Water Youthful and Joyful Bug vs Water Decrepid Old Man

Panthalassa

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Panthalassa appears into the scene, joyfully smiling at awe of the place he was, waiting his opponent to explain what it is ( And, while you're at it, choose and describe it ). He quickly caught himself and turned his expression into a serious and stoic one, for he was in a quest to be taken seriously! His was wearing the default clothing seen in the bio, his flies and the very CW Scythe were inside his clothes, hidden from normal sight and sense.

I've come to defeat you, old man.
 

Scorps

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Ah! Youth! Hashirama was always in aw of Youth. It reminded him of how much he missed his own. Standing before the young man, Hashirama quickly studied the surroundings. A gigantic cave, enough to fit a big summon (so a ceiling 100m above them) and an area enough to hold a village inside (so lets say the cave itself is 4kms in every direction), so incredibly humid that mosk grew everywhere. There was no water source nearby though. There were various small openings in the ceiling and around them, allowing light to pass so as not to hinder their sights. They stood, mid range across and when the young ninja spoke, Hashirama was amused as well as surprised

Ahaha!! Before making such claims, you need to reach puberty!
 

Panthalassa

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Ah! Youth! Hashirama was always in aw of Youth. It reminded him of how much he missed his own. Standing before the young man, Hashirama quickly studied the surroundings. A gigantic cave, enough to fit a big summon (so a ceiling 100m above them) and an area enough to hold a village inside (so lets say the cave itself is 4kms in every direction), so incredibly humid that mosk grew everywhere. There was no water source nearby though. There were various small openings in the ceiling and around them, allowing light to pass so as not to hinder their sights. They stood, mid range across and when the young ninja spoke, Hashirama was amused as well as surprised

Ahaha!! Before making such claims, you need to reach puberty!
Shut up... Aburame reach puberty later than most... you're mocking a deficiency, that's very unethical of you!

He says, charging chakra through his insects, creating the perfect conditions for them to evolve in their metabolic and feeding habits. Enhancing them.

( Aburame no Hijutsu: Kyousei ) Insect Hidden Technique: Symbiosis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+5 per turn)
Damage Points: N/A
Description: This technique utilizes the principles of the Insect Cocoon technique to induce a rapid reproduction of the host's insects. This is an advanced and more costly version of that technique, establishing a chakra-saturated environment during the rapid-breeding phase of the insect's development. This shifts their feeding habits into needed less chakra to stay alive and function, since they have an abundance of easily available food, but require a constant contact with it. Practical speaking, after the Symbiosis is complete, the insects, for 8 turns, will require the user to passively feed them a small quantity of chakra per turn ( 5 ), but, in turn, will require less chakra, half as much, for Insect Manipulation techniques, without hindering their strength and efficacy. This is a mutualistic trade-off between the host and the insects through the duration of the technique.

Note: After Symbiosis, cost of all insect techniques is halved ( x1/2 ).
Note: The user is unable to perform any other technique the same turn Symbiosis is performed, nor have any active insect swarm outside of his body.
Note: Alternatively, the user divides the initial infusion of chakra in two, and is able to perform the Symbiosis in two turns, allowing him to perform one other technique, without manipulation of the insects, each turn.
Note: At any point, the user is able to perform the Insect Cocoon technique, ending the effects of Symbiosis and re-establishing the default nutritional needs and behaviours.
Note: Effects of the Symbiosis lasts 8 turns, after which the user is unable to use Forbidden techniques for 2 turns and S ranked Insect techniques for 1 turn.
Note: Can only be used three times per battle.
He twirls a small kunai around his right index finger, from underneath a sleeve. Before pointing it towards his opponent.

I have heard about this cave. The cave of the Drowned God. There is no water source at sight, and those hols in the ceiling are not enough for a human to go through, but every 5 [turns] the cave completely fills up with water for 2 turns, and then, as quickly as it filled up, it dries out. How is your underwater combat faring?

What say you? At the start of the 5th turn, we combat completely underwater for 2 turns, then we go 5 again.
( 3rd turn, 2 to go )
 

Scorps

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Shut up... Aburame reach puberty later than most... you're mocking a deficiency, that's very unethical of you!

He says, charging chakra through his insects, creating the perfect conditions for them to evolve in their metabolic and feeding habits. Enhancing them.

( Aburame no Hijutsu: Kyousei ) Insect Hidden Technique: Symbiosis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+5 per turn)
Damage Points: N/A
Description: This technique utilizes the principles of the Insect Cocoon technique to induce a rapid reproduction of the host's insects. This is an advanced and more costly version of that technique, establishing a chakra-saturated environment during the rapid-breeding phase of the insect's development. This shifts their feeding habits into needed less chakra to stay alive and function, since they have an abundance of easily available food, but require a constant contact with it. Practical speaking, after the Symbiosis is complete, the insects, for 8 turns, will require the user to passively feed them a small quantity of chakra per turn ( 5 ), but, in turn, will require less chakra, half as much, for Insect Manipulation techniques, without hindering their strength and efficacy. This is a mutualistic trade-off between the host and the insects through the duration of the technique.

Note: After Symbiosis, cost of all insect techniques is halved ( x1/2 ).
Note: The user is unable to perform any other technique the same turn Symbiosis is performed, nor have any active insect swarm outside of his body.
Note: Alternatively, the user divides the initial infusion of chakra in two, and is able to perform the Symbiosis in two turns, allowing him to perform one other technique, without manipulation of the insects, each turn.
Note: At any point, the user is able to perform the Insect Cocoon technique, ending the effects of Symbiosis and re-establishing the default nutritional needs and behaviours.
Note: Effects of the Symbiosis lasts 8 turns, after which the user is unable to use Forbidden techniques for 2 turns and S ranked Insect techniques for 1 turn.
Note: Can only be used three times per battle.
He twirls a small kunai around his right index finger, from underneath a sleeve. Before pointing it towards his opponent.

I have heard about this cave. The cave of the Drowned God. There is no water source at sight, and those hols in the ceiling are not enough for a human to go through, but every 5 [turns] the cave completely fills up with water for 2 turns, and then, as quickly as it filled up, it dries out. How is your underwater combat faring?

What say you? At the start of the 5th turn, we combat completely underwater for 2 turns, then we go 5 again.
( 3rd turn, 2 to go )
Perfect plan!

Sigh... There goes my perfect hair!

Hashirama drops the leg weights around his ankles while focusing on his chakra control, empowering his physical strength tremendously.

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

(Chakura Chikara) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: (+25 to taijutsu techniques)
Damage points: (+25 to taijutsu techniques)
Description: This is a technique where the user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. The technique is so powerful it enables the user to wield a gigantic strength even for simple tasks such as lifting or pushing something.
Note: Can only be used by Tsunade, Sakura or Hashirama Senju biographies and once activated, lasts the entire battle.

Are you ready, kid?
 

Panthalassa

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Perfect plan!

Sigh... There goes my perfect hair!

Hashirama drops the leg weights around his ankles while focusing on his chakra control, empowering his physical strength tremendously.

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

(Chakura Chikara) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: (+25 to taijutsu techniques)
Damage points: (+25 to taijutsu techniques)
Description: This is a technique where the user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. The technique is so powerful it enables the user to wield a gigantic strength even for simple tasks such as lifting or pushing something.
Note: Can only be used by Tsunade, Sakura or Hashirama Senju biographies and once activated, lasts the entire battle.

Are you ready, kid?
YE- UUUUUFFFFF - glup glup glup!!

