Test battle

Squidy

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Just wanna test out le bio

https://animebase.me/threads/horus-Ōtsutsuki.776429/

Mid range

Terrain: Some courtyard arena, like you'd find in mortal combat

All you know

Post your bio and if you wanna go first
Zapp in sig.

Zapp outs his cigar as he watches the tall dark haired man standing before him. He would pay his respects with a bow before taking his causal looking battle stance, which looked no particular way, since his body was shrouded beneath his overcoat. Thrusting an open palm forwards through his topcoat Zapp would then close it forming a fist as a shroud of raging iron sand suddenly engulfs the entirety of short range around himself in a sandstorm that might grasp the attention of his target.

Simultaneously the shinobi would use his iron sand to form a palm sized disk 8m behind his opponent that begins to rapidly spin as it levitates within the air, and when Zapp closes in his hand to make a fist the disk of iron sand shoots forwards as it rotates at high speeds with the intent to decapitate his opponent.
Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.
(Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
Type: Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using his magnetic Chakra, the user will concentrate his Iron sand into a paper thin, razor sharp disc, anywhere on the battle field. This disc is no larger than the users palm, and once formed, once again using his magnetic chakra, the user will cause the disc to spin at extremely high speeds. With the disc spinning, the user can remote control the disc to send it flying in any direction from the formed location. This allows the disc to not only dodge any jutsu the user needs to dodge with it, but due to its small size, it is hard to see and fight against.
Restrictions
Remains active for the turn it is used in
Can only be used 4 times per battle
Must be formed at least 5 meters away from the opponent.
100 Hp | 1,250 Cp
Projected Cp Usage:
-10-10-20 = -40
Active Jutsu: Sensci | M.R.P. Passive 1/3
Sensci ✦ Sensci
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to the magnetic field the bot constantly emits. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci emits stems short range from it's user, in which the bot must remain in contact with, and within this realm Sensci can feel movement where the mini bot can then relay that info to the user via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu within the sphere of its magnetic field which even stems into the surface below the user.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 5m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Use of this ability disables it's sensory related abilities, however. Being A rank in power this jutsu can be used 4x per battle, once per turn, with a 2 turn cooldown.

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

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

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

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



 

Ignia

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Zapp in sig.

Zapp outs his cigar as he watches the tall dark haired man standing before him. He would pay his respects with a bow before taking his causal looking battle stance, which looked no particular way, since his body was shrouded beneath his overcoat. Thrusting an open palm forwards through his topcoat Zapp would then close it forming a fist as a shroud of raging iron sand suddenly engulfs the entirety of short range around himself in a sandstorm that might grasp the attention of his target.

Simultaneously the shinobi would use his iron sand to form a palm sized disk 8m behind his opponent that begins to rapidly spin as it levitates within the air, and when Zapp closes in his hand to make a fist the disk of iron sand shoots forwards as it rotates at high speeds with the intent to decapitate his opponent.
(Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
Type: Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using his magnetic Chakra, the user will concentrate his Iron sand into a paper thin, razor sharp disc, anywhere on the battle field. This disc is no larger than the users palm, and once formed, once again using his magnetic chakra, the user will cause the disc to spin at extremely high speeds. With the disc spinning, the user can remote control the disc to send it flying in any direction from the formed location. This allows the disc to not only dodge any jutsu the user needs to dodge with it, but due to its small size, it is hard to see and fight against.
Restrictions
Remains active for the turn it is used in
Can only be used 4 times per battle
Must be formed at least 5 meters away from the opponent.
100 Hp | 1,250 Cp
Projected Cp Usage:
-10-10-20 = -40
Active Jutsu: Sensci | M.R.P. Passive 1/3
Sensci ✦ Sensci
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to the magnetic field the bot constantly emits. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci emits stems short range from it's user, in which the bot must remain in contact with, and within this realm Sensci can feel movement where the mini bot can then relay that info to the user via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu within the sphere of its magnetic field which even stems into the surface below the user.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 5m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Use of this ability disables it's sensory related abilities, however. Being A rank in power this jutsu can be used 4x per battle, once per turn, with a 2 turn cooldown.

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

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

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

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



Uzumaki with Iron sand, interesting combination. Hope you invest and get those chains, they are so useful.

Anyway, best of luck :)




Horus sat crossed legged in the arena patiently waiting for the challenger to arrive. This wasn't quite the Witchwood arena but it would suffice for him to get a grasp on his current power. He'd left his two creations in the stands, away from the fight for now, as he wanted to test his own power, not theirs. He wasn't waiting long before his foe did indeed arrive, an interesting character to say the least. Horus would raise to his feet before bowing in return to his opponent. The man drew a cigar but apart from that, his outward appearance would reveal very little to who he actually was, though Horus had his other means. Brushing his hair out of his face, his Rinnegan would would be revealed to his opponent, something Horus no longer had control of as it always remained active. This allowed him to see the young shinobi's chakra flow, though what really revealed his power was Horus's Yin/Yang sensory, he could feel the flowing chakra through the man. A strong Shinobi but one still starting their path it would seem.

"Good luck..."

With that it would seem the fight had begun. Chakra surged through what seemed to be his opponent's clothing before a storm of iron sand burst forth around him. An interesting trait to say the least. Though it would block his vision, he would still be able to sense that his opponent remained within. [See YY sensory in bio]. This would seem to be only the distraction as he could sense the chakra forming behind him. A small item aiming for Horus's neck. Just as it was about to make contract, fire would form on Horus's neck, in the form of "Power of the Dragon", creating a flame that would incinerate the iron sand leaving nothing left. The power of this flame would be naturally increased, firstly by +30 due to the natural energy passing through Horus's body, secondly due to his Dragon's armour that increases all his fire abilities by +10 damage. This flame would incinerate the sneak attack leaving him unharmed, but not effected, such an attack angered him.

"Do you really wish to fight in such a way, in this arena? Have you no honour? I'll let that one pass by, should you try something so foolish a second time, I wont be so lenient. Show me what you can really do with that metal of yours."

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

(Katon: kensei no doragon ) - Fire Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40+30+10 = 80
Description: This technique is specialised for thought who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in fire. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quit painful if an opponent is hit by it. When someone/something is hit by these flames created be the user, it will great a burst of flames on impace from the user, to burn the target more and producing some additional concussive force.
Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time

Health: 200
Chakra: 3750 - 5 - 20 = 3725
 

Squidy

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Uzumaki with Iron sand, interesting combination. Hope you invest and get those chains, they are so useful.

Anyway, best of luck :)




Horus sat crossed legged in the arena patiently waiting for the challenger to arrive. This wasn't quite the Witchwood arena but it would suffice for him to get a grasp on his current power. He'd left his two creations in the stands, away from the fight for now, as he wanted to test his own power, not theirs. He wasn't waiting long before his foe did indeed arrive, an interesting character to say the least. Horus would raise to his feet before bowing in return to his opponent. The man drew a cigar but apart from that, his outward appearance would reveal very little to who he actually was, though Horus had his other means. Brushing his hair out of his face, his Rinnegan would would be revealed to his opponent, something Horus no longer had control of as it always remained active. This allowed him to see the young shinobi's chakra flow, though what really revealed his power was Horus's Yin/Yang sensory, he could feel the flowing chakra through the man. A strong Shinobi but one still starting their path it would seem.

