L vs Daemon

Detective L

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Rei's Rules and Regulations
Mid range
No time limit
Grassy plains

Choose which of my bios, and also, do your set up lol.
 

Daemon

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Your kisei bio

and for my set up. L M A O

honestly too lazy to post it. So we just gonna say it doesnt exist for now.
 

Detective L

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Lazy ass lmao.
What a cruel thing, t'was. A man, perhaps? No. A thing, yes. I could not wrap my head around its obscenity. Horrendous. That I had to dare gaze at such manner of trappings. Despite that, I would dare speak with the beast, my voice hard and stern, like a cold winter's morning.

"Shoo now, beast. You ought to proceed henceforth. Unless of course, you wish to engage in a manner of scuffle?"

I asked. T'was time to play, I thought. My wand at the ready, and at a moment's notice, the incitement a singular Sound technique granting me wisdom of sense among the field. A rather peculiar effect, I experience, as Sound waves themselves bounce of his grotesque exterior.

(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
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
 

Daemon

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looked upon her opponent. She had this air about her that exuded confidence but was it a front? Symmetra decided that that will be determined soon enough.

"Beast? How rude of you... But if you insist, I will oblige, happily." As Symmetra said this grotesque parts of ebony and obsidian puppetry parts emerge from her body like a cancerous growth wrapping around her body. The gargantuan mass took shape revealing wings that flapped and took to the sky above. It's head formed as well as its tail easily stretching 15 meters in length with a wingspan that matched this length. The beast itself spoke in a deepened tone and a voice strong enough to silence the cracking of thunder.

"Speak your name..." The top half of Symmetra's body emerged from the back of it's neck. The dragon fired a powerful stream of Katon from it's mouth towards Morgana while Symmetra passively uses her Gluttonous Manifestation Seal to cause the entire upper body of Voldo to protrude out of her back. Voldo itself faced the tail of the dragon.

(Hentai) Metamorphosis
Type: Offensive/Supplementary/Defensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Here we have one of the more unique techniques available in Mutation Fist that invokes the user's ability to produce puppet protrusions shaped after different animals. By sending a surge of chakra through seals located on their body the user will instantly replace just about every one of their puppet limbs which will mainly be aimed at the major appendages such as arms. Legs, head etc. The user’s entire body will essentially undergo a full body Mutation as they are transformed into that of a obsidian colored serpentine dragon around fifteen meters long. This dragon dragon is covered in several layers of metallic plates and wooden puppet material. If wanted the user can simply submerge their puppet body inside of the dragon. Essentially, the user will have transformed their puppet body into that of a dragon instantly. Located along the surface of the dragon are a pair of wings that have flaps located along their surface. By pumping chakra into the wings it allows for the user to initiate a mode of flight allowing the user to easily traverse the field, by simply willing themselves in a certain direction. The flight is activated instantly as the user has transformed.

This Mutation Fist technique is mainly utilized in order to give the user additional maneuverability and for navigation. While mutated, the user is gifted the passive ability of flight, but due to how the user does not possess any hands it makes it difficult to perform any techniques that require hand seals; however the user can find ways around that such as relying on other Mutation Fist techniques or emerging their body from the dragon if it was submerged. Due to how the dragon is constantly flying around it makes it difficult in a way to hit it with a pinpoint strike. If wanted the user can choose to spend a move and ten chakra points to release a concentrated blast of chakra from the dragon's body allowing for the user to thrust themselves into a specific area up to ten meters ahead. Offensive wise, it is possible for the user to utilize sealing tags located across their body or more specifically, if wanted, their mouth area and choose to release a concentrated blast of an elemental nature the user knows into a certain direction. These elemental natures are equal to S-rank/long range and the user must spend a move each time that they are utilizing an elemental nature. If wanted the user can choose to release the blast as a stream or in a wide scale manner similar to simply breathing it out. If desired the user can carry a multitude people on their back.

Note: Can only transform once
Note: Can last up to three turns .
Note: If simply submerging their body inside of a dragon, the user can choose to emerge their puppet body from any place on the dragon.
Note: If the user's body is submerged inside then the dragon is capable of being destroyed by an S-rank attack, but if the user's body itself has been mutated, then any attack could harm them.

(Shīringu/ iryō geijutsu) Gluttonous Manifestation Passive
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+5 each time activate)
Damage: N/A
Description: A Mutation fist technique that involves the user summoning forth puppet limbs and things of that nature. This technique, however, involves basic puppetry and Fuinjutsu, something that the style is based on. Sasori created this technique to allow him to manipulate his puppets with greater control and precision without the need of chakra threads and without having to worry about another individual such as his puppets. Gluttonous Manifestation is a technique that involves the user sealing up to three puppets of their own inside of a sealing tag that will be placed on their body like any other Mutation seal. The thing so special about this seal is that the user will be able to passively spend five chakra points to activate up to three seals on their body and release one of the sealed puppet’s limbs. For example, if the user were to seal the Hiruko puppet inside of their seals, the user would be able to passively spend five chakra points to activate the seal and release from it one of Hiruko’s body parts like his tail. While the seal may be passively activated it still requires for the user to spend a move in order to actually utilize one of the sealed puppets abilities or limbs. The puppets that are sealed by this technique cannot be used by any other means so they cannot be summoned to the field and also the user must post this technique in their biography with the puppets that are sealed inside. Since this technique can be passively activated, up to three of the seals can be activated at once, but it would still cost a move for the user to utilize the attachments that emerge from them. Additionally, the strength and range of attachment simply depends on the puppet the user is utilizing. Essentially, this technique allows the user to become one with their puppets and fight along side them as they normally would.


