brown and beige fur with traces of yellow and black. She stands about 7ft tall when standing on two legs and can be ridden when on all fours. Unlike most of her kind, she was born with the inability to speak but granted the ability to communicate telepathically to those she trust. She has also been Keji's personal summon since the day he first discovered the species. Due to this they've trained side for years granting her more tai prowess compared to her peers(+10 to all tai) and has since matched Keji speed(w/o leg weights).

Notes:
~Must have signed Springhare contract and tattoo
~Moves count as users moves
~Can only be summoned once per battle
~Can only stay for 4 turns
~Can only be summoned/taught by Keji
 

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
Rebekah watches as two beautiful puppets birth into existence. The man that stands before her wears armor that is completely contrasted with their delicate environment. It is enough to cause a lighthearted chuckle to escape her lips. "Hello Grenth, my name's Rebekah and if we're answering questions that we get a lot, yes all these random tattoos do have a purpose."

A nice, cool breeze flutters past her. It was time for her to prepare herself just as he did.

Ketsugō Shi | Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.
( 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.
(Futon: Kaosu no ude | Wind Release: Arms of Choas)
Type: Offensive/Defense
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform three handseals to begin with. Then, protruding from their back will emerge multiple of translucent/luminous arms (or just one) that will stretch to any distance and length to reach their opponent. These arms are made out of sharp winds, results of the user manipulating their chakra. The user has complete control over the arms and each arm can take a different path, coming at the enemy from any angle. Also, being formed by sharp winds, the hands can easily pierce straight through the targets skin and body structure. It will also be able to pierce through any Earth/Water technique/defense lower than C-B/A ranking. The translucent arms can be heard by a very low, distinct noise created by the friction of the wind, however, when coming from all sides, it can be hard to distinguish where the arms are coming from. At short ranged, the hands prove to be more lethal and when they are reaching out towards the enemy, they have suction from their palms that pull the enemy towards them, making it harder for them to evade the arms. Or, for situational defense purposes, the palms can reverse the suction and blow out high-powered wind, strong enough to push back a large summoning creature. The user can chose to split 2 of the arms into 4 at any given moment, and so on. Also, the hands/hand can be used as shields to defend off projectiles or certain Lightning techniques.
Notes:
- Can only be taught by Chihaya
- The technique can only be used three times in battle, with a one turn cool-down
- The arms last three turns and can be activated whenever the user chooses
- The hands are the same size of the users human hands
- With the arms activated, the user cannot use an S ranked wind jutsu or above

You must be registered for see images

You must be registered for see images

You must be registered for see images
Rebekah creates one handseal and then everything seemingly appears to go dark for Desmond. Immediately, the sigil on Rebekah's ribcage heats up and her presence becomes unknown. She has become untraceable by even chakra sensing. Rebekah then begins to maneuver throughout the battle field quickly, silently, and efficiently, in the direction of Desmond but not the direct path. Being a primary wind user, Rebekah has already formed one hand seal and has caused 5, translucent arms to branch out from her back. As her legs dance towards Desmond, the four arms are piercing at high speeds towards each of his puppets, where suction is present from the palms. Low pitched friction sounds of wind can be heard emitting from the hands, but because of their displacement all over the battlefield and around him and his puppets, the sound more or less acts as confusion. There is a lot to pay attention to and a lot of action that is required. Rebekah keeps one of the arms straight out in front of her where it seemingly is reaching for Desmond but is also there for protection.

Base health = 160 / Base chakra = 1,600
1,600-20-40-30 = 1510
 
Last edited:

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
Interesting... but before he could finish his thought his vision suddenly went dark however he still was able to see Rebekah's and Cynn's chakra until Rebekah's completely vanished. Knowing that he couldn't just suddenly go blind, Desmond performed the diagnostic skill on himself to check for pathogens though no pathogens were found he did discover his chakra was acting irregularly meaning he was potentially placed under a genjutsu. Cynn let Desmond know Rebekah was beginning to advance and in response, he spoke Balthazar vanguard, P1 flank left, P2 right, Cynn point, Melandru support. Desmond released poison from every pore of his body shrouding himself in a liquid poison cloak whilst breaking himself from the genjutsu as a poisoned arm extended towards his target, Simultaneously Balthazar began running full speed shield raised closing the gap between himself and Rebekah, whilst simultaneously the rest of the party carried out their actions. Cynn would move 5 m in front of Desmond Melandru 5m behind and P1/P2 5m to either side of Balthazar arcing towards Rebekah.
-----
Chakra: 1995-5-40=1950

