Event Zone 9 - Arthorius vs Detective L & Lili-Chwan

Arthorius

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Why bro ;_;


Suddenly an odd Muggle would dash towards the duo. His approach quickly turned to aggression as a massive tree emerges from the ground. Followed by a large snake, which aims to restrict the movement of Judal and his clone. At the same time, a blazing flame would launched. What a magnificent sight, albeit deadly.

However, Judal would immediately notice the flaw in the attack. The ground didn't rumble on the emergence of the tree, nor was a shadow cast by its embrace. The same could be said for the snake and its emergence and current state. Knowing that he was indeed trapped in a Genjutsu, especially one that restricts his movements, Judal would channel his Earth chakra and release a surge across the entirety of his body. This would cover him in a defense that would break the illusion as well as allow him to survive the brunt of the Fire as it lashes across the field.

"You sly dog, you. Earth & Stone Dragon Technique!"

He says as he slides back, whipping his wand about and releasing a large dragon made of Earth. The dragon would burst forward, aiming to grab the man's clone first and then go towards him in its rage.

(Doton: Koka no Jutsu) - Earth Release: Hardening Technique

Type: Offense/Defence/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.
(Doton: Dosenkiryū) - Earth Release: Earth and Stone Dragon Technique
Type: Offensive
Rank: S
Range: Short-Long (made within Short, but reaches up to Long)
Chakra: 40
Damage: 80
Description: The user after performing the required hand seals Horse → Dog → Bird → Ox → Snake will create a large dragon of earth erupt from the ground and direct it towards the enemy with devastating force. This technique much resembles the Water Release: Water Dragon technique.
Isabella would come out of her battle after defeating her opponent, to witness the maelstrom of atavistic fire coming the way of her previous partner. That would not be a smart thing to allow. Bringing her hands together, Isabella would spit out several massive fireballs that would arch around the Magi and protect him from the Atavistic flames, regardless of whether his earthly protection would work or not. With her hands together, she would infuse the fireballs with a sliver of water vapour, which would strengthen her technique, bringing them over the power of her opponents.

(Katon: Gōkakyū Hitoame no Jutsu)Fire Release: Great Fireball Shower[/spoiler]
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 ( 115 ; +10 Antlers, +5 MIND )
Description:
Kneading his chakra and then converting it to fire, the user will do the Horse → Tiger → Snake → Ram hand seals as he inhales, exhaling into the sky a multitude of great fireballs (up to 8) at the same time which then rain down on the target from above causing severe, widespread damage around the field. These fireballs have explosive and concussive abilities, similar to other fire techniques.
Note: Can only be used by Fire Primary Specialists.
Note: Can only be used twice.
( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force every and all liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire.

*The stag remains in play for 2 turns before the fire consumes itself*
*This jutsu can only be used once every 3 turns*
*The user is unable to preform Fire or Water jutsus higher than S rank in the next turn*
*Can only be used thrice per battle*
*The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +10 and making it impervious to water jutsus of the same rank. It counts as a jutsu towards the jutsu count and can only be used 4 times per battle*
*A strong enough water can push through the vapor coat, streams or masses of water of the same rank as fire being coated by the vapor, or a pressurized stream of water of a rank bellow will block the protection*

This would allow her to press on until she was close enough to the Magi to infuse her own chakra onto him, bolstering his Earthen with several ranks of power, boosting it from 80 damage to 120 damage, adding on to the outcome of the previous flame clash.

(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.

Maybe this time you'd be more appreciative of me teaming up with you, no?
Welcome to the fight Lili, just gotta ask somethings before we get under way.



Watching as the woman he'd ignored joined the fray, raining fireballs down around his foe, Cole would sort of look on confused.
 

Lord of Kaos

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So this check consists of 3 major issues, 2 raised by ReXii and one by Lili. I will go over each of these, but to summarize them: Lili's second and third move fails, L fails to properly break the Genjutsu, and the release of the Atavistic Flames technique is not instant. I'll detail each below:

1. In the fight, Rexii attacks L who responds with his own defense ( more on that later ). Lili, seeing the fight beginning, joins in by attempting to counter his technique with a Fire technique followed by two other jutsu. Before addressing this specific case, it should be noted that in tag battles or specifically in 2v2 or 2v1 fights, each side does not gain additional moves and it is still capped at 3 jutsu. This means anything beyond that in a 2 ninja vs anyone fight is automatically considered voided.