(Vorudo) – Voldo - Reference
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: Voldo is a unique puppet crafted for the art of assassination and mass murder. Voldo is a tall and slender puppet make out of the finest material. Unlike other puppets, Voldo is built to be long lasting and durable. His puppet body is reinforced with tough metals such as iron and lightweight steel. Due to the additional metal, he ways a bit more than most puppets but his speed is not completely hindered as he is able to move just as fast has his user. The reinforced body paired with his cage-like exoskeleton armor provide him a A rank defense against enemy attacks. The cage-like exoskeleton mimics the durability of Sasori's Hiruko puppet. Voldo's unique composition allows him to release chakra threads from any location on his body in a mass abundance. These chakra threads can be manipulated to clump and condense together to form various attacks that are needed. In this usage, the chakra thread usage of this degree is equal to an S rank attack and due to its compressed and condensed nature is equal to elemental jutsu of the same rank(Requiring 40 chakra to use and a move per turn). The chakra threads themselves can be used to control Sasori's 100 puppet jutsu. In this usage, the chakra threads do not count as a move per turn such as Sasori's chakra thread compartment. * Due to this puppet being unique to Sasori, its weapons are soaked in the heavy metal based poison. Hidden in Voldo's knees and elbows, there is a compartment that leads up into the thigh/forearm. On command, these compartments will open and a sharp, medium sized spike will protrude out of the opening that can be used to strike the opponent. There is an open space within Voldo's chest that is capable of holding Sasori's container of living flesh. The construction of Voldo's body is also unique. It's joints twist on an axis in both directions allowing the puppet body to contort and be unpredictable in combat. This making him the perfect close range fighter. In his arms, the mechanism able to use the Chakra Shield technique is present. Voldo is stored in a scroll and can be summoned to the battlefield at any time.
Can only be taught by Daemon.
Must have a Sasori bio.
 
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Detective L

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"Oh, dear. A dragon."

I nonchalantly state, as the manifestation before me contorts and forms, becoming only more horrendous by the second. T'was admirable how advanced these Muggles were, and how much I missed out. Despite this, I believe I was adequately prepared for whatever contraption the hag would boggle down my path. A smirk formed on my face, one I had not utilized in quite a while. A challenge, perhaps? Definitely, she sounded rather feisty, or was it scornful? None the matter, with haste, my wand was lashed forth a translucent blob of water materialized before me rather quickly. In its genesis, the blob contorts and shapes into a barricade, capable of withstanding the fiery onslaught from the primordial beast. Concurrently, a sound wave maneuvers its way through the Water based defense, strengthening it.

"Don't over exert yourself, dear."

I state, as the blob of water, defending me, unleashes a mass of tendrils. These tendrils aim to rip into the very being of the dragon, aiming to tear it to pieces. My senses heightened, I knew of everything around me. What can be seen, and what can not. I knew t'was merely the beginning.

(Suiton: Hydragyrum boryūmu) - Water Release: Volumen Hydragyrum
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short (Created in short, Mid range reach)
Chakra: 30 (-10 Chakra per turn)
Damage: N/A (60+20= 80 if used Offensively)
Description: The user will perform a series of three hand seals ( Ram - Horse - Tiger ) and send water-based chakra in an area around them within short-range. He will materialize sticky water, similar to the water found in (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field, and shape into the shape of a sphere. The water created in this technique differs from most water, where it has a shiny luster and acts as a mirror rather than being completely blue or translucent. The blob of water is quite useful and has two main abilities. Firstly, the blob, if within three meters of the user, acts as a near-instantaneous defense against a wide array of attacks. It is a sentient being that can grow in size, up to twice the size of the user and immediately cover the user (transparent from the inside) in a sphere of its own body (Shape is changeable to an extent; it could be a wall, block, cube, vortex-like shape, etc). The water body would be able to defend against a multitude of attacks by using its body, and more specifically, the sticky aspects of its composition. If a physical and tangible based attack, such as earth or earth based elements, is sent out by the target, that attack would stick into the blob's body and cling to it. If an energy based is released, like Fire, or Lightning, it would simply act as a normal Water Defense. A secondary ability sacrifices the blob itself. Through a single hand seal, a multitude of tentacles can burst forth from the main body of the blob up to mid-range. It is capable of grabbing a hold of enemies around the battlefield, and either pierce them, or grasp them and pull them into the main body. If the enemy is successfully trapped within the main body, the sticky-like composition of water would make it difficult to even move. The user can choose to keep the enemy within the body as a form of torture, or use chakra to increase the density of the water, which would easily crush a normal human.
Notes&Restricitons:
Note #1 The blob can only be created three times and lasts in the battlefield for up to three turns.
Note #2 The blob itself is a sentient being that can act on its own accord. It simply feeds from the users' chakra per turn to allow it to maintain the blob. Because of the constant donation of chakra, if it is not completely destroyed within one turn, then the blob would regenerate off of the users' chakra.
Note #3 The blob itself is relatively slow and moves at the user's walking speed.
Note #4 Can only be taught by EdwardSama
Note #5 The second ability is the only offensive component of this technique. The initial activation despite being near-instant is purely defensive in usage.

(Fuuin/Ototon: Tenrai Kainyū) - Sealing/Sound Release: Divine Intervention
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-5 per turn if used on techniques such as Stone Golem, etc)
Damage: N/A (+20 to Suiton)
Description: A technique created specifically to counteract the weaknesses of Water and Earth techniques, allowing them to become neutral to said weaknesses when this is used. The user will perform an additional handseal at the end of a Suiton/Doton technique, creating a seal upon said technique. Once created, the seal will release Sound waves that the user is capable of controlling in order to give his technique, depending on the element, different properties.

Suiton - having activated the seal, the user will create low frequency, high amplitude sound waves that pass through his technique, giving it destructive properties, that allow it to fight on equal terms with Doton. These waves vibrate faster by passing through the water while simultaneously 'coating' the technique with sound waves that 'repel' anything in contact with the water which allows it to become destructive.

Doton - differing from the Suiton version, the user will create sound waves that pass harmlessly through the Doton technique whilst the sound waves on the outer part of the technique can be altered to mimic the frequency given off by Lightning techniques used by your opponent, causing them to dissipate.

♒ The seal is created in the same timeframe as the technique on which it is used
♒ Usable 4 times per battle
♒ Cannot be used on techniques above S rank
♒ Can only be taught by Lee
 

Daemon

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"Oh, dear. A dragon."

I nonchalantly state, as the manifestation before me contorts and forms, becoming only more horrendous by the second. T'was admirable how advanced these Muggles were, and how much I missed out. Despite this, I believe I was adequately prepared for whatever contraption the hag would boggle down my path. A smirk formed on my face, one I had not utilized in quite a while. A challenge, perhaps? Definitely, she sounded rather feisty, or was it scornful? None the matter, with haste, my wand was lashed forth a translucent blob of water materialized before me rather quickly. In its genesis, the blob contorts and shapes into a barricade, capable of withstanding the fiery onslaught from the primordial beast. Concurrently, a sound wave maneuvers its way through the Water based defense, strengthening it.

"Don't over exert yourself, dear."

I state, as the blob of water, defending me, unleashes a mass of tendrils. These tendrils aim to rip into the very being of the dragon, aiming to tear it to pieces. My senses heightened, I knew of everything around me. What can be seen, and what can not. I knew t'was merely the beginning.