As predicted, the entire cave immediately fills up with water. It was surprising how quickly and how unnaturally softly it filled up. Panthalassa was mid sentenced when the water level raised to the roof, allowing one great breath before floating mid-cave. It was filled with great columns of light, and the water was translucent, giving an almost complete visibility, though with clear visual aberrations from the water. Tapping onto his flies, Panthalassa Hypermorphised them into Leviathan Gorges, Sammael Reapers and Astaroth Seers.

Hypermorphized Species ( The swarm works by mixing all their abilities and skills together into an adpatative solution without aditional drawbacks that aren't common to all three ( Like, for example, they're all weak to Earth, as bugs are all weak to Earth and many other elements ).

(Hae Kuchiyose ♆ Aqua regina ) Fly Summoning ♆ Leviathan Gorges
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Aqua regina, common name Leviathan Gorges, are from the Stoicheophagidae family, and a sister species to the Aqua devorus, bred through the Insect Cocoon technique after multiple generations. The Water Gluttons were thus exposed to the Aburame insects and to Water chakra, and mutated into a different species. The Leviathan Gorges are very similar to the Water Gluttons in appearance, with hydrophobic hairs, the ability to breath underwater and ingest a quantity of water several times their volume, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.
The females are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Water and Organic Elements, while being weak against all others. The males, predominantly defensive, share their elemental S&W with Water itself, with the exception of Raw Chakra, Water and Organic Element, which they are strong to all the same. In a mixed swarm, the Leviathan Gorges are overall strong to Raw Chakra, Water and Organic Elements, Neutral to every element Water is strong against ( Fire, etc ) and weak against all other elements.
Similar to any Fly and Aburame insect, the Leviathan Gorges are capable of sucking chakra, reference being the Kikaichu. While the males are equal, the females possess a long hypodermic needle proboscis, which they use to pierce through cloth, leather and skin, and utilize their connection with Water to retrieve a higher intake of chakra, enhanced by the Water's properties displayed in techniques like Water Grudge Rain. Any technique that describes the absorption of chakra is multiplied by 4. In a mixed swarm, the Leviathan Gorges are overall 2 times as efficient as average Kikaichu in chakra absorption.
Their last ability, which is shared in both male and female Leviathan Gorges, they are intimately related to the Water element. This means they can exist and freely change from insect form to mist/water form and can be manipulated in both forms with Aburame and Water techniques, not just Aburame techniques, giving the swarm a great versatility and manoeuvrability. Technique that materialize water, or are spat/produced from the user will behave slightly differently, as the swarm of Leviathan Gorges will first move to the point of release, close to the mouth or somewhere else in the terrain, and then move according to the description. Turning from water/mist to insect does not count as a jutsu, as the swarm's own dynamic and social behaviour is already similar to free-flowing water, with some researchers equating the behaviour of some social insects, namely fire ants, to actual liquids. Every elemental property maintains, it is never truly water and thus can't be manipulated by anyone other than the user ( or drank ).

Note: Leviathan Gorges replace Panthalassa's cannon Parasitic Destruction Bugs ( Kikaichu ). To him, they don't count as a summon and there's a constant colony of them inhabiting his body and habitations.
Note: Other signers of the contract must summon the Leviathan Gorges, and they last 4 turns in the field.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use Water jutsu, they can only be manipulated as such.
Note: Must be posted at the beginning of a fight for reference or listed in the user's bio.

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( Hae Kuchiyose ♆ Mortifer angelus ) Fly Summoning ♆ Sammael Reapers
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Mortifer angelus, common name Sammael Reapers, are a hybrid species of flies that are the mutated offspring of the ruling matriarch of Zaebub. These flies rarely reach the adult stage, and exist mainly as endoparasitic maggots that infect humans. Sammael Reapers are summoned and deposited as eggs inside an incubator, which is an animal carcase, or directly onto a vector, which can be any arthropod. When they infect a vector, the maggots will eclode and insert themselves on the brain stem of the arthropod and it's gullet, killing the vector and taking over it's locomotion appendages in order to make them travel to the desired host, which is a human. When the vectors bite into or scratch the skin of the human targets, they will spill the brain maggot and the maggots that impregnated it's gullet onto the new host's blood system, where they will feed on chakra, blood and flesh. As they feed, they will turn the nutrients and the chakra into small water-based clots. These are similar to chakra draining techniques, as they will draw out even more chakra from the host, exponentially increasing the chakra drainage, and producing tumour-like protuberances on the host's body, which are a very telling symptom of the infection, and are referred to as Demon Pox, but can grow so swollen that it can cause grotesque deformities. Those, in time will shut down the host's circulatory system and pressure the organs, until they rupture and internal bleeding ensues, causing death, or they can pressure the wind pipes and cause hypoxia.

The initial infection produces no pain and steals 10 chakra. In the next turn, the area of infection will show small poxes with the same colour as the host's skin and the chakra drainage will be doubled ( 20 chakra ). Afterwards, more tumours will appear across the whole body, with the ones near the area of infection become darker as necrosis ensues and the poxes become bigger and more swollen, the chakra doubling every turn, and dealing 10 damage. The disease is sustainable for 5 turns, chakra drainage and damage doubling each turn. After the 5 turns, the host dies, drained and disfigured. The user is able to place a hand on the opponent and retrieve half the chakra from the water clots and the reapers onto himself.

Note: The Reapers can be summoned directly into arthropods or carcases within short-range of the user, or appear as a swarm of infected average flies.
Note: Vectors can be controlled with Aburame techniques while they're being controlled by the Reapers.
Note: Reapers can only be in the field for 3 turns inside a vector, and they will vanish within a turn if they are out in the open.
Note: As an egg inside a carcase, or infecting a human host, they can stay indefinitely on the field, as they are either in a stasis or self-sustaining themselves.
Note: If the human host dies, the Reapers die within a turn.
Note: Can only infect up to 4 hosts, humans or animals (non-vectors).
Note: While the Reapers are in the field, the user is unable to perform Forbidden techniques.
Note: Can only be used once.

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( Hae Kuchiyose ♆ Sensumpotens magnus ) Fly Summoning ♆ Astaroth Seer
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Sensumpotens magnus, common name Astaroth Seers, are a species of flies with an extraordinarily developed sense of sight and smell, with abnormally gigantic eyes and antennae. This aberration allows them to perceive light, scent and chakra in a far superior manner than most, including the ability to see in the dark, which releases the Ninja World area restrictions ( Mist, Shadow, etc ) to up to +1 range. This does not add any quantifiable bonus in terms of reflex, prediction or speed, merely provides an encompassing sensory boost to augment their brain capabilities, developed further in the description.. They have a very intimate relation with the Insect Spying Technique, which allows them to inherently perceive what every insect in the area is experiencing, and secondarily exert their dominance over them including insect summons with the same rank or lower than his own, or the home-bred insects of insect users like the Aburame of lower rank than the summoner, which mainly allows the Astaroth to sever their connection with the enemy host, stop insect manipulations on their track and call them upon itself. When an Astaroth exerts it's dominance, no other host can do the same, with the exception of the Astaroth's host, which is the user. When the user is connected with the Astaroth Seer through the Insect Spying Technique, the Astaroth will directly stand on top of the host's head, feeding from the chakra aroudn the user's brain directly. This gives a trade-off where the user is unable to perform complex techniques like Forbidden Ranks, Mental techniques and Genjutsu, but, in return, gains access to the sensations every insect Astaroth shares his senses with, and is able to enact his own Aburame techniques through the insects that Astaroth is exerting domination at the moment, and can't be. Throughout this connection, foreign chakra slipping through the host's brain will be immediately eaten by the Astaroth, dispersing genjutsu before they latch, up to S rank. They are usually summoned with a swarm of average Zaebub flies, the Astaroth Legion. Astaroth Seers are usually the size of a wild boar piglet, while the Astaroth Legion are each the size of Goliath beetles.