This event had thread specific rules that I told everyone to follow and that everything they needed to know would be detailed there. That has, for the most part, been true and I've tried to edit updates in when possible. While Lili is correct in saying threads have been specific on what's doable and not, I don't think this issue is addressed, or rather was anticipated, when those rules were posted. Even then, if there was any update that allowed both teams to use beyond 3 jutsu, that would have been directly mentioned as it deviates from all established tag rules in the RP as well as this event. That said, Lili's second and third jutsu fails.

2. This is more clear and easy to handle; as pointed out in the Gen rules, elemental Genjutsu require you to break it with more chakra than normal. This changes based on S/W but that's a moot point here as Earth isn't a Strength to AF and it would mean L's initial counter to break the genjutsu wouldn't suffice.

3. This one is a more complicated issue as it deals with a jutsu's description, interpretation and subsequent use. The way Rexii used it vs the way Lili interpreted it differs completely, though this doesn't matter as we have established precedence for situations like this. Most of this analysis will be solely on the description and not use. The technique states: From their hand or their mouth, the user generates a single golden ember and launches it to a targeted destination on the battlefield. Upon reaching its destination the ember erupts in a massive inferno, encompassing up to 40 meters to unleash fiery devastation in a widespread area.

From this alone, we know the technique is a projectile and once it lands at its target, it erupts. Now, as with almost every Offensive Custom approved since 2014ish, we don't approve instant attacks. That would first mean this isn't an instant eruption as soon as it touches earth. Second, I don't think this technique was approved with the idea that one seed of Atavistic Flames would fill an entire field in near instant speed; for one, I don't think we would approve an Earth custom that creates an object roughly baseball sized that can create a 20+ meter field of spikes to appear uniformly at one time. The custom would likely have to spread from that epicenter, as Lili suggested ( sidenote, this is also really under restricted for a tech that can simultaneously heal 80 damage per person with no cap on people as well as deal potentially 110 base damage with no actual drawbacks besides 2 usages. Whoever approved that was wild as hell ). What I believe is the most accurate depiction of what happens is the seed lands and then spreads outwards in an omnidirectional wave.

Now, he launches it at L. Launching it 10 meters isn't hard to fathom and given the fact Lili does indeed have to fire those meteors in the sky, there is a very very small window of time in which the eruption could be battled but would the flames that would start of erupt likely under them or right in front of them be beaten? Very very doubtful imho.

All of that said, Rexii's Gen hits L and isnt broken by him, Lili's Fire fails to counter the flames in time to properly douse them given the radius and location and Vayne's customs are still unusable. That should be all.
 

Arthorius

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So this check consists of 3 major issues, 2 raised by ReXii and one by Lili. I will go over each of these, but to summarize them: Lili's second and third move fails, L fails to properly break the Genjutsu, and the release of the Atavistic Flames technique is not instant. I'll detail each below:

1. In the fight, Rexii attacks L who responds with his own defense ( more on that later ). Lili, seeing the fight beginning, joins in by attempting to counter his technique with a Fire technique followed by two other jutsu. Before addressing this specific case, it should be noted that in tag battles or specifically in 2v2 or 2v1 fights, each side does not gain additional moves and it is still capped at 3 jutsu. This means anything beyond that in a 2 ninja vs anyone fight is automatically considered voided.

This event had thread specific rules that I told everyone to follow and that everything they needed to know would be detailed there. That has, for the most part, been true and I've tried to edit updates in when possible. While Lili is correct in saying threads have been specific on what's doable and not, I don't think this issue is addressed, or rather was anticipated, when those rules were posted. Even then, if there was any update that allowed both teams to use beyond 3 jutsu, that would have been directly mentioned as it deviates from all established tag rules in the RP as well as this event. That said, Lili's second and third jutsu fails.

2. This is more clear and easy to handle; as pointed out in the Gen rules, elemental Genjutsu require you to break it with more chakra than normal. This changes based on S/W but that's a moot point here as Earth isn't a Strength to AF and it would mean L's initial counter to break the genjutsu wouldn't suffice.

3. This one is a more complicated issue as it deals with a jutsu's description, interpretation and subsequent use. The way Rexii used it vs the way Lili interpreted it differs completely, though this doesn't matter as we have established precedence for situations like this. Most of this analysis will be solely on the description and not use. The technique states: From their hand or their mouth, the user generates a single golden ember and launches it to a targeted destination on the battlefield. Upon reaching its destination the ember erupts in a massive inferno, encompassing up to 40 meters to unleash fiery devastation in a widespread area.