Jutsu:
(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materializing it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defense against things that form of poison is strong to for example a liquid shroud will allow for the defense of even Forbidden rank fire release as the liquid vaporizes into its gaseous state while also being able to take on two S rank fire techniques. Alternatively, if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally, by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However, this can only be done once per usage.

The cloak can additionally be used to attack an opponent by using it as an S rank construct with it being able to travel up to mid range from them in any direction creating tentacles and hands that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at their base running speed the wings themselves are more cosmetic than anything else as the gaseous cloak is what allows the flight. This is because it has enough substance to pick up and move the user and by being manipulated it can carry the user throughout a battlefield allowing them to hover or glide. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects. The cloak can support A-rank and below poison techniques allowing it to be used as a source for things such as Poison Creation or other similar poison techniques.

Note:
~Can be used twice per battle lasting three turns per use
~Can only be used to attack as an S rank construct once per turn and costs a move slot after the turn of creation
~Twice per battle, once per turn and passively per cloak creation the user can use the gaseous cloak to avoid incoming techniques.
 
Last edited:
  • Like
Reactions: Howard

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
Rebekah arks an eyebrow as Desmond mumbles something. He broke himself from her genjutsu and just as he begins to release a poison cloak around him, his puppets begin positioning themselves, too. Rebekah's legs never stop moving. Instead of moving forward, she hops into the air, her transparent arms swaying and placing themselves in front of each of his puppets paths. The hands then release high power winds strong enough to push back a summoning creature. Because Balthazar, Melandru and Demond are in the same path, it disorts any plans that were present. Hoping back a little bit, Rebekah speaks. The arms then retreat back and hover around her, guarding her.

"Your puppets all seem to want to play with me, but I really am only looking for one opponent. I don't mean to disappoint your creations, but would a taijutsu battle be possible?"

Rebekah stands, her body eversoslighly swaying with the wind. She knew she needed to practice hand to hand combat, and that a puppet user or one of his puppets may gain experience doing so as well.
 

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
Desmond watches as his two auto puppets are shattered and Balthazar is pushed back, however, he would slam his sword and dig his feet into the ground stopping him from slamming into Cynn. Just before Desmond's poison arm grabbed Rebekah's throat she spoke, to which immediately after she finished Cynn vanished and reappeared before her hardening her skin turning it a dark grey whilst simultaneously slamming her right elbow into Rebekah's solar plexus whilst using her left. As this was happening Rebekah would hear a strange voice in her head You got it... Desmond would disperse his cloak and watch the fight.
-----
Chakra: 1950-5=1945

Jutsu:
(Doton: Domu) – Earth Release: Earth Spear Technique
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+40 to physical attacks)
Description: After performing the Snake hand seal the user will channel their chakra throughout their entire body, which then hardens their skin to a steel-like quality. This increases their defensive power to the utmost limits. The user’s skin also becomes much darker, an almost black color. The destructive power of physical attacks is increased, making this a great, all purpose technique. But this technique when activated leaves the user vulnerable to lightning based techniques.
Note: Kakuzu bios can use this technique without the need for hand seals

(Konoha Kaiganshō) - Leaf Rock Destroying Rise
Rank: B
Type: Attack
Range: short - mid
Chakra cost: N/A
Damage points: 40+40+10=90
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.
Reference:
(Kuchiyose no Jutsu: Cynn) - Summoning Technique: Cynn
Rank: S-Rank
Range: Short
Damage: N/A
Chakra: 40
Description: Cynn is the oldest of Azrael's children and has brown and beige fur with traces of yellow and black. She stands about 7ft tall when standing on two legs and can be ridden when on all fours. Unlike most of her kind, she was born with the inability to speak but granted the ability to communicate telepathically to those she trust. She has also been Keji's personal summon since the day he first discovered the species. Due to this they've trained side for years granting her more tai prowess compared to her peers(+10 to all tai) and has since matched Desmond's speed(w/o leg weights).