(Suiton: Hydragyrum boryūmu) - Water Release: Volumen Hydragyrum
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short (Created in short, Mid range reach)
Chakra: 30 (-10 Chakra per turn)
Damage: N/A (60+20= 80 if used Offensively)
Description: The user will perform a series of three hand seals ( Ram - Horse - Tiger ) and send water-based chakra in an area around them within short-range. He will materialize sticky water, similar to the water found in (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field, and shape into the shape of a sphere. The water created in this technique differs from most water, where it has a shiny luster and acts as a mirror rather than being completely blue or translucent. The blob of water is quite useful and has two main abilities. Firstly, the blob, if within three meters of the user, acts as a near-instantaneous defense against a wide array of attacks. It is a sentient being that can grow in size, up to twice the size of the user and immediately cover the user (transparent from the inside) in a sphere of its own body (Shape is changeable to an extent; it could be a wall, block, cube, vortex-like shape, etc). The water body would be able to defend against a multitude of attacks by using its body, and more specifically, the sticky aspects of its composition. If a physical and tangible based attack, such as earth or earth based elements, is sent out by the target, that attack would stick into the blob's body and cling to it. If an energy based is released, like Fire, or Lightning, it would simply act as a normal Water Defense. A secondary ability sacrifices the blob itself. Through a single hand seal, a multitude of tentacles can burst forth from the main body of the blob up to mid-range. It is capable of grabbing a hold of enemies around the battlefield, and either pierce them, or grasp them and pull them into the main body. If the enemy is successfully trapped within the main body, the sticky-like composition of water would make it difficult to even move. The user can choose to keep the enemy within the body as a form of torture, or use chakra to increase the density of the water, which would easily crush a normal human.
Notes&Restricitons:
Note #1 The blob can only be created three times and lasts in the battlefield for up to three turns.
Note #2 The blob itself is a sentient being that can act on its own accord. It simply feeds from the users' chakra per turn to allow it to maintain the blob. Because of the constant donation of chakra, if it is not completely destroyed within one turn, then the blob would regenerate off of the users' chakra.
Note #3 The blob itself is relatively slow and moves at the user's walking speed.
Note #4 Can only be taught by EdwardSama
Note #5 The second ability is the only offensive component of this technique. The initial activation despite being near-instant is purely defensive in usage.

(Fuuin/Ototon: Tenrai Kainyū) - Sealing/Sound Release: Divine Intervention
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-5 per turn if used on techniques such as Stone Golem, etc)
Damage: N/A (+20 to Suiton)
Description: A technique created specifically to counteract the weaknesses of Water and Earth techniques, allowing them to become neutral to said weaknesses when this is used. The user will perform an additional handseal at the end of a Suiton/Doton technique, creating a seal upon said technique. Once created, the seal will release Sound waves that the user is capable of controlling in order to give his technique, depending on the element, different properties.

Suiton - having activated the seal, the user will create low frequency, high amplitude sound waves that pass through his technique, giving it destructive properties, that allow it to fight on equal terms with Doton. These waves vibrate faster by passing through the water while simultaneously 'coating' the technique with sound waves that 'repel' anything in contact with the water which allows it to become destructive.

Doton - differing from the Suiton version, the user will create sound waves that pass harmlessly through the Doton technique whilst the sound waves on the outer part of the technique can be altered to mimic the frequency given off by Lightning techniques used by your opponent, causing them to dissipate.

♒ The seal is created in the same timeframe as the technique on which it is used
♒ Usable 4 times per battle
♒ Cannot be used on techniques above S rank
♒ Can only be taught by Lee

Symmetra watched as her fire was subdued by a glob of water that surrounded her opponent. A plethora of tendril ripped from the water beasts body aiming to hit her dragon. Voldo quickly released an abundance of chakra threads from his body that quickly clumped together to form tendrils on his own. These tendrils go head to head with the tendrils released from the water beast ripping through them and neutralizing them as they continued towards the beast itself.

Due to the nature of Puppetry, Symmetra focused on doing a simultaneous attack. using the seals located on its body, The obsidian colored dragon released a powerful gust of wind that originated from the ventral side of his body. Due to the massive size of the dragon this gust of wind covered 15 meters in all directions beneath it and Symmetra.

(Vorudo) – Voldo - Reference
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: Voldo is a unique puppet crafted for the art of assassination and mass murder. Voldo is a tall and slender puppet make out of the finest material. Unlike other puppets, Voldo is built to be long lasting and durable. His puppet body is reinforced with tough metals such as iron and lightweight steel. Due to the additional metal, he ways a bit more than most puppets but his speed is not completely hindered as he is able to move just as fast has his user. The reinforced body paired with his cage-like exoskeleton armor provide him a A rank defense against enemy attacks. The cage-like exoskeleton mimics the durability of Sasori's Hiruko puppet. Voldo's unique composition allows him to release chakra threads from any location on his body in a mass abundance. These chakra threads can be manipulated to clump and condense together to form various attacks that are needed. In this usage, the chakra thread usage of this degree is equal to an S rank attack and due to its compressed and condensed nature is equal to elemental jutsu of the same rank(Requiring 40 chakra to use and a move per turn). The chakra threads themselves can be used to control Sasori's 100 puppet jutsu. In this usage, the chakra threads do not count as a move per turn such as Sasori's chakra thread compartment. * Due to this puppet being unique to Sasori, its weapons are soaked in the heavy metal based poison. Hidden in Voldo's knees and elbows, there is a compartment that leads up into the thigh/forearm. On command, these compartments will open and a sharp, medium sized spike will protrude out of the opening that can be used to strike the opponent. There is an open space within Voldo's chest that is capable of holding Sasori's container of living flesh. The construction of Voldo's body is also unique. It's joints twist on an axis in both directions allowing the puppet body to contort and be unpredictable in combat. This making him the perfect close range fighter. In his arms, the mechanism able to use the Chakra Shield technique is present. Voldo is stored in a scroll and can be summoned to the battlefield at any time.
Can only be taught by Daemon.
Must have a Sasori bio.
 

Detective L

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"What a foul being."

I state, rather off put by the myriad of attacks launched at me, by this beast. Nonetheless, without further ado, my body would distort as I suddenly disappeared out of view. From behind and above the foul beasts, I would emerge, in all my glory. Hindered in their view by the gust of Wind released, I would unleash my assault from the heavens, and strike down the beast. A dark jet of energy blasts onward, aiming to rip through the entirety of the dragon-like creation.

( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

(​​Kuro Mahou​ )​ ​-​ ​Dark​ ​Arts​ ​
Type:​ ​Supplementary​ ​/​ ​Offensive
Rank:​ ​B-S
Range:​ ​Short​ ​-​ ​Long
Chakra:​ ​20-40
Damage:​ ​40​ ​-​ ​80
Description:​ ​The​ ​Dark​ ​Arts,​ ​also​ ​known​ ​as​ ​Dark​ ​Magic,​ ​refers​ ​to​ ​any​ ​type​ ​of​ ​magic​ ​that is​ ​mainly​ ​used​ ​to​ ​cause​ ​harm,​ ​control,​ ​or​ ​even​ ​death​ ​to​ ​the​ ​victim.​ ​The​ ​Dark​ ​Arts​ ​are​ ​not necessarily​ ​"evil",​ ​just​ ​because​ ​it's​ ​labelled​ ​"dark".​ ​While​ ​the​ ​Dark​ ​Arts​ ​have​ ​a​ ​bad​ ​reputation, overall,​ ​dark​ ​magic​ ​is​ ​not,​ ​by​ ​definition,​ ​"evil"​ ​magic.​ ​​ ​A​ ​Dark​ ​spell​ ​is​ ​primarily​ ​defined​ ​as​ ​any spell​ ​that​ ​consistently​ ​affects​ ​the​ ​object​ ​in​ ​a​ ​negative​ ​manner,​ ​usually​ ​associated​ ​with​ ​varying levels​ ​of​ ​discomfort.

Dark​ ​spells​ ​can​ ​be​ ​classified​ ​into​ ​three​ ​groups:​ ​jinxes,​ ​hexes,​ ​&​ ​curses.​ ​These​ ​groups​ ​form​ ​a hierarchy,​ ​with​ ​jinxes​ ​at​ ​the​ ​base,​ ​hexes​ ​in-between,​ ​and​ ​curses​ ​at​ ​the​ ​top.​ ​The​ ​further​ ​one ascends​ ​up​ ​this​ ​hierarchy,​ ​the​ ​more​ ​wicked,​ ​the​ ​stronger,​ ​the​ ​longer-lasting​ ​and​ ​the​ ​less reversible​ ​the​ ​Dark​ ​spell's​ ​effects​ ​appear​ ​to​ ​be.

B rank
​ ​
Ebublio​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​

The​ ​Ebublio​ ​Jinx​ ​(​ ​Ebublio​ ​)​ ​is​ ​a​ ​jinx​ ​that​ ​entraps​ ​the​ ​target​ ​​ ​in​ ​a​ ​very​ ​large​ ​bubble​ ​that absorbs​ ​physical​ ​force,​ ​allowing​ ​it​ ​to​ ​survive​ ​attacks​ ​of​ ​equal​ ​rank​ ​and​ ​lower.​ ​Appearing​ ​as​ ​a brilliant​ ​purple​ ​jet​ ​of​ ​light​ ​accompanied​ ​by​ ​purple​ ​flame​ ​and​ ​smoke,​ ​when​ ​the​ ​spell​ ​lands​ ​a bubble​ ​rapidly​ ​expands​ ​from​ ​the​ ​point​ ​of​ ​contact​ ​to​ ​envelop​ ​the​ ​target.​ ​While​ ​it​ ​is​ ​able​ ​to absorb​ ​physical​ ​force,​ ​it​ ​is​ ​vulnerable​ ​to​ ​energy​ ​based​ ​attacks.​ ​If​ ​the​ ​item​ ​targeted​ ​is​ ​within short​ ​range,​ ​the​ ​user​ ​is​ ​able​ ​to​ ​create​ ​the​ ​bubble​ ​around​ ​said​ ​object​ ​nonverbally​ ​and​ ​without​ ​a wand​.

Leg-Locker​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​

The​ ​Leg-Locker​ ​Jinx​ ​(​ ​Locomotor​ ​Mortis​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​is​ ​used​ ​to​ ​bind​ ​the​ ​legs​ ​of​ ​the victim​ ​together.​ ​Similar​ ​to​ ​the​ ​Impediment​ ​Jinx,​ ​the​ ​Leg​ ​Lock​ ​Jinx​ ​renders​ ​the​ ​target's​ ​leg muscles​ ​​ ​to​ ​“freeze”​ ​up,​ ​preventing​ ​movement.​ ​In​ ​certain​ ​scenarios​ ​where​ ​the​ ​opponent​ ​is moving,​ ​by​ ​binding​ ​their​ ​legs,​ ​this​ ​jinx​ ​can​ ​cause​ ​them​ ​to​ ​fall​ ​over​ ​with​ ​great​ ​force​ ​from​ ​their momentum.​ ​The​ ​effects​ ​are​ ​short​ ​lasting,​ ​however,​ ​never​ ​lasting​ ​more​ ​than​ ​a​ ​single​ ​turn,​ ​and can​ ​be​ ​countered​ ​by​ overpowering​ ​it​ ​with​ ​raw​ ​physical​ ​power.​ ​The​ ​target​ ​can​ ​still​ ​mold​ ​chakra,​ ​however; it’s​ ​just​ ​that​ ​his​ ​muscles​ ​become​ ​unable​ ​to​ ​move

A rank

Flagrante​ ​Hex:​ ​​ ​-​ ​Supplementary/Offensive​ ​

The​ ​Flagrante​ ​Hex​ ​(​ ​Flagrante​ ​)​ ​is​ ​a​ ​Hex​ ​that​ ​causes​ ​objects​ ​to​ ​emit​ ​searing​ ​heat​ ​when touched.​ ​​ ​An​ ​object​ ​bewitched​ ​in​ ​this​ ​way​ ​will​ ​burn​ ​not​ ​only​ ​flesh,​ ​but​ ​material​ ​as​ ​well,​ ​causing second​ ​degree​ ​burns​ ​on​ ​contact​ ​and​ ​melting​ ​through​ ​bones​ ​within​ ​minutes.​ ​Protecting against​ ​this​ ​curse​ ​is​ ​difficult,​ ​as​ ​there​ ​are​ ​no​ ​outward​ ​signs​ ​of​ ​its​ ​use​ ​though​ ​once​ ​it's​ ​effects only​ ​apply​ ​to​ ​things​ ​it​ ​touches.​ ​This​ ​can​ ​be​ ​applied​ ​through​ ​direct​ ​contact​ ​with​ ​an​ ​object, hexing​ ​it​ ​and​ ​then​ ​removing​ ​contact​ ​with​ ​the​ ​object with it's​ ​effects​ ​being​ ​triggered​ ​or​ ​through release​ ​of​ ​a​ ​orange​ ​jet​ ​of​ ​energy.​ ​Year​ ​6​ ​and​ ​up​ ​Kisei​ ​are​ ​able​ ​to​ ​add​ ​the​ effects​ ​of​ ​Flagrante to​ ​other​ ​spells​ ​or​ ​jutsu​ remotely ​at​ ​the​ ​cost​ ​of​ ​a​ ​jutsu​ ​per​ ​turn​ ​and​ ​can​ ​only​ ​be​ ​done​ ​three ​times​ ​per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant).​ ​Can​ ​only​ ​be​ ​used​ ​overall​ ​5​ ​times,​ ​each​ ​with​ ​a​ ​turn​ ​break​ ​in​ ​between.​ ​

