Trash Villagers Fight*

Vayne

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Official all out bout
3 day TL
Location: Choose somewhere in wano !Vic
missing from bio.
(Nano Henkan: Paradēmon) - Nano Transformation: Parademons
Type: Tool
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: Parademons are a set of preprogrammed A.I small demon-like entities that are typically stored within the user's own body. The Parademons are equipped with a speed detection system, somewhat similar to speed cameras/Radar, but while speed camera release a flash to capture an image when a certain limit is reached, the Parademons themselves are automatically released from the user's body when a certain speed threshold is exceeded. Said threshold can be programmed to be different for each battle, but by default they are programmed to the user's base speed, with their detection range being 10 meters from the user. The release of the Parademons themselves works similar to the A rank NT technique, where they would be released at speeds equivalent to twice the user's speed. Once released, the Parademons would target the object/individual that triggered them, clashing against them and pushing them away while inflicting damage. Once released, the Parademons can remain on the field for three turns before they are forced to return to it's host. During those turns, the Parademons can target the object that triggered them if it was not destroyed upon their initial release. Typically the Parademons can utilise taijutsu techniques that do no require chakra to augment their own attacks during this period, but the user can supply them beforehand with 100 chakra per set to enable a wider range of taijutsu attacks. As for their speed, they would be moving at 1.5x the user's speed during that period. Should the initial trigger object be destroyed, the Parademons would target the next object that moves faster than the threshold besides the user and their own techniques. The Parademons themselves exist in two sets, with each being A rank, and only usable twice, for a total of 4 usages. However, the user can release a stronger variation at S rank level and 2.5x speed twice per battle, but naturally locking of the A rank usages. The S rank variation would move at 2x speed after their release. Once the Parademons return to the user's body, they would suffer a three turn cooldown before they can be used again, meaning that if an A rank was used, it wold lock of the S rank variation.

(Fuinjutsu: Gyaku rirīsu) Sealing Technique: Release Inverse
Type: Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users, this ranges from anything such as genjutsu or yamanaka techniques all the way to a fuuinjutsu , physical handcuffs or even an earth technique that physically binds the user (This applies to any elemental technique that binds/hinders the user). Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding.

Note: Technique can only be used once
Note: Must State this in bio, or start of bio.
Note: Cant use any fuinjutsu above S rank in the same or following turn.

(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
*Disclaimer: While the two ninja involved are indeed trash, Tsumigakure is the superior village.
 

Vayne

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Victor arrives at the field prepared to battle the rumored infamous swordsman. At his waist was Dragon Fang in whip form, while at his left side he would have the God the Wind, and Holy Bow would be across his neck in it's default state, with it having absorbed some Yumeton through it's DeathDealing ability. The Yumeton was produced from Victor's body seal that coated his equipment, body, and weaponry with a layer of Yumeton. Additionally, Victor's droid would be released, ensuring a backup is present if it came to it, and he would have his theme music pumping as enters through Thunderwave.

(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.
( Deruta Mikagami Dorōn ) - Delta's Mirror Drone
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Delta's unique Scientific Ninja Tool, her drone detaches from her back and records her consciousness should she be destroyed, allowing it to be restored in another Delta cyborg body. It cannot be detected by chakra sensing as it doesn't use chakra, allowing it to spy more effectively, and it can track invisible targets unseen by normal ninja or tracking abilities. Should the user be defeated in battle, this droid is capable of returning back to a predetermined location and restoring the user in another Cyborg body of Delta. The droid is programmed to summon one in battle as well, albeit limitedly, and can do this immediately after Delta has been defeated.
Note: Summoning a new Delta body can only be done once per fight and 3 times per fight. This requires her to have already released the drone from her at least 2 turns before her death and prevents its functions from working.
Note: After being used, the droid has to reattach itself and cannot be detached for 10 turns.