Note: Only last 4 turns in the battlefield, or until they are killed.
Note: Exertion of dominance over opponent's insects can only be happen once throughout their stay, and lasts only 2 turns.
Note: Without the host, dominance is just as simple as stopping techniques, severing connections and call them to itself. With the host, dominance means using his own Aburame techniques on other insects.
Note: Dominance is restricted to A rank and lower summons, or Aburame insects belonging to hosts of lower rank than the user.
Note: If the user performs the Insect Spying Technique on the Astaroth, he is required to maintain direct contact.
Note: Summons one Astaroth Seer per technique, and a large number of Astaroth legionary flies.
Note: Only the Legionary flies are fit to be manipulated with Aburame Techniques, the Seer itself can't swarm, and usually stands attached to the host's body.

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Without further ado, Panthaasa spreads the flies throughout the underwater field, as they spiral around and drain through the water, indirectly draining your chakra as well, as you're underwater with them. They're spiraling as they move, enhancing their chakra draining capabilities.

( Aburame no Hijutsu: Shintou ) Secret Insect Technique: Osmosis
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Allows the user to coat a vessel with insects, which will then bite through the surface, draining chakra that is currently inside it. This is particularly useful when the targets are trapped inside a technique, like an armor, a prison or a barrier, or when the targets are underground, underwater or merged with either. The technique follows the insect's natural chakra draining abilities. This technique causes no damage to either the targets or the techniques, and won't work if the vessel damages all the flies, like if the target is encased in a projectile of rock, that rushes towards something, if the user sends the insects to the front, they'll just be pummeled, or if there's fire coating the surface of the vessel, following the insects' S&W.

Note: As a default, it can't be used on any vessel-like offensive elemental ninjutsu, as even D rank can neutralize the insects, so it only suitable against non-damaging techniques or passive features, like the ground or water sources.

( Aburame no Hijutsu: Kaushigai ) Insect Secret Technique: Scavenging
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: Scavenging is a passive technique where the user introduces a new mechanism within any insect technique he performs. While they're moving as a swarm, they have a very natural flow that gives the construct a great flexibility. What Scavenging does is insert a pulsation spin across the swarm, using flight patterns and wing motions. When it happens, the swarms become more conspicuous, as the light shimmers slightly across the construct with each pulsation, but it greatly increases the swarm's chakra absorption technique, as it evenly splits apart the chakra and distributes it mechanically across the whole construct, for a more efficient absorption, almost like a drill that then redistributes the splintered chakra throughout a greater number of mouths. There are two practical effects to this, the first is that, when an opposing technique happens to collide with a construct, and the swarm overpowers it ( following the same S&W, as Scavenging does not increase the damage or resistance of the construct ), then the drilling pulse will split the defeated technique and absorb the chakra used to produce it throughout the swarm. The second effect is that when affecting a living organism directly, it will double the amount of chakra stolen.

Note: This technique's cost is distributed through its duration, 5 chakra every 2 turns. Thus, this technique last 8 turns.
Note: Aburame that have their biography for more than 6 months and have mastered all the Aburame techniques can spend chakra every 3 turns. Thus, this technique would last 12 turns.
Note: Requires 3 turns cool down between usages.
Note: Can only be used 3 times.
 

Scorps

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As water gushes and starts to fill the area, Hashirama acts and does a simple handseal, right after throwing a small open vial into the water. His chakra bursts and pushes all the water around him. When the cave finally fills up, Hashirama is suspended in an empty small air pocket, short range all around, with his chakra pushing back any water molecule around him. The vial he threw, filled with a unique substance, rapidly starts to taint the water. In fact, the water is now not water but poison. As this is happening he notices that its as if a weird mist is spreading inside the water thats all around him. He initially considers it might be blood but as it approaches his area, he notices its actually bugs. Tiny tiny bugs. Aburame? He hated bugs.

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

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

Name Of Poison: Kuroi Noroi (Black Curse or "A Maldição Negra")
Creator: Scorps
Type: Neurological/Muscular
Ingredients and Background: Curare concentrated extract, Concentrated Nutmeg extract, Almond Oil, Water
Description of Effects:
Curare is a common name for various arrow poisons originating from various indigenous people in tropical forests, created from toxins present in various animals and plants. These poisons function by competitively and reversibly inhibiting the nicotinic acetylcholine receptor (nAChR), which is a subtype of acetylcholine receptor found at the neuromuscular junction. This causes weakness of the skeletal muscles and, when administered in a sufficient dose, eventual death by asphyxiation due to paralysis of the diaphragm. Nutmeg is a time of nut that contains myristicine, which is psychoactive. If that wasn't enough, too much of it will cause vomiting, sweating, dizziness, hallucinations and headaches. Almond Oil and Water are mediums in which both main ingredients are mixed and through which they are delivered. The mixture is simple and straight forward with equal doses of Nutmeg, Almond Oil and Curare forming 50% of the mix, the other 50% being water, all fused together through the application of heat, chakra and chemically, by sublimination followed by condensation. The resulting poison is unique in its color as its pitch black, has only a slight sweetened scent (noticeable only at very close range) and a slight "spicy" taste, while having a thickness to it similar to oil though still retaining its liquid form unless temperature is applied, at which point it evaporates into a dark green vapor. In this case, despite having all of its effects preserved, its much faster acting. The poison is less effective in severe cold and can even be deactivated completely if frozen. It can, however, be easily mixed with more water, both in liquid and vapor form while retaining its effects; poisoned water becomes poison all together, despite doubling the time taken for the establishment of each sympton/effect. This makes Maldição Negra quite effective for delayed poisonings and assassinations being that adding a frozen cube of Maldição Negra to a cup of drinking water can poison a target without leaving any trace. The poison itself can affect the target by making contact with an open wound (created on purpose by an attack or preexistent), ingested, inhaled, injected into tissue or if it makes contact with any mucosa (like the eyes, the mouth/lips, etc). The pure poison itself can be manipulated by Water Release techniques (which use it as a source), assuming there is enough quantity of it to manipulate, while poisoned Water can be manipulate just the same as it would without being poisoned. The effects of the poison are, in the order in which they happen:
-Skeletal Muscle Paralyzation
-Nausea
-Increased Perspiration and Loss of Temperature Control (Fever or Hypothermia)
-Hallucinations and Mental Stress (the user will start to see nightmarish figures that will grapple him and pierce him, causing him enormous pain and uncontrollable fear and delirium)
-Asphyxiation

But the speed in which they happen depends on the exposure method and time:
Simple Scratch or skin contact with the liquid poison - The targeted body part/limb will instantly become paralyzed for 5 turns unless the poison is extracted, after which the feeling and movement returns slowly during the next 3 turns
Stab Wound, contact between the liquid poison and an open, bleeding wound or contact with any mucosa - Complete Muscle Paralyzation (which takes 2 turns to fully happen, spreading during that time from the entry point outwards to the rest of the body), Nausea and Fever. After 5 turns of muscle paralyzation, Hallucinations set in and the target loses his grasp on reality and becomes completely taken in by the poison. After a further 4 turns, Asphyxiation sets in and the target dies if he doesn't receive medical attention.
Ingestion of liquid Poison, Inhalation of Vapor Poison or direct injection, either intravenous or intramuscular of liquid poison - The target will experience immediate full paralyzation and after one turn will already be experiencing hallucinations and loss of temperature control. Two turns after initial contact the user will be experiencing difficulty breathing only to become unable to do so one turn afterwards.