Reductor​ ​​ ​Hex:​ ​​ ​-​ ​Defensive/Offensive​ ​

The​ ​Reductor​ ​Hex​ ​(​ ​Reducto​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​can​ ​be​ ​used​ ​to​ ​blast​ ​solid​ ​objects​ ​into pieces.This​ ​spell​ ​differs​ ​from​ ​Bombardment​ ​as​ ​Bombardment​ ​creates​ ​an​ ​explosion​ ​through force;​ ​Reductor​ ​insteads​ ​heats​ ​the​ ​object​ ​until​ ​expands​ ​through​ ​heat,​ ​reducing​ ​it's​ ​form​ ​into ashes,​ ​rapidly​ ​heating​ ​through​ ​and​ ​melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.

S rank

Sectumsempra​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​

Sectumsempra​ ​(​ ​Sectumsempra​ ​)​ ​is​ ​a​ ​curse​ ​whose​ ​effect​ ​is​ ​the​ ​equivalent​ ​of​ ​an​ ​"invisible" sword;​ ​it​ ​is​ ​used​ ​to​ ​slash​ ​the​ ​victim​ ​from​ ​a​ ​distance,​ ​causing​ ​rather​ ​deep​ ​wounds.​ ​The​ ​slash follows​ ​the​ ​user's​ ​wand​ ​movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. ​ ​Due​ ​to​ ​the​ ​depths​ ​of​ ​the​ ​cut,​ ​the​ ​victim’s​ ​run​ ​the​ ​risk​ ​of dying​ ​from​ ​blood​ ​loss​ ​if​ ​medic​ ​treatment​ ​is​ ​not​ ​applied​ ​in​ ​time,​ ​if​ ​the​ ​wounds​ ​are​ ​not​ ​instantly fatal.​ ​Though​ ​the​ ​aforementioned​ ​medjutsu​ ​may​ ​heal​ ​the​ ​wounds​ ​and​ ​may​ ​prevent​ ​scars,​ ​any body​ ​parts​ ​that​ ​have​ ​been​ ​severed​ ​by​ ​this​ ​curse​ ​cannot​ ​be​ ​grown​ ​back​ ​(​ ​a​ ​trait​ ​of​ ​dark​ ​magic's permanent​ ​effects​ ​).​ ​This​ ​can​ ​only​ ​be​ ​used​ ​4​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range,​ ​it's​ ​effectiveness​ ​and​ ​lethality raised​ ​through​ ​closeness.​ ​After​ ​using,​ ​the​ ​user​ ​cannot​ ​use​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher​ ​next turn.


Crucio​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​

The​ ​Cruciatus​ ​Curse​ ​(​ ​Crucio​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister​ ​spells known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully,​ ​the​ ​curse​ ​inflicts​ ​intense,​ ​excruciating​ ​pain​ ​on the ​victim.​ ​To​ ​successfully​ ​perform​ ​this​ ​curse,​ ​merely​ ​uttering​ ​the​ ​incantation​ ​is​ ​not​ ​enough. The​ ​wizard​ ​or​ ​witch​ ​must​ ​possess​ ​a​ ​deep​ ​desire​ ​to​ ​cause​ ​the​ ​victim​ ​pain​ ​and​ ​strike​ ​the opponent​ ​with​ ​a​ ​red​ ​jet​ ​of​ ​energy.​ This​ ​curse​ ​seemingly​ ​targets specific​ ​parts​ ​of​ ​the​ ​opponent's​ ​brain​ ​when​ ​landed,​ ​overloading​ ​the​ ​pain​ ​receptors​ ​with intense​ ​and​ ​great​ ​unimaginable​ ​pain.​ ​This​ ​pain​ ​is​ ​so​ ​intense​ ​that​ ​the​ ​target​ ​cannot​ ​react rationally​ ​while​ ​under​ ​it's​ ​effects.​ ​In​ ​order​ ​to​ ​sustain​ ​the​ ​pain,​ ​the​ ​user​ ​cannot​ ​use​ ​any​ ​other jutsu​ ​or​ ​attacks​ ​while​ ​it's​ ​in​ ​use.​ ​Doing​ ​so​ ​will​ ​cause​ ​the​ ​curse​ ​to​ ​end,​ ​leaving​ ​the​ ​target aching​ ​but​ ​conscious.​ ​This​ ​can​ ​only​ ​be​ ​used​ ​3​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range​ ​and​ ​no​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher next​ ​turn.​ ​