"Good luck..."

With that it would seem the fight had begun. Chakra surged through what seemed to be his opponent's clothing before a storm of iron sand burst forth around him. An interesting trait to say the least. Though it would block his vision, he would still be able to sense that his opponent remained within. [See YY sensory in bio]. This would seem to be only the distraction as he could sense the chakra forming behind him. A small item aiming for Horus's neck. Just as it was about to make contract, fire would form on Horus's neck, in the form of "Power of the Dragon", creating a flame that would incinerate the iron sand leaving nothing left. The power of this flame would be naturally increased, firstly by +30 due to the natural energy passing through Horus's body, secondly due to his Dragon's armour that increases all his fire abilities by +10 damage. This flame would incinerate the sneak attack leaving him unharmed, but not effected, such an attack angered him.

"Do you really wish to fight in such a way, in this arena? Have you no honour? I'll let that one pass by, should you try something so foolish a second time, I wont be so lenient. Show me what you can really do with that metal of yours."

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

(Katon: kensei no doragon ) - Fire Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40+30+10 = 80
Description: This technique is specialised for thought who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in fire. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quit painful if an opponent is hit by it. When someone/something is hit by these flames created be the user, it will great a burst of flames on impace from the user, to burn the target more and producing some additional concussive force.
Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time

Health: 200
Chakra: 3750 - 5 - 20 = 3725
I was thinking of switching the Uzumaki for Jashinist tbh
The man standing before him easily trumped his sneak attack without moving an inch, a testament to his ocular prowess. This is gonna be tougher than I thought... the Youngin thinks to himself as he plots his next move amidst the rotating sandstorm that suddenly grows into mid.range.

Ok, but you asked for it! Zapp says in response to the man's request.

The shinobi would then once again extend his arm through his overcoat as he takes hold of some of the iron sand engulfing both himself and his target, forming a structure around the man that is also connected to Zapp. The Youngin would create a giant arm made of iron sand, connected to his extended arm, whose hand materializes around the target before tightening its grip around the man squeezing him tightly, dealing damage. A feat easily and swiftly done using the sandstorm as a source.

Without hesitating Zapp would then initiate a lightning jutsu as his giant iron sand hand grips its target tightly, adding yet another adverse affect. Amongst the pressurized grip the dark haired, rinnegan wielding man would feel a sudden surge of lightning that overtakes the entire conductive iron sand source all at once shocking the man as the Youngin's two jutsu form a deadly Lightning/Iron Sand combo that will leave the target bruised, shocked, and maybe even paralyzed if successful.
Type: Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle



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

100 Hp | 1,210 Cp
Projected Cp Usage:
-10-10-30-30 = -80
Active Jutsu: Sensci | M.R.P. Passive 2/3
Sensci ✦ Sensci
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to the magnetic field the bot constantly emits. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci emits stems short range from it's user, in which the bot must remain in contact with, and within this realm Sensci can feel movement where the mini bot can then relay that info to the user via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu within the sphere of its magnetic field which even stems into the surface below the user.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 5m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Use of this ability disables it's sensory related abilities, however. Being A rank in power this jutsu can be used 4x per battle, once per turn, with a 2 turn cooldown.

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

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

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

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



 

Ignia

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I was thinking of switching the Uzumaki for Jashinist tbh
The man standing before him easily trumped his sneak attack without moving an inch, a testament to his ocular prowess. This is gonna be tougher than I thought... the Youngin thinks to himself as he plots his next move amidst the rotating sandstorm that suddenly grows into mid.range.

Ok, but you asked for it! Zapp says in response to the man's request.

The shinobi would then once again extend his arm through his overcoat as he takes hold of some of the iron sand engulfing both himself and his target, forming a structure around the man that is also connected to Zapp. The Youngin would create a giant arm made of iron sand, connected to his extended arm, whose hand materializes around the target before tightening its grip around the man squeezing him tightly, dealing damage. A feat easily and swiftly done using the sandstorm as a source.

Without hesitating Zapp would then initiate a lightning jutsu as his giant iron sand hand grips its target tightly, adding yet another adverse affect. Amongst the pressurized grip the dark haired, rinnegan wielding man would feel a sudden surge of lightning that overtakes the entire conductive iron sand source all at once shocking the man as the Youngin's two jutsu form a deadly Lightning/Iron Sand combo that will leave the target bruised, shocked, and maybe even paralyzed if successful.
Type: Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle



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

100 Hp | 1,210 Cp
Projected Cp Usage:
-10-10-30-30 = -80
Active Jutsu: Sensci | M.R.P. Passive 2/3
Sensci ✦ Sensci
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to the magnetic field the bot constantly emits. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci emits stems short range from it's user, in which the bot must remain in contact with, and within this realm Sensci can feel movement where the mini bot can then relay that info to the user via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu within the sphere of its magnetic field which even stems into the surface below the user.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 5m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Use of this ability disables it's sensory related abilities, however. Being A rank in power this jutsu can be used 4x per battle, once per turn, with a 2 turn cooldown.

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

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

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

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



It would seem he foe would take his words seriously with his change in tactics. The spiralling vortex of a dark metal seemed to be his weapon of choice as it took the form of a large arm aiming to strike head on. Though from the chakra within it, it was lacking true power. Clearly a young shinobi coming to grips with a skill building it to be their own. Horus admired this. He'd been alive for more years than he could count, yet the thing that he still loved to see was the investment in a particular skill. Though, here and now, he would deal with the attack at hand.

As the large iron sand fist formed aiming to strike, Horus would lift his left hand and fire a single exploding shot at the fist between the two of them, exploding on contact destroying the iron sand fist, creating a blast that wouldn't quite reach his foe, but strong enough to completely destroy the iron. With the release of this single shot, he would lower his arm once more. With the iron sand completely destroyed, it would render the lightning useless as there would be nothing to conduct it. Fortunately for the young shinobi, the wall of iron surrounding him would protect him from the blast of fire.

"I see you have quite the skill with that metal of yours. I wonder what other tricks you have up your sleeve? Let me see them, come at me with everything you have."

(Bakuhatsu Enhogan) – Exploding Flame Shots
Type: Offensive
Rank: B
Range: Mid
Chakra: 20
Damage: 40+30+10 = 80
Description: The user shoots multiple fire shots from their hands that are able to cause fiery explosions on impact with any object. The shots can't set the opponent on fire, though they can cause damage by exploding on him.
 

Squidy

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It would seem he foe would take his words seriously with his change in tactics. The spiralling vortex of a dark metal seemed to be his weapon of choice as it took the form of a large arm aiming to strike head on. Though from the chakra within it, it was lacking true power. Clearly a young shinobi coming to grips with a skill building it to be their own. Horus admired this. He'd been alive for more years than he could count, yet the thing that he still loved to see was the investment in a particular skill. Though, here and now, he would deal with the attack at hand.