To make it safe for him to use, the creator of the poison injected himself throughout several years with increasingly higher doses of the poison as to gain resistance, becoming completely immune to it. As such he poisoned all his basic weapons and always carries several small flasks filled with poison.
Note: Only Scorps can have immunity to it as he is the creator of the poison. However, he can give poisoned weapons or small flasks with poison to other ninjas, despite the risk these ninjas will take of self poisoning themselves.
Note: Only usable or given by Scorps

Nothing would happen to his technique though. The bugs had strength towards his technique, yes but they were simply released into the water, with no other technique used. (your other 2 techniques only work if water is touching my body, which it isn't :)) Additionally, the poison would also be deadly to the simple organisms that are the bugs. Well, unless you mutate them to get other features that allow that same strength/immunity.

Hashirama points his palms forwards and clasps them together. While not inherently noticeable at first, what Hashirama does is to force all the water to pressure upon his enemy's body. By controlling the water he is able to pressure it around his enemy, creating current and force. If undefended, the pressure is enough to kill the enemy. This movement of the water and the pressure would also aid into the dispersion of the poison within the water and around and into the enemy's skin, mkaing sure the enemy is poisoned if, by some sort of miracle, he'd been able to push away the water from around himself as well.

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

Not can you can hear me but your clan is a wonderful one...but you guys sure are socially inadequate >_>
 

Panthalassa

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As water gushes and starts to fill the area, Hashirama acts and does a simple handseal, right after throwing a small open vial into the water. His chakra bursts and pushes all the water around him. When the cave finally fills up, Hashirama is suspended in an empty small air pocket, short range all around, with his chakra pushing back any water molecule around him. The vial he threw, filled with a unique substance, rapidly starts to taint the water. In fact, the water is now not water but poison. As this is happening he notices that its as if a weird mist is spreading inside the water thats all around him. He initially considers it might be blood but as it approaches his area, he notices its actually bugs. Tiny tiny bugs. Aburame? He hated bugs.

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

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

Name Of Poison: Kuroi Noroi (Black Curse or "A Maldição Negra")
Creator: Scorps
Type: Neurological/Muscular
Ingredients and Background: Curare concentrated extract, Concentrated Nutmeg extract, Almond Oil, Water
Description of Effects:
Curare is a common name for various arrow poisons originating from various indigenous people in tropical forests, created from toxins present in various animals and plants. These poisons function by competitively and reversibly inhibiting the nicotinic acetylcholine receptor (nAChR), which is a subtype of acetylcholine receptor found at the neuromuscular junction. This causes weakness of the skeletal muscles and, when administered in a sufficient dose, eventual death by asphyxiation due to paralysis of the diaphragm. Nutmeg is a time of nut that contains myristicine, which is psychoactive. If that wasn't enough, too much of it will cause vomiting, sweating, dizziness, hallucinations and headaches. Almond Oil and Water are mediums in which both main ingredients are mixed and through which they are delivered. The mixture is simple and straight forward with equal doses of Nutmeg, Almond Oil and Curare forming 50% of the mix, the other 50% being water, all fused together through the application of heat, chakra and chemically, by sublimination followed by condensation. The resulting poison is unique in its color as its pitch black, has only a slight sweetened scent (noticeable only at very close range) and a slight "spicy" taste, while having a thickness to it similar to oil though still retaining its liquid form unless temperature is applied, at which point it evaporates into a dark green vapor. In this case, despite having all of its effects preserved, its much faster acting. The poison is less effective in severe cold and can even be deactivated completely if frozen. It can, however, be easily mixed with more water, both in liquid and vapor form while retaining its effects; poisoned water becomes poison all together, despite doubling the time taken for the establishment of each sympton/effect. This makes Maldição Negra quite effective for delayed poisonings and assassinations being that adding a frozen cube of Maldição Negra to a cup of drinking water can poison a target without leaving any trace. The poison itself can affect the target by making contact with an open wound (created on purpose by an attack or preexistent), ingested, inhaled, injected into tissue or if it makes contact with any mucosa (like the eyes, the mouth/lips, etc). The pure poison itself can be manipulated by Water Release techniques (which use it as a source), assuming there is enough quantity of it to manipulate, while poisoned Water can be manipulate just the same as it would without being poisoned. The effects of the poison are, in the order in which they happen:
-Skeletal Muscle Paralyzation
-Nausea
-Increased Perspiration and Loss of Temperature Control (Fever or Hypothermia)
-Hallucinations and Mental Stress (the user will start to see nightmarish figures that will grapple him and pierce him, causing him enormous pain and uncontrollable fear and delirium)
-Asphyxiation

But the speed in which they happen depends on the exposure method and time:
Simple Scratch or skin contact with the liquid poison - The targeted body part/limb will instantly become paralyzed for 5 turns unless the poison is extracted, after which the feeling and movement returns slowly during the next 3 turns
Stab Wound, contact between the liquid poison and an open, bleeding wound or contact with any mucosa - Complete Muscle Paralyzation (which takes 2 turns to fully happen, spreading during that time from the entry point outwards to the rest of the body), Nausea and Fever. After 5 turns of muscle paralyzation, Hallucinations set in and the target loses his grasp on reality and becomes completely taken in by the poison. After a further 4 turns, Asphyxiation sets in and the target dies if he doesn't receive medical attention.
Ingestion of liquid Poison, Inhalation of Vapor Poison or direct injection, either intravenous or intramuscular of liquid poison - The target will experience immediate full paralyzation and after one turn will already be experiencing hallucinations and loss of temperature control. Two turns after initial contact the user will be experiencing difficulty breathing only to become unable to do so one turn afterwards.

To make it safe for him to use, the creator of the poison injected himself throughout several years with increasingly higher doses of the poison as to gain resistance, becoming completely immune to it. As such he poisoned all his basic weapons and always carries several small flasks filled with poison.
Note: Only Scorps can have immunity to it as he is the creator of the poison. However, he can give poisoned weapons or small flasks with poison to other ninjas, despite the risk these ninjas will take of self poisoning themselves.
Note: Only usable or given by Scorps

Nothing would happen to his technique though. The bugs had strength towards his technique, yes but they were simply released into the water, with no other technique used. (your other 2 techniques only work if water is touching my body, which it isn't :)) Additionally, the poison would also be deadly to the simple organisms that are the bugs. Well, unless you mutate them to get other features that allow that same strength/immunity.

Hashirama points his palms forwards and clasps them together. While not inherently noticeable at first, what Hashirama does is to force all the water to pressure upon his enemy's body. By controlling the water he is able to pressure it around his enemy, creating current and force. If undefended, the pressure is enough to kill the enemy. This movement of the water and the pressure would also aid into the dispersion of the poison within the water and around and into the enemy's skin, mkaing sure the enemy is poisoned if, by some sort of miracle, he'd been able to push away the water from around himself as well.