Forbidden rank

Avada​ ​Kedavra:​ ​​ ​-Offensive​ ​

The​ ​Killing​ ​Curse​ ​(​ ​Avada​ ​Kedavra​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister spells​ ​known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully​ ​on​ ​a​ ​living​ ​person​ ​or​ creature,​ ​the​ ​curse causes a​ ​quick,​ ​painless​ ​death,​ ​without​ ​any​ ​signs​ ​of​ ​violence​ ​on​ ​the​ ​outside​ ​body.​ ​This​ ​happens
by​ ​the​ ​spell​ ​having​ ​being​ ​so​ ​comprised​ ​of​ ​mahou​ ​that​ when​ ​it​ ​strikes​ ​the​ ​opponent,​ ​it​ ​passes through​ ​the​ ​body,​ ​the​ ​energy​ ​destroying​ ​the​ ​heart​ ​on​ ​a​ ​cellular​ ​level while​ ​blasting​ ​them​ ​backwards​ ​10 meters.​ ​However,​ ​one​ ​may​ ​dodge​ ​the​ ​green​ ​bolt​ ​or block​ ​it​ ​with​ ​a​ ​physical​ ​barrier​ ​of​ ​equal​ ​power.​ ​An​ ​explosion​ ​of​ ​green​ ​fire​ ​may​ ​result​ ​if​ ​the​ ​spell hits​ ​something​ ​other​ ​than​ ​a​ ​living​ ​target.​ ​The​ ​Avada​ ​Kedavra​ ​curse​ ​is​ ​recognizable​ ​by​ ​the flash​ ​of​ ​green​ ​light​ ​and​ ​the​ ​rushing​ ​noise​ ​emitted​ ​from​ ​the​ ​caster's​ ​wand.​ ​When​ ​the​ ​curse​ ​hits a​ ​living,​ ​organic​ ​target,​ ​it​ ​is capable of killing ​them​ ​without​ ​noticeable, outwards​ ​injury.​ ​However,​ ​when​ ​this curse​ ​hits​ ​an​ ​inanimate​ ​target,​ ​it​ ​produces​ ​short range greenish​ ​explosions​ ​of​ ​small​ ​fire.​ ​Can​ ​only​ ​be​ ​used twice​ ​per​ ​opponent,​ ​preventing​ ​usage​ ​for​ ​3​ ​turns​ ​after​ ​usage​ ​and​ ​no​ ​S​ ​rank​ ​and​ ​higher​ ​Dark Arts​ ​for​ ​two​ ​turns.

Note:​ ​Nearly​ ​all​ ​Dark​ ​Arts​ ​take​ ​the​ ​form​ ​of​ ​​ ​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Dark​ ​Wizards​ ​can​ ​use​ ​Hexes​ ​and​ ​Curses​ ​while​ ​Light​ ​Wizards​ ​can​ ​only​ ​use​ ​Jinxes.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.
 

Daemon

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An audible woosh sound came from behind Symmetra causing her to look back noticing her opponent materialize out of some vortex like rip in space. It seemed this lady had more tricks up her sleeve than she lead on. Voldo immediately released more threads from his body clumping them together to form a spiked wall that lunged out and hit Morgana.

(Vorudo) – Voldo - Reference
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: Voldo is a unique puppet crafted for the art of assassination and mass murder. Voldo is a tall and slender puppet make out of the finest material. Unlike other puppets, Voldo is built to be long lasting and durable. His puppet body is reinforced with tough metals such as iron and lightweight steel. Due to the additional metal, he ways a bit more than most puppets but his speed is not completely hindered as he is able to move just as fast has his user. The reinforced body paired with his cage-like exoskeleton armor provide him a A rank defense against enemy attacks. The cage-like exoskeleton mimics the durability of Sasori's Hiruko puppet. Voldo's unique composition allows him to release chakra threads from any location on his body in a mass abundance. These chakra threads can be manipulated to clump and condense together to form various attacks that are needed. In this usage, the chakra thread usage of this degree is equal to an S rank attack and due to its compressed and condensed nature is equal to elemental jutsu of the same rank(Requiring 40 chakra to use and a move per turn). The chakra threads themselves can be used to control Sasori's 100 puppet jutsu. In this usage, the chakra threads do not count as a move per turn such as Sasori's chakra thread compartment. * Due to this puppet being unique to Sasori, its weapons are soaked in the heavy metal based poison. Hidden in Voldo's knees and elbows, there is a compartment that leads up into the thigh/forearm. On command, these compartments will open and a sharp, medium sized spike will protrude out of the opening that can be used to strike the opponent. There is an open space within Voldo's chest that is capable of holding Sasori's container of living flesh. The construction of Voldo's body is also unique. It's joints twist on an axis in both directions allowing the puppet body to contort and be unpredictable in combat. This making him the perfect close range fighter. In his arms, the mechanism able to use the Chakra Shield technique is present. Voldo is stored in a scroll and can be summoned to the battlefield at any time.
Can only be taught by Daemon.
Must have a Sasori bio.
Simultaneously and passively, Symmetra took precautions to her opponent, if she was able to move like that and try a sneak attack, she would likely do it again at a later point. She began to grow an extra set of arms and eyes around her head that gave her 360 degree vision, while growing the upper half another puppet from right over her heart container, it was Darui of the Cloud Village.

(Kigen) Genesis - Passive
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short-Mid
Chakra: 10-30
Damage: 20-60
Description: A Mutation Fist technique that incorporates a basic and advanced application into the style. This technique is essentially another basic application that allows the user to adjust their body as they see fit. By simply sending chakra into seals across their body up to four at max the user is able to resummon a limb if wanted and replace it with an appendage to further suit their needs or just summon an appendage from anywhere on their body. The capabilities of this technique is near limitless, but the attachments must still be logical. At most the attachments can deal up to A-rank damage however, if the user has more than one limb then the rank will be split between said limbs. If desired the user can choose to coat said limb into any elemental nature they know with the help of sealing tags that the style is composed of. The user is also able to create attachments that can act as a shield or other supplementary tasks. An example of this technique in action would be the user using it to replace one of their arms with a snake entity that can be protracted up to a foot in length and replace their other arm with one that has a sword in it; the snake can be used to restrain or grapple on to opponents depending on its rank. Like what Mutation Fist is based on it essentially allows the user to direct attacks at the enemy giving them little time to counter. Let it be noted, that these replacements will essentially become physically modified onto the user’s body and can be permanent. However, the user can always choose to passively return their body back to its original state if wanted, but if choosing to keep their modified body the user can always choose between wielding their body as freeform tools or by spending a move they can apply the damage of the rank of the technique they originally used. The user can also send chakra in up to four tags located on their limbs and resummon them, but can only last one turn and can't be used on the user's heart itself, and if doing so then the usage is equal to D-rank and five additionally chakra point are required for each limb resummoned. If wanted, the user can choose to passively start a battle with certain attachments as long as it is stated in the user's biography or beginning of a battle. There is also a passive function of this technique that enables the user to produce limbs such as hands or legs in order to perform hand seals or jutsu requirements. For example, if the user's hands are preoccupied they can use this to passively produce hands in order to perform the hand seals requires for the jutsu to be activated. In no way can this be used in order to use another jutsu at the same time as the user is currently performing one. This will only allow the user to more conveniently perform the requirements for certain techniques and the process of summoning the hands and performing the jutsu requirements happens pretty smoothly. With this version the user can also create passive attachments equivalent to free form, but the attachments must still follow the rules stated above.

