PS Vs Teacher: Great Stakes!

Scorps

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Battle Field is a plain field with low grass and dirt, no water source nearby. Its mid day, no clouds in the sky.

I'll be using Hashirama Senju on Signature.

This fight has the underlining agreement: its a fight for the Water Goddess 7SM Sword. If I win, I get the sword. If I lose, McRazor gets to learn Decay Release. NB is witness to this wager and to what it entails.

McRazor, post your bio and state who starts. ^^ Good luck to us both and have fun!
 
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McRazor

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Rei's Rules and Regulations
All Out
Mid Range
Battle Field is a plain field with low grass and dirt, no water source nearby. Its mid day, no clouds in the sky.

I'll be using Hashirama Senju on Signature.

This fight has the underlining agreement: its a fight for the Water Goddess 7SM Sword. If I win, I get the sword. If I lose, McRazor gets to learn Decay Release. NB is witness to this wager and to what it entails.

McRazor, post your bio and state who starts. ^^ Good luck to us both and have fun!
I will be, obviously, using Barney because he is the 7SM sword holder. You can go first, as you're the challenger.

- most recent version

Barney shared a deep look with his, not only sensei, but friend and before all bro. It was a tough moment for him and he knew that the stakes were high, higher than he ever had, so far. He took a deep breath, relaxing and clearing his mind, but it was impossible. All those memories kept flashing through his mind, reminding him of everything these two have been through together. He performed a very deep bow, showing utimate respect for his sensei and life teacher. As he did so, a certain memory flashed through his mind and a tear slipped down his cheek. He recalled of the first and only battle these two individuals had, back in the days, before they knew each other so good. It was a day, much alike this one but with no stakes in play, just two joyful youngsters looking for fun. Even then, Barney noticed that his, to be, sensei was very proficient with water release techniques. And now, the day has come, a water and illusionist master came to fight a water and ice master. This was one of the battles that occured very rarely so it took great interest in the whole ninja world. While going back into his original position, after taking the bow, Barney thought to himself: "Finally. It's time to show my sensei how much I've grown up." After assuming his original stance, Barney placed his right hand on his sword as he always does. He made a slight lunge stance with his left leg in front of the right and with his left hand, in front of him, with his palm open, facing his sensei. "I'm ready!"
 
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Scorps

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I will be, obviously, using Barney because he is the 7SM sword holder. You can go first, as you're the challenger.

- most recent version

Barney shared a deep look with his, not only sensei, but friend and before all bro. It was a tough moment for him and he knew that the stakes were high, higher than he ever had, so far. He took a deep breath, relaxing and clearing his mind, but it was impossible. All those memories kept flashing through his mind, reminding him of everything these two have been through together. He performed a very deep bow, showing utimate respect for his sensei and life teacher. As he did so, a certain memory flashed through his mind and a tear slipped down his cheek. He recalled of the first and only battle these two individuals had, back in the days, before they knew each other so good. It was a day, much alike this one but with no stakes in play, just two joyful youngsters looking for fun. Even then, Barney noticed that his, to be, sensei was very proficient with water release techniques. And now, the day has come, a water and illusionist master came to fight a water and ice master. This was one of the battles that occured very rarely so it took great interest in the whole ninja world. While going back into his original position, after taking the bow, Barney thought to himself: "Finally. It's time to show my sensei how much I've grown up." After assuming his original stance, Barney placed his right hand on his sword as he always does. He made a slight lunge stance with his left leg in front of the right and with his left hand, in front of him, with his palm open, facing his sensei. "I'm ready!"
Barney-kun, we meet in the battle field once more. I hope I didn't teach you that well... Ah ah!

While trying to appear joyfull, Hashirama wasn't happy with the situation but he knew it was a lesson that every teacher has to teach. His student needed to go through the unique feeling of being faced with a close friend and to overcome those emotions and still fight all out. His student needed to become a true shinobi. Out of respect, Hashirama lowered his head in respect, answering his friends gesture in kind. And at that moment the idea struck him "Ice!". He hated ice. It was cold, deprived of life and weird. It was also the worse combination possible for his water techniques.

£§£@£§€{£!!!!!!!! I hate Ice :|

With a simple movement of his hand, the battle started. His student was raised in the air, held by his neck and suspended above the ground a good meter or so. It was as if his neck was being grabbed by an invisible hand which was crushing his traquea and leaving gasping for air. "Seems my water release is weaker somehow...At this point I should have been able to break his neck...its his sword..."

I taught you many things...but i'm still your master...

With a swift wrist movement, Hashirama flicks his student to his left (your right) against the ground. The sheer impact would leave his student disoriented and hazzed, as Hashirama's control over the H2O molecules in his neck ended.

Suiton: Megami Kontorōru | Water Release: The Goddess Control
Type: Supplementary/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A (up to 60 if used offensively)
Description:
A powerful ability, the Goddess Control can be used in two ways. One can use the ability passively to seize control over nearby moisture or water molecules (even from mist, clouds, rain, etc) and exert his will over them through hand gestures. While the damage produced by the technique is directly related to the amount of water manipulated and the momentum one can induce, one can even alter weather patterns (mists, rain, clouds, etc) or defend from enemy techniques, making the possible uses of the technique much more defense oriented than offensive. The second use of the technique is to use it to enable a water source of other techniques that would otherwise require it. The user will take control of the moisture in the atmosphere or anywhere nearby and condense it as he shapes it for the following technique that would require it. While the user will perform two techniques, the first one will act as a simple ability and the second one as the technique, meaning that while he'll spend 2 moves, he will be able to do it in almost the same time he'd take to do the second technique.
Note: usable 5 times per battle
Note: if the atmosphere is depleted of moisture the technique will serve no effect as moisture has to be present on the field to be usable
Note: can only be taught by Scorps

Hashirama then punches forward against his student, releasing a beam of lightning from his right fist at amazing speeds.

Raiton: Ketsugō-tai Sōseiji No Setsuna | Lightning Style: Juncture of the Siamese Twin
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user punch forward and release a blast of lightning. While the blast of lightning travels towards the opponent, the user performs the Horse hand seal, and the lightning splits up in two, and then comes back together, letting it avoid any incoming jutsu that would block it. This, however is a double edged blade as it requires impeccable timing so that the user does not get hit by the attack that was sent out to block it in the first place.
Note: Can only be taught by Wesobi
Note: The user can either split the lightning in the turn used or in his next turn, if the lightning has not hit the opponent yet or if he has enough time to split it
Note: Can only be used twice
Note: Each individual bolt of lightning is A-rank, and the moment at which they once again combine forms the technique's S-rank power.
Note: Can not use above S-rank in the same turn, nor can the user use lightning in the same turn or the next.
 

McRazor

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Barney-kun, we meet in the battle field once more. I hope I didn't teach you that well... Ah ah!

While trying to appear joyfull, Hashirama wasn't happy with the situation but he knew it was a lesson that every teacher has to teach. His student needed to go through the unique feeling of being faced with a close friend and to overcome those emotions and still fight all out. His student needed to become a true shinobi. Out of respect, Hashirama lowered his head in respect, answering his friends gesture in kind. And at that moment the idea struck him "Ice!". He hated ice. It was cold, deprived of life and weird. It was also the worse combination possible for his water techniques.

£§£@£§€{£!!!!!!!! I hate Ice :|

With a simple movement of his hand, the battle started. His student was raised in the air, held by his neck and suspended above the ground a good meter or so. It was as if his neck was being grabbed by an invisible hand which was crushing his traquea and leaving gasping for air. "Seems my water release is weaker somehow...At this point I should have been able to break his neck...its his sword..."

I taught you many things...but i'm still your master...