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

Not can you can hear me but your clan is a wonderful one...but you guys sure are socially inadequate >_>

Not one to be outmatched, Panthalassa would charge his water chakra and, manipulating his flies, he pushed out every water molecule from around him, creating a tangible mist-like shockwave of liquified flies that both pushes away and eats both techniques, draining off them 30+40 chakra, half of which transferred to Panthalassa directly. According to the Wiki, bugs are inately immune to all poisons, though if they're not so, I'm taking in mind that the initial shockwave pushes the water and with it creates a temporary bufer between the bugs and the poison, before they suicide and eat the poison. Coincidently, the mist wipes out the water, substituting it for Panthalassa's own domain, while the cave natural water drains as per this turn, and washing with it any poison residue. The shockwave itself would still collide onto the old man, in it's path to expiration.

( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

After the wave is released, Panthalassa unleashes a great swarm of insects and mist, which form 4 clones.

How am I socially inadequate?! There's 5 of me! Right?
RIGHT!

 

Scorps

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My reasoning was that you transformed your bugs into unique bugs right? Unless something escaped me, those flies have no inherent immunity to poison. The only similarity you draw between them and the Kinkaichu is their chakra metabolic properties so its more or less easy to infer that your flies aren't immune to poison. :) Finally, my technique is kept active and Mist is nothing more than vaporized water. While the technique is active, no water can reach me unless its empowered beyond S-Rank. I could even infer that the poison, not being chakra driven or anything other than a contaminant, would also contaminate your mist technique. Its water, just the same. But lets not. I don't want you to die so rapidly. After all, I'm having so much fun! So your shockwave, did nothing to me. Good set of moves though!


As his enemy triggers his mist shockwave, Hashirama doesn't faulter. The water drains but he retains his water technique activated. He also makes a shift and activates his unique Garden of Eden technique. Its not a time consuming thing, no. Just a passive one. His wood now creates a hybrid plant that he calls "Sundew Nut". The following move, however, isn't passive. A totem rises to the right of Hashirama. As it does, trees, countless trees, gigantic, strong, thick, grow in a radial manner, so fast and overwhelming that it engulfs and locks the cave in a block of branches, leafs, seeds, flowers, etc of the hybrid type of wood now produced, a process taken to a completely new level by doing a simple handseal. The forest is literally impossible to destroy, being by nature, strong to Earth, Water, resistant to Wind and gaining a neutrality to Lightning that is then lowered to a weakness to Lightning. All and all, taking into account rank, size and the boost of the empowerment technqiue, nothing short of a gigantic Forbidden Rank technique strong towards the forest will get rid of it. Such was Hashirama's wood power. The trees bloom in seed clusters and flowers. The forest iself wouldn't really harm his enemy but it would knock his balance and footing, and would likely touch him. Within the large and dense forest, there is no room for fighting in bigger than short range areas and both ninjas are now incapable of seeing eachother. The 3 techniques are done in a single move time, so they cannot be interrupted. Ofc, his opponents mist technique would now be mute due to the forest's sheer power overcoming it completely. Even if not, Hashirama's own technique is still in effect and pushing all water aside.

So you want to prove you are socially adept by making clones of yourself to socialize with? O__o ok...

Mokuton: Sono Niwa no Tougenkyou | Wood Release: The Garden of Eden
Type: Supplementary
Rank: S-Rank
Range: N/A
Chakra: N/A (+5 to use Wood Techniques)
Damage: N/A
Description:
This secret technique passed upon only to the most powerful Mokuton shinobi is a simple technique in its essence but one of the highest caliber. Without the need for hand seals, the user will use his mokuton affinity to make his following wood techniques for a given duration produce a specific plant instead of the normal trees and wood common to the release, similar to how Senju Hashirama was able to produce specific flora. The technique itself is not time consuming and is basically a passive skill one can access through focus and precise chakra control, through which one can go beyond the production of generic plants and wood and create specific species. All of these plants share the same strength and uses of the normal wood but gain additional effects inherent to the specific plants produced:

Kuroi Bara | Black Rose: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the infamous black rose. This rose releases a strong sweet neurotoxin into the air. When inhaled and/or absorbed through the skin, it destroys the pain receiver nerves, rendering the enemies incapable of feeling physical pain. Besides these flowers and their toxin, the rose's wood is completely covered in small razor thorns, adding a degree of danger even to the simplest wood techniques.

Shiroi Garan | White Temple: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the infamous white temple. From all of his following wood techniques, several small White Temple flowers bloom, opening their big stamens. These stamens are ultra sensitive to chakra, having the ability to feel chakra up to mid range from them. This information is then relayed to the user through the ground. As long as the user has contact with the ground and at least a flower exists in the field, he'll receive that information from it.

Akatōkarashi | Red Bell: The user changes the nature of his wood techniques to produce bushes, trees, branches, flowers and fruits of the infamous Red Bell. From all of his following wood techniques, several Red Bell fruits will bloom, roughtly the size of fists. These fruits are hollow and contain inside a very vicious toxin. Upon mental command, the user can detonate these fruits, causing a localized explosion. Each fruit can deliver an E-Rank explosive damage (only slightly larger/stronger than a normal explosive tag) and the number of fruits depends on the rank of the technique. A D-Rank technique will have 4, with each rank above it doubling the number of fruits. The main ability, however, is not the explosive power, as useful as it may be. The explosion releases the toxin inside into the air in the form of a red "smoke" or "mist" which has an SHU rating of over 2 million. Each Red Bell can contain enough toxin to spread across a 2 meter radius sphere around its detonation spot. This mist induces a burning sensation to the skin on contact but mainly all wet membranes of the body (eyes, mouth, ears, etc), creating a very painful effect. The effect is so severe if inhaled or breathed that one will tear up, hindering one's eye sight and become unable to speak properly as he gasps for air and coughs severely. If water is present on the field, the effect is more drastic as the chemical reacts in a more lasting way. The effects however, are short lived overall and don't actually do direct damage a part from the disconfort and stress induced by its effects

Burūhimawari | Blue Sunflower: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the cute Blue Sunflower. As the wood techniqueds are used, hundreds and hundreds of sunflowers will bloom from them. These blue, big flowers have the property of manipulating and producing light. This light is done by consuming the calories inside the wood technique that gave birth to them and transforming it into low heat and light. This special ability alows the user to trigger on command an immensely powerful flash effect that can blind any enemy (except Doujutsu users) or even create coordinated flashes to disorient the enemy or even seemingly creating rudimentary visual illusionary images. The wood will draw nutrients from its substract and direct them to the flowers which will then glow in the described way. The reaction can be controlled and the user can create flashes of light from any color of both the visible and the invisible spectrum of light. Although no damage can be achieved by this property, the blinding effect is very lasting and the more wood you have (meaning the stronger or bigger the technique is) the more effective and overwhelming it will be. The user is, however, immune to these blinding lights by having trained to support them.

Murasakiiro Deijī | Purple Daisy: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the menacing Purple Daisy. These small, yet numerous, purple flowers bloom anywhere in the wood techniques that use it. Once they bloom, still while the wood is growing, they can be used for a special effect: sound production. They can be used to produce sound by vibrating their little petals and agitating the air in specific patterns. The user can replicate his voice to confuse his enemy or to produce loud, annoying sounds or even distressfull ones. The user can even produce music in substitution to other music instruments or mimic other voices he has heard before, through this technique. Diversionary in nature, the effects are very vast. The user can distract enemies with loud bangs or high pitched noises but also distract him into thinking an ally is nearby or that the user is suddenly in another place or even, by mimicking multiple voices, that the enemy is sudenly surrounded by other ninjas. The technique bestows a few added features due to these flowers one of which is that they raise the resistance of Wood towards sound release by 1 rank (wood is already naturally a good sound insulator, so X-Rank Wood technique can only be cancelled by X+2-Rank Sound technique). The small flowers act as a sponge and disperse sound when it touches them. The other main added feature is sound sensitivity in which the flowers will vibrate and act as the ninja's ears but with a much higher level of sensitivity and precision. As long as the user is touching the ground, he can receive the information of any flower on the field and any flower on the field can hear up to mid-range around, with the higher number of flowers raising the effectiveness of the hearing up to inhuman levels. The flowers can produce basically any sound but cannot be used to produce Sound Release techniques, being more akin of the Cicada Technique and similar (albeit different and more enhanced/pure) than Sound Release. The user, having grown acostumed to the techniques effects, can remain unaffected by its sounds if he so chooses.