Note: A-rank version can only be used four times with a turn cool down between usages.
(Shīringu/ iryō geijutsu) Gluttonous Manifestation - Passive
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+5 each time activate)
Damage: N/A
Description: A Mutation fist technique that involves the user summoning forth puppet limbs and things of that nature. This technique, however, involves basic puppetry and Fuinjutsu, something that the style is based on. Sasori created this technique to allow him to manipulate his puppets with greater control and precision without the need of chakra threads and without having to worry about another individual such as his puppets. Gluttonous Manifestation is a technique that involves the user sealing up to three puppets of their own inside of a sealing tag that will be placed on their body like any other Mutation seal. The thing so special about this seal is that the user will be able to passively spend five chakra points to activate up to three seals on their body and release one of the sealed puppet’s limbs. For example, if the user were to seal the Hiruko puppet inside of their seals, the user would be able to passively spend five chakra points to activate the seal and release from it one of Hiruko’s body parts like his tail. While the seal may be passively activated it still requires for the user to spend a move in order to actually utilize one of the sealed puppets abilities or limbs. The puppets that are sealed by this technique cannot be used by any other means so they cannot be summoned to the field and also the user must post this technique in their biography with the puppets that are sealed inside. Since this technique can be passively activated, up to three of the seals can be activated at once, but it would still cost a move for the user to utilize the attachments that emerge from them. Additionally, the strength and range of attachment simply depends on the puppet the user is utilizing. Essentially, this technique allows the user to become one with their puppets and fight along side them as they normally would.

Darui - Reference
Type: Human Puppet
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Darui is a fairly tall, dark-skinned man with a slightly bulbous nose, a lazy look in his eyes and shaggy, white hair which covers his left eye. He wears a high-collared, sleeveless uniform with loose fitting pants, bandages on his wrists and the one-strap-over-one-shoulder Flak Jacket of a Kumogakure shinobi. Darui also has stylised characters for water (水) and lightning (雷) tattooed on his right and left shoulders respectively, denoting his chakra's nature affinities, Water Release and Lightning Release, as well as the fact that he has a kekkei genkai, the Storm Release. The tattoo on his left arm also signifies that he has inherited the Third Raikage's black lightning. He carries a broad, foldable, cleaver-like sword, strapped to his back, when outside the village. The Darui puppet is a strong one resembling the resilience of Kumogakure. Darui as the Fifth Raikage adds to Sasori's collection of Raikage puppets. Darui is capable of using all 5 basic elements as well as his unique black lightning and his kekkei genkai, Storm Release. Darui fashions a large cleaver sword that is soaked in poison. Now for the body modifications, Darui can detach any limb on his body and reveal it is connected by a spiked chain(the chain is retractable). This increases the range of his attacks as well as allowing him to grapple things in long range, restraining targets etc. Like Sasori's stomach cable its direction can be changed on whim. Similar to the Sasori puppet, on the palms of Darui's hands he can eject a tube or nozzle that spews out a beam of storm release. The storm release released from his palms are equivalent to A rank in power. The initial blast is like a wave of Storm Release but his hand can be twisted like nobs to narrow the stream to slice through objects or for just pinpoint accurate attacks. The streams ,like Sasori's, can reach up to Long range. Darui's body is durable capable of withstanding punches from Sakura and relatively high ranked jutsu( A rank and below). Like most of Sasori's other puppets, Darui has a compartment for Sasori to switch into.

Simultaneously as this occurred, The Ebony Dragon Released a blast of lightning from one of the seals located on its lower back. The wave of lightning would blast at 120 degrees coming from below Morgana as the Chakra thread spiked wall approached her body. Once the lightning wave was shot out of the dragon's back Darui came into play, He formed a ring of clouds around Symmetra's body that was large enough to include Voldo and Darui protruding out of her body also.

(Hentai) Metamorphosis - Reference
Type: Offensive/Supplementary/Defensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Here we have one of the more unique techniques available in Mutation Fist that invokes the user's ability to produce puppet protrusions shaped after different animals. By sending a surge of chakra through seals located on their body the user will instantly replace just about every one of their puppet limbs which will mainly be aimed at the major appendages such as arms. Legs, head etc. The user’s entire body will essentially undergo a full body Mutation as they are transformed into that of a obsidian colored serpentine dragon around fifteen meters long. This dragon dragon is covered in several layers of metallic plates and wooden puppet material. If wanted the user can simply submerge their puppet body inside of the dragon. Essentially, the user will have transformed their puppet body into that of a dragon instantly. Located along the surface of the dragon are a pair of wings that have flaps located along their surface. By pumping chakra into the wings it allows for the user to initiate a mode of flight allowing the user to easily traverse the field, by simply willing themselves in a certain direction. The flight is activated instantly as the user has transformed.

This Mutation Fist technique is mainly utilized in order to give the user additional maneuverability and for navigation. While mutated, the user is gifted the passive ability of flight, but due to how the user does not possess any hands it makes it difficult to perform any techniques that require hand seals; however the user can find ways around that such as relying on other Mutation Fist techniques or emerging their body from the dragon if it was submerged. Due to how the dragon is constantly flying around it makes it difficult in a way to hit it with a pinpoint strike. If wanted the user can choose to spend a move and ten chakra points to release a concentrated blast of chakra from the dragon's body allowing for the user to thrust themselves into a specific area up to ten meters ahead. Offensive wise, it is possible for the user to utilize sealing tags located across their body or more specifically, if wanted, their mouth area and choose to release a concentrated blast of an elemental nature the user knows into a certain direction. These elemental natures are equal to S-rank/long range and the user must spend a move each time that they are utilizing an elemental nature. If wanted the user can choose to release the blast as a stream or in a wide scale manner similar to simply breathing it out. If desired the user can carry a multitude people on their back.

Note: Can only transform once
Note: Can last up to three turns .
Note: If simply submerging their body inside of a dragon, the user can choose to emerge their puppet body from any place on the dragon.
Note: If the user's body is submerged inside then the dragon is capable of being destroyed by an S-rank attack, but if the user's body itself has been mutated, then any attack could harm them.


(Ranton: Raiunkōha) - Storm Release: Thunder Cloud Inner Wave
Rank: A
Type: Offensive/ Defensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: After performing the required hand seals the user uses Storm Release to generate a thick ring of thunderclouds and electricity around him, creating an offensive and defensive ward. He can then uses these clouds to fire powerful blasts of lightning at his enemies, and as an electrified perimeter; effectively preventing his enemies from getting close. But a wind elemental technique can blow the clouds away.
Note: Cloud of rings lasts 2 turns

After the hits landed, the Dragon would make its way to the ground and landing before collapsing into spare puppet parts as Symmetra emerged from it's body like a butterfly that just emerged from its cocoon.

You've seen better days, I'm sure.
 