Notes:
~Must have signed Springhare contract and tattoo
~Moves count as users moves
~Can only be summoned once per battle
~Can only stay for 4 turns
~Can only be summoned/taught by Keji
 

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
Rebekah's heart jumps as Cynn appears directly in front of her. The body hardens as her momentum is released into her elbow as she attempts to drive it forward into Rebekah's stomach. Rebekah acts quick, as simultaneously her knee rises and her elbow slams downward, clenching Cynns arm in between. "Woah," Immediately after, Rebekah spins using her alternative leg, causing her other limbs to release Cynn's arm and follow in the path of her upcoming kick. She performs a roundhouse kick, the strands of her hair releasing sharp splinters of wind towards Cynn before the kick has landed, as the upper body of a roundhouse kick rotates first.

(Kōsa Hō) – Intersection method
Rank: B
Type: Defence
Range: Short
Chakra cost: N/A
Damage points: 40
Description: With this jutsu, the user is able to intercept and counter an oncoming taijutsu technique by raising the knee, and driving the elbow downwards at the same time. This catches the attacking limb between his two limbs, and drives the elbow down with great force, effectively shattering the bone.
(Futon: Medeyūsa no deshi | Wind Release: Medusa's Apprentice)
Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage: 80
Description: While in CQC or while arms length from their opponent, the user will weave their wind-based chakra into the strands of their hair. The user will then perform a very quick roundhouse kick, using the winds to make the kick faster than normal. Due to the immense momentum that the roundhouse kick provides, the users hair interacts perfectly with the wind so that it naturally follows the same traveling pattern. During a roundhouse kick, the users upperbody and head turns before the kick is produced. However, it's all one fluid motion, so the moment before the kick is executed, as the hair whips around, it will directly shoot out many fast sharp slices of wind towards the opponent. The slices of wind are as long and thin as the users hair and are sent out all at once, finishing just in time for the roundhouse kick to be completed swiftly. The sharp slices are capable of ripping through earth/water defenses with no trouble at all. Additionally, the user can also use this technique in conjunction with other Taijutsu techniques. Naturally, the hair will follow the same pattern that technique provides, making it possible that the wind slices can be sent from various angles too.
Notes:
- Can only be taught by Chihaya
- Exclusive to females or male bios with long hair
- Hair must be at least shoulder length
- May only use two times in battle with a one turn cooldown
- No other S ranked wind techs during the same turn

You must be registered for see images


Ignore the first kick that sends the water bottle into the air. As you can see, the upper body spins first along with the neck and hair. That is when the strands of wind are released.
Chakra = 1510 - 40 = 1470
 
Last edited:

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
As her elbow was stopped Cynn channeled chakra directly into Rebekah causing her to weigh 100x more than normal and effectively rendering her immobilized as she simultaneously spun to the right raising her right leg up into a strong back kick into her exposed abdomen.
-----
Chakra: 1945-5=1940

Justsu:
(Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+40 if used to add damage)
Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks.
Note: The weight change lasts 2 turns or until countered.


(Konoha Gōriki Senpū ) - Leaf Strong Whirlwind
Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 40+40+10=90
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.
 

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
Rebekah processes the situation quickly, decreasing the weight of her heavy body. With her body being nearly completely weightless now, her speed is dramatically affected, allowing her to defend herself quicker than the leg that is coming towards her. She spins counter-clockwise out of the immediate path of the kick, and with her boosted speed, continues the backward spin, resulting in a kick from the back of her foot directly into the back joint of Cynn with crazy force. Any stumble, footstep and spin of her own since the beginning of her turn, Rebekah used to her advantage and had secretly covered the ground around her and her opponent with 5 invisible chakra circles, in which can be activated whenever she chooses, allowing for great blasts/beams of wind to protrude from them. One of the five circles is directly under her feet, giving her a means of escape if she needs one.