As the large iron sand fist formed aiming to strike, Horus would lift his left hand and fire a single exploding shot at the fist between the two of them, exploding on contact destroying the iron sand fist, creating a blast that wouldn't quite reach his foe, but strong enough to completely destroy the iron. With the release of this single shot, he would lower his arm once more. With the iron sand completely destroyed, it would render the lightning useless as there would be nothing to conduct it. Fortunately for the young shinobi, the wall of iron surrounding him would protect him from the blast of fire.

"I see you have quite the skill with that metal of yours. I wonder what other tricks you have up your sleeve? Let me see them, come at me with everything you have."

(Bakuhatsu Enhogan) – Exploding Flame Shots
Type: Offensive
Rank: B
Range: Mid
Chakra: 20
Damage: 40+30+10 = 80
Description: The user shoots multiple fire shots from their hands that are able to cause fiery explosions on impact with any object. The shots can't set the opponent on fire, though they can cause damage by exploding on him.
Destroying his jutsu with ease proved the man's strength. How could I think anyone with a Rinnegan could be taken lightly? Zapp thought to himself as he hears the man's ploy to come at him once again, through the storm that extends into long range all around the fancy building wherein the two men fight. Not having much in his arsenal the Youngin was forced to momentarily improvise his means of attack in hopes of an attempt to even get a scratch on the mysterious man before him.

Using his most refined element Zapp channels a mass amount of raiton chakra into the palm of one of his hands he has extended before his torso, creating a glowing mass dimmed by the sandstorm. Releasing the contained energy a massive 120 degree blast of lightning rushes forwards at great speeds while covering an area that grows wider as it travels. The lightning blast would hopefully overcome his opponent, although unlikely, but it was only a window the young shinobi was looking for.

He would then wave a single handseal creating a shadow clone 5m before his location that dashes forwards through the storm with the intent to make it into the edge of short range of his opponent. Once at his destination the clone will throw several normal explosive tagged kunai forwards in hopes of catching the man off-guard with a series of close quarter explosions.
(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy


(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.
100 Hp | 1,160 Cp
Projected Cp Usage:
-10-10-40-20 = (x-80)/2
Active Jutsu: Sensci | M.R.P. Passive 3/3
Sensci ✦ Sensci
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to the magnetic field the bot constantly emits. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci emits stems short range from it's user, in which the bot must remain in contact with, and within this realm Sensci can feel movement where the mini bot can then relay that info to the user via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu within the sphere of its magnetic field which even stems into the surface below the user.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 5m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Use of this ability disables it's sensory related abilities, however. Being A rank in power this jutsu can be used 4x per battle, once per turn, with a 2 turn cooldown.

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

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

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

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



 
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Ignia

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Destroying his jutsu with ease proved the man's strength. How could I think anyone with a Rinnegan could be taken lightly? Zapp thought to himself as he hears the man's ploy to come at him once again, through the storm that extends into long range all around the fancy building wherein the two men fight. Not having much in his arsenal the Youngin was forced to momentarily improvise his means of attack in hopes of an attempt to even get a scratch on the mysterious man before him.

Using his most refined element Zapp channels a mass amount of raiton chakra into the palm of one of his hands he has extended before his torso, creating a glowing mass dimmed by the sandstorm. Releasing the contained energy a massive 120 degree blast of lightning rushes forwards at great speeds while covering an area that grows wider as it travels. The lightning blast would hopefully overcome his opponent, although unlikely, but it was only a window the young shinobi was looking for.

He would then wave a single handseal creating a shadow clone 5m before his location that dashes forwards through the storm with the intent to make it into the edge of short range of his opponent. Once at his destination the clone will throw several normal explosive tagged kunai forwards in hopes of catching the man off-guard with a series of close quarter explosions.
(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy


(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.
100 Hp | 1,160 Cp
Projected Cp Usage:
-10-10-40-20 = (x-80)/2
Active Jutsu: Sensci | M.R.P. Passive 3/3
Sensci ✦ Sensci
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to the magnetic field the bot constantly emits. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci emits stems short range from it's user, in which the bot must remain in contact with, and within this realm Sensci can feel movement where the mini bot can then relay that info to the user via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu within the sphere of its magnetic field which even stems into the surface below the user.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 5m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Use of this ability disables it's sensory related abilities, however. Being A rank in power this jutsu can be used 4x per battle, once per turn, with a 2 turn cooldown.

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

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

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

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



It seemed his foe really was trying to take this serious. Horus could feel the build up of lightning chakra emanating from his opponent, thanks to his Yin/Yang sensory, it seemed the boy had many skills. The use of lightning with a conductive substance like his foe was using could make for an efficient combination. Horus would draw his sword for the first time, doing a vertical swing, releasing a gust of wind to counter the lightning and push all the remaining Iron sand away from him. This would stop short of his foe, allowing Horus to see him for the first time in a while. His gust of wind was empowered by the natural energy flowing through Horus, though at the same time, his demon forged blade, the dark blade, Yaru, empowered it even further. This would easily counter the lightning and part the Iron sand in the process.

"This is what i like to see, push yourself to your limits...."


The previous gust of wind would of stopped either the clone or the real opponent approaching, though it wouldn't of destroyed either. Now they stood facing each other, mid range. Horus vs his opponent and a clone, 2 vs 1. An interesting development.

(Fūton: Senmōfū) - Wind Release: Rotating Ferocious Wind
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40+30+20=90
Description: The user concentrates wind chakra into their sword/s and releases the chakra by slashing down infront of them to create a large gust of wind.

[Yaru: Night] - reference
Rank: S
Type: Weapon
Range: short - long
Chakra Cost: (-5 per turn)
Damage Points: N/a
Description: Yoru is a black blade forged by a great smith who infused it with yang release making it sentient. Yoru is an ornately decorated and very long blade with a total length of at least 6 feet. On the hilt of this blade is a cross guard, though the bars between the blade and the hilt are much longer than average. The blade itself is pitch-black with a very strong sheen, a single-edged long sword with a slight curve at the end of the blade. Overall, Yoru looks like a large black cross. Though the blight was forged in such a way to remain light.

It was forged with a large portion of yang chakra giving it it's own sentience. With this the sword came to life in its own unique way, it was still a sword, solid like steel, sharp enough to slash flesh, but it was more than just that. Yaru could bend it's shape completely, sliding around like a snake having it's own form of movement while still being a blade, much like how Samehada can bend it's shape and still be sharp with it's scales. Though, it's intent wasn't always pure, having used to have a white handle, he served many owners, though those he deemed unworthy he would kill, staining his handle until it was blood red. This sword held a few unique powers:
  • Being able to absorb and store chakra he can also sense chakra within short range of it knowing the difference between each one, the type and who it belonged to. It can sense anything that has a life force. It can absorb jutsu be releasing a black aura around it, this aura will negate jutsu and absorb the chakra into the blade storing it which it can then be used to cast jutsu with that require sword, rather than using the user's charka. The sword slashes as the aura spreads out acting like a vacuum drawing in the chakra causing jutsu to dissipate. This can only be used 3 times costing a move each time. This vacuum can reach up to short range (5m), it can absorb a maximum of 60 chakra per use though only store up to 100 chakra at a time in total. Anything with more than 40 chakra will fail to be absorbed. Two turns between uses. Counts as a move per usage.
  • Being infused with Yang, it is granted a form of great vitality, durability and strength. Due to this, it's kenjutsu techniques are passively increased by 20 damage, this would include any jutsu that require the sword to be used as a medium, flowing through it. Freeform attacks are excluded from this boost.
  • The sword would have a mental link with it's owner sharing what he could see and the chakra it sensed.
  • The sword handle has a unique ability where the user can extent it to form a spear, allowing the user to fight with extra range and use it for jutsu requiring a spear/Bisento. This can be done passively.
 

