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1Round Four: Rhys vs. Kanro Empty Round Four: Rhys vs. Kanro on Wed Dec 12, 2018 6:08 pm

Kirei

Kirei


B-rank
Round Four: Rhys vs. Kanro TF2a3bh

Taking place at the historic Blossoming Pillars Stadium (Jūhi Dōhyō), the final rounds of the Exams forego the tricks and surprises of earlier, making way for an arena that is both iconic and neutral. In spite of a modest 25m radius, this arena is no less grand than those which preceded it, boasting stands that raise high above for observers to watch the anticipated final matches and a fighting zone where legendary heroes and Kage once fought. A dusty circle surrounded by sparse shrubs and a high wall encloses combatants, who enter from opposite ends of the arena, the crowd roars, the Chūnin Exams draw to a close.

POSTING ORDER
1 - Rhys
2 - Kanro

24 HOUR POST TIMER BEGINS FOR RHYS NOW


____



J U T S U | | I T E M S

2Round Four: Rhys vs. Kanro Empty Re: Round Four: Rhys vs. Kanro on Thu Dec 13, 2018 8:00 am

Rhys

Rhys

Chuunin
Rhys and rhinoceros companion Reorx strolled out into the open arena. The pair had made it to the semi-finals. There were no more trick arenas, and now only the best genin from each village remained. Rhys was proud to have made it this far, but he had his sights aimed even higher. Rhys was confident in their abilities, but was understandably cautious moving forward. Honestly he was just hoping he wouldn't have to fight another one of those damnable bug ninjas again. Rhys knelt down to pat Reorx one more time before the fight began, and to channel his chakra into the lower portion of the rhino's armor to set up his substitution jutsu. This complete the pair strode forward toward the center of the ring stopping 5m from the center leaving room for his opponent to approach. With a nod from Rhys, Reorx began channeling his chakra into his metal horn cap which slowly began to change shape.

Once more Rhys removed the large metallic tube from his armored back and dropped it to the ground. Simultaneously Rhys had been channeling his magnetic chakra in a 20m radius to begin his Iron Sights jutsu. Miniscule bits of iron would pull itself to the surface just as the tube hit the ground. The goal was to make the wave of rippling dust to appear to have been caused by the impact of the tube. Rhys knelt down and unscrewed the cap off of the top of the cylindrical container allowing some of the Mag-Sand within to spill out. Only a few seconds had passed, but the majority of their preparations were complete and they awaited their approaching opponent to see what was in store for them.

286 wc

Rh: 230/250 Rx: 40/50:

Started:

Name: Substitution Technique (変わり身の術 ~ Kawarimi no Jutsu)
Canon/Custom: Canon.
Rank: E.
Type: Supplementary.
Element: None.
Range: One prepared item in the user's clear line of sight.
Speciality: Ninjutsu.
Duration: 1 post preparation. Infinite postponement, Instant activation.
Cooldown: 6 posts after activation.
Description: The Substitution Technique is an age-old skill which enables the user to evade the effects of an attack by switching with an item in the area. (The item---or substantial clone---used for a Substitute must be as large as the user's torso, and must be prepared at least 1 post in advance by infusing it with 5 chakra.) Activating this jutsu for another 5 chakra, the ninja moves at untraceable speed for just a moment, and the item does so as well to take the user's place; the ninja leaves behind a flickering after-image for a second, which, if damaged, releases the chakra which holds it in place in a small smoke cloud, revealing the nature of the technique and the item they have switched with. Higher-rank ninjas' afterimages are able to show some of the signs of natural impact as if it were an actual human, if only for a very short period, before 'poofing'. The user coming out of the technique creates a similar audio and visual cue with a small cloud of translucent smoke and a 'poofing' sound on appearance in the location of the item they Substituted with. This technique causes the user to move at speeds untraceable to human perception, and therefore even the user cannot coordinate attacks during the Kawarimi, or activate any other jutsu. They, however, can maneuver near someone and then attack them after the fast-movement is finished.


Name: Iron Sights
Canon/Custom: Custom
Rank: C-rank
Type: Supplementary
Element: Jinton
Range: 20 meters
Specialty: Chakra flow
Duration: Maintainable
Cooldown: Duration+3
Description: This jutsu makes its way across the top layer of the earth in a 20 meter radius from the user to pull iron dust to the surface and charge it with the user's chakra. As long as the jutsu is maintained, the user is able to detect all chakra sources that come in contact with it and track it's movement. In addition, this jutsu allows for any Jiton jutsu the user casts to originate from any point in the radius of this jutsu, but not within a 2m radius of a person.