With a swift wrist movement, Hashirama flicks his student to his left (your right) against the ground. The sheer impact would leave his student disoriented and hazzed, as Hashirama's control over the H2O molecules in his neck ended.

Suiton: Megami Kontorōru | Water Release: The Goddess Control
Type: Supplementary/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A (up to 60 if used offensively)
Description:
A powerful ability, the Goddess Control can be used in two ways. One can use the ability passively to seize control over nearby moisture or water molecules (even from mist, clouds, rain, etc) and exert his will over them through hand gestures. While the damage produced by the technique is directly related to the amount of water manipulated and the momentum one can induce, one can even alter weather patterns (mists, rain, clouds, etc) or defend from enemy techniques, making the possible uses of the technique much more defense oriented than offensive. The second use of the technique is to use it to enable a water source of other techniques that would otherwise require it. The user will take control of the moisture in the atmosphere or anywhere nearby and condense it as he shapes it for the following technique that would require it. While the user will perform two techniques, the first one will act as a simple ability and the second one as the technique, meaning that while he'll spend 2 moves, he will be able to do it in almost the same time he'd take to do the second technique.
Note: usable 5 times per battle
Note: if the atmosphere is depleted of moisture the technique will serve no effect as moisture has to be present on the field to be usable
Note: can only be taught by Scorps

Hashirama then punches forward against his student, releasing a beam of lightning from his right fist at amazing speeds.

Raiton: Ketsugō-tai Sōseiji No Setsuna | Lightning Style: Juncture of the Siamese Twin
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user punch forward and release a blast of lightning. While the blast of lightning travels towards the opponent, the user performs the Horse hand seal, and the lightning splits up in two, and then comes back together, letting it avoid any incoming jutsu that would block it. This, however is a double edged blade as it requires impeccable timing so that the user does not get hit by the attack that was sent out to block it in the first place.
Note: Can only be taught by Wesobi
Note: The user can either split the lightning in the turn used or in his next turn, if the lightning has not hit the opponent yet or if he has enough time to split it
Note: Can only be used twice
Note: Each individual bolt of lightning is A-rank, and the moment at which they once again combine forms the technique's S-rank power.
Note: Can not use above S-rank in the same turn, nor can the user use lightning in the same turn or the next.
As soon as Hashirama made a simple move with his hand, Barney heard water materializing around his neck. With his sound training and increased hearing he was able to determine that it was a water technique thanks to the unique sound of water molecules. He knew that in such moments there is no room to panic but to stay calm and focused. He knew what to do. As soon as heard the sound he held his breath and grabbed two kunai with attached paper bombs to it, with his left hand. Then he channeled water chakra into both arms. With his left arm, Barney infused the kunai with water chakra while with his right hand, already on the sword as stated, channeling it into the sword. It was more of an instinctive action so it was performed very quickly, almost no time consuming. As soon as he did so he swung both his arms. With his left, he threw the water infused explosive kunai at Hashirama while he tilted his sword with the right, causing every water molecule around him to be pushed away in an instant. This would result in freeing himself from the grip of the water arm while it would also knock the kunai faster towards Hashirama as the water sphere expands. As the sphere expanded to it's maximum range, Barney landed safely on the ground while maintaining the sphere. He detached the sword, from its holster, in order to swing it through the air once again. This time a giant water arm materializes above Hashirama and as it does so, Barney swings his sword downwards while the giant water arm replicates his move, slamming into the ground forcefully and smashing the opponent violently.

Suiton: Sono Kirai Mizu | Water Release: The Loathsome Water
Type: Defensive/Offensive
Rank: S-Rank
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description:
The user does one simple hand seal (Ram) and releases a burst of chakra all around his body. By doing so the user forcefully rejects all water molecules around him up to short range by pushing them away with his chakra. As the moisture in the air and all around the user is pushed away from him in an omnidirectional burst, a thin but strong sphere of moisture/water is formed at the limits of the technique (roughly short-range around the user). This technique serves as a defense from incoming water techniques (by forcefully pushing them away and around the user) and fire techniques (by creating the thin spherical "bubble" of water around the user). The technique is so fast and precise that if an enemy is caught within its range, he's pushed back also, as the chakra is able to repel even the water in the enemies body. While the damage isn't that severe, its still powerful enough to knock the enemy backwards several meters. The user can maintain this repulsion effect by continuously feeding it with chakra although doing so restricts the chakra available for other techniques.

Note: Can only be used 3 times
Note: Can be maintained for 3 turns at a time but if so, the user is limited to 2 techniques per turn and only up to S-Rank
Note: Can't mold Water above S-Rank the following turn
Note: Can only be taught by Scorps

(Suiton: Kobushi Mizutenshu) - Water Style: Fist of the Watergod -
Rank: S
Type: Offensive
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: The user starts to focus suiton-based chakra into Ame-No-Mi-Kumari. As a result the sword starts to release water, which goes into the air and forms an enormous fist (and a part of the lower arm) in the air that wields a water-replica of Ame-No-Mi-Kumari. By moving your own arm, the replica will do exactly the same. For example when slamming your fist into the ground, the earth fist will do exactly the same on the opponent. The force that is released is so big that it even cracks the earth open on the place where the fist landed. The water arm can be materialized in more useful or constructive ways, grabbing a target or even lifting the user.

☛ Can only be used thrice per battle
☛ Does not get the default damage boost from the Goddess of Water
 

Scorps

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As soon as Hashirama made a simple move with his hand, Barney heard water materializing around his neck. With his sound training and increased hearing he was able to determine that it was a water technique thanks to the unique sound of water molecules. He knew that in such moments there is no room to panic but to stay calm and focused. He knew what to do. As soon as heard the sound he held his breath and grabbed two kunai with attached paper bombs to it, with his left hand. Then he channeled water chakra into both arms. With his left arm, Barney infused the kunai with water chakra while with his right hand, already on the sword as stated, channeling it into the sword. It was more of an instinctive action so it was performed very quickly, almost no time consuming. As soon as he did so he swung both his arms. With his left, he threw the water infused explosive kunai at Hashirama while he tilted his sword with the right, causing every water molecule around him to be pushed away in an instant. This would result in freeing himself from the grip of the water arm while it would also knock the kunai faster towards Hashirama as the water sphere expands. As the sphere expanded to it's maximum range, Barney landed safely on the ground while maintaining the sphere. He detached the sword, from its holster, in order to swing it through the air once again. This time a giant water arm materializes above Hashirama and as it does so, Barney swings his sword downwards while the giant water arm replicates his move, slamming into the ground forcefully and smashing the opponent violently.

Suiton: Sono Kirai Mizu | Water Release: The Loathsome Water
Type: Defensive/Offensive
Rank: S-Rank
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description:
The user does one simple hand seal (Ram) and releases a burst of chakra all around his body. By doing so the user forcefully rejects all water molecules around him up to short range by pushing them away with his chakra. As the moisture in the air and all around the user is pushed away from him in an omnidirectional burst, a thin but strong sphere of moisture/water is formed at the limits of the technique (roughly short-range around the user). This technique serves as a defense from incoming water techniques (by forcefully pushing them away and around the user) and fire techniques (by creating the thin spherical "bubble" of water around the user). The technique is so fast and precise that if an enemy is caught within its range, he's pushed back also, as the chakra is able to repel even the water in the enemies body. While the damage isn't that severe, its still powerful enough to knock the enemy backwards several meters. The user can maintain this repulsion effect by continuously feeding it with chakra although doing so restricts the chakra available for other techniques.