Squidy

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It seemed his foe really was trying to take this serious. Horus could feel the build up of lightning chakra emanating from his opponent, thanks to his Yin/Yang sensory, it seemed the boy had many skills. The use of lightning with a conductive substance like his foe was using could make for an efficient combination. Horus would draw his sword for the first time, doing a vertical swing, releasing a gust of wind to counter the lightning and push all the remaining Iron sand away from him. This would stop short of his foe, allowing Horus to see him for the first time in a while. His gust of wind was empowered by the natural energy flowing through Horus, though at the same time, his demon forged blade, the dark blade, Yaru, empowered it even further. This would easily counter the lightning and part the Iron sand in the process.

"This is what i like to see, push yourself to your limits...."

The previous gust of wind would of stopped either the clone or the real opponent approaching, though it wouldn't of destroyed either. Now they stood facing each other, mid range. Horus vs his opponent and a clone, 2 vs 1. An interesting development.

(Fūton: Senmōfū) - Wind Release: Rotating Ferocious Wind
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40+30+20=90
Description: The user concentrates wind chakra into their sword/s and releases the chakra by slashing down infront of them to create a large gust of wind.

[Yaru: Night] - reference
Rank: S
Type: Weapon
Range: short - long
Chakra Cost: (-5 per turn)
Damage Points: N/a
Description: Yoru is a black blade forged by a great smith who infused it with yang release making it sentient. Yoru is an ornately decorated and very long blade with a total length of at least 6 feet. On the hilt of this blade is a cross guard, though the bars between the blade and the hilt are much longer than average. The blade itself is pitch-black with a very strong sheen, a single-edged long sword with a slight curve at the end of the blade. Overall, Yoru looks like a large black cross. Though the blight was forged in such a way to remain light.

It was forged with a large portion of yang chakra giving it it's own sentience. With this the sword came to life in its own unique way, it was still a sword, solid like steel, sharp enough to slash flesh, but it was more than just that. Yaru could bend it's shape completely, sliding around like a snake having it's own form of movement while still being a blade, much like how Samehada can bend it's shape and still be sharp with it's scales. Though, it's intent wasn't always pure, having used to have a white handle, he served many owners, though those he deemed unworthy he would kill, staining his handle until it was blood red. This sword held a few unique powers:
  • Being able to absorb and store chakra he can also sense chakra within short range of it knowing the difference between each one, the type and who it belonged to. It can sense anything that has a life force. It can absorb jutsu be releasing a black aura around it, this aura will negate jutsu and absorb the chakra into the blade storing it which it can then be used to cast jutsu with that require sword, rather than using the user's charka. The sword slashes as the aura spreads out acting like a vacuum drawing in the chakra causing jutsu to dissipate. This can only be used 3 times costing a move each time. This vacuum can reach up to short range (5m), it can absorb a maximum of 60 chakra per use though only store up to 100 chakra at a time in total. Anything with more than 40 chakra will fail to be absorbed. Two turns between uses. Counts as a move per usage.
  • Being infused with Yang, it is granted a form of great vitality, durability and strength. Due to this, it's kenjutsu techniques are passively increased by 20 damage, this would include any jutsu that require the sword to be used as a medium, flowing through it. Freeform attacks are excluded from this boost.
  • The sword would have a mental link with it's owner sharing what he could see and the chakra it sensed.
  • The sword handle has a unique ability where the user can extent it to form a spear, allowing the user to fight with extra range and use it for jutsu requiring a spear/Bisento. This can be done passively
Zapp and his clone both shielded their face as the aftershock from the man's wind jutsu blows past them, shifting around the iron sand falling from the air since the sandstorm lost chakra to remain suspended. The two already surmised that their opponent was way out of their league, and although the man was impressed with his stand, Zapp couldn't help but feel the feelings of self lacking when facing such an overwhelming foe. But he refused to give in....

With his clone several meters in front of him, and the heaps of iron sand scattered throughout the arena, the Youngin quickly came up with a plan that his clone easily caught on to without communication, after all they were of the same stock, after looking back and seeing his original body wave one hand seal before extending his open hand forwards. After being blown away by his previous attack, the iron sand around the man would begin to rush back into short range of him swiftly forming a full 5m dome with extended 2m spikes within, an intricate structure that also had a tentacle like extension leading to Zapp's clone that ran 5m closer to his target while still remaining mid.range away.

Making contact with the extension the clone would then channel a large focused stream of lightning throughout the structure that Zapp simultaneously manipulates with a downwards hand motion, causing it to shrink inwards on the powerful man within, creating a Lightning/Iron Sand combination attack.

Panting from his efforts, Zapp wipes a little sweat from his forehead while continually assessing the situation.
Type: Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60+20= 80
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle

Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by adding a beneficial layer to it. Initiated with 1 hand seal, or 1 additional hand seal when being used in conjunction, this technique empowers an offensive iron sand jutsu by adding an additional layer of iron sand with an increased density to the targeted jutsu's surface area. Offensive techniques will experience a boost of +20 damage due to the additional layer adding more weight behind its force.

>Can only be used on Iron Sand jutsu with a structured form
>Has a 2 turn cooldown after use
>Can be used 5x per battle



(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current {Clone}
Type: Offensive/Defensive
Rank: A
Range: Short (Mid if channeled through a medium)
Chakra: 30
Damage: N/A (+10 if used to boost weapon damage)
Description: This jutsu allows the user to generate non-focused electricity from their body. It can be used as an omnidirectional attack or be channeled through weapons, the ground or other conductive mediums. Because the electricity isn't focused, it doesn't kill on contact, instead it has great numbing and paralyzing effects. To channel Nagashi through a medium, the user needs to focus the technique into one of his hands which will then be put in contact with the medium and can only choose to either do a widespread attack throughout his whole body or to channel it into something; he cannot achieve both usages at the same time. Despite not having much destructive or damaging properties, Nagashi can be used to destroy low rank earthen and wooden structures and even negate chakra on the ground to stop high ranked earth and wood techniques. It has also been noted that Lightning Specialists that have mastered Lightning to the highest degree can resist total paralyzation, although they still feel the pain and numbing effects.
Note: Paralyzation lasts 1 turn if sucessful but is ineffective against bios who have a primary Lightning Specialty
100 Hp | 540 Cp
Projected Cp Usage:
-10-50 = -60

540 cp
Clone Projected Cp Usage:
-10-30= -40
Active Jutsu: Sensci (x2) | M.R.P. Passive 3/3 cooldown
Sensci ✦ Sensci
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to the magnetic field the bot constantly emits. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci emits stems short range from it's user, in which the bot must remain in contact with, and within this realm Sensci can feel movement where the mini bot can then relay that info to the user via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu within the sphere of its magnetic field which even stems into the surface below the user.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 5m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Use of this ability disables it's sensory related abilities, however. Being A rank in power this jutsu can be used 4x per battle, once per turn, with a 2 turn cooldown.