(Doton: Chōkeijūgan no Jutsu) - Earth Release: Earth Release: Ultra Light-Weight Rock Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A (-40 if used to boost speed of a physical attack)
Description: A more advanced version of the Earth Release: Light-Weight Rock Technique, in which the user drastically decreases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. The technique can decrease the weight of the target to virtually zero but the bigger the target, the more time is needed.
Note: The weight change lasts 2 turns or until countered.
(Konoha Toppū ) - Leaf Gust
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description:
Using simple, yet effective movement when performing a counter attack or a freeform hand attack, the user will manage to spin rapidly and performs a strong rotative high kick to hit the opponent. The technique can be triggered in many ways and more than one kick can be delivered if the user manages to gather enough momentum.
(Futon: Tengoku no rifuto | Wind Release: Heaven's Lift)
Type: Supplementry/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A | 60 to an opponent
Description: The user will chose to draw 1-5 hand-width circles in the ground either by dragging their foot or by focusing their wind-based chakra onto the ground and engraving the circle. The action is so minuscule and natural, the opponent may not even notice depending on how the user integrates it with their movements. The circle or circles can be drawn turns before or during a fight or anytime on the battle field. When the user chooses, they will then activate the chakra circle by stepping on it or clapping their hands together. If the user activates the circle by stepping on the circle, they will be blasted/carried knowingly into the air by a beam of wind. This is great for quickly avoiding techniques by launching into the air. The height at which the user is launched is mid ranged into the air, that way the user may land safely on their feet. This allows them to be able to logically avoid small or large techniques of any nature. In contrast, the user can chose to have these circles act as "mines" for the opponent. Meaning, if the opponent steps on one, they will be unknowingly launched into the air, taking on grave injuries from the surprise impact. The reason why it will hurt the opponent but not the user is because the user is knowing of the mines, being able to stiffen their body and prepare for the launch. As to the enemy, who will be abruptly launched upwards, their joints lose and unaware.
Notes:
- The circles only last up to 3 turns or until they are smudged away somehow
- May only be used up to four times in battle, with a one turn cool down
- Can only be taught by Chihaya

Chakra: 1470-30 -40 = 1400
 

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
As Cynn went to kick Rebekah countered her weight disadvantaged and dodged out of the way, though seeing this Cynn turned the ground immediately behind Rebekah into a 10x10x10m swamp. This swamp would bind Rebekah's legs as Cynn regained her fighting stance hardened her body more and simultaneously jumped kicked Rebekah in the chest, before disappearing and reappearing behind hind her kicking her again though she wouldn't move anywhere due to the swamp then reappearing above her kicking her head and upper body into the swamp.
-----
Chakra: 1940-5=1935

Jutsu:
(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non-flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depend on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.

(Doton: Koka no Jutsu) - Earth Release: Hardening Technique
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 armor or rock much bigger and bulkier than the user's original size. The armor 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 apart from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

(Toripuru Dainamikku Entorii) -Triple Dynamic Entry
Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 40+10=50
Description: The user uses Dynamic Entry on the opponent and then appears behind them to use it again. They are blasted into the air where they use a third Dynamic Entry to knock the enemy to the ground with great force and speed.
 

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
Rebekah see's the ground around her transform and quickly notices that she is standing in a sticky mass of swampy earth. A sigil that grants her insane speed and power activates and she doesn't hesitate to crouch to avoid Cynn's kick, while simultaneously slapping her right hand onto the surface of ground, the earth beneath her quickly hardening. By this time, she had barely even sunken in, and what part of her feet that had been engulfed, is so close to the surface that a basic step and the action of pulling her leg from the ground is enough to break the newly hardened dirt. Seconds after, Rebekah swiftly and rapidy transitions into an upward palm punch straight to Cynn's chin, her neck joints proving to crack and twist and contort to the uppercut. Lightning buzzes around Rebekah's palm.