( Sandāu~ēbu ) - Thunderwave
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.
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As he spots his opponent, Victor would kick things off once he enters into 10 meters distance. Beginning to dash towards his opponent, with the first step being more of a stomp utilized to summon two olms. These olms would immediately release their chakra onto Abarai, causing him to fall prey to an illusionary sequence of attacks that should restrict, disgust and annoy the man all in one. Victor himself would make his way directly towards Abarai, unsheathing the God of the Wind and aiming to deliver a horizontal strike at range aimed towards Abarai's midsection. Once in range, Victor would attempt to circle to behind Abarai and deliver a left handed sword thrust aimed towards the back of the neck, aiming to puncture it.

(Olm Genjutsu: Ikkō & Ikki's Fukushū ) - Olm Genjutsu Technique: Ikko & Ikki's revenge
Type: Attack/Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A simple genjutsu which requires the user to summon 2 Olms who have trained themselves to be genjutsu specialists in their home land. This jutsu requires the use to either slam his hands down or stomp on the ground to summon these 2 Olms. Upon being summoned the twin Olms can release their chakra into the opponents brain whilst they zig zag around each other, catching the opponent in a visual genjutsu where he then suddenly feels another Olm is suddenly clutching his chest tightly (Olms have hands) as it's slime covers his whole body, slowly travelling downwards, all while the other two make their way towards him with quick haste, before slowly travelling past the slime which was made to cover his body by the big Olm 'summoned' at his back, and into his mouth, causing him gag as he's having breathing problems, all whilst he's struggling to move from his position due to the size of the Olm and the sticky slime it's holding him down with. However, in reality, the two Olms summoned simply disperse back into their land, as soon as they've caught their opponent in this genjutsu.
Note: Can only be used 3 times.
Note: No other Olm jutsu in the next turn.
(Fūton: Shinkūjin) - Wind Release: Vacuum Blade
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40 +15
Description: The user exhales wind-infused chakra onto a weapon in order to increase its sharpness, range and lethality. For example, the user can infuse a kunai to resemble a makeshift scimitar or infuse shuriken to increase their range and cutting power.
 

The_Empire

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Renji watches the person before him as he/she is dashing at him. The gauntlet on his left wrist alerts of a genjutsu and sends a surge of chakra through his body escaping the genjutsu as quick as he was put into the genjutsu. He puts his right hand on the katana on his right hip with his right hand and draws it as the man/woman aims to attack at range with seems like a wind nature kenjutsu technique. He draws it from it's sheath releasing a cresent shape of chakra.

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

( Kossetsu Ashige ) - Fracture Strike
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40 (+20 +10 =70)
Description: The user will draw their sword and release a pressurised cresent blade of chakra at the target causing them to be hit with a strong force of chakra ( The technique is capable of countering Ninjutsu B rank and below ).
Note: Can only be used by Samurai biographies and once every 2 turns.

His technique over powers his opponent's technique but of course his opponent isn't there anymore, he/she is moving around him. He turns around as his opponent is coming in notices the sword and side steps/pivot(to the left) it while bringing up his right foot to kick his opponent's left knee.

(Tsumazuki Tātoru) Stumbling Turtle
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30 (x2 =60)
Description: The user kicks the enemy in the knee, causing him to stumble in his movement and fall to the earth. If used with a chakra enhanced kick, the user can break the leg of the enemy with this.
 

Vayne

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Seeing his opponent move to sidestep and attempt a kick, Victor would rely on some of his old football career skills and attempt to tackle Renj. Victor would let go of the sword as he leaps towards Renji's direction to deliver a tackle that should end in Renji getting slammed on the earth. The tackle should lead to the attempted knee strike being avoided, while also occurring at a fast enough pace to catch Renji by surprise due to Propulsion Boots being used in tandem.

Following the tackle, Victor would punch Renji in the gut as he quickly stands up and backs away. Vic would grab his dropped sword just as it is about to touch the ground in anime fashion and stand 3 meters away from Renji, waiting to see his response.