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

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

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

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



 

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Zapp and his clone both shielded their face as the aftershock from the man's wind jutsu blows past them, shifting around the iron sand falling from the air since the sandstorm lost chakra to remain suspended. The two already surmised that their opponent was way out of their league, and although the man was impressed with his stand, Zapp couldn't help but feel the feelings of self lacking when facing such an overwhelming foe. But he refused to give in....

With his clone several meters in front of him, and the heaps of iron sand scattered throughout the arena, the Youngin quickly came up with a plan that his clone easily caught on to without communication, after all they were of the same stock, after looking back and seeing his original body wave one hand seal before extending his open hand forwards. After being blown away by his previous attack, the iron sand around the man would begin to rush back into short range of him swiftly forming a full 5m dome with extended 2m spikes within, an intricate structure that also had a tentacle like extension leading to Zapp's clone that ran 5m closer to his target while still remaining mid.range away.

Making contact with the extension the clone would then channel a large focused stream of lightning throughout the structure that Zapp simultaneously manipulates with a downwards hand motion, causing it to shrink inwards on the powerful man within, creating a Lightning/Iron Sand combination attack.

Panting from his efforts, Zapp wipes a little sweat from his forehead while continually assessing the situation.
Type: Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60+20= 80
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle

Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by adding a beneficial layer to it. Initiated with 1 hand seal, or 1 additional hand seal when being used in conjunction, this technique empowers an offensive iron sand jutsu by adding an additional layer of iron sand with an increased density to the targeted jutsu's surface area. Offensive techniques will experience a boost of +20 damage due to the additional layer adding more weight behind its force.

>Can only be used on Iron Sand jutsu with a structured form
>Has a 2 turn cooldown after use
>Can be used 5x per battle



(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current {Clone}
Type: Offensive/Defensive
Rank: A
Range: Short (Mid if channeled through a medium)
Chakra: 30
Damage: N/A (+10 if used to boost weapon damage)
Description: This jutsu allows the user to generate non-focused electricity from their body. It can be used as an omnidirectional attack or be channeled through weapons, the ground or other conductive mediums. Because the electricity isn't focused, it doesn't kill on contact, instead it has great numbing and paralyzing effects. To channel Nagashi through a medium, the user needs to focus the technique into one of his hands which will then be put in contact with the medium and can only choose to either do a widespread attack throughout his whole body or to channel it into something; he cannot achieve both usages at the same time. Despite not having much destructive or damaging properties, Nagashi can be used to destroy low rank earthen and wooden structures and even negate chakra on the ground to stop high ranked earth and wood techniques. It has also been noted that Lightning Specialists that have mastered Lightning to the highest degree can resist total paralyzation, although they still feel the pain and numbing effects.
Note: Paralyzation lasts 1 turn if sucessful but is ineffective against bios who have a primary Lightning Specialty
100 Hp | 540 Cp
Projected Cp Usage:
-10-50 = -60

540 cp
Clone Projected Cp Usage:
-10-30= -40
Active Jutsu: Sensci (x2) | M.R.P. Passive 3/3 cooldown
Sensci ✦ Sensci
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to the magnetic field the bot constantly emits. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci emits stems short range from it's user, in which the bot must remain in contact with, and within this realm Sensci can feel movement where the mini bot can then relay that info to the user via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu within the sphere of its magnetic field which even stems into the surface below the user.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 5m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Use of this ability disables it's sensory related abilities, however. Being A rank in power this jutsu can be used 4x per battle, once per turn, with a 2 turn cooldown.

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

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

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

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



Once again you're stepped it up a level, i appreciate this.




Horus had pushed the sand away but he knew that wouldn't be the end of it. His foe had constantly formed and controlled the dark substance, so it didn't come a surprise when it formed once more, all around him. An effective way to try and crush a stronger foe, attack them on all fronts and use the advantage of numbers to overwhelm and crush them or even deceive. Though this would not be one of those times. Unfortunately for the young shinobi, Horus was beyond the level that he could comprehend. Horus was hundreds of years old, with power flowing through him the young shinobi only wished he could understand, never mind one day reach this level.

It was getting to the point where the shinobi would reach his limit, only then could Horus push him, to see if he can surpass his limit's in battle. The only way to do that was to push them so. The clone was closer as the iron formed around him once more, well this made it easier.

"Grant me you body, God of Valour"

Horus spoke these words as a energy flowed around him taking the form of a giant ethereal warrior completely defending Horus from the iron sand combination, along with the lightning that flowed through it. Horus rose up into the sky in it's head as he towered high above the opponent, and show of his divine power. Though after a few seconds he releases the being, the energy would scatter around falling and fading like blue petals dropping through the air. Though Horus would remain in the air as he activated his flight technique, now 50m in the air.

"An impressive display. I know not your name, though I wish to. You are out of your depth here young shinobi but this need not be the end for you. I ask thee thy name so that i shall seek you out once more in the future, so i may test your growth. Do you accept this?"

( Doujutsu: Susano'o ) - Eye Technique: Hagoromo's Tempestuous God of Valor
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 120 ( +30 per additional turn )
Damage: N/A ( -10 to user per turn )
Description: a gigantic, humanoid avatar made of the user's chakra which manifests around the user and becomes an extension of their will, acting and attacking on their behalf. By default, Susanoo is anchored to its user and they to it: in its less developed forms it will move around with the user; in its more completed forms the user will be suspended within Susanoo, being brought with it as it moves. This connection allows Susanoo to shield against physical attacks, becoming more difficult to penetrate as it is manifested more fully.
Complete
Formed directly in its Complete form, Hagoromo's Susano'o has a Two locks of hair fall on each side of the face and a single horn protrudes from the chin, resembling Hagoromo's facial hair. It possesses a sharp tengu-like nose and a jagged mouth, giving it a demonic appearance. Susanoo acquires new traits including a tengu-esque nose, wings for flight, and robes with ornate armor. But more importantly, it gains power akin to a biju. Once stabilized, the Complete Body form can protect its user from all but the strongest of attacks (120 damage defense). And with regards to its offense, its weapons can inflict F-rank damage up to long-range no matter the weapon being used, with the sword having been shown able to cleave mountains.
Note: Counts as a move each turn it is active; moreover
Note: Susano'o is usable twice and lasts up to eight turns, with a three-turn cooldown in which the user's Paths become deactivated, unable for 3 turns.

( Furaito no Jutsu ) - Flight Technique
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -10 per turn )
Damage: N/A
Description: Through the use of their chakra, the user gains the ability of unsupported flight and levitation. The user moves and maneuvers at his running speed. This can be used upon activation as a means of dodging attacks but afterwards cannot be utilized like such.
Note: This can be used by custom Otsutsuki clan bios, canon bios noted to have flight, and Juubi Jinchuriki bios.
 