Name: Growing Golden Horn (Combat Pet)
Origin: Custom
Rank: D
Type: Supplementary
Element: Doton
Range: Self
Specialty: Chakra Flow
Duration: Maintainable
Cooldown: Duration+2 posts
Activation: Reorx spends one whole post channeling his chakra into the golden horn cap that is used as a catalyst.
Description: For the cost of 10(+5 per post maintained) chakra Reorx may spend one round channeling his doton chakra flow into his horn cap to reshape it. On the following round the horn has been elongated by 2 inches and serrated allowing Reorx's attacks with it to inflict up to 1 1/2 inch cuts when they connect. The cap is still considered to be armor and may be broken as normal. If the cap is broken or breaks during this jutsu it loses all effect and falls off completely.

3Round Four: Rhys vs. Kanro Empty Re: Round Four: Rhys vs. Kanro on Fri Dec 14, 2018 12:14 pm

Kanro, Aburame

Kanro, Aburame

Genin
Kanro was walking down the eight-meter hallway to the entrance of her chunin exam fight, somehow she had managed to weasel all the way up to the finals out of pure luck but now she would have to give it her all to win, her heart was thumping loudly in her chest with mixed emotions of fear and excitement as she continued the walk towards the light where she couldn't hear anything but knew a whole audience was waiting to watch her give it her best.

Right before she stepped out of the hallway and into the light she stopped and took a deep breath closing her eyes and imagining the end result she wanted, once she was done she stepped boldly out onto the arena causing the crowd to roar in the excitement that another battle was about to take place. She looked towards her opponent through her black goggles as she unbuttoned her kimono as she walked fifteen meters forward leaving fifteen meters of open space between her and the opponent, "Kanro Aburame...please to meet you..." Once her kimono was unbuttoned all the way she slid it off her body revealing her upper body was wrapped in tight white cloth to cover her chest, she then immediately throw her kimono high into the air and then followed up with a high jump into the air, while mid-air she used the cover of the kimono to weave the snake and boar hand signs with her left  hand before pulling out a kunai with her right hand while one of her black female bugs went onto the underside of the kunai disguising it as it was the same color as the ninja weapon while her left hand gripped the kimono, Kanro turned slightly as she thrown the kunai towards her opponent while imbuing her kimono with some of her chakras and throwing it on top of a shrub that had been four feet away from where she entered.

Rather or the kunai made it or not wouldn't matter as the moment it got within two meters of her opponent the female bug located on the bottom side of the kunai would jump off and fall to the ground and fly below eye level without making noise and attach themselves to her opponent's clothing.

WC:359


Hive population:40,000/50,000

Chakra: 45/50

Jutsu used:

Name: Secret Technique: Assimilation Fog (Prep Post)
Origin: Custom
Rank: D
Type: Supplementary
Element: N/A
Range: 25m
Specialty: Ninjutsu
Duration: 1 post prep,Maintainable -10,000 Bug's
Cooldown: 2 posts + 1 extra for each maintained
Activation: Boar, Snake Handseals
Decription: An Aburame sends out a female bug that acts as a tracker beacon before sending out a swarm of their bugs at a speed of 10m/s that swirls around the target, the jutsu does no damage but instead absorbs the chakra of the target of the user's choosing by -10 per post. This jutsu can be countered by one jutsu of equal rank or two of lower rank, or immediately destroyed by a jutsu of higher rank. Katon and raiton technique's act as one rank higher towards this jutsu.

Name: Substitution Technique (変わり身の術 ~ Kawarimi no Jutsu)
Canon/Custom: Canon.
Rank: E.
Type: Supplementary.
Element: None.
Range: One prepared item in the user's clear line of sight.
Speciality: Ninjutsu.
Duration: 1 post preparation. Infinite postponement, Instant activation.
Cooldown: 6 posts after activation.
Description: The Substitution Technique is an age-old skill which enables the user to evade the effects of an attack by switching with an item in the area. (The item---or substantial clone---used for a Substitute must be as large as the user's torso, and must be prepared at least 1 post in advance by infusing it with 5 chakra.) Activating this jutsu for another 5 chakra, the ninja moves at untraceable speed for just a moment, and the item does so as well to take the user's place; the ninja leaves behind a flickering after-image for a second, which, if damaged, releases the chakra which holds it in place in a small smoke cloud, revealing the nature of the technique and the item they have switched with. Higher-rank ninjas' afterimages are able to show some of the signs of natural impact as if it were an actual human, if only for a very short period, before 'poofing'. The user coming out of the technique creates a similar audio and visual cue with a small cloud of translucent smoke and a 'poofing' sound on appearance in the location of the item they Substituted with. This technique causes the user to move at speeds untraceable to human perception, and therefore even the user cannot coordinate attacks during the Kawarimi, or activate any other jutsu. They, however, can maneuver near someone and then attack them after the fast-movement is finished.