Ten no Kaisō | Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above
(Doton: Kachiku Kanshou) - Earth Release: Bovine Intervention
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This jutsu is based on the Earth Chakra's abilities to harden or soften any earth feature. By slamming the user's palm on the ground, or on any thrown or erupted earth structure, the user is able to harden or soften the said structure, all at once. The technique is based on the user's chakra reservations, and thus the area and volume of the feature the user wishes to change varies with it.
As described this technique has two variants:

(Buru no Ai Naguriai) Bison's Love Fist, which allows the structure struck by the right hand to harden immediately. Basically, any soft structure, such as Sand, Gravel or Mud (Created by Earth Release (Canon Element), not Mud Release (Custom Element) will turn into rock.

(Ushi no Nyuujou Kissu) Cow's Milky Kiss, which allows the structure struck by the left hand to soften immediately. Basically, any hard structure, such as Rock, Harden Mud or Earth will turn into sand.
Note: Can only be used three times per battle
Note: Courtesy of Lili-Chwan
(Raijin) - Zeus
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will strike the target into the air with a lightning infused uppercutting palm attack.
Chakra: 1400 - 30 - 20 - 30 = 1320
 
Last edited:

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
Rebekah effectively dodged and countered Cynn's assault but as her thigh reached Rebekah's head she would wrap her tail around her throat weighing her down once more(100x) as Cynn would land and follow up with a swift elbow strike into Rebekah's spinal cord. Give up human.
-----
Chakra: 1935-5=1930

Jutsu:
(Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+40 if used to add damage)
Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks.
Note: The weight change lasts 2 turns or until countered.

(Konoha Kaiganshō) - Leaf Rock Destroying Rise
Rank: B
Type: Attack
Range: short - mid
Chakra cost: N/A
Damage points: 40+10=50
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.
 

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
Rebekah feels herself suffocating as Cynn's tail grips around her neck and her weight increases. Anger bubbles within her and she allows for her lightning chakra to generate throughout her body, the energy dispersing throughout her skin. The weight is suddenly gone and Rebekah releases a burst of her earth chakra in which generates earth armor. Mandatory to the situation, Rebekah makes sure her open and exposed back is covered first with thick rock, while also rising her arms and placing her hands around her neck, where inevitably, the rock that is forming around Rebekah's body traps Cynn's tail. Cynn's strike collides with the rock and simultaneously, Rebekah has ordered the rock to create her a long, sharp sword in which she activates a sigil that gives it explosive properties and swivels it behind her and cuts off Cynn's tail, it being trapped by the rock and her movements being impaired because of it. Rebekah makes sure that her sword skims the back of her rock armor simultaneously, that way no matter what diversions may happen, the blast gets activated by coming in contact with an object. The second it comes in contact with her tail and the rock, the unstable Divine Val bursts in an omni-directional matter, bursting through and overloading anything within 5 meters of the sword.

(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current
Type: Offensive/Defensive
Rank: A
Range: Short (Mid if channeled through a medium)
Chakra: 30
Damage: N/A (+10 if used to boost weapon damage)
Description: This jutsu allows the user to generate non-focused electricity from their body. It can be used as an omnidirectional attack or be channeled through weapons, the ground or other conductive mediums. Because the electricity isn't focused, it doesn't kill on contact, instead it has great numbing and paralyzing effects. To channel Nagashi through a medium, the user needs to focus the technique into one of his hands which will then be put in contact with the medium and can only choose to either do a widespread attack throughout his whole body or to channel it into something; he cannot achieve both usages at the same time. Despite not having much destructive or damaging properties, Nagashi can be used to destroy low rank earthen and wooden structures and even negate chakra on the ground to stop high ranked earth and wood techniques. It has also been noted that Lightning Specialists that have mastered Lightning to the highest degree can resist total paralyzation, although they still feel the pain and numbing effects.
Note: Paralyzation lasts 1 turn if successful but is ineffective against bios who have a primary Lightning Specialty

(Doton: Koka no Jutsu) - Earth Release: Hardening Technique
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.