From this alone, we know the technique is a projectile and once it lands at its target, it erupts. Now, as with almost every Offensive Custom approved since 2014ish, we don't approve instant attacks. That would first mean this isn't an instant eruption as soon as it touches earth. Second, I don't think this technique was approved with the idea that one seed of Atavistic Flames would fill an entire field in near instant speed; for one, I don't think we would approve an Earth custom that creates an object roughly baseball sized that can create a 20+ meter field of spikes to appear uniformly at one time. The custom would likely have to spread from that epicenter, as Lili suggested ( sidenote, this is also really under restricted for a tech that can simultaneously heal 80 damage per person with no cap on people as well as deal potentially 110 base damage with no actual drawbacks besides 2 usages. Whoever approved that was wild as hell ). What I believe is the most accurate depiction of what happens is the seed lands and then spreads outwards in an omnidirectional wave.

Now, he launches it at L. Launching it 10 meters isn't hard to fathom and given the fact Lili does indeed have to fire those meteors in the sky, there is a very very small window of time in which the eruption could be battled but would the flames that would start of erupt likely under them or right in front of them be beaten? Very very doubtful imho.

All of that said, Rexii's Gen hits L and isnt broken by him, Lili's Fire fails to counter the flames in time to properly douse them given the radius and location and Vayne's customs are still unusable. That should be all.
Thanks for the check.



Cole watches on as the newcomer enters the battle, he'd considered attacking her when he first got here, but she was occupied, seems she was on a spree now, or at least trying to be. With the flaming meteors raining from the sky striking his erupting fire to late, Cole noted the Atavistic Fire strike the woman and his original foe, the latter of whom was protected by his rocky carapace but remained trapped inside the genjutsu.

With this in mind, three actions would occur at the same time, with Cole and his two clones, clone number one whom had not remained by his side, would perform a single handseal, releasing a violent bullet of water aimed to extinguish the falling meteors before they reached any of the Cole's, real or otherwise. Simultaneously, the real Cole would also launch a water bullet, with the second aimed straight at both foes. The real Cole's water bullet would continue on striking at his foes and narrowly missing his own clone.

(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 +10 = 90
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.
x2

Meanwhile, clone two who had yet to act, would set his sights upon the woman, performing a string of seals, he would cast her in a nefarious genjutsu in which she would be raised upon a cross, nails piercing her hands and feet leaving her suspended and trapped. A corrupted demonic version of Cole approached her, spear in hand aimed to pierce her heart. All three Cole's stood atop the water as the terrain had shifted to a ocean battlefield.

(Genjutsu: Ronginusunoyari) — Illusionary Technique: Spear of Longinus
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly raised into the air by a cross, nails will slam through their hands and feet causing blood to spill down the wooden frame. Once this has happened a figure of the users choosing will step in front of the victim holding a long rusty spear, these figures can either be simply visually similar to creations of tiamat, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage from the spear being thrust through the victims heart.
Note: Victims of this jutsu are not entirely paralysed by it, being able to perform jutsu that require no seals, they however can’t make seals or move under their own momentum in the illusion.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.

Terrain #3 was selected, boosting the power of water jutsu by 10.

Water bullet vs fire calculations should be something like, 90 vs 105 as your second jutsu failed, elemental advantage brings it to 110vs105 defeating the fire, then the second bullet would launch directly at you both.
 
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Lili-Chwan

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Thanks for the check.



Cole watches on as the newcomer enters the battle, he'd considered attacking her when he first got here, but she was occupied, seems she was on a spree now, or at least trying to be. With the flaming meteors raining from the sky striking his erupting fire to late, Cole noted the Atavistic Fire strike the woman and his original foe, the latter of whom was protected by his rocky carapace but remained trapped inside the genjutsu.

With this in mind, three actions would occur at the same time, with Cole and his two clones, clone number one whom had not remained by his side, would perform a single handseal, releasing a violent bullet of water aimed to extinguish the falling meteors before they reached any of the Cole's, real or otherwise. Simultaneously, the real Cole would also launch a water bullet, with the second aimed straight at both foes. The real Cole's water bullet would continue on striking at his foes and narrowly missing his own clone.

