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.