Last edited by Kanro, Aburame on Sat Dec 15, 2018 7:35 pm; edited 1 time in total

4Round Four: Rhys vs. Kanro Empty Re: Round Four: Rhys vs. Kanro on Sat Dec 15, 2018 7:32 am

Rhys

Rhys

Chuunin
Rhys watched the young kunoichi who approached the pair from the opposing gate. Long ago Rhys had learned the lesson of not underestimating a woman who had her mind set on something. His own dearly departed Akasha had bested him in combat, or as she put it "Kicked his gigantic ass", on more than one occasion. Rhys would give this aspiring kunoichi his respect by not holding back. "Kanro Aburame...please to meet you.." the enemy introduced herself. "My..", but Rhys was cut short as his opponent ripped off her Kimono and leapt into the air. For just a moment Rhys was taken aback by the sudden disrobing of his foe, but he snapped back into focus as a kunai flew toward him.

The distance between the two combatants gave Rhys enough time to react to the incoming projectile. With his left hand Rhys made the short series of hand signs to activate his jutsu. "Push!" Rhys bellowed out as he focused a stream of magnetic chakra toward his airborne opponent. The incoming kunai was stopped by the strong magnetic pulse and started flying end over end back at it's owner, however, unbeknownst to Rhys the bug that had hitched a ride was able to jump off of the item at the 2m mark as planned. The kunai streamed back toward the kunoichi and the magnetic stream of Rhys' Push! justu was strong enough to affect the opponent and hopefully damaging her and knocking her further back. The 15m distance between the two would weaken it's power, but if she wore any metal or carried anymore metal weapons on her purpose she would still be affected by the blast. Being airborne would make it nearly impossible for her to resist the blast if she carried material that could be affected.

Rhys moved forward while still channeling his Jiton chakra and his right hand was slowly being wrapped by the Mag-Sand that began to form the 2m chain and weighted ball that made up Rhys' Meteor Hammer weapon. Rhys would be nearly upon his enemy when she landed. All the while Reorx was sprinting forward at the Kunoichi and was ready to charge into her regardless of where she landed with his newly elongated horn cap that was capable of dealing 1.5 in cuts. The pair moved in for a full frontal assault.

395/681

Rh:195/250 Rx:35/50:

Started:


Name: Magnet Release: Push!
Canon/Custom: Custom
Rank: C
Type: Offensive
Element: Jiton
Range: 25m
Specialty: Ninjitsu
Duration: Maintainable
Cooldown: Duration+2
Description: Rhys uses a series of hand signs to create a a focused stream of magnetic waves. This blast can only be seen with sensory Jutsu or doujutsu that can see chakra, and appears as waves of frenzied air moving forward as a constant pushing stream from Rhys's chakra at a speed of 15m/s.

These waves are capable of pushing back up to 200kg worth of solid magnetic material. The strength of the force used depends on the distance the affected matter is to Rhys. Weapons can be disarmed and/or the target will be subject to the knockback effect if they are wearing/carrying affected matter and don't have a high enough strength.

16-25m: The affected item(s) can be pushed back up to 1m. Item(s) held or worn by a target Can be held in place if the target has a strength of at least E-1. Item(s) that hit (or with armor press into) an enemy as a result of this jutsu at this range do negligible damage. Metal weapons that hit an enemy do E-rank damage for that weapon type.

6-15m: The affected item(s) can be pushed back up to 5m. Item(s) held or worn by target can be held in place of the target has a strength of at least D Rank. Item(s) that hit/press an enemy as a result of this jutsu at this range can cause minor bruise or 1/2in cuts. Metal weapons that hit an enemy do a max of D Rank damage for that weapon type.

0-5: The affected item(s) can be pushed back up to 10m. Item(s) held or worn by a target may hold them in place if they have a strength of at least C Rank. Item(s) that hit/press an enemy as a result of this jutsu at this range can cause the same damage as if it were the 6-15m range, but if the target remains in the blast for 3+ posts it increases to major bruises/possible fractures or 1in cuts. Metal weapons that hit an enemy can do a max of C Rank damage for that weapon type.

*Note1* Weapons that hit an enemy as a result of this jutsu can only do up to their own rank in damage.

*Note2* Any shards or projectiles that remain in an enemy for more than 1 post can be pushed further in by this jutsu at a rate of 1/2in per post.

*Note3* If an enemy has a high enough strength to resist the blast but Rhys does not, he will be subject to the knockback effect of the jutsu.


Name: Basic Suru Sand Armory
Canon/Custom: Custom
Rank: C
Type: KKG
Element: Jiton
Range: 6m radius
Specialty: Ninjutsu KKG
Duration: Contact
Cooldown: 2 posts
Description: This is the basic form of the Kenta family variation of their magnet release bloodline. Rhys uses available mag-sand within a 6m radius to create weapons and armor constructs. It can create any weapon that Rhys has a sub-spec for or that doesn't require Bukijutsu.

These items are held in place by his naturally magnetic chakra as long as he is in contact with them. The use of the weapons are still reliant on Bukijutsu specialization (Except for given weapon exemptions). This jutsu can create any weapon but knowledge of it's use is not given. These constructs are considered C-rank, but as they are of non-solid matter they are not as durable as their standard counterpart. They may be broken by Jutsu of one rank lower than normal [This is requiring two techniques of one rank lower than the item].