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Once again you're stepped it up a level, i appreciate this.




Horus had pushed the sand away but he knew that wouldn't be the end of it. His foe had constantly formed and controlled the dark substance, so it didn't come a surprise when it formed once more, all around him. An effective way to try and crush a stronger foe, attack them on all fronts and use the advantage of numbers to overwhelm and crush them or even deceive. Though this would not be one of those times. Unfortunately for the young shinobi, Horus was beyond the level that he could comprehend. Horus was hundreds of years old, with power flowing through him the young shinobi only wished he could understand, never mind one day reach this level.

It was getting to the point where the shinobi would reach his limit, only then could Horus push him, to see if he can surpass his limit's in battle. The only way to do that was to push them so. The clone was closer as the iron formed around him once more, well this made it easier.

"Grant me you body, God of Valour"

Horus spoke these words as a energy flowed around him taking the form of a giant ethereal warrior completely defending Horus from the iron sand combination, along with the lightning that flowed through it. Horus rose up into the sky in it's head as he towered high above the opponent, and show of his divine power. Though after a few seconds he releases the being, the energy would scatter around falling and fading like blue petals dropping through the air. Though Horus would remain in the air as he activated his flight technique, now 50m in the air.

"An impressive display. I know not your name, though I wish to. You are out of your depth here young shinobi but this need not be the end for you. I ask thee thy name so that i shall seek you out once more in the future, so i may test your growth. Do you accept this?"

( Doujutsu: Susano'o ) - Eye Technique: Hagoromo's Tempestuous God of Valor
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 120 ( +30 per additional turn )
Damage: N/A ( -10 to user per turn )
Description: a gigantic, humanoid avatar made of the user's chakra which manifests around the user and becomes an extension of their will, acting and attacking on their behalf. By default, Susanoo is anchored to its user and they to it: in its less developed forms it will move around with the user; in its more completed forms the user will be suspended within Susanoo, being brought with it as it moves. This connection allows Susanoo to shield against physical attacks, becoming more difficult to penetrate as it is manifested more fully.
Complete
Formed directly in its Complete form, Hagoromo's Susano'o has a Two locks of hair fall on each side of the face and a single horn protrudes from the chin, resembling Hagoromo's facial hair. It possesses a sharp tengu-like nose and a jagged mouth, giving it a demonic appearance. Susanoo acquires new traits including a tengu-esque nose, wings for flight, and robes with ornate armor. But more importantly, it gains power akin to a biju. Once stabilized, the Complete Body form can protect its user from all but the strongest of attacks (120 damage defense). And with regards to its offense, its weapons can inflict F-rank damage up to long-range no matter the weapon being used, with the sword having been shown able to cleave mountains.
Note: Counts as a move each turn it is active; moreover
Note: Susano'o is usable twice and lasts up to eight turns, with a three-turn cooldown in which the user's Paths become deactivated, unable for 3 turns.

( Furaito no Jutsu ) - Flight Technique
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -10 per turn )
Damage: N/A
Description: Through the use of their chakra, the user gains the ability of unsupported flight and levitation. The user moves and maneuvers at his running speed. This can be used upon activation as a means of dodging attacks but afterwards cannot be utilized like such.
Note: This can be used by custom Otsutsuki clan bios, canon bios noted to have flight, and Juubi Jinchuriki bios.
Thank you sir!
A sudden ominous feeling overcame Zapp as his arm struggled to contain the iron sand structure being overcome, and with it ultimately failing he could feel the pressure rising within as he was easily trumped once again. His eyes would widen as he fell backwards on his butt, his clone dispersing around the same time, as he watched the giant ethereal warrior rise high into the sky, dwarfing the iron sand shinobi with ease. Zapp couldn't help but smirk as he thought of his short past, being the young man that he is, but was surprised that his life was not flashing before his eyes. After giving it some thought he realized that this man could of killed him long time ago if he wanted to, calming his soul somewhat, and with the giant warrior dispersing into a plethora of blue chakra petals that rained down on the battlefield he was further assured that his life was spared.

Hahaha, I have no choice but to accept your proposal now do I............ my name is Zapp by the way. he says before reaching into his overcoat and pulling out an old cigar which he lights. I'll be surely waiting patiently for your return, but don't take too long though...... or else I just might be able to look you in the eyes next time. Zapp ends with a smirk as he gets up and dusts himself off.
 
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Thank you sir!
A sudden ominous feeling overcame Zapp as his arm struggled to contain the iron sand structure being overcome, and with it ultimately failing he could feel the pressure rising within as he was easily trumped once again. His eyes would widen as he fell backwards on his butt, his clone dispersing around the same time, as he watched the giant ethereal warrior rise high into the sky, dwarfing the iron sand shinobi with ease. Zapp couldn't help but smirk as he thought of his short past, being the young man that he is, but was surprised that his life was not flashing before his eyes. After giving it some thought he realized that this man could of killed him long time ago if he wanted to, calming his soul somewhat, and with the giant warrior dispersing into a plethora of blue chakra petals that rained down on the battlefield he was further assured that his life was spared.

Hahaha, I have no choice but to accept your proposal now do I............ my name is Zapp by the way. he says before reaching into his overcoat and pulling out an old cigar which he lights. I'll be surely waiting patiently for your return, but don't take too long though...... or else I just might be able to look you in the eyes next time. Zapp ends with a smirk as he gets up and dusts himself off.
Horus smiled and nodded at his foe. He had accepted the outcome of the battle without it even coming to an end yet, instead he embraced it, he stood firm, revealed his honourable side. With that, Horus brought himself down, now hovering 5m above the ground 10m in front of Zapp.

"Very well Zapp. Then i shall return the gesture, my name is Horus Ōtsutsuki. Now as a final test, i wish for you to show me your strongest attack, come at me with everything you've got, let us put an end to this. Push beyond your limits, show me the depths of your creativity."
 

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Horus smiled and nodded at his foe. He had accepted the outcome of the battle without it even coming to an end yet, instead he embraced it, he stood firm, revealed his honourable side. With that, Horus brought himself down, now hovering 5m above the ground 10m in front of Zapp.

"Very well Zapp. Then i shall return the gesture, my name is Horus Ōtsutsuki. Now as a final test, i wish for you to show me your strongest attack, come at me with everything you've got, let us put an end to this. Push beyond your limits, show me the depths of your creativity."
With his cigar nearly finished, Zapp sees the man getting closer as he descends from the skies. I guess it is not over yet.... he thought to himself as he takes one last drag of his smoke and tosses it to the side as it gets to its last inch.

Hahahahahahahahahahahhahaha! the Youngin couldn't help but laugh at Horus's last request. After all, he had trumped his strongest attacks again and again, yet he wanted him to come up with more. It was a humorous thing to ask in Zapp's eyes, but that didn't mean he did not have something up his sleeve. Well here goes nothing.......