Note: Can only be used 3 times
Note: Can be maintained for 3 turns at a time but if so, the user is limited to 2 techniques per turn and only up to S-Rank
Note: Can't mold Water above S-Rank the following turn
Note: Can only be taught by Scorps

(Suiton: Kobushi Mizutenshu) - Water Style: Fist of the Watergod -
Rank: S
Type: Offensive
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: The user starts to focus suiton-based chakra into Ame-No-Mi-Kumari. As a result the sword starts to release water, which goes into the air and forms an enormous fist (and a part of the lower arm) in the air that wields a water-replica of Ame-No-Mi-Kumari. By moving your own arm, the replica will do exactly the same. For example when slamming your fist into the ground, the earth fist will do exactly the same on the opponent. The force that is released is so big that it even cracks the earth open on the place where the fist landed. The water arm can be materialized in more useful or constructive ways, grabbing a target or even lifting the user.

☛ Can only be used thrice per battle
☛ Does not get the default damage boost from the Goddess of Water
Sorry for the massive delay. Nice move althouhg I do need to point 2 things:

-Using water chakra on the kunais will simply saturate the paper tags in water and making them unable to explode (in my opinion) although I won't take into consideration

-I didn't use the molecules in the air... I used the molecules in your neck so I doubt you can hear those and know what i'm using. It can even be telekinesis for all you know.

_________________________

As the kunai approaches, Hashirama throws his own kunai but this time infused with earth (heavier) and with a smoke bomb attached. As both kunais collide, the smoke bomb explodes and using the explosion force of your paper tag, the area in front of us completely fills with a thick curtain of smoke. Off course you'd still continue with your water move because its the logical thing to do. As you can't see me, such a large scale attack is the best choice in trying to catch me even with the inability to see me.

As your watery fist comes to slam Hashirama, he can see the shadow and instinctively looks from the corner of his eyes up. Upon seing the water attack he claps his hands together. 3 hands of wood rise up from the ground. One grabs your attack and diverts it to the left, away from hashirama, making it collide with the ground nearby. the other 2 serve different purposes. 1 rises from the ground and aims at you directly from the front in the form of a frontal wood punch. The last hand rises from the ground to the right, mid range from you and about 10 meters from Hashirama,, out of the smokes effect. This last hand rises clenched to a rock which it throws at you with incredible might and speed.

Basically, one hand diverts your attack, the other pierces trhough the smoke screen directly at you and the other throws a rock at you (rock is roughly your size as are the fists) from a 40º Angle.

(Mokuton: Kyousei Mokuzai No Jutsu) Wood Release: Greater Wood Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user focuses and molds his chakra, using it to create Wood structures, Pillars, Trees, etc to defend, attack or support him. The Wood can be created from the users body or from earth sources and its limitations are only set by the users own imagination and the chakra put into the technique.

As the smoke clears, you see Hashirama and a mighty white panda. Her demeanor is both joyful and intrigued but her eyes show but lust and a hunger for blood. Hashirama drops his leg weights and takes his staff from his back. Both their speeds are immense. She, slightly faster than you, Hashirama running more than twice as fast at you. If you release your water technique, you are hit by the wood attack. If you don't, you cannot match the techniques these two will launch at you.

Panda Kuchiyose no Jutsu: Shiroi | Panda Summoning Technique: White
Rank: S-Rank
Type: Attack/Defense
Range: Short
Chakra: 40
Damage: 80 (+10 if Kuroi is in play)
Description: White is a giant panda slightly smaller than the average giant panda (standing she's about 1.8meters tall) but her color is mainly white with the exception of two black circles around her eyes, her black tail and paws and the Kanji for Balance on her forehead. She can produce a shockwave of earth chakra that produces a short to long range S-Rank “Tsunami” of earth 120º in front of her once per turn (counts as one of the users 3 moves) and she can feel anyone standing on the ground or beneath it around her up to long range which can only be used 3 times and counts towards the users three per turn useage. She is a strong taijutsu warrior that can fight while standing upright on her hind legs, with a speed slightly above that of a Sage Rank Strong Fist Master.She has a very outspoken and loud personality that highly contrasts her pure angelic looks. If her brother Kuroi is in play, they both receive a +10 damage bonus to all their jutsu. Like all Pandas, she can use Lazy Fist and Strong Fist as high as the user can (exception of EIG).

Note: must have signed Panda Contract (requires contract tattoo) and have permission from Scorps
Note2: can't be summoned with another panda except if its Kuroi
Note3: can only be summoned once per battle
Note4: can only stay in play 4 turns
Note5: to have both Kuroi and Shiroi in play, once must summon them both in the same turn. In this case, the user is limited to S-Rank and below for the following turn.

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


 

McRazor

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Sorry for the massive delay. Nice move althouhg I do need to point 2 things:

-Using water chakra on the kunais will simply saturate the paper tags in water and making them unable to explode (in my opinion) although I won't take into consideration

-I didn't use the molecules in the air... I used the molecules in your neck so I doubt you can hear those and know what i'm using. It can even be telekinesis for all you know.

_________________________

As the kunai approaches, Hashirama throws his own kunai but this time infused with earth (heavier) and with a smoke bomb attached. As both kunais collide, the smoke bomb explodes and using the explosion force of your paper tag, the area in front of us completely fills with a thick curtain of smoke. Off course you'd still continue with your water move because its the logical thing to do. As you can't see me, such a large scale attack is the best choice in trying to catch me even with the inability to see me.

As your watery fist comes to slam Hashirama, he can see the shadow and instinctively looks from the corner of his eyes up. Upon seing the water attack he claps his hands together. 3 hands of wood rise up from the ground. One grabs your attack and diverts it to the left, away from hashirama, making it collide with the ground nearby. the other 2 serve different purposes. 1 rises from the ground and aims at you directly from the front in the form of a frontal wood punch. The last hand rises from the ground to the right, mid range from you and about 10 meters from Hashirama,, out of the smokes effect. This last hand rises clenched to a rock which it throws at you with incredible might and speed.

Basically, one hand diverts your attack, the other pierces trhough the smoke screen directly at you and the other throws a rock at you (rock is roughly your size as are the fists) from a 40º Angle.

(Mokuton: Kyousei Mokuzai No Jutsu) Wood Release: Greater Wood Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user focuses and molds his chakra, using it to create Wood structures, Pillars, Trees, etc to defend, attack or support him. The Wood can be created from the users body or from earth sources and its limitations are only set by the users own imagination and the chakra put into the technique.

As the smoke clears, you see Hashirama and a mighty white panda. Her demeanor is both joyful and intrigued but her eyes show but lust and a hunger for blood. Hashirama drops his leg weights and takes his staff from his back. Both their speeds are immense. She, slightly faster than you, Hashirama running more than twice as fast at you. If you release your water technique, you are hit by the wood attack. If you don't, you cannot match the techniques these two will launch at you.

Panda Kuchiyose no Jutsu: Shiroi | Panda Summoning Technique: White
Rank: S-Rank
Type: Attack/Defense
Range: Short
Chakra: 40
Damage: 80 (+10 if Kuroi is in play)
Description: White is a giant panda slightly smaller than the average giant panda (standing she's about 1.8meters tall) but her color is mainly white with the exception of two black circles around her eyes, her black tail and paws and the Kanji for Balance on her forehead. She can produce a shockwave of earth chakra that produces a short to long range S-Rank “Tsunami” of earth 120º in front of her once per turn (counts as one of the users 3 moves) and she can feel anyone standing on the ground or beneath it around her up to long range which can only be used 3 times and counts towards the users three per turn useage. She is a strong taijutsu warrior that can fight while standing upright on her hind legs, with a speed slightly above that of a Sage Rank Strong Fist Master.She has a very outspoken and loud personality that highly contrasts her pure angelic looks. If her brother Kuroi is in play, they both receive a +10 damage bonus to all their jutsu. Like all Pandas, she can use Lazy Fist and Strong Fist as high as the user can (exception of EIG).