Ten no Kaisō | Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above

EDIT: Adding Chakra:
1320 - 30 - 40 - 30 = 1220
 
Last edited:

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
Upon landing behind Rebekah Cynn noticed she'd had gotten lighter and upon striking her in the back felt the hardened armor. Seeing the rudimentary sword swing Cynn swiftly and effectively knocked it back to the ground with downwards palm thrust to Rebekah's wrist. This, however, caused an explosion separating Cynn from Rebekah and creating a 5m gap between the two. Standing on all fours Rebekah would here Desmond speak, Well this is quite interesting to watch ladies.
-----
Chakra: 1930-5=1925

Jutsu:
(Asshō) - Pressure Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30+10=40
Description: The user strikes their opponent with a downwards thrust striking them to the floor.
 

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
Now that Cynn has created space between them, Rebekah decides to test out her abilities once again. Rebekah glances at Desmond and gives a playful smirk to his comment. A sigil activates on her ribs and her chakra blends into the nature energy around her, leaving her untraceable through chakra sensing. Activating another sigil, Rebekah appears to dissolve into the air and blends into the nature energy around her physically. With her appearance and chakra seeming to have vanished, Rebekah changes positioning secretly. Because of all the previous attacks that have altered their surroundings, the vast majority of the earth around them is just solid ground and completely dried out and decimated. Nothing gives away her positioning as she re-materializes and lets off a raw, divine, lethal blast of Divine Val right behind Cynns head.

Ketsugō Shi | Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.
Kami no Shiwaza | Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).
Seresutiaruintento | Celestial Intent
Type: Offensive/Defensive
Rank:C-S (A rank)
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike.
Note: S-rank version can only be used by Archangels and above
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: No other S-rank Val techniques may be used in the same turn
Note: S-rank and above requires the usage of two handseals


Chakra:
1220 - 20 - 30 - 30 = 1140
 
Last edited:

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
Upon seeing Rebekah smirk and her chakra disappear once more Desmond swiftly placed a tag on the ground and wove a single hand seal at the same time as Rebekah. His seal would activate forming a barrier around the battlegrounds making him aware of all movement within it. As Rebekah began to rematerialize behind Cynn Desmond would relay the info to her to which she simultaneously covered her body in an earthen shell and thrust her left elbow behind her into Rebekah as she released her attack.
-----
Chakra: 1925-5-30=1890

Jutsu:
(Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique
Rank: A-Rank
Type: Supplementary
Range: Short-Long
Chakra cost: 30 (-10 per turn remaining active)
Damage points: N/A
Description: This is a detection type barrier which is simply a more advanced version of the (Kekkai: Tengai Hojin) - Barrier: Dome Method Formation technique and that can be used to surround an area and allows the user to monitor a certain area covering from the sky to underneath the ground creating a sphere. The user will create a tag with the 許可 (Kyoka) Kanji and place it on the ground, doing the confrontation hand seal afterward to activate it. After the barrier is erected, the user, if inside it, will be able to detect any enemy inside it, even if he hiding his presence. After that, anyone who enters or leaves the barrier is instantly detected as well as anything that moves inside it. Techniques that mask the user's presence are ineffective at avoiding detection as the barrier focuses on movement and displacement of matter, not solely on chakra detection. The barrier can also be moved according to the requirements of the user by moving the tag.
Note: Can only be used twice.

(Doton: Koka no Jutsu) - Earth Release: Hardening Technique
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 armor or rock much bigger and bulkier than the user's original size. The armor 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 apart from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

(Konoha Kaiganshō) - Leaf Rock Destroying Rise
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.
 

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
In the midst of her attack, Rebekah watches as Cynn's body rapidly takes on the appearance of rock. Knowing that her ability was just going to clash into the hardened surface, Rebekah cancels the blast and quickly decides to go for a rapid spinning move in which would resourcefully apply a dodging effect towards Cynn's elbow while also sending a powerful high kick. Regardless of if the attack hits, every step, spin and glide on the ground, Rebekah uses to her advantage, naturally and secretively creating chakra mines around Cynn and herself. Because of her already activated sigil (-10 chakra) they are undetectable.

