Practice makes perfect [closed]

Chihaya

Pirate Queen
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As Grenth yanked out a fan and blasted towards her a gust of wind, Rebekah did not waste any time. She knew it would rip through the lightning and towards her. Smacking together two handseals, Rebekah would exhale Seaphic water from her mouth at the newly created falcon that emerged from the wind. The water in which appears like any normal water, spreads out into all directions and forces it'self forward, taking out the falcon and pushing onward towards Grenth. As this happens, Rebekah activates a sigil and charges alongside the water towards Grenth, decreasing the distance between them, her hair flapping in the chaos. A yellow aura began to emit from the wooden armor that held to her chest, and in her hand she held a scythe made of the same yellow. By this time, the water has already dismembered the falcon and has continued outward in every direction, engulfing Grenth. As the water captivates even the smallest part of him, Rebekah makes the density of the salt so heavy, moving isn't possible. The rest of the water continues forth, creating a dome and bubble around him. Then she activates a technique, creating specs of Nature Energy all around the battle field and bubble, where she then triggers the next part of the ability with a handeal, causing many lines of NE to strike through the bubble and piece into Grenth. Then they explode completely, taking out anything inside and around them.

(Seraphumizuton: Rahabu no Kodokuna Abisu; Sō Sensui)- Seraphic Water: Rahab's Lonely Abyss; Total Submergence
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: With two hand seals (Dog>Snake), the user will exhale a vast amount of Seraphic Water from his gullet appearing very much like the canon Water Bullet Technique. In fact, the two are virtually indistinguishable from each other due to Seraphic Water having the same texture and color as regular water. However, where the two techniques differ is that Rahab's Lonely Abyss, upon being spewed from the user, immediately spreads up to long ranged in all directions in the form of a great flood. As it spreads however, the outermost edges of the technique will begin to fold upward, creating a dome as it travels. This way, by the time the flood has reached long ranged, short and mid ranged distances would have been covered already. In the aftermath, the technique encapsulates the field in a bubble of Seraphic Water similar to Great Exploding Water Colliding Wave. However, where this technique retains its originality is that unlike regular water where the opponent has the privilege to move through, the user is able to either prevent or promote movement by any person/object while inside. Using the concentration shifting abilities the element is known for, the user can increase/decrease the concentration of Seraphic Water around any object or person inside the bubble. This can make swimming and moving completely impossible. Along with this the bubble carries the other effects of the element whereas if ingested it can cause nausea and vomiting as well as slowly sapping the moisture from living organisms. Although these effects aren't specifically outlined, if the opponent stays inside the bubble for the full three turns it is allowed to keep active, they will be killed as almost 80% of the moisture in their bodies would have been sucked from them. Increasing or decreasing concentration of Seraphic Water inside the orb will cost the user an extra move to perform but doesn't cost any additional chakra.
Note(s):
- Lasts three (3) turns with each use.
- Can only be used two (2) times, with a three (3) turn cool down between uses.
- Cannot perform any other Seraphic Water techniques above A ranked in the same turn this is performed.
- User will only be able to perform two moves per turn while this technique is active due to the chakra control needed.
- Once the technique has ended, the user is unable to perform SW techniques in the following turn.

(Dākubaputesuma) - Her Dark Baptism
Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: 40 to activate. (-5 every turn activated)
Damage Points: N/A
Description: This idea revolves around armor that utilizes Nature Energy. Nature Energy can logically be manipulated and solidified and contorted to a shinobi’s will, as long as they acquire the talent and skill set to do so. Because of this, the user has the ability to spawn a scythe (also purely made up of NE) from the armor.

The armor, Ambrosia, originated and was created on the island Purgatory, where Rebekah and her clan lived for many years mastering their use of Nature Energy. This resulted in the armor allowing surrounding NE to fluidly flow through it, giving it the ability to spawn Ambrose, a whip-like styche made up of NE as well (able to reach up to mid range).

Armor | Ambrosia:

Ambrosia is armor that Rebekah wears. It is made out of a thin layer of porous, flexible wood in which Nature Energy is constantly being drawn into, giving the wood the strength of strong, durable metal. This effect is granted by a Sigil placed upon the armor that grants it the property to attract and hold Natural Energy, alongside granting its wearer the ability to manipulate this NE for the Ambrosia's effects. NE also radiates roughly a couple inches beyond the armor, deeming the NE as the real defense. Only those who can manipulate NE effectively can wear and connect to this armor. It has the ability to spawn Ambrose at any given moment, through the means of releasing its Nature Energy and solidifying it.
This is similar to the appearance of the wood armor.
Yellow, transparent like Nature Energy floats around it.
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The armor itself only serves as protection and has the ability to do what Rebekah calls a "second chance". Nature Energy clashes with all elemental abilities equally, meaning if there is an S-rank elemental technique used, Rebekah can take the hit head on, the NE armor surrounding her disintegrating in the process and falling off, leaving her unharmed and only with basic wood armor that serves little to no purpose. This however also applies to elemental techniques of a lower ranking, it will however just weaken the armor and not destroy it (this does not count as second chance; when the armor is weakened, Second Chance will likewise be weakened. I.E., if the armor is weakened to A-rank, then Second Chance will occur should an A-rank hit the armor after). If destroyed, the NE shield can be recreated after five turns. However, "second chance" will be weakened by one rank(reduced to A-rank).