Kuroi Mōsengoke | Black Sundew: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the weird Black Sundew. From the wood techniques that are used from this specific species, multiple small appendages bloom with a black shiny substance on its end. These small stamens have a very sticky and strong gluey sap in their extremity which is easily ignited by anything from fire to lightning or even extreme friction. Similar to small hairs, these stamens are very tiny and numerous and, with the black sap on their end, give the wood technique the appearance of having just passed through a slight morning dew. However, this is not the main ability of this specific plant. The sticky sap will cling to any enemy it touches, gluing him to the wood technique. The binding effect is a physical binding of the same rank of the wood technique used. Once in contact with an opponent, the stamens immediately begin to zap chakra from the enemy in the same amount per turn as the chakra spent to produce the wood technique. The chakra absorption is not continues but in pulses, with the immediate first momentary contact being the first pulse which is repeated at the beginning of each turn. The amount of wood used by the technique also makes a difference. The chakra will then reenforce the wood technique, making it grow. The more chakra the wood consumes, the bigger and stronger it gets. It transforms the chakra absorbed into power in the same ratio as one does for a normal jutsu (x chakra = 2X strength).

Midori Kajitsu | Green Nut: The user changes the nature of his wood technique to produce bushes, trees, branches, flowers, fruits, etc from the dangerous Green Nut. From the wood techniques used, multiple small (0.5 cm long) green nuts bloom, spreading rapidly and numerously. These form and gather into small seed clusters which are very dangerous due to their parasitic abilities. With a simple mental command, the user can make these seeds burst from the wood technique and spread in a radial manner up to mid range of their initial point. They will then attach themselves to any viable substract they find. Water, Earth, Mud, Sand, Chakra, Organic Life, Decomposing Organic Matter, etc will all serve as viable substracts. The seeds will quickly metabolize the substract (in the case of sentient life or raw chakra, they will simply metabolize the chakra) and rapidly bloom into Trees and plants of the Green Nut. These plants will be of the same strength of the technique used to produce the original set of seeds and will multiply at an exponential rate as long as their is a viable substract and the user allows it. D-Rank Wood techniques will produce 2 Seed Clusters, with each rank above it doubling the amount of seed Clusters. These clusters fully bloom in one turn, producing an amount of wood or a wooden structure (tree, forest, pillars, etc) equal to that of the initial technique that produce the original seed cluster. When the seed clusters attach themselves to an opponent or a sentient being, they will bloom in double the time, engulfing the target in a blazing speed as they zap their chakra (they need half the amount of chakra needed to produce the original technique). Each Cluster of Seeds has 10 Seeds but each cluster (even if only one seed or if all seeds find a substract) will give birth to one wooden structure. In alternative, the user can use the generic wood techniques to produce only seeds which he can throw at a target to infest them or to attack them. The seeds will grow into a generic tree or wooden structure of pillars of the same rank as the technique used to produce the seeds. These are very useful when attacking Jinchuriki chakra cloaks or chakra barriers or other chakra techniques (due to the chakra metabolic properties) or simply as a complement to the users own hand to hand, close quarter combat.

Note: can only be used 2 times
Note: lasts a maximum of 4 turns each time
Note: can only activate up to two of the plants at a time, which will combine into hybrids with both characteristics
Note: can only be taught by Scorps

(Mokuton: Ametsuchi Megumi) Wood style: Nature’s Blessing
Rank: S
Range: All
Type: Supplementary/Defense
Chakra: 40
Damage: N/A
Description: the user summons a large totem pole which emerges at a location of the users choosing. The totem begins to grow large trees around itself and they continue to grow outward until the entire area is covered by trees, making a large forest. The totem continuously infuses the trees with chakra which reinforces their strength and causes the trees to regrow if they are destroyed. The chakra reinforcement allows the trees to block S-ranked lightning and wind attacks, but the tree(s) they come in contact with is destroyed in the process.
Notes:
-Lasts 4 turns
-Can only be used 2 times per battle
-After the technique ends, the trees remain, but are not reinforced and cannot regenerate.

Mokuton/Suiton: Hi Sugi | Wood/Water Release: The Day After
Show
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80 (+40 to Wood technique)
Description:
The Mokuton user focuses a lot of water chakra into any existing plant (either from the field or created by his own techniques) by doing one simple hand seal (Ram). As he does this, he uses his wood chakra to manipulate the wood in a way that makes it hipersaturated with water. This increases the volume of the wood 3 times in a blinking burst before it explodes in a large blast of water and wood splinters. The size of the water blast/explosion is proportionate to the size of the wood in which the technique is used. The blast is the ultra expansion of the compressed water inside the wood into all directions and can, when used in one given point, span maximum up to mid range all around that point if used with a sufficient enough large wood source, dealing blunt impact damage. The user can manipulate this technique in a lesser, more controlled manner, by increasing the volume of a previously used Wood Technique to 2 times its original size using the same principle. Although the wood technique becomes increasingly larger and stronger, it also becomes more vulnerable to Lightning Release techniques.

Note: Usable 4 times
Note: No water techniques above S-Rank in the same and next turn
Note: Can only be taught by Scorps
 

Panthalassa

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My reasoning was that you transformed your bugs into unique bugs right? Unless something escaped me, those flies have no inherent immunity to poison. The only similarity you draw between them and the Kinkaichu is their chakra metabolic properties so its more or less easy to infer that your flies aren't immune to poison. :) Finally, my technique is kept active and Mist is nothing more than vaporized water. While the technique is active, no water can reach me unless its empowered beyond S-Rank. I could even infer that the poison, not being chakra driven or anything other than a contaminant, would also contaminate your mist technique. Its water, just the same. But lets not. I don't want you to die so rapidly. After all, I'm having so much fun! So your shockwave, did nothing to me. Good set of moves though!


As his enemy triggers his mist shockwave, Hashirama doesn't faulter. The water drains but he retains his water technique activated. He also makes a shift and activates his unique Garden of Eden technique. Its not a time consuming thing, no. Just a passive one. His wood now creates a hybrid plant that he calls "Sundew Nut". The following move, however, isn't passive. A totem rises to the right of Hashirama. As it does, trees, countless trees, gigantic, strong, thick, grow in a radial manner, so fast and overwhelming that it engulfs and locks the cave in a block of branches, leafs, seeds, flowers, etc of the hybrid type of wood now produced, a process taken to a completely new level by doing a simple handseal. The forest is literally impossible to destroy, being by nature, strong to Earth, Water, resistant to Wind and gaining a neutrality to Lightning that is then lowered to a weakness to Lightning. All and all, taking into account rank, size and the boost of the empowerment technqiue, nothing short of a gigantic Forbidden Rank technique strong towards the forest will get rid of it. Such was Hashirama's wood power. The trees bloom in seed clusters and flowers. The forest iself wouldn't really harm his enemy but it would knock his balance and footing, and would likely touch him. Within the large and dense forest, there is no room for fighting in bigger than short range areas and both ninjas are now incapable of seeing eachother. The 3 techniques are done in a single move time, so they cannot be interrupted. Ofc, his opponents mist technique would now be mute due to the forest's sheer power overcoming it completely. Even if not, Hashirama's own technique is still in effect and pushing all water aside.