Note: must have signed Panda Contract (requires contract tattoo) and have permission from Scorps
Note2: can't be summoned with another panda except if its Kuroi
Note3: can only be summoned once per battle
Note4: can only stay in play 4 turns
Note5: to have both Kuroi and Shiroi in play, once must summon them both in the same turn. In this case, the user is limited to S-Rank and below for the following turn.

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


Being that I had my water sphere active I would feel the effects of your technique, and know that the sphere has been hit because I would hear the wooden pillars protruding from the ground. Thanks to the sphere however, I wouldn't suffer any damage as it successfully defends me against your attack. A moment after my sphere has been hit and I tumble inside of it, as it collapses, the smoke on the field clears, making me see you and a panda standing next to you, while you're taking off your leg weights. Without wasting time, Barney performs the blood sacrifice, summoning Aoi, the majestic crane to the battlefield, after which she immediately starts screeching loudly, as she sees the panda on the battlefield. The very loud and painful screech leaves you very disoriented and deaf, while at the same time, dispersing your lovely panda, back into its homeland. Knowing that you're deaf, but only for a certain amount of time, I create a portal behind you, from which 6 arms wrap around you, grabbing your legs and arms, while squeezing you tightly and aiming to break your spine, near your neck, at the C6 cervical vertebrae, which causes loss of arm and hand function.

Kure-n Kuchiyose no Jutsu: Sono Aoi Keimei | Crane Summoning Technique: The Blue Dawn
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
The Blue Dawn is a big blue crane, with red eyes and a orange long beak, with a wing spam of 15 meters. Calm, composed and with a naturally leadership demeanor, when she is on the ground, standing on her two legs, she is about 3 meters tall. Being the Matriarch of the Cranes, she stands as their leader. Capable of communicating with his summoner either through speech or through a special mind link. Her powers are unrivaled as are her flying grace and speed while also being a master manipulator of Water. Unable to use Water jutsu themselves, she can, however, use 3 water based abilities which more than make up for that small short coming.

Abilities:
-She is capable of exhaling a strong, wide, S-Rank, short to long range, dense stream of Water, which can be used as a water source for the users techniques
-She can materialize water from the atmosphere around her to create a spherical, transparent S-Rank Water Shield around her, protecting her and her summoner
-She can sense any water molecule in the field, up to Long Range
-Can be summoned anywhere between short to mid range of the summoner

Restrictions:
-Can only be summoned once
-Can stay on the field for a max of 4 turns
-Using the Water Stream and the Water Shield count towards the users move count

Kure-n Geijutsu: Kiai | Crane Arts: Screech
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
This technique is the ultimate showcase of the Cranes and their ancestry skills. The crane summon inhales and focuses chakra into its throat. As it exhales, it produces a loud, high screech that travels at the speed of sound. The screech leaves any enemy in the field momentarily deaf while disturbing their inner ear and equilibrium, making them stumble and lose balance, unable to move correctly or coordinated. The screech however, has additional effects, specially on enemy summons. Upon hearing the painful sound, the enemy summons immediately disperse back into their "homelands". This technique can also be used to release the summoner from genjutsu or mind manipulation techniques when used by a Crane Summon, by sheer shock the screech produces in the user's hearing.

Abilities:
-Deafens the enemies for 3 turns
-Severely decreases the enemies balance and equilibrium for 2 turns
-Dispels any summon on field
-Releases the user from Genjutsu up to S-Rank (including MS related Genjutsu)

Restrictions:
-While usable by every crane summon, each crane summon can only use it once per battle.

[Doton: Seis Fleur Kuracchi] Earth Release: Six Flower Clutch
Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Can only be taught by Blizzard.
 

Scorps

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Being that I had my water sphere active I would feel the effects of your technique, and know that the sphere has been hit because I would hear the wooden pillars protruding from the ground. Thanks to the sphere however, I wouldn't suffer any damage as it successfully defends me against your attack. A moment after my sphere has been hit and I tumble inside of it, as it collapses, the smoke on the field clears, making me see you and a panda standing next to you, while you're taking off your leg weights. Without wasting time, Barney performs the blood sacrifice, summoning Aoi, the majestic crane to the battlefield, after which she immediately starts screeching loudly, as she sees the panda on the battlefield. The very loud and painful screech leaves you very disoriented and deaf, while at the same time, dispersing your lovely panda, back into its homeland. Knowing that you're deaf, but only for a certain amount of time, I create a portal behind you, from which 6 arms wrap around you, grabbing your legs and arms, while squeezing you tightly and aiming to break your spine, near your neck, at the C6 cervical vertebrae, which causes loss of arm and hand function.

Kure-n Kuchiyose no Jutsu: Sono Aoi Keimei | Crane Summoning Technique: The Blue Dawn
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
The Blue Dawn is a big blue crane, with red eyes and a orange long beak, with a wing spam of 15 meters. Calm, composed and with a naturally leadership demeanor, when she is on the ground, standing on her two legs, she is about 3 meters tall. Being the Matriarch of the Cranes, she stands as their leader. Capable of communicating with his summoner either through speech or through a special mind link. Her powers are unrivaled as are her flying grace and speed while also being a master manipulator of Water. Unable to use Water jutsu themselves, she can, however, use 3 water based abilities which more than make up for that small short coming.

Abilities:
-She is capable of exhaling a strong, wide, S-Rank, short to long range, dense stream of Water, which can be used as a water source for the users techniques
-She can materialize water from the atmosphere around her to create a spherical, transparent S-Rank Water Shield around her, protecting her and her summoner
-She can sense any water molecule in the field, up to Long Range
-Can be summoned anywhere between short to mid range of the summoner

Restrictions:
-Can only be summoned once
-Can stay on the field for a max of 4 turns
-Using the Water Stream and the Water Shield count towards the users move count

Kure-n Geijutsu: Kiai | Crane Arts: Screech
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
This technique is the ultimate showcase of the Cranes and their ancestry skills. The crane summon inhales and focuses chakra into its throat. As it exhales, it produces a loud, high screech that travels at the speed of sound. The screech leaves any enemy in the field momentarily deaf while disturbing their inner ear and equilibrium, making them stumble and lose balance, unable to move correctly or coordinated. The screech however, has additional effects, specially on enemy summons. Upon hearing the painful sound, the enemy summons immediately disperse back into their "homelands". This technique can also be used to release the summoner from genjutsu or mind manipulation techniques when used by a Crane Summon, by sheer shock the screech produces in the user's hearing.

Abilities:
-Deafens the enemies for 3 turns
-Severely decreases the enemies balance and equilibrium for 2 turns
-Dispels any summon on field
-Releases the user from Genjutsu up to S-Rank (including MS related Genjutsu)

Restrictions:
-While usable by every crane summon, each crane summon can only use it once per battle.

[Doton: Seis Fleur Kuracchi] Earth Release: Six Flower Clutch
Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Can only be taught by Blizzard.
As Dawn manifests itself on the field, Shiroi is pissed and roars in frustration as she spits out to the field:

YOU *****!!!!!! TRYING TO TAKE MY SCORPS FOR YOURSELF!!!!

Dawn disperses. More importantly, you are now weaker, and your water techniques are now only +5 stronger than mine (you got -10, i got +10) while your earth techniques are now 20 damage points weaker. Off course this interrupts your move. You are startled before you can make your earth technique and your summon dispersed before it can screech.