One handed weapons take 1m-cubed of Mag-sand.

Two hand weapons take 2m-cubed of Mag-sand.

Individual pieces of armor cost 1m-cubed each to a total of 6m-cubed. This armor counts as it is less durable than a solid and is lightweight because it is held in place by magnetization. Up to 3m-cubed worth of items may be created per use.

*Note* If the Mag-sand used is from the "Mag-sand Creation" Jutsu and loses it's magnetic properties, the entire construct is broken down and must be reformed.

Active:


Name: Iron Sights
Canon/Custom: Custom
Rank: C-rank
Type: Supplementary
Element: Jinton
Range: 20 meters
Specialty: Chakra flow
Duration: Maintainable
Cooldown: Duration+3
Description: This jutsu makes its way across the top layer of the earth in a 20 meter radius from the user to pull iron dust to the surface and charge it with the user's chakra. As long as the jutsu is maintained, the user is able to detect all chakra sources that come in contact with it and track it's movement. In addition, this jutsu allows for any Jiton jutsu the user casts to originate from any point in the radius of this jutsu, but not within a 2m radius of a person.


Name: Growing Golden Horn (Combat Pet)
Origin: Custom
Rank: D
Type: Supplementary
Element: Doton
Range: Self
Specialty: Chakra Flow
Duration: Maintainable
Cooldown: Duration+2 posts
Activation: Reorx spends one whole post channeling his chakra into the golden horn cap that is used as a catalyst.
Description: For the cost of 10(+5 per post maintained) chakra Reorx may spend one round channeling his doton chakra flow into his horn cap to reshape it. On the following round the horn has been elongated by 2 inches and serrated allowing Reorx's attacks with it to inflict up to 1 1/2 inch cuts when they connect. The cap is still considered to be armor and may be broken as normal. If the cap is broken or breaks during this jutsu it loses all effect and falls off completely.

5Round Four: Rhys vs. Kanro Empty Re: Round Four: Rhys vs. Kanro on Sun Dec 16, 2018 1:58 am

Kanro, Aburame

Kanro, Aburame

Genin
"Push!" The male genin yelled out suddenly after her kunai got within a certain distance while she was still mid-air, she watched as her kunai suddenly turned over and back at her for nearly five meters but she didn't have too much time as she felt an invisible force smash against her while she was still airborne sending her five meters back towards the entrance while the invisible force caused minor bruising to her skin that although was painful wasn't going to stop her.

As she was landing back on the ground she used the last dredge of the forced knockback to do a triple backflip further away from her approaching opponent before doing a final backflip while leaping all the way back towards the other side of the arena while imbuing her feet with chakra to allow her to stand on it while she began running around the arena while attached to the wall while circling her opponent,    although she got hit in the end her plan wasn't a complete failure as she could sense her female bug managed to safely attach itself to her opponent while also learning that they had a strange jutsu that somehow manipulated metallic objects as it affected her kunai, if she was going by that notion it would make no sense to keep the senbons in her pocket on her if her opponent could manipulate them as well.

Kanro reached into her pouch and simply dropped the senbon's onto the ground while she continued to run around to the other side of the arena before doing a front flip off and running directly towards them, knowing that her female bug was attached to the opponent she did a small leap into the air while spinning as ten thousand  of her bugs set out towards her opponent at a rate of  10 m/s where it would swarm around them and suck out their charka, once she was back on the ground she would continue to run at her opponent while ten thousand  more of her bugs would gather around and split into two groups of five thousand each to wrap around her fists like black gloves, once she approached three meters worth of distance to her opponent she would suddenly burst at full speed moving at 9 m/s around her opponent to their back and swing her right fist forward at 13 m/s towards the center of their back and quickly back jump back if she was able to.

Chakra: 40/50

Bug Regeneration: 20% = 48,000/50,000

Bug Population:  38,000/50,000

Jutsu used:

Name: Supernatural Walking Practice (Shūgyō'shikachō ~ 修業歩然超)
Canon/Custom: Canon.
Rank: E.
Type: Supplementary.
Element: None.
Range: Self.
Specialty: Taijutsu (Chakra Flow).
Duration: -5 chakra every 3 posts (every 2 posts if using on water).
Cooldown: None.
Description: Supernatural Walking Practice is a basic ninja technique. It involves using chakra flow to channel chakra to one's hands or feet, allowing him/her to walk on, or cling to, surfaces that normally do not allow it. This includes, but is not limited to, walls/ceilings, trees, and even water. Should the flow of chakra stop for any reason, the user will immediately fall off of the surface they are walking on, or plunge underwater.

Name: Secret Technique: Assimilation Fog (First Post)
Origin: Custom
Rank: D
Type: Supplementary
Element: N/A
Range: 25m
Specialty: Ninjutsu
Duration: 1 post prep,Maintainable -10,000 Bug's
Cooldown: 2 posts + 1 extra for each maintained
Activation: Boar, Snake Handseals
Decription: An Aburame sends out a female bug that acts as a tracker beacon before sending out a swarm of their bugs at a speed of 10m/s that swirls around the target, the jutsu does no damage but instead absorbs the chakra of the target of the user's choosing by -10 per post. This jutsu can be countered by one jutsu of equal rank or two of lower rank, or immediately destroyed by a jutsu of higher rank. Katon and raiton technique's act as one rank higher towards this jutsu.