So you want to prove you are socially adept by making clones of yourself to socialize with? O__o ok...

Mokuton: Sono Niwa no Tougenkyou | Wood Release: The Garden of Eden
Type: Supplementary
Rank: S-Rank
Range: N/A
Chakra: N/A (+5 to use Wood Techniques)
Damage: N/A
Description:
This secret technique passed upon only to the most powerful Mokuton shinobi is a simple technique in its essence but one of the highest caliber. Without the need for hand seals, the user will use his mokuton affinity to make his following wood techniques for a given duration produce a specific plant instead of the normal trees and wood common to the release, similar to how Senju Hashirama was able to produce specific flora. The technique itself is not time consuming and is basically a passive skill one can access through focus and precise chakra control, through which one can go beyond the production of generic plants and wood and create specific species. All of these plants share the same strength and uses of the normal wood but gain additional effects inherent to the specific plants produced:

Kuroi Bara | Black Rose: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the infamous black rose. This rose releases a strong sweet neurotoxin into the air. When inhaled and/or absorbed through the skin, it destroys the pain receiver nerves, rendering the enemies incapable of feeling physical pain. Besides these flowers and their toxin, the rose's wood is completely covered in small razor thorns, adding a degree of danger even to the simplest wood techniques.

Shiroi Garan | White Temple: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the infamous white temple. From all of his following wood techniques, several small White Temple flowers bloom, opening their big stamens. These stamens are ultra sensitive to chakra, having the ability to feel chakra up to mid range from them. This information is then relayed to the user through the ground. As long as the user has contact with the ground and at least a flower exists in the field, he'll receive that information from it.

Akatōkarashi | Red Bell: The user changes the nature of his wood techniques to produce bushes, trees, branches, flowers and fruits of the infamous Red Bell. From all of his following wood techniques, several Red Bell fruits will bloom, roughtly the size of fists. These fruits are hollow and contain inside a very vicious toxin. Upon mental command, the user can detonate these fruits, causing a localized explosion. Each fruit can deliver an E-Rank explosive damage (only slightly larger/stronger than a normal explosive tag) and the number of fruits depends on the rank of the technique. A D-Rank technique will have 4, with each rank above it doubling the number of fruits. The main ability, however, is not the explosive power, as useful as it may be. The explosion releases the toxin inside into the air in the form of a red "smoke" or "mist" which has an SHU rating of over 2 million. Each Red Bell can contain enough toxin to spread across a 2 meter radius sphere around its detonation spot. This mist induces a burning sensation to the skin on contact but mainly all wet membranes of the body (eyes, mouth, ears, etc), creating a very painful effect. The effect is so severe if inhaled or breathed that one will tear up, hindering one's eye sight and become unable to speak properly as he gasps for air and coughs severely. If water is present on the field, the effect is more drastic as the chemical reacts in a more lasting way. The effects however, are short lived overall and don't actually do direct damage a part from the disconfort and stress induced by its effects

Burūhimawari | Blue Sunflower: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the cute Blue Sunflower. As the wood techniqueds are used, hundreds and hundreds of sunflowers will bloom from them. These blue, big flowers have the property of manipulating and producing light. This light is done by consuming the calories inside the wood technique that gave birth to them and transforming it into low heat and light. This special ability alows the user to trigger on command an immensely powerful flash effect that can blind any enemy (except Doujutsu users) or even create coordinated flashes to disorient the enemy or even seemingly creating rudimentary visual illusionary images. The wood will draw nutrients from its substract and direct them to the flowers which will then glow in the described way. The reaction can be controlled and the user can create flashes of light from any color of both the visible and the invisible spectrum of light. Although no damage can be achieved by this property, the blinding effect is very lasting and the more wood you have (meaning the stronger or bigger the technique is) the more effective and overwhelming it will be. The user is, however, immune to these blinding lights by having trained to support them.

Murasakiiro Deijī | Purple Daisy: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the menacing Purple Daisy. These small, yet numerous, purple flowers bloom anywhere in the wood techniques that use it. Once they bloom, still while the wood is growing, they can be used for a special effect: sound production. They can be used to produce sound by vibrating their little petals and agitating the air in specific patterns. The user can replicate his voice to confuse his enemy or to produce loud, annoying sounds or even distressfull ones. The user can even produce music in substitution to other music instruments or mimic other voices he has heard before, through this technique. Diversionary in nature, the effects are very vast. The user can distract enemies with loud bangs or high pitched noises but also distract him into thinking an ally is nearby or that the user is suddenly in another place or even, by mimicking multiple voices, that the enemy is sudenly surrounded by other ninjas. The technique bestows a few added features due to these flowers one of which is that they raise the resistance of Wood towards sound release by 1 rank (wood is already naturally a good sound insulator, so X-Rank Wood technique can only be cancelled by X+2-Rank Sound technique). The small flowers act as a sponge and disperse sound when it touches them. The other main added feature is sound sensitivity in which the flowers will vibrate and act as the ninja's ears but with a much higher level of sensitivity and precision. As long as the user is touching the ground, he can receive the information of any flower on the field and any flower on the field can hear up to mid-range around, with the higher number of flowers raising the effectiveness of the hearing up to inhuman levels. The flowers can produce basically any sound but cannot be used to produce Sound Release techniques, being more akin of the Cicada Technique and similar (albeit different and more enhanced/pure) than Sound Release. The user, having grown acostumed to the techniques effects, can remain unaffected by its sounds if he so chooses.

Kuroi Mōsengoke | Black Sundew: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the weird Black Sundew. From the wood techniques that are used from this specific species, multiple small appendages bloom with a black shiny substance on its end. These small stamens have a very sticky and strong gluey sap in their extremity which is easily ignited by anything from fire to lightning or even extreme friction. Similar to small hairs, these stamens are very tiny and numerous and, with the black sap on their end, give the wood technique the appearance of having just passed through a slight morning dew. However, this is not the main ability of this specific plant. The sticky sap will cling to any enemy it touches, gluing him to the wood technique. The binding effect is a physical binding of the same rank of the wood technique used. Once in contact with an opponent, the stamens immediately begin to zap chakra from the enemy in the same amount per turn as the chakra spent to produce the wood technique. The chakra absorption is not continues but in pulses, with the immediate first momentary contact being the first pulse which is repeated at the beginning of each turn. The amount of wood used by the technique also makes a difference. The chakra will then reenforce the wood technique, making it grow. The more chakra the wood consumes, the bigger and stronger it gets. It transforms the chakra absorbed into power in the same ratio as one does for a normal jutsu (x chakra = 2X strength).

