[Open Battle] Inari vs ???

Alyx

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Terrain: Beautiful Lake Front, with a forest off into the distance. The lake is to Mirabelle's left side, your right. Some spectators nearby mind their own business. Terrain underneath our feet is rocky/sandy.
Range: Mid
Time Limit: Standard 3 days

I'll be utilizing Inari in signature (Picture), post your bio and I'll start things off~
 
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The Mockingjay

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Terrain: Beautiful Lake Front, with a forest off into the distance. The lake is to Mirabelle's left side, your right. Some spectators nearby mind their own business. Terrain underneath our feet is rocky/sandy.
Range: Mid
Time Limit: Standard 3 days

I'll be utilizing Mirabelle in signature (Picture), post your bio and I'll start things off~
Cheryl
 
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Alyx

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Haiburīdo | The High Breed x2 (Ein/Zwei)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: After decades of research and selective breeding, the High Breed was born. The High Breed was bred to be genetically superior to all other Ninkens immediately displayed talents that completely overshadowed that of lesser breeds from a young age. High Breeds are born with a more robust constitution, resulting in them being larger, stronger and have a base speed of 13, faster than most other breeds as well as having a passive 20 damage increase to their techniques. They also look far more wolf-like as a result of their wolf-rich bloodline. High Breeds display savage intellect, and are capable of exercising great cunning and problem-solving abilities; and as a result of their advanced intellect, they have gained the ability of articulation. Other talents include a healing factor allowing them to heal just as well as 15 damage per turn, heightened smell based senses on par with 3T and extends up to 1 landmark away. However High Breed's have been known to reject their Inuzuka counterparts, entering into a faux relationship for a time, and then turning on their paired Inuzuka the moment they have grown large enough to kill their ill-suited partners. As a result, the High Breed was kept secret and many voted for their extermination, but in the end, they were merely banished into the woods of Konohagakure, kept alive in case the clan should have a need for them in the future. However, should a High Breed fully accept an Inuzuka a most curious phenomenon will occur in which both the High Breed and Inuzuka will become mentally linked, capable of sharing thoughts, feelings, and experiences with each other, with such a deeply intimate bond being the absolute apex of an Inuzuka and Ninken bond. (A high breed cannot use Ninjutsu or elemental Taijutsu (Aside from Inuzuka techniques of course) by default).

Note:
- Must either be posted in the user's bio (Along with an explanation of how they met a High Breed and a description of their High Breed) or posted at the start of a battle. (In which case their High Breed by default will simply look like a wolf that, for it's age, is up to twice larger than any known Ninken.)

( Ryōshi Ninken ) - Hunter Ninja Dog x1 (Drei)
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The user's Ninken are among the Hunter breed of dogs, a breed available to every Inuzuka. These dogs are capable of using all of the Inuzuka canon techniques but with added effects as well as unique abilities exclusive to the main breed, unable to be obtained by custom breeds. Commonly used as the hunter dogs, these dogs are more suited to battle than their canon counterparts and as such have a neutrality to energy based attacks and a strength to all physical attacks. In addition to this, they are capable of dealing 20 damage via freeform attacks, though this cannot go over 80 damage inflicted a turn as well as a standard 20 additional damage to their Ninken techniques. These ninken move at 18 speed and have a tracking level of x2 as well as smell up to 2 landmarks away. However, this is unique to the Hunter Breed of dogs.
Note: Must be a member of the Inuzuka Clan.
Note: This is a passive technique, meant to describe the Ninken, and does not entail a sort of manipulation.

Fenriru No Gimuzuke | Fenrir's Lesser Oblige
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
Inari and her pack of Ninken had been chasing a particular scent for some time; this being of a woman who was wanted by the state for some apparent crimes she did. The Inuzuka in most cases didn’t question the authority of her superiors but this time, it was quite different. “So, we’re just picking on a random girl?” Zwei commented mentally, due to their connection as packmates but Inari shrugged at the thought. She could have easily teleported and closed the gap between herself and the prey - but it was more fun to hunt in her mind in the ole fashion way.
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Once she was within mid range of Cheryl, the Inuzuka took a moment to inhale and exhale; memorizing her scent. “Any last words?” she asked - but didn’t wait for an answer as a quick shadow escaped from her body at a rapid pace. Zwei (High Breed) quickly exited their merger, and started to violently spin at the intended target. The sheer ultra-violent rotations gathered a shell of natural air around Zwei, as he was capable of smashing through techniques of equivalent power.

At the same time, while still merged - Ein would have triggered Spectral Sense - allowing him the ability to view the opponent’s chakra in full array and color, which thanks to the merger Inari could tap into this and his senses, due to them being shared. This illuminated the world around her field of view, giving chakra scents a unique color to them.