Panda Geijutsu: Dasai Houkou | Panda Arts: Primal Roar
Type: Offensive/Supplementary
Rank: S-Rank (Forbidden when used by Myoshu)
Range: Short-Long
Chakra: 40 (50 when used by Myoshu)
Damage: N/A (90 when used by Myoshu)
Description:
A manifestation of the primal ancestry of Pandas, this last resort technique has been passed down for generations of Pandas, being a manifestation of the ultimate bound to their origins. The Panda focuses a large amount of his chakra in his throat and executes a very loud, strong Roar. Using his most primal instincts, the roar is (much like the killing intent technique) charged with aggression and rage. The bloodlust contained in the roar is so intense that any enemy in the field will shiver in pure fear, regardless of any other aspect in play. The technique, while simple in its essence, its very complex. The technique is boosted to its ultimate effect when used by the boss summon, Myoshu who's roar can level anything in its path.

Abilities:
-Enemies will experience fear and pressure, putting less effort and chakra into their offensive and defensive techniques, which results in a -10 damage penalty to their techniques
-Any summon on the field immediately disperses in fear, running to his/her "homeland"
-The summoner's gain a momentary (5 turns) bonus in strength (+10 to Taijutsu) and damage in Ninjutsu (+10 to elemental techniques), as the primal roar increases their adrenaline flow and clears their mind, dispelling harmful emotional or illusional (up to S-Rank) effects, regardless of their origins
-When executed by Myoshu (the boss summon), the Primal Roar is labeled as a Forbidden Rank and produces a shockwave that levels everything in its path, much like a wind technique, due to the the size and enormous chakra Myoshu has.

Restrictions:
-While usable by every Panda Summon, each summon can only use it once per battle
-The user can use it twice per battle
-Can only be used by Pandas or by signers of the Panda Contract.

As this is happening, Hashirama disappears in a burst of speed after having taken a small "get ready" stance (the trigger). This speed is both real and illusionary. Hashirama is one rank higher than you in terms of speed and without his leg weights he can run twice as fast which is almost enough so that you can't track his movements with precision. However, the illusion makes so that he truly disappears from your sight. Before you can actually notice, he is near you, at 10 o'clock, with a rasengan grinding against your left ribcage, which expands as it grinds against you, sending you flying to the right. As you travel, Shiroi (faster than you) intercepts your movement and presses her palm against the middle of your back, stopping your movement. To you its as if your spine and back is completely crushed. In pain, you faint, unable to move your legs as if your spine was trully severed in two.

(Genjutsu: Minato No Izou) - Illusion Technique: Minato's Legacy
Type: Offensive
Rank:S-Rank
Range:Short-Mid
Chakra:40
Damage:80
Description: After a short string of hand seals, and gazing directly into his opponent's eyes, the user disappears into a cloud of leaves. Almost immediately after, he will reappear in front of his enemy with a Rasengan in hand and slam it into him. While the enemy sees the user dissolving and disappearing into a burst of leaves, the user is in reality making the Rasengan and running at the enemy in a burst of speed.

-In order to use this jutsu, the user is required to have mastered his Genjutsu training
-Usable only twice per battle
-Usable only by Konoha Ninjas
-Requires user to know the Rasengan

Genkotsu Namakemono: Sono Bukotsu Zou No Sochi | Lazy Fist: The Clumsy Stomp of The Elephant
Type: Attack
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description:
One of the most dangerous moves in Lazy Fist but also one of the simplest. The user focus a big amount of chakra on his palms, fingers, fists, feet, elbows or knees and hits the opponent up to 6 times. This disturbs the enemy's chakra flow and produces a deep, strong S-Rank illusion. This painful illusion makes the enemy feel an intense pain, as if the hit area was completly crushed. The enemy may even faint from the agonizing pain if he doesn't release the genjutsu. If the enemy looks or tries to feel the affected area he'll see/feel as if it was indeed completely crushed, making it hard to decipher/see through the illusion.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Impact stance can be used without limit but, if connected, illusion only works twice
Note4: Requires Genjutsu Mastery

The silence is broken as Hashirama says in a very low but heavy voice

Sorry my friend...
 

McRazor

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As Dawn manifests itself on the field, Shiroi is pissed and roars in frustration as she spits out to the field:

YOU *****!!!!!! TRYING TO TAKE MY SCORPS FOR YOURSELF!!!!

Dawn disperses. More importantly, you are now weaker, and your water techniques are now only +5 stronger than mine (you got -10, i got +10) while your earth techniques are now 20 damage points weaker. Off course this interrupts your move. You are startled before you can make your earth technique and your summon dispersed before it can screech.

Panda Geijutsu: Dasai Houkou | Panda Arts: Primal Roar
Type: Offensive/Supplementary
Rank: S-Rank (Forbidden when used by Myoshu)
Range: Short-Long
Chakra: 40 (50 when used by Myoshu)
Damage: N/A (90 when used by Myoshu)
Description:
A manifestation of the primal ancestry of Pandas, this last resort technique has been passed down for generations of Pandas, being a manifestation of the ultimate bound to their origins. The Panda focuses a large amount of his chakra in his throat and executes a very loud, strong Roar. Using his most primal instincts, the roar is (much like the killing intent technique) charged with aggression and rage. The bloodlust contained in the roar is so intense that any enemy in the field will shiver in pure fear, regardless of any other aspect in play. The technique, while simple in its essence, its very complex. The technique is boosted to its ultimate effect when used by the boss summon, Myoshu who's roar can level anything in its path.

Abilities:
-Enemies will experience fear and pressure, putting less effort and chakra into their offensive and defensive techniques, which results in a -10 damage penalty to their techniques
-Any summon on the field immediately disperses in fear, running to his/her "homeland"
-The summoner's gain a momentary (5 turns) bonus in strength (+10 to Taijutsu) and damage in Ninjutsu (+10 to elemental techniques), as the primal roar increases their adrenaline flow and clears their mind, dispelling harmful emotional or illusional (up to S-Rank) effects, regardless of their origins
-When executed by Myoshu (the boss summon), the Primal Roar is labeled as a Forbidden Rank and produces a shockwave that levels everything in its path, much like a wind technique, due to the the size and enormous chakra Myoshu has.

Restrictions:
-While usable by every Panda Summon, each summon can only use it once per battle
-The user can use it twice per battle
-Can only be used by Pandas or by signers of the Panda Contract.

As this is happening, Hashirama disappears in a burst of speed after having taken a small "get ready" stance (the trigger). This speed is both real and illusionary. Hashirama is one rank higher than you in terms of speed and without his leg weights he can run twice as fast which is almost enough so that you can't track his movements with precision. However, the illusion makes so that he truly disappears from your sight. Before you can actually notice, he is near you, at 10 o'clock, with a rasengan grinding against your left ribcage, which expands as it grinds against you, sending you flying to the right. As you travel, Shiroi (faster than you) intercepts your movement and presses her palm against the middle of your back, stopping your movement. To you its as if your spine and back is completely crushed. In pain, you faint, unable to move your legs as if your spine was trully severed in two.

(Genjutsu: Minato No Izou) - Illusion Technique: Minato's Legacy
Type: Offensive
Rank:S-Rank
Range:Short-Mid
Chakra:40
Damage:80
Description: After a short string of hand seals, and gazing directly into his opponent's eyes, the user disappears into a cloud of leaves. Almost immediately after, he will reappear in front of his enemy with a Rasengan in hand and slam it into him. While the enemy sees the user dissolving and disappearing into a burst of leaves, the user is in reality making the Rasengan and running at the enemy in a burst of speed.