(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 +10 = 90
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.
x2

Meanwhile, clone two who had yet to act, would set his sights upon the woman, performing a string of seals, he would cast her in a nefarious genjutsu in which she would be raised upon a cross, nails piercing her hands and feet leaving her suspended and trapped. A corrupted demonic version of Cole approached her, spear in hand aimed to pierce her heart. All three Cole's stood atop the water as the terrain had shifted to a ocean battlefield.

(Genjutsu: Ronginusunoyari) — Illusionary Technique: Spear of Longinus
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly raised into the air by a cross, nails will slam through their hands and feet causing blood to spill down the wooden frame. Once this has happened a figure of the users choosing will step in front of the victim holding a long rusty spear, these figures can either be simply visually similar to creations of tiamat, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage from the spear being thrust through the victims heart.
Note: Victims of this jutsu are not entirely paralysed by it, being able to perform jutsu that require no seals, they however can’t make seals or move under their own momentum in the illusion.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.

Terrain #3 was selected, boosting the power of water jutsu by 10.

Water bullet vs fire calculations should be something like, 90 vs 105 as your second jutsu failed, elemental advantage brings it to 110vs105 defeating the fire, then the second bullet would launch directly at you both.
Judal's body struck with the flames and endured, however, the Genjutsu proved too difficult for his Earthen defense - which he cast off. With the Genjutsu still active, and the oncoming fury of the odd Muggle not yet subsided, Judal would perform two things at the same time. From his body, he would manifest a single sharp appendage - which would curve inward and deliver a striking blow to his upper chest area. His knowledge of the body and ability to deliver the strike himself, Judal would make sure it would cause the necessary pain to relieve himself of the Genjutsu. Simultaneously, Judal's lower body would form into a dark mist as he blasts towards the Muggle lady, grabbing her into the air. His escape aimed at dodging the oncoming water in an arc to the left.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )
Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The restriction applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.
Vanishment: - Defensive ( A )
A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.
Conjuration - Offensive/Defensive/Supplementary ( D - S )
The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.
Untransfiguration - Supplementary ( B )
The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.
( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.
Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

On her end, Isabella would have been hit by the flames, taking 75 damage ( 5 PHY durability ). Shaken but not stirred, Isabella would proceed to be caught in a Genjutsu that would attempt to raise her into the air, nailed to a cross. Her Shinkaigan was clearly active, and has been active for two turns in this battle, including this one, each look at it would drain 10 sanity points from each of the clones and Cole himself, but would also give her enough dexterity to understand that the appearance of the cross hadn't perturbed the waves bellow her feet in the least ( or the fact that she herself knew this illusion xD ). Nonetheless, the force of the cross's ascension and the nails impaling her flesh would cause her to burst into millions of black and crimson spiders, like a gruesome explosion that would eradicate Isabella. Even as Isabella squirmed before exploding, the Genjutsu would have already been reversed onto the clone that cast it. Across the time that the Genjutsu would take place, that clone would be hit with the urge to scratch himself, turning into a nearly uncontrollable urge to violently rip his own skin off, which would only cause him to see the same spiders protruding from his own wounds, though, by the nature of him being a Shadow Clone, would long cause himself to poof out of existance, while also covering for the fact that Isabella had broken out of the Genjutsu and was carried away by her ally, fast enough to outspeed the water bullets that would crash down onto the ocean bellow.

(Genjutsu: Setsuwa no Ichi Ni Kumo) Illusion Technique: The Tale of the Itsy Bitsy Spider
Rank: S
Range: Short-Long
Chakra Cost: 40 ( 50 ; +10 Gen Spec )
Damage Points: 80 ( 95 ; +15 SPRT )
Description: This jutsu acts both as a form of Kai and an actual genjutsu. Itsy Bitsy Spider allows the user to manipulate the jutsu and make it work towards her own purposes, while trapping the opponent. This jutsu comes in 2 phases.
In the first phase, the user will suddenly start to turn into tiny hideous spiders, until she disintegrates completely, while manipulating the Genjutsu she's on. For example, if an opponent genjutsu creates a tree that envelops the user, it will constrict her so much that she explodes into multiple spiders, while the tree starts to decay. (The user can have any creativity she wants). This marks the release of the opponent jutsu.