Weapon | Ambrose:

Whenever needed, Rebekah can choose to call forth and spawn Ambrose, from the NE flowing through and around her armor (counts as a move, unless spawned at the same time as her armor). This weapon takes form of a long whip, the end harboring the sharp head of a scythe. Being created from NE, the weapon appears nearly transparent and glows yellow. Rebekah can swing, thrust, and use her weapon to fight in CQC as well, the NE solidifying. She can alter the whip's structure, making it turn into a long, hard handle, rather than a rope-like formation. Ambrose is A-ranked.

This is similar to the weapons appearance.
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The main aspect of this weapon is that she can chose for it to phase through elemental structures and objects rather than collide directly into them. This is achievable because the weapon is made out of NE. Only after Ambrose has completely passed through an object or target (does not harm the object), Rebekah can order her weapon to return to a solid energy form, where she can then choose to course Divine Val or Malefic Val through the chain/whip and into the scythe where anything it touches will become acted upon by that ability. Phasing is done passively, but using abilities through Ambrose obviously counts as a move.

When using Malefic Val, the scythe glows purple.
When using Divine Val, the scythe glows a transparent-like yellow.

In the grand scheme of things, the weapon only has two abilities. Second Chance/protection and Ambrose.

Notes:
- Can only be used by Rebekah.
- Can only be summoned twice per battle with a 5 turn cool down, the second time disabling "second chance".
- If Ambrosia is destroyed or deactivated, so is Ambrose.
- Ambrose can only phase through things that logically have NE naturally indulged in them such as all elemental techniques, trees, the ground, etc. (or even fellow allies/opponents who are currently manipulating Nature Energy through their bodies.) Phasing through things causes no damage to the structure or body because the NE is balanced.

Approved

(Hotaru no bochi) - A Graveyard of Fireflies
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will weave three handseals, activating an enhancing Sigil that increases their control over Nature Energy. Manipulating the Nature Energy around the battlefield, the user will create tiny pulses/specs of Nature Energy all around. The tiny masses of Nature Energy are no larger than a firefly and glow the respective color of the users energy. The user can create as little as just one-two fireflies, making the technique hard to notice, or as many as a huge swarm. The fireflies can be controlled passively as the user does other actions. For defensive purposes, the fireflies can be controlled to swarm around the user, similar to that of and acting as armor in which doesn't touch the skin. With just one hand seal, the second part of this technique triggers. Wherever the fireflies may be, and however spread apart they are, when creating a hand seal, a sharp, thin yet heavy duty line or wire of sorts (made of NE) will connect to each firefly on the battlefield, similar to the idea of 'connecting the dots' or connecting constellations. The connection happens nearly instantly, piercing through, cutting or tripping anything in between the fireflies. When the fireflies are all connected through the Nature Energy wire, the user can choose for one to explode which will cause a chain reaction, making them all explode at once for a large A rank explosion spanning over the battlefield.
Notes:
- Can only be taught by Chihaya
- Must be an Enochian to use
- The Fireflies can remain and flutter around the battlefield for up to three turns, but as soon as they are triggered, they dissemble and disappear the next turn. Requires a cooldown of one turn in between use once either triggered or naturally ending after the three turns.
Approved
 

Pyro NB

Amegakure
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Desmond watched as Rebekah released an attack that hit the wind and continued onwards, he would point to Melandru and P1 then point to Rebekah once more. In response to this Melandru would raise her bow to knock an arrow and release it whilst P1 would raise her arms and a second after Melandru released the arrow would release several chakra bullets towards. A seal would activate on the arrow releasing hundreds more that blowing through the water and continuing onwards towards Rebekah closely followed by a barrage of chakra bullets. As all this happened Desmond utilized the time to active his Tenseigan.
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Jutsu:
(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

( Kinzoku Kugutsu ) - Autonomous Puppets
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30 20(40)
Damage: 60 (90)
Description: An advanced type of puppet that makes use of scientific ninja tools to attain a limited degree of autonomy that ergo, enables them to act independently of a puppeteer. To initiate this method, each puppet must first be programmed with a set of specific functions that then makes use of a detection system to prompt them into action. More specifically, the puppets will be able to act whenever foreign chakra enters mid-range of them while deployed in a battle or in the same landmark as them (WSE). Once prompted to act, these puppets are capable of firing several chakra bullets in rapid succession to inflict major damage (A-rank with twice the speed of Jounin-ranked bios). In addition, they are also able to fire chakra bullets nonstop once every three turns, which results in a much higher collective damage output (Forbidden-ranked). But afterward, the puppets are rendered unable to fire any bullets while they undergo a two-turn cooldown.
Note: Puppets are created with up to 150 chakra, able to be used for firing chakra bullets. These bullets are neutral to elemental Jutsu.
Note: Puppeteers are able to have use two autonomous puppets while cyborgs can used up to four.
Note: Can be carried in scrolls if desired.
Note: Must have puppetry as an Advanced Ninjutsu or be a Cyborg.

( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation. Once a user passes the test for Tonrei, ascending their Byakugan to the Tenseigan, it will be his default dojutsu.
Note: When active, the user loses all access to Byakugan related abilities.
 
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