-In order to use this jutsu, the user is required to have mastered his Genjutsu training
-Usable only twice per battle
-Usable only by Konoha Ninjas
-Requires user to know the Rasengan

Genkotsu Namakemono: Sono Bukotsu Zou No Sochi | Lazy Fist: The Clumsy Stomp of The Elephant
Type: Attack
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description:
One of the most dangerous moves in Lazy Fist but also one of the simplest. The user focus a big amount of chakra on his palms, fingers, fists, feet, elbows or knees and hits the opponent up to 6 times. This disturbs the enemy's chakra flow and produces a deep, strong S-Rank illusion. This painful illusion makes the enemy feel an intense pain, as if the hit area was completly crushed. The enemy may even faint from the agonizing pain if he doesn't release the genjutsu. If the enemy looks or tries to feel the affected area he'll see/feel as if it was indeed completely crushed, making it hard to decipher/see through the illusion.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Impact stance can be used without limit but, if connected, illusion only works twice
Note4: Requires Genjutsu Mastery

The silence is broken as Hashirama says in a very low but heavy voice

Sorry my friend...
The moment Dawn triumphantly spawns onto the battlefield she immediately disperses, caused by a massive roar from Hashirama's panda. The pure strength of the roar sends a small shockwave against Barney's face, like a breeze of wind, which causes him to reflectively close his eyes. The very next moment, due to his mental connection with Dawn, he knew that he was left alone, in a tough position. The moment he closed his eyes, was like the time had stopped. He was surrounded by darkness, void. In complete silence. He could hear his own breathing. Then his memories started flashing. He remembered this moment. It was the same when he was training with Xylon sensei. He was standing on the training ground with a blindfold over his eyes, relying completely on his hearing and dodging attacks that Xylon threw at him. Suddenly a loud noise wakes him up from the memory. "Rasengan, no doubt." He heard the whirling sound of the Rasengan approaching from his left at an incredible pace and it almost seemed like there's no escape form it. Still, it's worth a try. "I won't give up, just like that." Barney knew that he doesn't have time for a long preparation, especially no handseals. It had to be something quick. Something really quick. A snap! That would do it. He quickly snapped his fingers and suddenly a sphere expanded from its epicenter, in between Barney and the panda, switching their position at blazing speed. The technique was perfectly timed and taking into consideration the speed of the incoming Rasengan, he knew that Hashirama would have no time to switch his trajectory and was bound to hit the panda. The moment the rotation stopped, Barney opened his eyes to witness the accident, himself...

Sorry my friend...

Now, again on the opposite side of the battlefield, it was his time to strike. He gathered a good portion of sound chakra and channeled it into his opponent's ears, causing him to hear a massive ringing noise, completely throwing him off balance, leaving him disoriented and unable to process his thoughts. Following that he performs a handseal and raises his hand, aiming it at the shocked opponent, right at his chest. Suddenly a strong lightning beam erupts from Barney's hand, piercing through the disoriented opponent.

Fuuton: Ara Sunappu! | Wind Release: Oh Snap!
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps

(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user gathering their chakra into the air having it flow towards the opponent causes this portion of sound to remain in their opponents ears. The ringing continues to grow as time progresses as at first it will disrupt how a person hears eventually hampering their ability to think. From that it starts to mess with their balance until they become incredibly disorientated.Lasts 10 turns and reduces damage of the jutsu used against the user by -5 until this effect wears off.

(Raiton: Gian) - Lightning Style: False Darkness
Rank: S
Type: Attack
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Descripton: The user after performing the hand seal snake emits lightning in the shape of a spear from their hands whilst kakuzu lightning mask emits it from its mouth, which then pierces the enemy. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.
 

Scorps

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The moment Dawn triumphantly spawns onto the battlefield she immediately disperses, caused by a massive roar from Hashirama's panda. The pure strength of the roar sends a small shockwave against Barney's face, like a breeze of wind, which causes him to reflectively close his eyes. The very next moment, due to his mental connection with Dawn, he knew that he was left alone, in a tough position. The moment he closed his eyes, was like the time had stopped. He was surrounded by darkness, void. In complete silence. He could hear his own breathing. Then his memories started flashing. He remembered this moment. It was the same when he was training with Xylon sensei. He was standing on the training ground with a blindfold over his eyes, relying completely on his hearing and dodging attacks that Xylon threw at him. Suddenly a loud noise wakes him up from the memory. "Rasengan, no doubt." He heard the whirling sound of the Rasengan approaching from his left at an incredible pace and it almost seemed like there's no escape form it. Still, it's worth a try. "I won't give up, just like that." Barney knew that he doesn't have time for a long preparation, especially no handseals. It had to be something quick. Something really quick. A snap! That would do it. He quickly snapped his fingers and suddenly a sphere expanded from its epicenter, in between Barney and the panda, switching their position at blazing speed. The technique was perfectly timed and taking into consideration the speed of the incoming Rasengan, he knew that Hashirama would have no time to switch his trajectory and was bound to hit the panda. The moment the rotation stopped, Barney opened his eyes to witness the accident, himself...

Sorry my friend...

Now, again on the opposite side of the battlefield, it was his time to strike. He gathered a good portion of sound chakra and channeled it into his opponent's ears, causing him to hear a massive ringing noise, completely throwing him off balance, leaving him disoriented and unable to process his thoughts. Following that he performs a handseal and raises his hand, aiming it at the shocked opponent, right at his chest. Suddenly a strong lightning beam erupts from Barney's hand, piercing through the disoriented opponent.

Fuuton: Ara Sunappu! | Wind Release: Oh Snap!
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps

(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user gathering their chakra into the air having it flow towards the opponent causes this portion of sound to remain in their opponents ears. The ringing continues to grow as time progresses as at first it will disrupt how a person hears eventually hampering their ability to think. From that it starts to mess with their balance until they become incredibly disorientated.Lasts 10 turns and reduces damage of the jutsu used against the user by -5 until this effect wears off.

(Raiton: Gian) - Lightning Style: False Darkness
Rank: S
Type: Attack
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Descripton: The user after performing the hand seal snake emits lightning in the shape of a spear from their hands whilst kakuzu lightning mask emits it from its mouth, which then pierces the enemy. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.
This one left me sweating for a bit... Lol

_______

As the area rotates, both the masterful panda and hashirama are quite aware of what just happened. Both know the technique. Its his own technique. "BASTARDO!!!! >_>" They do not hesitate.

Now, I'll make this move into 2 parts: one, the first, is what you'll perceive and what happens before your senses and in your mind. The other, the second part, pertains to what really happens in reality.

1st Part:

White seems surprised as she suddenly feels a rasengan griding into her abdomen. Hashirama screams in horror as he notices he just obliteraded half of White. "NOOOOOOO!!!!!!" It all happens so fast that white's blood splattered around Hashirama's face seems weird at first but rapidly proves to be a quick reality check. The horror is so much that Hashirama rushes forward, taking his staff from his back in a fit of rage towards you. As you use your sound technique, Hashirama felters and stumbles forward, seemingly dizzy. "SOUND?" he screams and the noise gets louder in his hears, although apparently only he can hear it. Pain. Pain. Lots and lots of pain. Hashirama looks down only to see a spear of lighting just opened a hole in his chest. "O_O". Hashirama falls to his knees, bested. He looks at his student and says "you bested me...decay is yours...". My body lays lifeless in the ground as you watch it.

2nd Part:

In reality, Hashirama is quick on his feet and trusts White with his safety. He, instead of trying to avoid white, he opens his mouth in supposed aw as White is heading towards him in the rotation and with that catches you into a genjutsu, unknown to you. From that split second, everything i described above is nothing but an illusion that happens in your mind as you're completely frozen in your spot with your senses dominated completely from the technique. He triggered a version of mind of creation that makes you feel as if your techniques succeeded and that all goes according to your move and plan. Your move, the one you designed in your head is sucessful. There is nothing in what you're seeing that makes you have a reason to believe its not real. The illusion is perfect.