In the second phase, the opponent will start to feel uncontrollable itch, and the genjutsu will force him/her to scratch him/herself frantically. The skin will start to breach and create gashes, from where small spiders will start to come out, as the skin will expose the muscles and the bones, until the person is just mutilating itself, with spiders appearing from every inch of his body. The fear and pain will grow on the person quickly and steadily, until all turns black and a huge hideous spiders suddenly appears in front of the user, with multiple horrible eyeballs, which will knock the opponent out, convulsing in his sleep.

*Knocks the opponent out for 2 turns*
*Can only be used against techniques of the same rank or lower*
*The user will not be able to use genjutsus for 3 turns*
*Can only be used 3 times per battle
*Genjutsu especialist or doujutsu specialist will be able to counter techniques one rank above*
 
Last edited:

Lord of Kaos

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This fight is becoming a mess on both sides but thankfully, the event is nearing it’s end. There are a few issues raised here so I’ll try to tackle them though it may not be in order. There are also two things I need to speak on for the entirety of the RP and I’ll bold them when I do. The easiest of the issues to tackle is the Shinkaigan usage. Having went through previous posts, Lili activated the Shinkaigan in her first post in Zone 4. Much like activating SM in one thread and traveling to another zone, it would remain active. While Rexii is correct that one should post jutsu in the first post, the same holds true for seals, weapons, and other things and while it’s something I strongly suggest, I haven’t penalized anyone in any official event or tournament for failing to post that they had a jutsu active. However, this creates an interesting issue that is relevant in another issue raised. I’ll point this out next:

Rexii believes that in the previous turn ( not the post quoted but the turn prior ), Lili and L performed incorrectly due to lack of proximity to one another and argues this would also cause the move quoted to also fail. Lili argues that only her actual second and third jutsu fail and she was able to continue moving to close the distance before this. In my check, I noted that she would be unable to properly counter the flames that erupted from the earth. As I also mentioned, the Fire jutsu was launched at L and then erupts outwards. If it was launched at him and has to hit something before it erupts and i mentioned the 10 meter distance was fathomable, it should have been implied that the flames erupt from near under L and move outwards. It becomes questionable if she was able to clear much distance before the fire hits her and even more questionable if she can be saved by L but something interesting occurs here.

In the first issue mentioned, Rexii notes in his quote that it is essentially retroactively applying the effects to this turn as it was something that occurred previously and wasn’t mentioned, but in his quote, he also wishes to retroactively have their movement in the last turn fixed to where it possibly should be instead despite it not being a raised issue in his last post. The problem with this is it picks which action is retroactively applied and which isn’t instead of being applied universally. While one is more egregious ( 1 previous turn vs 3 previous turns of battle ), the concept being argued is the same. What should likely happen is both the Shinkaigan effects apply as well as Lili and L’s positioning possibly change, but by how much does it change? Let’s follow up with the next issue.

Another issue noted was with the use of Transfiguration and Apparition and it’s passive nature. It is very important for the RP to understand that Passive means it does not consume a jutsu slot per turn. If it is an active jutsu, it is actively consuming a jutsu slot per turn. Being passive does not mean it can take place during use of other jutsu as is commonly misbelieved. Every action takes place within the timeframe and while some actions can take place simultaneously, for the majority of skills, it is impossible to use two chakra consuming techniques at one time. That would mean realistically, Apparition and Transfiguration cant be used simultaneously. Rexii mentioned some points about them potentially being slowed due to weight and other stuff but we dont account for that within the RP rules/AP benchmarks so that’s not relevant rn. Since Lili isn’t near L originally and the fire hits her before she can cover any substantial distance, and he is unable to use both techniques at one time, he would pierce himself to break said Illusion before the water is launched. But we have an issue raised with the water as well, whether the jutsu used by Cole’s main body is large enough to hit or miss the clone when launched at L and Lili.

The clone is said to be 5 meters from L while the real body is 10 meters back, firing at L. If we take Lili to have been entering 10 meters away from them, as Rexii said, to “his side”. If she is 10 meters to the side of L and Cole is 5 meters behind his own clone, the angle this water would have to travel to hit them but not the clone would be rather peculiar and not a jet like release. The description states it “narrowly avoids” his clone but if the clone is in front of him ( it doesnt seem to suggest the clone is a notable distance to either side, just roughly 15 ft in front ) and the opponents are 10 meters apart AND the attack is aimed to hit them both, I don’t see how the clone is missed. Rexii also mentions in his quote check how the description describes the water as quite large

( Keep in mind all of this is before the last two moves are even taken into account )

EDIT: Okay, so I’m invalidating the last two posts, one on each side. Some things occur on both side that prevent the replies from happening the ways you both planned ( Rexii clone possibly hit, Lili and L’s placement not in those places ). I’ve written a lot to this point so if you need a full recap on what occurs, let me know but essentially Lili has not traveled to L, L has broken the Gen and Rexii’s launched Water attack his his clone after it defended against the fire ( fire would be extinguished due to the clone being nearer it ), Lili’s reversal of the Gen would be sufficient however not her escape ).