Midori Kajitsu | Green Nut: The user changes the nature of his wood technique to produce bushes, trees, branches, flowers, fruits, etc from the dangerous Green Nut. From the wood techniques used, multiple small (0.5 cm long) green nuts bloom, spreading rapidly and numerously. These form and gather into small seed clusters which are very dangerous due to their parasitic abilities. With a simple mental command, the user can make these seeds burst from the wood technique and spread in a radial manner up to mid range of their initial point. They will then attach themselves to any viable substract they find. Water, Earth, Mud, Sand, Chakra, Organic Life, Decomposing Organic Matter, etc will all serve as viable substracts. The seeds will quickly metabolize the substract (in the case of sentient life or raw chakra, they will simply metabolize the chakra) and rapidly bloom into Trees and plants of the Green Nut. These plants will be of the same strength of the technique used to produce the original set of seeds and will multiply at an exponential rate as long as their is a viable substract and the user allows it. D-Rank Wood techniques will produce 2 Seed Clusters, with each rank above it doubling the amount of seed Clusters. These clusters fully bloom in one turn, producing an amount of wood or a wooden structure (tree, forest, pillars, etc) equal to that of the initial technique that produce the original seed cluster. When the seed clusters attach themselves to an opponent or a sentient being, they will bloom in double the time, engulfing the target in a blazing speed as they zap their chakra (they need half the amount of chakra needed to produce the original technique). Each Cluster of Seeds has 10 Seeds but each cluster (even if only one seed or if all seeds find a substract) will give birth to one wooden structure. In alternative, the user can use the generic wood techniques to produce only seeds which he can throw at a target to infest them or to attack them. The seeds will grow into a generic tree or wooden structure of pillars of the same rank as the technique used to produce the seeds. These are very useful when attacking Jinchuriki chakra cloaks or chakra barriers or other chakra techniques (due to the chakra metabolic properties) or simply as a complement to the users own hand to hand, close quarter combat.

Note: can only be used 2 times
Note: lasts a maximum of 4 turns each time
Note: can only activate up to two of the plants at a time, which will combine into hybrids with both characteristics
Note: can only be taught by Scorps

(Mokuton: Ametsuchi Megumi) Wood style: Nature’s Blessing
Rank: S
Range: All
Type: Supplementary/Defense
Chakra: 40
Damage: N/A
Description: the user summons a large totem pole which emerges at a location of the users choosing. The totem begins to grow large trees around itself and they continue to grow outward until the entire area is covered by trees, making a large forest. The totem continuously infuses the trees with chakra which reinforces their strength and causes the trees to regrow if they are destroyed. The chakra reinforcement allows the trees to block S-ranked lightning and wind attacks, but the tree(s) they come in contact with is destroyed in the process.
Notes:
-Lasts 4 turns
-Can only be used 2 times per battle
-After the technique ends, the trees remain, but are not reinforced and cannot regenerate.

Mokuton/Suiton: Hi Sugi | Wood/Water Release: The Day After
Show
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80 (+40 to Wood technique)
Description:
The Mokuton user focuses a lot of water chakra into any existing plant (either from the field or created by his own techniques) by doing one simple hand seal (Ram). As he does this, he uses his wood chakra to manipulate the wood in a way that makes it hipersaturated with water. This increases the volume of the wood 3 times in a blinking burst before it explodes in a large blast of water and wood splinters. The size of the water blast/explosion is proportionate to the size of the wood in which the technique is used. The blast is the ultra expansion of the compressed water inside the wood into all directions and can, when used in one given point, span maximum up to mid range all around that point if used with a sufficient enough large wood source, dealing blunt impact damage. The user can manipulate this technique in a lesser, more controlled manner, by increasing the volume of a previously used Wood Technique to 2 times its original size using the same principle. Although the wood technique becomes increasingly larger and stronger, it also becomes more vulnerable to Lightning Release techniques.

Note: Usable 4 times
Note: No water techniques above S-Rank in the same and next turn
Note: Can only be taught by Scorps
The fly contract has the same base biological and physiological properties of Kikaichu, not just in feeding habits, they have the same W&S. Remember that my bugs can be manipulated through water techniques but still retain their strength to water, hence why both techniques are defeated ;) ( And, coincidentally, also strong to biological elements, like Wood )

Shut it! I'm totally social... socially inept... I mean, adept.And... you... woody!

Says he, stoically, and strongly, and not at all stuttering, before raising his arms. Overpowering him with numbers, he's not one, he is millions. Simultaneously, him and 2 other clones unleash a gigantic swarm of insects, 3 times the power. The swarm swirls around them and, like a vortex of endless hunger, shred through and devour wood and totem, and hashirama alike, in the process feeding 90 chakra ( 45 + 45 ), half of which gets transferred to Panthalassa directly. The massive vortex disintegrates all the constructs, as it expands to wrap around and damage the long haired shinobi, draining chakra from him directly. Each with the power to take out both techniques, but timed 3, for good measure, and, likewise, draining from Hashirama 3 times as much chakra as well, case the gigantic 3-Swarm Vortex connects.

(Kikaichū Kumo no Jutsu) - Destruction Bug Cloud Technique x3
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40 20 (Forgot to do this with the other techniques )
Damage points: 80
Description: The user will cause a large amount of destruction bugs to swarm around the target creating a thick barrier that then swallows the target into a whirlpool of destruction bugs that drive the enemy into the ground.
Note: Must be a member of the Aburame clan.
 
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Then shouldn't you have mentioned that somewhere in the posts you've made so far? You changed your bugs to those animals you showed so I infer, as any would, that their characteristics where those and those alone. ;) Also, to make clones, shouldn't you have used this:

(Mushi Bunshin) - Bug Clone
Rank: C
Type:Supplementary
Range:Short
Chakra Cost:15
Damage Points:30
Description:Creates a clone of the user out of bugs.
NOTE:Must be a bug user to use this jutsu.

When I saw you didn't post it, I thought you simply formed the bugs into humanoid copies of yourself but not really clones. I'll proceed though as you intended. Nice usage of Bugs though. Been quite some time before we had good bug users!


As Hashirama does his handseal and the wood combo is unfolding, he notices that his enemy(s) are unleashing a technique from between the various trees and branches growing all around (until the forest really emerges, line of sight isn't really an issue I assume). Hashirama snaps his fingers. His aim is simple: the clones. Dispersing them into guey proteins and water, the techniques they were unleashing disperse and the only one left to face the gigantic wood combo is the sole technique used by the original. This would protect the original from damage but not be enough to overcome the technique or even to reach Hashirama.

I prefer 1v1 fights anyway ;)
±Ibiton: Sono Kenryoku no Belial | Decay Release: The Power of Belial±
Type: Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
By taking use of the advanced release of Decay, the user snaps his fingers and releases his decay chakra into any enemy technique in the field, decaying it and dispersing it completely in a virtually instant manner. Following the elemental weaknesses and strengths of Decay Release, the user is able to defend himself from a multitude of techniques, by decaying them into the natural processes they would decay into to. Although the user can't target enemies directly, he can target clone techniques, effectively dispersing them or even dispel chakra shrouds or other similar techniques such as the Jinchuriki's chakra cloaks.
Note: Can only be used 4 times per battle
Note: Can't use other Decay techniques S-Rank and above in the same turn.

Now in a dense forest, Hashirama activates his chakra sensing technique and merges with the trees, hiding amongst one of them while also searching for the perfect time to attack. You know. Like the old pervert he is.

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel chakra. The technique allows the user to concentrate and detect someones chakra. Using these technique sensors can tell when the enemy is approaching and can easily track down targets.
Note: Lasts 5 turns
Note: Can only be used by bio with sensory ability

Mokuton: Hayashi Dappi | Wood Style: Forest Emergence
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Description: The user gains the ability to merge himself into the trees at will to attack their target from whichever tree they want.
Restrictions:
*The user must be in a wooded area*
*Can only be used 4 times per battle*
Note: This is similar to Kimimaro's technique: Sawarabi no Mai - Dance of the Young Ferns
 
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