Genjutsu: Omoi no Kamui | Illusionary Arts: The Mind of Creation
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A powerfull technique were the user takes control of the enemy's 5 senses and makes him experience anything he can imagine. These illusions however are bound by the normal natural laws of Narutoverse (gravity, kinetics, etc) making it impossible to create unreal (in the context of Narutoverse) situations or scenarios. They can and may also be used to cause the enemy pain or distress or simply serve as a distraction or to camouflage the user in an escape or an attack. The genjutsu itself is done by performing 3 hand seals (Tiger+Ram+Horse) while inserting your chakra into the enemy's brain, disturbing his chakra flow and quickly gaining control over his senses. If the user is within short range of the enemy he can perform this technique with either 1 hand seal (Ram) or by looking directly into the enemy's eyes.

Note: Can only be used thrice per battle
Note2: User can't perform other Genjutsu in the same turn
Note3: User can't perform any technique above S-Rank on the same turn
Note4: Can affect multiple enemies
Note5: Can only be taught by Scorps

Off course this leaves White to have to defend from a move that will be certainly painful if not fatal. Even with Hashirama, after casting the gen, trying to release the rasengan in his hand, its still not possible to avoid a hands first collision between both. White is quick on her feet and uses a basic Lazy fist defensive move although without the genjutsu portion. She grabs Hashirama's hand and rotates 180º to the left, facing you, deleting his uncontrolled momentum and hers, and leaving him able to run straight towards you.

Genkotsu Namakemono: Sono Tonsou No Ranningu Panda | Lazy Fist: The Escape of the Running Panda
Type: Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
Perhaps the strongest of all of the Lazy Fist stances, this technique is a more advanced form of The Dance of The Drunken Haze, using the same Chu Gar (Southern Praying Manthis) stance with the same basic abilities but used to a much higher caliber. By using this stance the user is able to use his hands in wide, fluid movements to deflect incoming projectiles or taijutsu attacks directed at him. He must keep his hands coated in a layer of chakra that protects them while he deflects the projectiles or attacks. Upon contact with the enemy, the user induces a powerful S-Rank Genjutsu. This Genjutsu affects all of the enemy's senses, making him see the user disappear into a burst of bamboo leafs and even hear him run away. The enemy will even see and hear small signs of movement in the ground around him, further fueling the illusion that the user has ran with a full burst of speed away from him. This technique serves as the ultimate defense/escape for Lazy Fist Masters.

Note: Requires Lazy Fist training
Note2: The illusion effect only connects twice but the stance can be used without limit
Note3: Can only be taught by Scorps
Note4: Requires Genjutsu Mastery
Note5: Can deflect any S-Rank or lower Taijutsu attack (except gates)
Note6: Can be used to deflect or block Kenjutsu moves of the A-Rank or lower.
Note7: Can be used to defend against C-Rank or lower elemental projectiles within reason
Note8: Can be used to defend against basic weapons even if infused with chakra or poisoned (chakra coated hands protect the user)
Note9: The illusion only works in the turn its used (meaning that it ends the moment the following turn of the user begins), until its released or until the user makes a direct attack on the enemy, at which time he'll become visible again.

Hashirama is crazy fast right now and virtually short range from you. You are simply standing there like a zombie as the illusion passes through your mind. So, the logical move is to finish you off. He blazes in speed and forms a katana of decay in his left hand, driving it through your heart. This, off course, brings you to your senses but too late. The katana's properties are such that your heart disipates into a mushy glump of guey proteins and aminoacids as the effects of decay spread through your chest like a pack of tiny hungry piranas on a nack of beef.

±Ibiton: Sono Kougu no Odahviing | Decay Release: The Tools of Odahviing±
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long
Chakra: 30 (-10 per turn if kept active)
Damage: 60
Description:
The user will take use of the specific release of Ibiton and manifest any construct his mind is able to imagine and visualize of that specific part of the release (Cubes, Spheres, Kunais, Swords, Walls, etc). These constructs, translucid and golden with a slight black hue in them, can be used to defend or attack. They can be created only Short-Mid range around the user but they can be thrown further. The user can control the movement of the constructs with or without the need for hand gestures, depending on the distance he is from them (Short range, no handgestures, Mid range requires hand gestures). Although hazardous to the enemies and anything present in the battlefield, the user can touch and interact with these constructs freely, taking advantage of their inherent properties to his own advantage. These constructs, if kept in short range, last until either dispelled or countered, making it a good choice to create weapons or defensive shields.
Note: Usable 5 times per battle.
Note: Creates only 1 item per use.

Note: In terms of brute time frame, you use the wind, and i use the genjutsu while white uses the lazy fist. Then, bound in the illusion you think you used the sound technique but you didn't. However, by the time you would actually use it, in reality is the time where my katana draws into your chest. I just completed the description because of the...drama. lol The illusion doesn't manipulate time but it does lock you up into a dream like state where in reality you do nothing. Simple reason is not only its high rank but also its nature as it bounds and fools all your senses and not only some.
 
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McRazor

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This one left me sweating for a bit... Lol

_______

As the area rotates, both the masterful panda and hashirama are quite aware of what just happened. Both know the technique. Its his own technique. "BASTARDO!!!! >_>" They do not hesitate.

Now, I'll make this move into 2 parts: one, the first, is what you'll perceive and what happens before your senses and in your mind. The other, the second part, pertains to what really happens in reality.

1st Part:

White seems surprised as she suddenly feels a rasengan griding into her abdomen. Hashirama screams in horror as he notices he just obliteraded half of White. "NOOOOOOO!!!!!!" It all happens so fast that white's blood splattered around Hashirama's face seems weird at first but rapidly proves to be a quick reality check. The horror is so much that Hashirama rushes forward, taking his staff from his back in a fit of rage towards you. As you use your sound technique, Hashirama felters and stumbles forward, seemingly dizzy. "SOUND?" he screams and the noise gets louder in his hears, although apparently only he can hear it. Pain. Pain. Lots and lots of pain. Hashirama looks down only to see a spear of lighting just opened a hole in his chest. "O_O". Hashirama falls to his knees, bested. He looks at his student and says "you bested me...decay is yours...". My body lays lifeless in the ground as you watch it.

2nd Part:

In reality, Hashirama is quick on his feet and trusts White with his safety. He, instead of trying to avoid white, he opens his mouth in supposed aw as White is heading towards him in the rotation and with that catches you into a genjutsu, unknown to you. From that split second, everything i described above is nothing but an illusion that happens in your mind as you're completely frozen in your spot with your senses dominated completely from the technique. He triggered a version of mind of creation that makes you feel as if your techniques succeeded and that all goes according to your move and plan. Your move, the one you designed in your head is sucessful. There is nothing in what you're seeing that makes you have a reason to believe its not real. The illusion is perfect.

Genjutsu: Omoi no Kamui | Illusionary Arts: The Mind of Creation
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A powerfull technique were the user takes control of the enemy's 5 senses and makes him experience anything he can imagine. These illusions however are bound by the normal natural laws of Narutoverse (gravity, kinetics, etc) making it impossible to create unreal (in the context of Narutoverse) situations or scenarios. They can and may also be used to cause the enemy pain or distress or simply serve as a distraction or to camouflage the user in an escape or an attack. The genjutsu itself is done by performing 3 hand seals (Tiger+Ram+Horse) while inserting your chakra into the enemy's brain, disturbing his chakra flow and quickly gaining control over his senses. If the user is within short range of the enemy he can perform this technique with either 1 hand seal (Ram) or by looking directly into the enemy's eyes.