After speaking his last words, Zapp would wave 1 hand seal as several streams of iron sand extends from his overcoat into the air above himself. In mere moments a massive 5m iron sand spike would be formed 6m above Zapp, but unlike usual, this spike would have special magnetic properties that take full effect, affecting the environment around them. Extending his arm forwards the spike would respond and do the same, racing forwards at high speeds towards Horus while lowering a little closer to the ground. The iron sand spike would grow several meters bigger along the way as the pre-existing iron sand within the arena gets sucked into and joins the iron spike, that once in close range of its target will begin to pull him in.

As the spike takes path Zapp would make a move and begin sprinting forwards in an arc pattern, staying 6m away from the spike, in order to enter mid.range of Horus on his right side, but only 6m away. While his target deals with the spike Zapp would throw several explosive kunai his way, all triggered to detonate simultaneously.

(Jiton: Satetsu Dokusutoraiku) - Magnet Release: Iron Sand Venom Strike
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 20
Damage: 40
Description: This technique concentrates a mass amount of iron sand in the air that then transforms into a singular large spike that races down to the surface and towards the desired target.

Note: Can only be used by Third Kazekage and custom Iron Sand bios.
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/a
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by waving 1 hand seal, or 1 additional hand seal when used in conjunction. Upon initiation this jutsu increases the magnetic field of an iron structure, both in power and range, making it so that the structure emits said field within the space of short range around it which affects all material able to be magnetized (ex organic, metals, etc). Affected objects within the magnetic field of the targeted iron sand jutsu will be swiftly pulled into the field's core, which is the iron sand jutsu, with a strong magnetic force that if fought against by an opposite force will experience great resistance that dramatically reduces speed(halves speed). In order for this technique to successfully work the targeted jutsu must be bigger than the magnetized objects being pulled in, meaning in order to work on a human sized object the targeted jutsu must be bigger than 2m<.This magnetic field can be disrupted/negated by lightning techniques of the same rank as this technique.
>Can only be used on objects 2m<
>When this jutsu is in play it can not be used again until completion
>Can be used 4x per battle, with a two turn cool down in between usages and each usage lasts 3 turns

 

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With his cigar nearly finished, Zapp sees the man getting closer as he descends from the skies. I guess it is not over yet.... he thought to himself as he takes one last drag of his smoke and tosses it to the side as it gets to its last inch.

Hahahahahahahahahahahhahaha! the Youngin couldn't help but laugh at Horus's last request. After all, he had trumped his strongest attacks again and again, yet he wanted him to come up with more. It was a humorous thing to ask in Zapp's eyes, but that didn't mean he did not have something up his sleeve. Well here goes nothing.......

After speaking his last words, Zapp would wave 1 hand seal as several streams of iron sand extends from his overcoat into the air above himself. In mere moments a massive 5m iron sand spike would be formed 6m above Zapp, but unlike usual, this spike would have special magnetic properties that take full effect, affecting the environment around them. Extending his arm forwards the spike would respond and do the same, racing forwards at high speeds towards Horus while lowering a little closer to the ground. The iron sand spike would grow several meters bigger along the way as the pre-existing iron sand within the arena gets sucked into and joins the iron spike, that once in close range of its target will begin to pull him in.

As the spike takes path Zapp would make a move and begin sprinting forwards in an arc pattern, staying 6m away from the spike, in order to enter mid.range of Horus on his right side, but only 6m away. While his target deals with the spike Zapp would throw several explosive kunai his way, all triggered to detonate simultaneously.

(Jiton: Satetsu Dokusutoraiku) - Magnet Release: Iron Sand Venom Strike
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 20
Damage: 40
Description: This technique concentrates a mass amount of iron sand in the air that then transforms into a singular large spike that races down to the surface and towards the desired target.

Note: Can only be used by Third Kazekage and custom Iron Sand bios.
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/a
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by waving 1 hand seal, or 1 additional hand seal when used in conjunction. Upon initiation this jutsu increases the magnetic field of an iron structure, both in power and range, making it so that the structure emits said field within the space of short range around it which affects all material able to be magnetized (ex organic, metals, etc). Affected objects within the magnetic field of the targeted iron sand jutsu will be swiftly pulled into the field's core, which is the iron sand jutsu, with a strong magnetic force that if fought against by an opposite force will experience great resistance that dramatically reduces speed(halves speed). In order for this technique to successfully work the targeted jutsu must be bigger than the magnetized objects being pulled in, meaning in order to work on a human sized object the targeted jutsu must be bigger than 2m<.This magnetic field can be disrupted/negated by lightning techniques of the same rank as this technique.
>Can only be used on objects 2m<
>When this jutsu is in play it can not be used again until completion
>Can be used 4x per battle, with a two turn cool down in between usages and each usage lasts 3 turns


He'd done it, he'd found a way to improve in battle. Zapp truly was an opponent worthy of this fight, though it would not be enough to grant him a victory this time. Instead it would be time for Horus to display a fraction of his power. As the giant metal spike formed, he drew his blade once more. As the the Iron sand spike was shot forwards growing in size, Horus would perform a single vertical swing of his blade, that's all's it would take. As the blade was swung a giant torrent of flames would be released in a wave, completely engulfing the entire area in front of Horus. It would complete vapourise the iron sand, the tags and hit Zapp, there was no escape, it was too much. This would be empowered by his natural energy along with the sword of night itself, creating a intense blast of flames. It would over power the iron sand hitting Zapp. Horus would wait to see if the young shinobi wished to continue before re sheathing his blade. (Can find cw above)

(Kumo-Ryū Kaengiri) - Cloud Style: Flame Slash
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60+30+20 = 110
Description: The user imbues their blade with fire, before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing.before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing. A skilled user of this technique, is capable of surrounding their immediate area with a circular wall of these flames, incinerating multiple targets even if they approach from numerous angles simultaneously.
 

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He'd done it, he'd found a way to improve in battle. Zapp truly was an opponent worthy of this fight, though it would not be enough to grant him a victory this time. Instead it would be time for Horus to display a fraction of his power. As the giant metal spike formed, he drew his blade once more. As the the Iron sand spike was shot forwards growing in size, Horus would perform a single vertical swing of his blade, that's all's it would take. As the blade was swung a giant torrent of flames would be released in a wave, completely engulfing the entire area in front of Horus. It would complete vapourise the iron sand, the tags and hit Zapp, there was no escape, it was too much. This would be empowered by his natural energy along with the sword of night itself, creating a intense blast of flames. It would over power the iron sand hitting Zapp. Horus would wait to see if the young shinobi wished to continue before re sheathing his blade. (Can find cw above)

(Kumo-Ryū Kaengiri) - Cloud Style: Flame Slash
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60+30+20 = 110
Description: The user imbues their blade with fire, before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing.before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing. A skilled user of this technique, is capable of surrounding their immediate area with a circular wall of these flames, incinerating multiple targets even if they approach from numerous angles simultaneously.
Being a little distance away gave Zapp the minute moment needed to activate his Kote releasing a small blue scroll. This must be fate. he thought to himself as a near instantaneous barricade of water appears before him blocking the extending part of the fire that came his way. It was no coincidence that with so many options of kote scrolls to choose from, that the shinobi would always carry his favorite little blue defensive scroll (in bio). If the fire technique did prove to be too powerful for the water barricade then it would at least lessen the attack before hitting Zapp, allowing the shinobi to survive, although severely burned. Regardless he would survive, and after doing so his next step would be to

I concede...... the Youngin says while breathing heavily.