I think I covered everything about this specific check. As a broader note in regards to things activated in the past or things one allowed/didnt quote but wish to raise as an issue later: I don’t wish to punish people for forgetting to post that something is active or unknowingly allowing something that wasn’t valid and wanting to get it checked correctly once you find out. However, an actual cut off is needed at some point: One cannot, for example, attempt to quote someone and raise an issue several turns ago as it drastically changes the flow of a battle like one cannot wait several turns into a battle before noting a stat mechanic is in play. While I currently do not have a proper limit on how far back this will go, there will likely come a limit to how far back one can attempt to quote previous actions or how long into a fight before one forgetting to mention something is invalidated. For now, please try to keep this to under a turn or two. Anything over that will automatically be deemed too far back to raise an issue in terms of fights or stat mechanics.
 

Arthorius

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Judal's body struck with the flames and endured, however, the Genjutsu proved too difficult for his Earthen defense - which he cast off. With the Genjutsu still active, and the oncoming fury of the odd Muggle not yet subsided, Judal would perform two things at the same time. From his body, he would manifest a single sharp appendage - which would curve inward and deliver a striking blow to his upper chest area. His knowledge of the body and ability to deliver the strike himself, Judal would make sure it would cause the necessary pain to relieve himself of the Genjutsu. Simultaneously, Judal's lower body would form into a dark mist as he blasts towards the Muggle lady, grabbing her into the air. His escape aimed at dodging the oncoming water in an arc to the left.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )
Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The restriction applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.
Vanishment: - Defensive ( A )
A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.
Conjuration - Offensive/Defensive/Supplementary ( D - S )
The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.
Untransfiguration - Supplementary ( B )
The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.
( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.
Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

On her end, Isabella would have been hit by the flames, taking 75 damage ( 5 PHY durability ). Shaken but not stirred, Isabella would proceed to be caught in a Genjutsu that would attempt to raise her into the air, nailed to a cross. Her Shinkaigan was clearly active, and has been active for two turns in this battle, including this one, each look at it would drain 10 sanity points from each of the clones and Cole himself, but would also give her enough dexterity to understand that the appearance of the cross hadn't perturbed the waves bellow her feet in the least ( or the fact that she herself knew this illusion xD ). Nonetheless, the force of the cross's ascension and the nails impaling her flesh would cause her to burst into millions of black and crimson spiders, like a gruesome explosion that would eradicate Isabella. Even as Isabella squirmed before exploding, the Genjutsu would have already been reversed onto the clone that cast it. Across the time that the Genjutsu would take place, that clone would be hit with the urge to scratch himself, turning into a nearly uncontrollable urge to violently rip his own skin off, which would only cause him to see the same spiders protruding from his own wounds, though, by the nature of him being a Shadow Clone, would long cause himself to poof out of existance, while also covering for the fact that Isabella had broken out of the Genjutsu and was carried away by her ally, fast enough to outspeed the water bullets that would crash down onto the ocean bellow.

(Genjutsu: Setsuwa no Ichi Ni Kumo) Illusion Technique: The Tale of the Itsy Bitsy Spider
Rank: S
Range: Short-Long
Chakra Cost: 40 ( 50 ; +10 Gen Spec )
Damage Points: 80 ( 95 ; +15 SPRT )
Description: This jutsu acts both as a form of Kai and an actual genjutsu. Itsy Bitsy Spider allows the user to manipulate the jutsu and make it work towards her own purposes, while trapping the opponent. This jutsu comes in 2 phases.
In the first phase, the user will suddenly start to turn into tiny hideous spiders, until she disintegrates completely, while manipulating the Genjutsu she's on. For example, if an opponent genjutsu creates a tree that envelops the user, it will constrict her so much that she explodes into multiple spiders, while the tree starts to decay. (The user can have any creativity she wants). This marks the release of the opponent jutsu.