Name: Secret Technique: Bug Fist
Origin: Custom
Rank: D
Type: Supplementary
Element: N/A
Range: Self
Specialty: Ninjutsu
Duration: 3 Posts
Cooldown: 6 Posts
Activation: Dragon and Snake Handseals
Description: An Aburame summons their bugs that form around their fist like a tight glove, for the duration of this justu whenever an Aburame uses a basic attack it operates at a 13m/s. A single strike while this jutsu is activated will continue to sap the targets chakra for  -5   each post equaling up for a total of -15 chakra once the duration ends.

6Round Four: Rhys vs. Kanro Empty Re: Round Four: Rhys vs. Kanro on Mon Dec 17, 2018 12:24 am

Rhys

Rhys

Chuunin
Rhys watched as his opponent flipped away out of the path of the charging rhinoceros. She vaulted back running across the wall before coming back in for a strike. A case of Deja Vu was nagging at the back of Rhys' mind. If this maneuver had more explosions it would be nearly the same as the one performed by Rhys' opponent in round 1, and then came the bugs. Thousands upon thousands of insects came swarming at Rhys, as the realization of his opponent's nature took hold. This "Kanro" was of the same clan as his first opponent that had been the only one to best him in combat thus far. This time it would be different.

   The swarm reached Rhys and began to encompass his bulky frame as the enemy kunoichi raced in to strike. As his visage was completely consumed by the insects they closed in to feed, but the figure of Rhys disappeared in a puff of smoke that only left behind the lower portion of Reorx's golden armor which let out a deep ringing noise as it landed on the ground at the opponent's feet who was just realizing that she was striking at nothing. Meanwhile, Rhys spent an embarrassing moment scrambling out from underneath his companion Reorx. Rhys had taken the place of the rhino's armor and he was really wishing he had figured out a way to work out the kinks of his substitution jutsu before fighting in the public eye. After the pair regained their composure Rhys gave the signal for Reorx to charge forward at opponent once more. There was very little distance between them so the rhino would reach his target in about a second. While his companion rushed forward with horn posed, Rhys pulled out all ten of his senbon and held them in his grip directly in the stream of his Push! jutsu that was still active. They flew at the kunoichi at 15m/s and would reach her in under a second. The lack of control of the magnetic waves would cause them to spread out ensuring some would miss, some would bounce of Reorx's armor, but a few were sure to strike true. With that Rhys just began to swing his meteor hammer in anticipation of a counter attack, he was confident in his chances to end the fight here but he had been wrong once too often during these exams.

404/1085 wc

Rh 180/250 Rx: 35/50:

Used:

Name: Substitution Technique (変わり身の術 ~ Kawarimi no Jutsu)
Canon/Custom: Canon.
Rank: E.
Type: Supplementary.
Element: None.
Range: One prepared item in the user's clear line of sight.
Speciality: Ninjutsu.
Duration: 1 post preparation. Infinite postponement, Instant activation.
Cooldown: 6 posts after activation.
Description: The Substitution Technique is an age-old skill which enables the user to evade the effects of an attack by switching with an item in the area. (The item---or substantial clone---used for a Substitute must be as large as the user's torso, and must be prepared at least 1 post in advance by infusing it with 5 chakra.) Activating this jutsu for another 5 chakra, the ninja moves at untraceable speed for just a moment, and the item does so as well to take the user's place; the ninja leaves behind a flickering after-image for a second, which, if damaged, releases the chakra which holds it in place in a small smoke cloud, revealing the nature of the technique and the item they have switched with. Higher-rank ninjas' afterimages are able to show some of the signs of natural impact as if it were an actual human, if only for a very short period, before 'poofing'. The user coming out of the technique creates a similar audio and visual cue with a small cloud of translucent smoke and a 'poofing' sound on appearance in the location of the item they Substituted with. This technique causes the user to move at speeds untraceable to human perception, and therefore even the user cannot coordinate attacks during the Kawarimi, or activate any other jutsu. They, however, can maneuver near someone and then attack them after the fast-movement is finished.

Active:


Name: Basic Suru Sand Armory
Canon/Custom: Custom
Rank: C
Type: KKG
Element: Jiton
Range: 6m radius
Specialty: Ninjutsu KKG
Duration: Contact
Cooldown: 2 posts
Description: This is the basic form of the Kenta family variation of their magnet release bloodline. Rhys uses available mag-sand within a 6m radius to create weapons and armor constructs. It can create any weapon that Rhys has a sub-spec for or that doesn't require Bukijutsu.