Last but not least, while still occurring at the same time - Inari would have passively summoned an armor based Noble Phantasm onto herself, providing her a beneficial armament that covered most of her body from head to toe, but wouldn't obscure her vision nor her sight. She would have also actively empowered herself - utilizing “Age of Heroes”. This augmentation featured different levels to it (Level One The Twelve Labours, Level 1 Huntress of the Wild and Level 1 Immortal Vessel). This increased her speed, power and durability. She dashed quickly, attempting to close the distance as she flanked from her right side (opponent’s left), observing how she intended on countering her ninken’s advances and calculate her next move.


(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (A)
Range: Short - Long
Chakra: N/A
Damage: 60 - 80 (60 + 20 = 80)
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.
Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, will have their own hue.

Note:
- This technique can only be used three times per battle/arc.
- Color perception will appear like a filter that overlays onto the normal view of the world.
- Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.
(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions (Passive due to clan rank)
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.
(Zokyo: Eiyuu no Nendai) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S (A)
Range: Short
Chakra Cost: 15-40 (30)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). In the turn following an S-Rank usage, the user's Prana is restricted to A-Rank and below, and the user cannot reactivate Age of Heroes.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. Level 1 will increase their Taijutsu damage by +15, Level 2 will increase it by +20, Level 3 will boost it by +25 and Level 4 will boost it by +30. To quantify this beyond digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by for a duration equivalent to its use (excluding level one).

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed will divide the user’s speed by three for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce physical damage the user takes by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them take 40 more damage and Level 4 will do so for 50 damage. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atalanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x2, Level 2 multiples it by 2.5, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one action, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used (excluding level one).

Tracking: 66 | Speed: 20 | Chakra: 2000 > 1890 | Health: 200
 
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The Mockingjay

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Before she had even settled into her surroundings a bombardment was afoot, Cheryl (her inner sonar skill passively activated) watched on as the pooch she wished to pet became something far less enticing for an open palm, a hurricane whizzing toward her with intense speed and power.

Damn.. it’s like I’m back at school. Dealing with two bitches at once.”


Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the user vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns

Cheryl simply screams in the direction of the oncoming dog tornado, halting the drills movement and dealing slight damage to the dog as his momentum is halted by the destructive wave of sound.

Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
This is a much greater and focused version of the (Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill technique in which the user gathers his sound chakra into his throat as he inhales afterwards exhaling as he screams, yells or roars. The resulting effect is a massive forward shockwave of low frequency, high amplitude sound that levels anything in its path. Unlike its weaker technique, the massive power it carries makes it slightly slower, equal to an average equally ranked Raiton technique. Unlike the unfocused nature of its weaker version, it’s focused almost like a beam, affecting an area of 50º in front of the user. If used within a water source it receives +20 damage.

The dog firmly shackles in the pound, Cheryl quickly draws back an invisible bow string, creating three arrows of purple liquid between her fingers. As quickly as they’re created, the arrows are loosed. The first is sent careening toward her human opponent, whilst it will hit her should she not move, its actual target is the ground 10 feet behind her.

The second arrows target is the ground by the once spinning dogs feet. The third arrow is directed at the ground by her own feet. As the arrows find their targets, they splat and release a secret scent, imperceptible to humans but dangerous to the dog that hounds the Bombshell. With the spread of the arrows, a 60 foot triangle of space is filled with this scent, causing the dog Cheryl knows about as well as the two she does not to turn violent against their owner and friend. Cheryl was their hope now, she was their favourite and they would rip Inari to shreds from the inside out.


Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user joins the fingers, before stretching them out like pulling a bow string, creating up to 3 long arrows made of a purple-ish perfume, with fletchings made of dotted iris petals, which she can then shoot up to long range. Once they hit something solid, instead of piercing through, they will spread their scent up to 20 meters, whereas in arrow form the scent only reaches 5. Although imperceptible for humans, the scent will cause the animals to feel hostility towards their owners/summoners/allies, putting them in a state of confusion and anger, and making them attack, while at the same time creating a sense of familiarity and friendship towards the user. An underlying genjutsu will enhance the physiological reaction by showing the user in a form of a parent or a an object of affection, needing to be protected and the opponent as a form of adversity, food, etc.
*Lasts up to 3 turns, causing the affected animals to fall deeper in dementia until they force themselves to vanish*
*Can only be used 3 times*
*Does not affect allied summons, as the genjutsu will counter the effects of the perfume, but will make the summons slightly less wary, fast or powerful*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

Whilst Inari deals with the triple dog onslaught, Cheryl falls back into what she knows best, forming a crystal dome over Inari’s location, trapping her in an arena with the savages of her own bringing.

Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 15
Damage: N/A
Description: Guren creates a dome of crystal to surround a target. It is highly durable from both external and internal attacks, and can be used to either protect or trap a target

——
Echo Assault boosted by my CW.
Chakra = 1000 - 95 = 905
Tracking = 40
 
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Alyx

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Inari would allow a smile to creep from beneath her mask- the opponent was insistent on keeping her Ninken away. The initial chakra build up and release, it illuminated her vision with its exotic allure. Sadly- for the opponent at least, Inari wasn’t the average Inuzuka nor was her Ninken. Zwei in tandem with his partner orchestrated a diverse execution of attacks. Zwei, with precise timing - would have continued rotating into the direction of the sound technique; as he now spun even faster and leaked chakra into his rotation now. This caused the very winds to howl like the night of a full moon hunt. The chakra leaking into it and keeping the Ninken in place would have easily overwhelmed the opposing technique - while also producing a suction like effect - pulling Cheryl into the vicious monsoon of a technique.

At the same time; Inari would have changed her course of action - as she instead started to violently spin as well; quickly moving at a breakneck pace. The thing however; is while she did this - she utilized a chakra based technique at the same time- quickly utilizing her Prana. This allowed her to teleport immediately, transporting herself to the Throne and back to reality in literal seconds. Her reappearance would have been just outside of short range (5.5 meters) behind of the prey. The momentum of her spin was for a moment kept in stasis provided by the Throne which, as she was returned, continued to violently rip through and move quickly at the opponent (20 speed).

This combined attack allowed for them to interupt the opponent’s intentions, having the threat of the giant wolf like avatar made by Zwei while Inari was moving at high speeds towards her as she was dragged forward. “Allow this bitch to show how far her fangs pierce!” she yelled, gleefully accepting the challenge proposed. Her sheer presence would also cause the prey's speed to drop (Apex Speed Resistance).


(Jūjin Taijutsu Ougi: Kaiten Suru Kiba) Beast Human Martial Art: Rotating Fang (Zwei)
Type: Supplementary/Defensive/Offensive
Rank: A - S (S)
Range: Short - Mid
Chakra: N/A - 40 (40)
Damage: 60 - 80 (80 + 20 = 100)
Description: Employing the use of Gatsuuga concepts, this technique allows for an Inuzuka or Ninken to rapidly rotate their body either vertically or horizontally in place to gather air around them. The rotational force is so powerful that it gathers wind around the user as he spins, and will create a suction effect that pulls the opponent or a technique towards them. The wind gathered by the rapid rotation is devoid of chakra similar to the Konoha Ryujin technique, and as such, it can affect techniques of equal strength. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user will leak chakra from their entire body as they rapidly rotate in place, which will form a large wolf made of dense chakra that pulls the opponent or a technique towards it. Pulled objects will appear to be devoured by the wolf apparition, and fall prey to the slicing winds within it. The chakra wolf is equivalent in size to the Water Beast technique and is so dense that it's equivalent in strength to S rank elemental techniques.

Notes:
- The A-ranked version of this technique can only be used three times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- Excessive usage of this technique may induce vertigo, as such if used for two turns in a row the Inuzuka user will be unable to effectively use S rank and above Ninjutsu (Reduces their power to A rank).
- The suction effect can be used to divert incoming techniques of the same strength from their intended target and reaches up to mid-range.
- This technique can be used by an Inuzuka, their Ninken partner, or together as a collaboration technique, but when used in that fashion it will be considered as a single use of the technique.
(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang (Inari)
Type: Offensive/Supplementary
Rank: B - S (S)
Range: Short - Long
Chakra: N/A
Damage: 60 - 80 (80 + 20 via Age of Heroes = 100)
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans (Inari)
Type: Defensive/Supplementary
Rank: B-S (A)
Range: Short-Long
Chakra Cost: 20-40 (30)
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

Tracking: 66 | Speed: 20 | Chakra: 1890 > 1,845| Health: 200
 
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The Mockingjay

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Timing here, was all it would take to turn the tides of battle. Control, would be key. The wolf like howls of chakra drills and the chaos of the suction developed around her felt like no more than a blanket for Cheryl as she heard the beginnings of a second Gatsuga starting up where her human opponent stood. Moments. She thought, as she released her feet from the clutches of earth and allowed herself to drift in the current, seemingly resigned to her fate… the howling wolf would swallow her as it had thousands of grains of dirt from the earth upon which they roared. As her human opponent appeared again having vanished momentarily, the Cheryl sandwich became ever more imminent. Cheryl felt the pull of the wind and the oncoming drill too extremely now and so acted, sending a heartfelt apology to her friend in the bird realm as she pursed her lips and released a whistle. A whistle, in a moment so perfectly timed that once the smoke from the quickly performed summon had cleared all that was left was carnage as the two Gatsuga techniques (the velocity of Inari’s would be increased even by the pull of the pups) collided, with owner and dog shredding each other violently.