In the second phase, the opponent will start to feel uncontrollable itch, and the genjutsu will force him/her to scratch him/herself frantically. The skin will start to breach and create gashes, from where small spiders will start to come out, as the skin will expose the muscles and the bones, until the person is just mutilating itself, with spiders appearing from every inch of his body. The fear and pain will grow on the person quickly and steadily, until all turns black and a huge hideous spiders suddenly appears in front of the user, with multiple horrible eyeballs, which will knock the opponent out, convulsing in his sleep.

*Knocks the opponent out for 2 turns*
*Can only be used against techniques of the same rank or lower*
*The user will not be able to use genjutsus for 3 turns*
*Can only be used 3 times per battle
*Genjutsu especialist or doujutsu specialist will be able to counter techniques one rank above*
This fight is becoming a mess on both sides but thankfully, the event is nearing it’s end. There are a few issues raised here so I’ll try to tackle them though it may not be in order. There are also two things I need to speak on for the entirety of the RP and I’ll bold them when I do. The easiest of the issues to tackle is the Shinkaigan usage. Having went through previous posts, Lili activated the Shinkaigan in her first post in Zone 4. Much like activating SM in one thread and traveling to another zone, it would remain active. While Rexii is correct that one should post jutsu in the first post, the same holds true for seals, weapons, and other things and while it’s something I strongly suggest, I haven’t penalized anyone in any official event or tournament for failing to post that they had a jutsu active. However, this creates an interesting issue that is relevant in another issue raised. I’ll point this out next:

Rexii believes that in the previous turn ( not the post quoted but the turn prior ), Lili and L performed incorrectly due to lack of proximity to one another and argues this would also cause the move quoted to also fail. Lili argues that only her actual second and third jutsu fail and she was able to continue moving to close the distance before this. In my check, I noted that she would be unable to properly counter the flames that erupted from the earth. As I also mentioned, the Fire jutsu was launched at L and then erupts outwards. If it was launched at him and has to hit something before it erupts and i mentioned the 10 meter distance was fathomable, it should have been implied that the flames erupt from near under L and move outwards. It becomes questionable if she was able to clear much distance before the fire hits her and even more questionable if she can be saved by L but something interesting occurs here.

In the first issue mentioned, Rexii notes in his quote that it is essentially retroactively applying the effects to this turn as it was something that occurred previously and wasn’t mentioned, but in his quote, he also wishes to retroactively have their movement in the last turn fixed to where it possibly should be instead despite it not being a raised issue in his last post. The problem with this is it picks which action is retroactively applied and which isn’t instead of being applied universally. While one is more egregious ( 1 previous turn vs 3 previous turns of battle ), the concept being argued is the same. What should likely happen is both the Shinkaigan effects apply as well as Lili and L’s positioning possibly change, but by how much does it change? Let’s follow up with the next issue.

Another issue noted was with the use of Transfiguration and Apparition and it’s passive nature. It is very important for the RP to understand that Passive means it does not consume a jutsu slot per turn. If it is an active jutsu, it is actively consuming a jutsu slot per turn. Being passive does not mean it can take place during use of other jutsu as is commonly misbelieved. Every action takes place within the timeframe and while some actions can take place simultaneously, for the majority of skills, it is impossible to use two chakra consuming techniques at one time. That would mean realistically, Apparition and Transfiguration cant be used simultaneously. Rexii mentioned some points about them potentially being slowed due to weight and other stuff but we dont account for that within the RP rules/AP benchmarks so that’s not relevant rn. Since Lili isn’t near L originally and the fire hits her before she can cover any substantial distance, and he is unable to use both techniques at one time, he would pierce himself to break said Illusion before the water is launched. But we have an issue raised with the water as well, whether the jutsu used by Cole’s main body is large enough to hit or miss the clone when launched at L and Lili.