( Kote ) - Gauntlet
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Shinobi Gauntlet (忍小手, Shinobigote), often shortened to just Gauntlet (小手, Kote), is a scientific ninja tool that is worn on the forearm. The Gauntlet was developed as a way to allow anyone to use complicated jutsu without the need for training or the requisite skills.To use, Scroll Cartridges that have had jutsu sealed into them are loaded into the Gauntlet's chamber. At first appearing as a normal sealing scroll, upon absorbing a technique it shrinks down to the size similar to a real bullet and can then be loaded into a tool to be activated later. When a nature transformation technique is activated from a Scroll Cartridge, the user make a unique single handed hand seal corresponding to the intended jutsu's nature using the hand of the arm that the Gauntlet is worn on. This causes the Gauntlet to release the jutsu from its Scroll Cartridge, firing it wherever the Gauntlet is aimed. Because the Gauntlet's jutsu require no chakra to perform, the user can gain an advantage in battle by releasing what would normally be chakra-taxing techniques in quick succession.
Note: Academy Student to Genin Ninja can have up to Forbidden ranks sealed, done in either battle, training, or the Ninja World. Chunin can have up to S ranks and Jounin and up ninja can have A ranks and below sealed within a Kote.
Note: Only up to 3 Kotes can be owned, counting collectively as a single Tool slot.
Note: Only Basic Ninjutsu, Elemental Ninjutsu (Basic, Custom, and listed Advanced Elements), and non Fuuinjutsu based Advanced Ninjutsu fields can be sealed ( and these often must be approved for your bio, thus isn't a blanket over all techniques of these fields ). Modes and similar cannot be sealed as well.
(Suiton: Suijinchū) - Water Release: Water Encampment Pillar
Type: Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A defensive technique where chakra kneaded inside the body is converted into water, and then expelled from the mouth in a dense torrent, effectively creating a near instantaneous barricade that can be used to intercept incoming attacks.
 

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Being a little distance away gave Zapp the minute moment needed to activate his Kote releasing a small blue scroll. This must be fate. he thought to himself as a near instantaneous barricade of water appears before him blocking the extending part of the fire that came his way. It was no coincidence that with so many options of kote scrolls to choose from, that the shinobi would always carry his favorite little blue defensive scroll (in bio). If the fire technique did prove to be too powerful for the water barricade then it would at least lessen the attack before hitting Zapp, allowing the shinobi to survive, although severely burned. Regardless he would survive, and after doing so his next step would be to

I concede...... the Youngin says while breathing heavily.

( Kote ) - Gauntlet
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Shinobi Gauntlet (忍小手, Shinobigote), often shortened to just Gauntlet (小手, Kote), is a scientific ninja tool that is worn on the forearm. The Gauntlet was developed as a way to allow anyone to use complicated jutsu without the need for training or the requisite skills.To use, Scroll Cartridges that have had jutsu sealed into them are loaded into the Gauntlet's chamber. At first appearing as a normal sealing scroll, upon absorbing a technique it shrinks down to the size similar to a real bullet and can then be loaded into a tool to be activated later. When a nature transformation technique is activated from a Scroll Cartridge, the user make a unique single handed hand seal corresponding to the intended jutsu's nature using the hand of the arm that the Gauntlet is worn on. This causes the Gauntlet to release the jutsu from its Scroll Cartridge, firing it wherever the Gauntlet is aimed. Because the Gauntlet's jutsu require no chakra to perform, the user can gain an advantage in battle by releasing what would normally be chakra-taxing techniques in quick succession.
Note: Academy Student to Genin Ninja can have up to Forbidden ranks sealed, done in either battle, training, or the Ninja World. Chunin can have up to S ranks and Jounin and up ninja can have A ranks and below sealed within a Kote.
Note: Only up to 3 Kotes can be owned, counting collectively as a single Tool slot.
Note: Only Basic Ninjutsu, Elemental Ninjutsu (Basic, Custom, and listed Advanced Elements), and non Fuuinjutsu based Advanced Ninjutsu fields can be sealed ( and these often must be approved for your bio, thus isn't a blanket over all techniques of these fields ). Modes and similar cannot be sealed as well.
With the clashes, just thought I'd show you how to work it out. So 110 fire vs 80 damage iron sand, there is no elemental strengths / weaknesses to take into account. 30 damage difference, so the fire continues at 100 damage.

Then it would hit your water, which is S rank, so 80 damage. It has the elemental advantage so my fire would be considered 20 damage weaker, so 80 damage now, and they would cancel each other out. I've quoted the short of it below along with the link should you want to read into it.

In regards to dealing with the "Power" of technique, this generally becomes a matter of Damage Points. Between a clash of two opposing techniques, the result between them depends on the difference of Damage Points. If there is no difference in damage points between the techs, then they both cancel out. However, if there is a difference of:

— 5-10 Damage Points, The Stronger Tech continues, but is lowered by 30 Damage Points

— 15-20 Damage Points, The Stronger Tech continues, but is lowered by 20 Damage Points

— 25-30 Damage Points, The Stronger Tech continues, but is lowered by 10 Damage Points

— 35-40 Damage Points, The Stronger Tech continues unchanged
https://animebase.me/threads/technique-interactions.759002/

Between the Iron sand and the water, it was enough to stop his fire, just about, an impressive display. His opponent now out of breathe spoke only to concede the fight. Horus landed on the ground now walking over to Zapp as he re sheaths his blade stopping before Zapp. He would hold out his right hand to shake Zapps.

"You improved as the fight went on and I must say you have great potential. Find your limits and push past them, if you continue to do this you will be unstoppable. Grow stronger and return to me one day and show me how strong you can truly become, Zapp."




Thanks for the fight bud :)
 

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With the clashes, just thought I'd show you how to work it out. So 110 fire vs 80 damage iron sand, there is no elemental strengths / weaknesses to take into account. 30 damage difference, so the fire continues at 100 damage.

Then it would hit your water, which is S rank, so 80 damage. It has the elemental advantage so my fire would be considered 20 damage weaker, so 80 damage now, and they would cancel each other out. I've quoted the short of it below along with the link should you want to read into it.


https://animebase.me/threads/technique-interactions.759002/

Between the Iron sand and the water, it was enough to stop his fire, just about, an impressive display. His opponent now out of breathe spoke only to concede the fight. Horus landed on the ground now walking over to Zapp as he re sheaths his blade stopping before Zapp. He would hold out his right hand to shake Zapps.

"You improved as the fight went on and I must say you have great potential. Find your limits and push past them, if you continue to do this you will be unstoppable. Grow stronger and return to me one day and show me how strong you can truly become, Zapp."




Thanks for the fight bud :)
Shaking Horus's hand he would look him in the eyes and respond

Alright.....!


Likewise :)
 
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