( Konoha Toppū ) - Leaf Gust
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description:
Using simple, yet effective movement when performing a counter attack or a freeform hand attack, the user will manage to spin rapidly and performs a strong rotative high kick to hit the opponent. The technique can be triggered in many ways and more than one kick can be delivered if the user manages to gather enough momentum.

(Futon: Tengoku no rifuto | Wind Release: Heaven's Lift)
Type: Supplementry/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A | 60 to an opponent
Description: The user will chose to draw 1-5 hand-width circles in the ground either by dragging their foot or by focusing their wind-based chakra onto the ground and engraving the circle. The action is so minuscule and natural, the opponent may not even notice depending on how the user integrates it with their movements. The circle or circles can be drawn turns before or during a fight or anytime on the battle field. When the user chooses, they will then activate the chakra circle by stepping on it or clapping their hands together. If the user activates the circle by stepping on the circle, they will be blasted/carried knowingly into the air by a beam of wind. This is great for quickly avoiding techniques by launching into the air. The height at which the user is launched is mid ranged into the air, that way the user may land safely on their feet. This allows them to be able to logically avoid small or large techniques of any nature. In contrast, the user can chose to have these circles act as "mines" for the opponent. Meaning, if the opponent steps on one, they will be unknowingly launched into the air, taking on grave injuries from the surprise impact. The reason why it will hurt the opponent but not the user is because the user is knowing of the mines, being able to stiffen their body and prepare for the launch. As to the enemy, who will be abruptly launched upwards, their joints lose and unaware.
Notes:
- The circles only last up to 3 turns or until they are smudged away somehow
- May only be used up to four times in battle, with a one turn cool down
- Can only be taught by Chihaya
 

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
Has Rebekah's leg met with Cynn's arm several spikes three to be exact would forcefully emerge out from Cynn's armor and impale Rebekah's shin effectively breaking it in 3 places. Simultaneously after this Cynn released several mud shots from her mouth point blank into Rebekah.
-----
Chakra: 1890-5=1885

Jutsu:
(Doton: Fukusuu no Dorosandan) - Earth Release: Multiple Mudshot Technique
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: This jutsu is basically a widespread version of the Mudshot Technique; allowing the user to fire at multiple targets.
 

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
Rebekah takes the hit to the leg, a groan escaping her lips. The pain is there, but her strong mental resilience tells her to push through. As an instant reaction to the pain, she desires distance and safeness. Her anger and pain unleashes a massive chidori from her palm, her leg naturally peeling off of the spikes as she unleashes it. The lightning absorbs and roars through the mudshots, deleting them and, instantaneously breaking through Cynn's armor and electrocuting her body. Rebekah then stumbles back and creates distance, her breathing hard.

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
 

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,806
Kin
1,590💸
Kumi
10,937💴
Trait Points
0⚔️
Watching the assault Desmond saw Cynn get electrocuted just before dispersing and as the lightning continued onwards Desmond would Draw his fan and with a quick spin release a mass of wind from it that would rip through the incoming lightning and upon entering mid-range turn into a giant falcon in an attempt to grab the woman in front of him. Once firmly grasped in her beak the falcon would fly straight up before hurling itself back into the ground slamming her into it.
-----
Chakra: 1885-5-40=1840

Jutsu:
(Futon: Horusu no Reisu) - Wind Style: Wraith of Horus
Rank: S
Type: Offensive
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user waves their giant/war-fan while channeling chakra into it. As the fan crosses their body they will launch a large blast of wind that once mid-range from the user shapes into a large peregrine falcon. This Falcon will then ram into the target grasping it in its beak and ascend into the sky. Once high enough the falcon will begin to dive bomb crashing into the ground at breakneck speeds crushing the target.

Notes:
~Can only be used twice
~Has a 2 turn cooldown
~Must have war/giant fan
~Falcons speed is 1.5x the users
~No S-Rank or above futon the following turn
~Can only be taught by Keji
 
  • Like
Reactions: Chihaya
Top