The clone is said to be 5 meters from L while the real body is 10 meters back, firing at L. If we take Lili to have been entering 10 meters away from them, as Rexii said, to “his side”. If she is 10 meters to the side of L and Cole is 5 meters behind his own clone, the angle this water would have to travel to hit them but not the clone would be rather peculiar and not a jet like release. The description states it “narrowly avoids” his clone but if the clone is in front of him ( it doesnt seem to suggest the clone is a notable distance to either side, just roughly 15 ft in front ) and the opponents are 10 meters apart AND the attack is aimed to hit them both, I don’t see how the clone is missed. Rexii also mentions in his quote check how the description describes the water as quite large

( Keep in mind all of this is before the last two moves are even taken into account )

EDIT: Okay, so I’m invalidating the last two posts, one on each side. Some things occur on both side that prevent the replies from happening the ways you both planned ( Rexii clone possibly hit, Lili and L’s placement not in those places ). I’ve written a lot to this point so if you need a full recap on what occurs, let me know but essentially Lili has not traveled to L, L has broken the Gen and Rexii’s launched Water attack his his clone after it defended against the fire ( fire would be extinguished due to the clone being nearer it ), Lili’s reversal of the Gen would be sufficient however not her escape ).

I think I covered everything about this specific check. As a broader note in regards to things activated in the past or things one allowed/didnt quote but wish to raise as an issue later: I don’t wish to punish people for forgetting to post that something is active or unknowingly allowing something that wasn’t valid and wanting to get it checked correctly once you find out. However, an actual cut off is needed at some point: One cannot, for example, attempt to quote someone and raise an issue several turns ago as it drastically changes the flow of a battle like one cannot wait several turns into a battle before noting a stat mechanic is in play. While I currently do not have a proper limit on how far back this will go, there will likely come a limit to how far back one can attempt to quote previous actions or how long into a fight before one forgetting to mention something is invalidated. For now, please try to keep this to under a turn or two. Anything over that will automatically be deemed too far back to raise an issue in terms of fights or stat mechanics.
Thanks for the check, so with the counter to the water failing, you'd both be hit by the water bullet as would my poor clone may he rest in peace. That'd be 90 damage to you both before mitigation, with the 5 physical resistance Lili mentioned earlier that'd be 85 for her, not sure if you have any resistance L. Bringing the total damage Lili has received to 160 physical damage to the torso. Meaning you're now suffering from 80% and below benchmarks for that. L, I haven't checked yours I'm not gonna lie, but I assume you have the base 160 at your rank, so 90 would be like 56% or something.



Watching as the water bullet barrels through his own clone and the opponents, the real Cole would focus himself, averting his eyes from making direct contact with either of his foes after noting the ladies dojutsu, he would reach in to his pouch and launch a tremendous barrage of ninja tools from both hands with A ranked force, using the power of atavistic flames to super accelerate the thrown weapons adding to both the lethality and speed of the spinning shuriken as they aimed to finish both enemies off. Thanks to his base speed and the enhancement, these weapons move at an impressive 36 speed and will cover the entirety of mid range in front of Cole.

(Danmaku) - Barrage
Type: Offensive
Rank: C - A
Range: Short-Mid
Chakra: N/A
Damage: 30 - 60 +20 = 80
Description: A slightly more advanced aspect of Bukijutsu entails throwing weapons, by physically launching weapons the user is capable of throwing them in arcs or in a linear fashion. These thrown weapons travel quite quickly, depending on the user's own base speed. Unlike the lower ranked variation of this, the user throws a tremendous amount of weapons using this ability, enough to cover entire ranges with weapons and as such requires a sufficient amount of ammunition.

(Kaen Kakkusei Iden: Hoshi E) – Atavistic Flame: To the Stars
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A (+20)
Description: Similar to the technique Thrust of Life this is a Atavistic technique used to enhance the user’s attack speed, this ability occurs in the same timeframe as the technique it is combined with. Behaving as an augmentation to physical techniques such as but not limited to Taijutsu and Bukijutsu, this technique will release a gout of atavistic flame aimed in the opposite direction as the momentum being generated by the attack, causing the users limb to be greatly accelerated. This increases the speed of the attack by 3x and increases it's damage by 20 points, however it only affects that particular attack and the boost to speed is lost immediately upon the technique ending and does not increase movement speed during it's usage, only the attacks speed. Inflicts 20 spiritual damage upon the user, healed at a rate of 10 per turn for two turns thereafter.
Note: May only be used thrice per battle

Cole could swear he was hearing whispering in his ears while doing this, but he pushed it out of his mind. Forming a single handseal once the weapons were in flight, he would cast a genjutsu upon both foes, blinding them effectively by casting them in a world of endless darkness. Meanwhile sadly the second Cole clone would explode in a puff of smoke, due to the enemy genjutsu.

( Kokuangyo no Jutsu ) - Bringer-of-Darkness Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.
 
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