The summoned bird would appear on the limits of short/mid range above Cheryl’s original position and flying directly upwards, disappearing almost as quickly as it had appeared leaving a rain of needle like feather to bombard down on what remained of dog and owner.


Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage Points: 60
Description: Valor is a relatively small Mockingbird (roughly the size of an average peregrine falcon) whose abilities lie not within his ninjutsu prowess or mastery of the elements but instead, Valor's true potential lies in his ability to be summoned in full flight with a mere whistle of specific pitch, a pitch that only sound users can produce to perfection. Not only is he summoned in what is near to an instant, but he is also summoned in place of the user. The user being transferred into Valor's world whilst the bird remains on the battlefield. Valor is about the size of an average human, he is capable of reaching his top speed (A-Rank Speed) in under a second giving him a great reputation as a great, quick maneuvering, defensive bird. By whistling from the bird's world, the user can switch places with Valor at any time. Upon switching back, the user will bring with him hundreds of weighted, needle-like feathers from the Mockingbird homeworld which will fall from the sky in a circle short/mid-range in all directions with the user as their center point. However, this can only be done when in the air and has a short time in between before the needles rain down. This is equivalent to an A-rank Ninjutsu techinque. Valor is not capable of using techniques other than ones any Mockingbird can use.
-Can only be summoned once per battle-
-If killed, the user will be forced to switch back in with the bird and will not themselves die.
-Remains on the field for up to four turns-
-Must know Sound Release to use the whistle summon method
-Must have signed the Mockingbird contract to summon-


Cheryl returns with a scream, piercing and bringing with it intense, unwavering pain. Cheryl does not stop screaming until the opponent and its dog have vomited their insides out and are left with nothing but an empty shell, blood pouring from every orifice. Every attempt to release the genjutsu met with more pain as the continuous sound re-engages the illusion on a loop, Cheryl with her modified vocal cords able to maintain the scream indefinitely.

Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The most powerful sound illusion to be created, A Century of Torture at the Hands of a Banshee is a deviant technique, capable of rendering even the most powerful of enemies riddled with fear. The user will focus his sound chakra into a sound he will produce and which will carry the illusion and trigger it on any enemy that hears it. The illusion triggered is simple but surprisingly effective in all its simplicity: pain. Anyone who hears the sound will feel unimaginable amounts of pain all over their body to such an extent that they may even vomit and lose control of their chakra flow. Upon facing such pain, the enemy will lose control over his body and spasm as they curl to try and alleviate the pain. The longer the target is caught in the illusion the more severe the effect is. The illusion however is just that: an illusion. The pain isn't real or associated with any bodily aspect or damage. The user must, however, sustain the inducing sound and focus into his chakra flow (not being able to mold chakra at the same time) to sustain the effects of the illusion as when the sound ends, the enemy stops feeling the pain and recovers virtually immediately. Sounds that can trigger the illusion and carry it can vary from a whistle (very effective as it can be sustained for a lengthy time and be controlled), scream (less lengthy but easier to perform), music (if the user has a musical instrument), etc. If the sound is momentary, however, it will not induce an effective effect.
Note: usable once every 4 turns
Note: while sustaining the sound, the user cannot attack or move from his position, risking otherwise disturbing the sound he's producing and ending the illusion.
 
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Alyx

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Kek, of course someone would try this,” Inari said; smelling the scent of her opponent momentarily disappearing. Was she also capable of space time ninjutsu? Only time can tell, but what was replaced in the moment was some bird appearing nearby but Inari paid it no mind. Zwei would recognize his packmate’s scent swiftly approaching; while also the opponent’s disappearing and would stop channeling his own rotation as Inari would continue at high speeds. She would utilize a burst of chakra to correct her course, allowing herself to be blasted into the air diagonally of Zwei’s positioning. This prevented the intended collision - but she left her rotation and landed onto the back of her ninken.