 These items are held in place by his naturally magnetic chakra as long as he is in contact with them. The use of the weapons are still reliant on Bukijutsu specialization (Except for given weapon exemptions). This jutsu can create any weapon but knowledge of it's use is not given. These constructs are considered C-rank, but as they are of non-solid matter they are not as durable as their standard counterpart. They may be broken by Jutsu of one rank lower than normal [This is requiring two techniques of one rank lower than the item].

One handed weapons take 1m-cubed of Mag-sand.

Two hand weapons take 2m-cubed of Mag-sand.

Individual pieces of armor cost 1m-cubed each to a total of 6m-cubed. This armor counts as it is less durable than a solid and is lightweight because it is held in place by magnetization. Up to 3m-cubed worth of items may be created per use.

*Note* If the Mag-sand used is from the "Mag-sand Creation" Jutsu and loses it's magnetic properties, the entire construct is broken down and must be reformed.


Name: Magnet Release: Push!
Canon/Custom: Custom
Rank: C
Type: Offensive
Element: Jiton
Range: 25m
Specialty: Ninjitsu
Duration: Maintainable
Cooldown: Duration+2
Description: Rhys uses a series of hand signs to create a a focused stream of magnetic waves. This blast can only be seen with sensory Jutsu or doujutsu that can see chakra, and appears as waves of frenzied air moving forward as a constant pushing stream from Rhys's chakra at a speed of 15m/s.

 These waves are capable of pushing back up to 200kg worth of solid magnetic material. The strength of the force used depends on the distance the affected matter is to Rhys. Weapons can be disarmed and/or the target will be subject to the knockback effect if they are wearing/carrying affected matter and don't have a high enough strength.

16-25m: The affected item(s) can be pushed back up to 1m. Item(s) held or worn by a target Can be held in place if the target has a strength of at least E-1. Item(s) that hit (or with armor press into) an enemy as a result of this jutsu at this range do negligible damage. Metal weapons that hit an enemy do E-rank damage for that weapon type.

6-15m: The affected item(s) can be pushed back up to 5m. Item(s) held or worn by target can be held in place of the target has a strength of at least D Rank. Item(s) that hit/press an enemy as a result of this jutsu at this range can cause minor bruise or 1/2in cuts. Metal weapons that hit an enemy do a max of D Rank damage for that weapon type.  

0-5: The affected item(s) can be pushed back up to 10m. Item(s) held or worn by a target may hold them in place if they have a strength of at least C Rank. Item(s) that hit/press an enemy as a result of this jutsu at this range can cause the same damage as if it were the 6-15m range, but if the target remains in the blast for 3+ posts it increases to major bruises/possible fractures or 1in cuts. Metal weapons that hit an enemy can do a max of C Rank damage for that weapon type.

*Note1* Weapons that hit an enemy as a result of this jutsu can only do up to their own rank in damage.

*Note2* Any shards or projectiles that remain in an enemy for more than 1 post can be pushed further in by this jutsu at a rate of 1/2in per post.

*Note3* If an enemy has a high enough strength to resist the blast but Rhys does not, he will be subject to the knockback effect of the jutsu.  


Name: Iron Sights
Canon/Custom: Custom
Rank: C-rank
Type: Supplementary
Element: Jinton
Range: 20 meters
Specialty: Chakra flow
Duration: Maintainable
Cooldown: Duration+3
Description: This jutsu makes its way across the top layer of the earth in a 20 meter radius from the user to pull iron dust to the surface and charge it with the user's chakra. As long as the jutsu is maintained, the user is able to detect all chakra sources that come in contact with it and track it's movement. In addition, this jutsu allows for any Jiton jutsu the user casts to originate from any point in the radius of this jutsu, but not within a 2m radius of a person.


Name: Growing Golden Horn (Combat Pet)
Origin: Custom
Rank: D
Type: Supplementary
Element: Doton
Range: Self
Specialty: Chakra Flow
Duration: Maintainable
Cooldown: Duration+2 posts
Activation: Reorx spends one whole post channeling his chakra into the golden horn cap that is used as a catalyst.
Description: For the cost of 10(+5 per post maintained) chakra Reorx may spend one round channeling his doton chakra flow into his horn cap to reshape it. On the following round the horn has been elongated by 2 inches and serrated allowing Reorx's attacks with it to inflict up to 1 1/2 inch cuts when they connect. The cap is still considered to be armor and may be broken as normal. If the cap is broken or breaks during this jutsu it loses all effect and falls off completely.

7Round Four: Rhys vs. Kanro Empty Re: Round Four: Rhys vs. Kanro on Mon Dec 17, 2018 12:52 am

Kanro, Aburame

Kanro, Aburame

Genin
Just as Kanro  fist flew forward at 13 m/s towards her bugs that should have surrounded the target she felt her fist connect to nothing but air and the sound of ringing as something dropped to the floor, her bugs, however, had already started moving away as they changed their location following the female bug Kanro had already implanted onto the opponents clothing, but as she turned something was beginning to charge at her and she wouldn't have any time to dodge or activate any of her jutsu except the one she set up earlier, so she immediately activated her substitution jutsu causing a poof of smoke to appear only to  leave behind her kimono she threw upon the shrub earlier as she landed on top of it instead as she watched the creature from earlier pounce on her kimono while a stream of senbon needles flew by poking multiple holes into her clothing as their positions were switched back from how they were originally.