Note: Can only be used thrice per battle
Note2: User can't perform other Genjutsu in the same turn
Note3: User can't perform any technique above S-Rank on the same turn
Note4: Can affect multiple enemies
Note5: Can only be taught by Scorps

Off course this leaves White to have to defend from a move that will be certainly painful if not fatal. Even with Hashirama, after casting the gen, trying to release the rasengan in his hand, its still not possible to avoid a hands first collision between both. White is quick on her feet and uses a basic Lazy fist defensive move although without the genjutsu portion. She grabs Hashirama's hand and rotates 180º to the left, facing you, deleting his uncontrolled momentum and hers, and leaving him able to run straight towards you.

Genkotsu Namakemono: Sono Tonsou No Ranningu Panda | Lazy Fist: The Escape of the Running Panda
Type: Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
Perhaps the strongest of all of the Lazy Fist stances, this technique is a more advanced form of The Dance of The Drunken Haze, using the same Chu Gar (Southern Praying Manthis) stance with the same basic abilities but used to a much higher caliber. By using this stance the user is able to use his hands in wide, fluid movements to deflect incoming projectiles or taijutsu attacks directed at him. He must keep his hands coated in a layer of chakra that protects them while he deflects the projectiles or attacks. Upon contact with the enemy, the user induces a powerful S-Rank Genjutsu. This Genjutsu affects all of the enemy's senses, making him see the user disappear into a burst of bamboo leafs and even hear him run away. The enemy will even see and hear small signs of movement in the ground around him, further fueling the illusion that the user has ran with a full burst of speed away from him. This technique serves as the ultimate defense/escape for Lazy Fist Masters.

Note: Requires Lazy Fist training
Note2: The illusion effect only connects twice but the stance can be used without limit
Note3: Can only be taught by Scorps
Note4: Requires Genjutsu Mastery
Note5: Can deflect any S-Rank or lower Taijutsu attack (except gates)
Note6: Can be used to deflect or block Kenjutsu moves of the A-Rank or lower.
Note7: Can be used to defend against C-Rank or lower elemental projectiles within reason
Note8: Can be used to defend against basic weapons even if infused with chakra or poisoned (chakra coated hands protect the user)
Note9: The illusion only works in the turn its used (meaning that it ends the moment the following turn of the user begins), until its released or until the user makes a direct attack on the enemy, at which time he'll become visible again.

Hashirama is crazy fast right now and virtually short range from you. You are simply standing there like a zombie as the illusion passes through your mind. So, the logical move is to finish you off. He blazes in speed and forms a katana of decay in his left hand, driving it through your heart. This, off course, brings you to your senses but too late. The katana's properties are such that your heart disipates into a mushy glump of guey proteins and aminoacids as the effects of decay spread through your chest like a pack of tiny hungry piranas on a nack of beef.

±Ibiton: Sono Kougu no Odahviing | Decay Release: The Tools of Odahviing±
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long
Chakra: 30 (-10 per turn if kept active)
Damage: 60
Description:
The user will take use of the specific release of Ibiton and manifest any construct his mind is able to imagine and visualize of that specific part of the release (Cubes, Spheres, Kunais, Swords, Walls, etc). These constructs, translucid and golden with a slight black hue in them, can be used to defend or attack. They can be created only Short-Mid range around the user but they can be thrown further. The user can control the movement of the constructs with or without the need for hand gestures, depending on the distance he is from them (Short range, no handgestures, Mid range requires hand gestures). Although hazardous to the enemies and anything present in the battlefield, the user can touch and interact with these constructs freely, taking advantage of their inherent properties to his own advantage. These constructs, if kept in short range, last until either dispelled or countered, making it a good choice to create weapons or defensive shields.
Note: Usable 5 times per battle.
Note: Creates only 1 item per use.

Note: In terms of brute time frame, you use the wind, and i use the genjutsu while white uses the lazy fist. Then, bound in the illusion you think you used the sound technique but you didn't. However, by the time you would actually use it, in reality is the time where my katana draws into your chest. I just completed the description because of the...drama. lol The illusion doesn't manipulate time but it does lock you up into a dream like state where in reality you do nothing. Simple reason is not only its high rank but also its nature as it bounds and fools all your senses and not only some.
I don't completely agree with the timeframe you describe at the bottom. I agree that you can use the genjutsu as I use the wind (even though it's half of a second, as stated in the description, but ok) but I believe that your panda has to use its attack after the wind, because you still are traveling towards it. This would be the time when I use my sound, more or less right before your panda thrusts you. Even with your speed I think I do have a nice window in between my sound and your decay technique.

-

The moment I use the sound technique in the genjutsu and you start screaming in pain and frankly recognizing it as a sound technique points out the completely obvious thing, I had to notice it was a genjutsu. There was no way that you would know I used a sound jutsu, for all you could know it may have been a genjutsu. The only way you knew it was sound was that I knew it was sound, which could only happen in an illusion where I would think that my attacks were executed successfully. Immediately I grab the hilt of my sword with my left hand and I start unsheathing it, placing my right hand close to the cutting edge and grabbing it as I'm about to completely unsheathe the weapon. This would serve multiple purposes. With my hand on the cutting edge as I'm taking it out, it would cut a line along my palm, sufficing enough pain to provoke a strong chakra spike as I groan. The second purpose of taking out the sword would be, performing a swinging motion with it, using the unsheathing momentum, which is more than enough to be used as a trigger for a technique. Simultaneously while doing that I channel water chakra, causing a giant water cube to materialize quickly, all around both of us (mid in length and width, which would mean that it traps your panda too), entrapping you and slowing your progression towards me, while I expel a very strong sound wave towards you. The fact that it has to travel towards you, at short range, is only bad for you, since it's speed is multiplied in water, making it very hard to doge.

Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.

Note: Can only be taught by Scorps
Note2: Doesn't require a water source and can be used as one
Note3: Usable only thrice
Note4: In the same turn the user can't use techniques above S-Rank

(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user gathers chakra into their mouth and infuses their vocal chords as they release a burst of sound towards the opponent. If they managed to dodge it, that is the worst thing that can happen. The sound gets stronger as it bounces off of objects however it also gets smaller as it goes on.
Note: Travels at 450 speed
 

Scorps

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As we discussed, I don't agree with your move for one reason: you supposedly move to release from the genjutsu while inside it. The genjutsu, once set upon you, controls all your senses which means it locks you up into an imaginary dream like world where the illusion takes place. In the real world, you aren't able to move. This is so because the ilusion, by controlling all of your senses, severs the link between them and basic movement. You could, however, have used a chakra surge for example or some other method. But pain by slashing yourself I don't agree man. :/

Talk to some senseis or other mods for their input. Treat me as if I was not a mod or a sensei. ok? I want the judgement to be fair.
 

McRazor

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As we discussed, I don't agree with your move for one reason: you supposedly move to release from the genjutsu while inside it. The genjutsu, once set upon you, controls all your senses which means it locks you up into an imaginary dream like world where the illusion takes place. In the real world, you aren't able to move. This is so because the ilusion, by controlling all of your senses, severs the link between them and basic movement. You could, however, have used a chakra surge for example or some other method. But pain by slashing yourself I don't agree man. :/

Talk to some senseis or other mods for their input. Treat me as if I was not a mod or a sensei. ok? I want the judgement to be fair.
I agree man. I completely overlooked the part where I couldn't move while in the genjutsu, because it wasn't stated in the description, so I blindly jumped onto replying. Should have read your move carefully a few more times. Also, I didn't go with a surge because, as far as I know Nagashi is only up to A rank, and the S rank earth jutsus wouldn't save me, because your sword would pierce me anyway. I didn't have any other options at my disposal. I had to free myself and attack at the same time.

Not sure what the process now is. Should we contact Caliburn to make it official?
 

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Darn. I didnd't want to win like this. Sorry man :/

Well, you're the holder of the sword so you pm Caliburn with the link to the fight and assuming you assume you lost, saying just that.
 
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