((Fōringu Hōyō) Falling Embrace
Rank: D
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 20 +30+20 =70
Description: The user runs at the enemy and tackles them, slamming them into the earth.
( Suishin Būtsu no Jutsu ) - Propulsion Boots
Type: Tool
Rank: C
Range: Short - Long
Chakra cost: N/A
Damage points: N/A
Description: This Scientific Ninja Tool utilizes power surges to release energy that shoots out of her boots to propel herself in a linear direction, greatly increasing her speed by three times. The user can even be granted flight as long as he fuels the technique. In this case however, he needs to spend an energy unit to sustain flight, spending a move to keep active.
Note: Each 1 turn use counts as 1 unit. Can use up to 6 units per fight.
Note: Can only be used by Delta.
(Kodzuku) Punch
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20 +20+30= 70
Description: One of the simplest moves in Taijutsu, the user will simply use one of his hands to deliver a simple punch by clenching his fist and swinging his arm. The user is free to do variations of a basic frontal punch and the technique though simple, can be deadly for strong users.
 

The_Empire

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Renji gets hit by everything and gets up slowly. He dust himself off as his nano boys start to heal himself up.

*Yawn*

Miniguriddo | Mini Grid
Type: Tool
Rank: A
Range: Short-Mid
Chakra: N/A(-15 per turn using for scouting | -15 per turn healing)
Damage: N/A
Description: Mini Grid are nanos which are fly size bugs that a Cyborg bio can control with his chakra which makes them immune to EMPs but is used for scouting and he can view the live video via a small computer on his arm(this is an enhancement to their arm). These fly sized bugs can be used to repair the Cyborg’s cybernetic and regular part of their body which it can repair damaged up to 20 damage per turn for three turns and as fast as Mystic Palm. After healing the nanities can’t be used for two turns. The bugs give off a sound so they can be heard in a swarm of ten up to two meters from someone’s ears. If they are not swarmed together and are separate their sound can’t be heard unless it’s right next to their target’s ears. These swarm of bugs can also combined together to create different weapons and tools of Cyborg’s bio needs as long as the user can carry it. The swarm of bugs are stored inside of the Cyborg bio.
-Scouting and weapon/tool creation is passive but healing does require a move slot

2000 -20 =1980 -15 =1995
160 -45 -45 =70 +20 =90
 

Vayne

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Seeing his opponent take his attacks head on, Victor would feel impressed by the man's tenacity. However, unrelenting, he would quickly go on the offensive once again. Victor would take a few steps forward and attempt to deliver a powerful upwards left handed swing at Renji. The attack is aimed to cleave Renji from his right hip to left shoulder. Notably, should contact be established between the Wind God and Renji, the latter would be affected by a gust of wind that would kick in a moment later, causing Renji to be knocked around before being restricted from moving.

(Kumo-Ryū Mikazuki Kiri) - Cloud-Style Crescent Moon Beheading
Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60 +50 = 110
Description: The user utilizes a large extent of their physical capabilities to swing their sword in a single large arc, which occurs with such ferocious velocity that the technique can be employed in situations where only a very limited time to react is available. The swing can be used to counter attacks from multiple opponents simultaneously. The technique receives its name due to the entire movement being reminiscent of a crescent moon.
(Fūton: Wana jeido) - Wind Release: Ensnared Jade
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+10 to sustain)
Damage: N/A
Description: The user, upon physically touching an opponent, will tag them with chakra and channel it through their clothing. Opponents typically will be unaware of this process (bar Dōjutsu users and Sensor-types) until the user makes the Rat handseal, whenever, in order to activate it. The activation, itself, manifests as a gust of wind around the target that'll knock them about, taking them off guard. By making another handseal, the gust of wind can be further tightened to such a degree that the entrapped victim becomes unable to move their hands.

Note: Only useable twice per battle, and can last up to two turns at a time.
Note: Ineffective on clothing that has a higher concentration of chakra infused prior.
Note: Courtesy of LonelyAssassin
 
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