Her bugs moving at 10m/s would have closed in on the new location of her opponent and swarm around him without actually doing any damage but instead sapping chakra away from their body if he could not invade or destroy them in time to stop them, but Kanro didn't stop there as she immediately weaved the tiger and ox handseal with her left hand as she ran towards her opponent that was eleven meters or so away once more causing ten thousand more of her bugs to form into a shape similar to a cumulus cloud as they rushed forward at rate of 15m/s before they began to rain down on her opponent at the same rate causing minor first degree damage. As her bugs did this she would once again go at top speed running at 9 m/s as she reached within five meters, although if it didn't work this time it would leave her slow enough to the point she wouldn't be able to dodge the next attack but that didn't matter at the moment her speed got her within two meters she would slide beside forward as she spun around attempting a low sweep kick to knock them off their feet before attempting once more to land a downward punch at 13 m/s on their chest to pin them down to the ground and drain even more chakra with her bugs wrapped around her hand like a glove.

Chakra: 45/50

Bug Regeneration: 20% = 45,600

Bug Population: 25,600/40,000

Jutsu used:

Name: Secret Technique: Assimilation Fog (second post)
Origin: Custom
Rank: D
Type: Supplementary
Element: N/A
Range: 25m
Specialty: Ninjutsu
Duration: 1 post prep,Maintainable -10,000 Bug's
Cooldown: 2 posts + 1 extra for each maintained
Activation: Boar, Snake Handseals
Decription: An Aburame sends out a female bug that acts as a tracker beacon before sending out a swarm of their bugs at a speed of 10m/s that swirls around the target, the jutsu does no damage but instead absorbs the chakra of the target of the user's choosing by -10 per post. This jutsu can be countered by one jutsu of equal rank or two of lower rank, or immediately destroyed by a jutsu of higher rank. Katon and raiton technique's act as one rank higher towards this jutsu.


Name: Secret Technique: Black Rain
Origin: Custom
Rank: D
Type: Offensive
Element: N/A
Range: 20m
Specialty: Ninjutsu
Duration: 1 post
Cooldown: 3 posts
Activation: Tiger and Ox handseal
Description: An Aburame sends out a small group of their bugs that look similar to a cumulus cloud at a speed of 15m/s over their targets head, once over their head the bugs will start raining down onto the target causing minor 1st-degree tissue damage. This jutsu can be countered by one jutsu of equal rank or two of lower rank, or immediately destroyed by a jutsu of higher rank. Katon and raiton technique's act as one rank higher towards this jutsu.

Name: Secret Technique: Bug Fist (Second Post)
Origin: Custom
Rank: D
Type: Supplementary
Element: N/A
Range: Self
Specialty: Ninjutsu
Duration: 3 Posts
Cooldown: 6 Posts
Activation: Dragon and Snake Handseals
Description: An Aburame summons their bugs that form around their fist like a tight glove, for the duration of this justu whenever an Aburame uses a basic attack it operates at a 13m/s. A single strike while this jutsu is activated will continue to sap the targets chakra for  -5   each post equaling up for a total of -15 chakra once the duration ends.



Last edited by Kanro, Aburame on Mon Dec 17, 2018 1:06 am; edited 1 time in total

8Round Four: Rhys vs. Kanro Empty Re: Round Four: Rhys vs. Kanro on Mon Dec 17, 2018 1:01 am

Rhys

Rhys

Chuunin
What should have been a decisive blow was instead turned into a eruption of smoke and insects. The kunoichi disappeared having used her own substitution jutsu just as he swarm of insects surrounded Rhys once more this time fully able to sap his chakra. Through the use of his Iron Sights jutsu Rhys was able to follow the path of his opponent behind him and turned around as even more bugs rained down on him from above tearing at his flesh. With a bellow that shook his entire form Turned around to strike his Meteor hammer at his opponent that was sliding in to attack him once more. There was little chance his strike would miss, but the damage from the insects and his rising blood pressure would ensure this fight was nearly at it's end.

136/1222 wc

Rh: 160 Rx: 30/50:


Acitve:


Name: Iron Sights
Canon/Custom: Custom
Rank: C-rank
Type: Supplementary
Element: Jinton
Range: 20 meters
Specialty: Chakra flow
Duration: Maintainable
Cooldown: Duration+3
Description: This jutsu makes its way across the top layer of the earth in a 20 meter radius from the user to pull iron dust to the surface and charge it with the user's chakra. As long as the jutsu is maintained, the user is able to detect all chakra sources that come in contact with it and track it's movement. In addition, this jutsu allows for any Jiton jutsu the user casts to originate from any point in the radius of this jutsu, but not within a 2m radius of a person.