Zwei on the other hand would have simply activated a chakra armor by aggressively vibrating his fur; allowing for it to protect himself and Inari by proxy. The rain of feathers would have been been handled promptly- while the chakra armor dealt with it for Zwei, Inari's Noble Phantasm shrouding her body allowed her to remain immune to A rank and below physical techniques. The human would have returned to reality, now singing some kind of wailing sound of death. While Inari wouldn't be affected, as the chakra that attempted to induce the illusion was absorbed and sentenced to the Throne- her ninken weren't so luck.

(Jūjin Taijutsu Ougi: Tsuki No Ryōken) Beast Human Martial Art: Burn of the Moon Hound
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique allows the user to, during a Gatsuuga or Gatenga technique, suddenly change the direction in which they’re moving. In short, this allows them to maneuver around obstacles, incoming attacks, or drastically change direction to chase down a fleeing target. This is done by releasing blasts of chakra from the body to alter their trajectory. When used to maneuver around an attack or obstacles an initial blast of chakra is released to remove themself from the obstacle’s path, which is followed by a secondary blast to correct their trajectory. When used to change directions completely, only a single blast of chakra is released, and this allows the user to make sharp turns. The only downside to this technique is that it cannot be used to dodge techniques or obstacles that encompass a wide range.

Notes:
- This technique can only be used during a Gatsuuga or Gatenga technique.
- This technique requires a one-turn cooldown between uses.
Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40 (-10 chakra per turn)
Damage: 80 + 20 = 100
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique functions as a standard armor and is capable of defending a Ninken from attacks of equal strength. Normal Ninken will have their fur damaged by elemental attacks blocked through the use of this technique, resulting in the armor weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of quickly growing their hair back by sacrificing 20 chakra, completely restoring the strength of the armor when it is damaged, requiring for the armor to be destroyed in one hit to neutralize this technique.

Notes:
- This technique lasts for up to four turns, unless destroyed.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Naturally, the armor will persist during transformations if the user has fur.

Zwei would have started to react to it - causing Inari to take action- quickly allowing for a violent combination of Wind and Illusion to stir up around the opponent. The jutsu begins with an upward gust of Wind consisting of quite some strength, allowing it to raise the people/persons it is used against with ease, whilst the air is simultaneously forced through the nostrils causing both distress and discomfort. The Wind which has now entered the opponent is used to disrupt the opponents normal chakra flow and induce a genjutsu in which the opponent suddenly feels the very air from their lungs being sucked out of them as the Wind which had raised them upwards continued to spin around them, the pressure holding them in place and preventing movement of all limbs. The technique continued as intended, which if the opponent continued to focus on sound, would have fell victim to the power of the Inuzuka. Once reality was reestablished for the ninken, they landed on the ground at this point ready to continue to fight.

Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that prana energy will constantly enter and exist within their chakra systems and any quantity of foreign chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer chakra to them. If an ally or opponent tries to absorb the chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally.
Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.
"Cowardly human! Come and fight me up close you worthless runt!" Inari said, translating Zwei thoughts. "He said it, he cant talk human" she mused, which caused the ninken to grunt in annoyance at her. They started to move closer once more, attempting to go for the kill this time around.

(Jinsei no Saigo no Konseki) | Life's Last Vestige
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (mental stress + actual damage)
Description: An unlikely and rare combination, the user puts use of his ability to use one of the five elements as a means of inducing genjutsu. The jutsu begins with an upward gust of Wind consisting of quite some strength, allowing it to raise the people/persons it is used against with ease, whilst the air is simultaneously forced through the nostrils causing both distress and discomfort. The Wind which has now entered the opponent is used to disrupt the opponents normal chakra flow and induce a genjutsu in which the opponent suddenly feels the very air from their lungs being sucked out of them as the Wind which had raised them upwards continued to spin around them, the pressure holding them in place and preventing movement of all limbs. As they remain suspended, the spinning wind which had been just holding them in place suddenly feels sharper, and more concentrated. The spinning would increase in speed around the opponent, the rate at which the air is being sucked out of their lungs increasing with it. This is coupled with sudden sharp pains in random parts of the opponent's body as the Wind begins to hack and slice deeply into their skin, causing extreme pain which is almost impossible to register with all the suffering that's going on. The spinning wind which had been obscuring the opponents eyesight due to the nuisance of the spinning cloud-like Wind is now bloody red in colour, creating quite a disturbing view. The wind component of this technique is A-Ranked and so is the illusion. If the opponent does not manage to release within two turns of the genjutsu's activation, they would fall unconscious due to the belief that all the air is sucked out of them, leaving them unable to breath.

~ Can only be taught by Erzo. Can be used twice, with a two turn wait after each usage.

Tracking: 66 | Speed: 20 | Chakra: 1,845 > 1,770| Health: 200
Age of Heroes: 3/4
 
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