Name: Growing Golden Horn (Combat Pet)
Origin: Custom
Rank: D
Type: Supplementary
Element: Doton
Range: Self
Specialty: Chakra Flow
Duration: Maintainable
Cooldown: Duration+2 posts
Activation: Reorx spends one whole post channeling his chakra into the golden horn cap that is used as a catalyst.
Description: For the cost of 10(+5 per post maintained) chakra Reorx may spend one round channeling his doton chakra flow into his horn cap to reshape it. On the following round the horn has been elongated by 2 inches and serrated allowing Reorx's attacks with it to inflict up to 1 1/2 inch cuts when they connect. The cap is still considered to be armor and may be broken as normal. If the cap is broken or breaks during this jutsu it loses all effect and falls off completely.


Name: Magnet Release: Push!
Canon/Custom: Custom
Rank: C
Type: Offensive
Element: Jiton
Range: 25m
Specialty: Ninjitsu
Duration: Maintainable
Cooldown: Duration+2
Description: Rhys uses a series of hand signs to create a a focused stream of magnetic waves. This blast can only be seen with sensory Jutsu or doujutsu that can see chakra, and appears as waves of frenzied air moving forward as a constant pushing stream from Rhys's chakra at a speed of 15m/s.

These waves are capable of pushing back up to 200kg worth of solid magnetic material. The strength of the force used depends on the distance the affected matter is to Rhys. Weapons can be disarmed and/or the target will be subject to the knockback effect if they are wearing/carrying affected matter and don't have a high enough strength.

16-25m: The affected item(s) can be pushed back up to 1m. Item(s) held or worn by a target Can be held in place if the target has a strength of at least E-1. Item(s) that hit (or with armor press into) an enemy as a result of this jutsu at this range do negligible damage. Metal weapons that hit an enemy do E-rank damage for that weapon type.

6-15m: The affected item(s) can be pushed back up to 5m. Item(s) held or worn by target can be held in place of the target has a strength of at least D Rank. Item(s) that hit/press an enemy as a result of this jutsu at this range can cause minor bruise or 1/2in cuts. Metal weapons that hit an enemy do a max of D Rank damage for that weapon type.

0-5: The affected item(s) can be pushed back up to 10m. Item(s) held or worn by a target may hold them in place if they have a strength of at least C Rank. Item(s) that hit/press an enemy as a result of this jutsu at this range can cause the same damage as if it were the 6-15m range, but if the target remains in the blast for 3+ posts it increases to major bruises/possible fractures or 1in cuts. Metal weapons that hit an enemy can do a max of C Rank damage for that weapon type.

*Note1* Weapons that hit an enemy as a result of this jutsu can only do up to their own rank in damage.

*Note2* Any shards or projectiles that remain in an enemy for more than 1 post can be pushed further in by this jutsu at a rate of 1/2in per post.

*Note3* If an enemy has a high enough strength to resist the blast but Rhys does not, he will be subject to the knockback effect of the jutsu.



Name: Basic Suru Sand Armory
Canon/Custom: Custom
Rank: C
Type: KKG
Element: Jiton
Range: 6m radius
Specialty: Ninjutsu KKG
Duration: Contact
Cooldown: 2 posts
Description: This is the basic form of the Kenta family variation of their magnet release bloodline. Rhys uses available mag-sand within a 6m radius to create weapons and armor constructs. It can create any weapon that Rhys has a sub-spec for or that doesn't require Bukijutsu.

These items are held in place by his naturally magnetic chakra as long as he is in contact with them. The use of the weapons are still reliant on Bukijutsu specialization (Except for given weapon exemptions). This jutsu can create any weapon but knowledge of it's use is not given. These constructs are considered C-rank, but as they are of non-solid matter they are not as durable as their standard counterpart. They may be broken by Jutsu of one rank lower than normal [This is requiring two techniques of one rank lower than the item].

One handed weapons take 1m-cubed of Mag-sand.

Two hand weapons take 2m-cubed of Mag-sand.

Individual pieces of armor cost 1m-cubed each to a total of 6m-cubed. This armor counts as it is less durable than a solid and is lightweight because it is held in place by magnetization. Up to 3m-cubed worth of items may be created per use.

*Note* If the Mag-sand used is from the "Mag-sand Creation" Jutsu and loses it's magnetic properties, the entire construct is broken down and must be reformed.

9Round Four: Rhys vs. Kanro Empty Re: Round Four: Rhys vs. Kanro on Fri Dec 21, 2018 11:33 am

Hika

Hika

C-Rank
Kanro has disposed of metal that Rhys could use in his favor to manipulate positions, and has activated several jutsu to consistently drain his chakra for at least the next 2 posts. Rhys collapses of attrition before dealing appreciable damage to Kanro. The Aburame are cheering.


____

Round Four: Rhys vs. Kanro Sagahikasig

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