Detective L

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Such majesty and strength, this Muggle was truly something to behold. Unfortunate that she would have to die today. Her creations of course, were powerful and offered up most of their usages against me. Bombarded in my approach, I chose to take a step back, now having a better understanding of her "abilities". With the reaction of chakra threads once more, coupled with the sound of roaring thunder from below, whilst in mid air, an epiphany. Beneath my feet, a hexagonal shape appears as I launch myself from it (to make it clearer, chakra threads come from in front, lightning from below, so I just move in the opposite direction fast enough to dodge the Lightning's upward linearity and the chakra threads' forward one at the same time). Another, as I once more push myself backward, moving out of range of both the linear chakra threads, and the rising Lightning. Another push of the platform allows me to move at quite some speed, slamming onto the ground in a roll. During this, a dark seal manifests upon my being. The entirety of my body covered in a black/purple aura, capable of concealing my movement and making me difficult to target. Now, at mid range from my target, we're both back on the ground, her beast has fallen, yet she now utilized another in the shape of a man. Dark practices perhaps? Ungodly methods to utilize his soul, for his abilities? She's quite likable, now.

"You're definitely a challenge, girl. What title do you bare? Queen? Regent? Or perhaps, just a measly combatant?"

I asked, my tongue as sharp as a knife. From here, things would only get more interesting. A dark cloud surrounded her as well, ironic. We were so different, yet quite similar as well.

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(Ninpo: Uchū U~ōkā)- Ninja Art: Universe Walker
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30 (-5 per additional platform)
Damage: (+20 to taijutsu)
Description: The user leaps powerfully off the ground and into the air. At the designated location, the user manifests a super-flat, hexagonal platform of chakra that rests vertically in the sky. Using the platform, the user pushes off in order to change his direction. Adding to this movement, the platform’s special characteristic comes into play. When the user connects with it, the platform recognizes the user's chakra. This immediately activates a chakra based, high-tension spring connected to a flat base (which is what the user is standing on) that is intended to propel the user off. This section is located wherever the user connects with the platform. This propels the user from the platform at speeds exceeding his ordinary capabilities. At each successive platform, the user’s speed increases by 25% (up to a max of 100% of their base speed) because of his continually increasing speed being accelerated by the springs. (Ex: The user rebounds off two platforms, each spring increasing his speed by 25%. The user now travels through the air at 1.5x his base speed). As long as the user has his speed increased by at least one platform, the user’s next immediate taijutsu technique is empowered by +20. (Ex: The user rebounds off of one spring, gaining speed. Using the speed and increased force, the user travels towards the ground and punches the opponent with the enhanced strike). The speed gain only applies to the user’s traveling speed while utilizing the springs and is not a sustained ability.
- Usable three times per battle
- Damage increase applies to only one taijutsu technique used in conjunction/after this technique
- No basic ninjutsu above A-rank the same turn

(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.

Notes:
-Can only be taught by Detective L
-Can only be used twice per battle
 
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Daemon

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A dark cloud enveloped Morgana making it hard to see her precise movements.

I do not prefer titles. But If I were to have one, it'd be Savior or Saint.

Symmetra outstretched her hand growing a puppet head from the palm of her hand. It opened it's mouth and fired a laser of storm release at Morgana. Simultaneously, Darui sends its Water chakra into the ground beneath the Witch, forming a prison of water around her. This prison would restrict her movements as the laser of storm approached her body.

(Nasushī) Nascency
Type: Offensive/Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: A form of Mutation Fist that takes advantage of the user’s innate ability to summon forth protrusions such as extra puppet limbs and utilize them in order to release elemental blasts. By activating any sealing tag scattered across their body they will summon forth a head protrusion depending on where the seal was summoned from. Upon summoning a head the user must specify which elemental tag is located inside of it ranging from: A fire, water, earth, lightning, or wind tag or any KG/CE the user possesses. When activating the sealing tag the user is able to release a streamed elemental blast ranging from Short-Mid range.The user also has some leeway with the direction of the blast, meaning they can adjust its trajectory within reason. Every time the elemental blast is activated one must spend a move, but upon spending a move to summon forth the head, the user is able to release the elemental blast upon its protrusion in one move if wanted. While the head is not in action, the user can choose to manipulate the heads to release basic puppetry techniques or act as simple attachments of the user, that can act alongside the user at the same time as themselves or disperse them. At the most two heads can be summoned at once, but costs two moves if doing so. Let it be noted, that if using two heads at once they cannot be of different elemental natures, simply meaning it could only be used with two wind heads for exampleor if its a KG/CE then the user can use that specific element as well as an element that the Custom Element is based on.

Note: Can only be summoned four times.
Note: Only two heads can be present on the user at one time.
Note: Heads/limbs disperse after they release a singluar elemental blast/use a single puppetry technique.

(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment

Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.

Note: This creates its own water source.
 

Detective L

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The ground beneath me would quiver in anticipation upon the release of the maiden's chakra within it. Of course, a technique of sorts would be expelled. An intake of a single chakra sphere would be initiated, as I release it outward into a massive blast. This allows me to dispel the water as it rises, and at the same time, head towards the incoming Storm technique as well, rendering it useless. I would then heat the area around the odd women substantially, aiming to burn her from below. However, due to the addition of a wind covering, the technique would cause an upward explosion almost immediately upon its genesis. 'Twas a sudden, yet abrupt end to the foe.

(Musha Shukke Fuu: Yōsei no hōkō) | Warrior Monk's Way: Sidhe's Roar
Type: Supplementary | Offensive
Rank: S rank
Range: Short - Mid range
Chakra: 40
Damage: 80
Description: This is one of the strongest Warrior Monk's Way techniques which require from user great knowledge in using the style. The technique is not preceded with any kind of movement made by the user but rather just absorption of a single chakra sphere. This increases potential effectiveness of the techniques whilst decreasing the time needed for it to be completely performed. Once the user absorbs a sphere of chakra into their body they would immediately afterwards release it from each tenketsu of their body, creating an omni-directional blast which easily reaches mid range distance from initial place of its release to far off point. However this blast has a slight twist to it, due to it not being completely uniformed but rather assembled of a great amount of smaller sphere which rapidly spread so to give out a blast effect. Due to nature of how this technique is performed, it can easily break through up to A rank genjutsu whilst simultaneously continuing with the offense.

Notes:

-Can only be taught by Detective L
-Can only be used twice per fight.
-No A rank and above Musha Shukke Fuu techniques in the same turn and the next

(Katon: Makuro kasō) - Fire Release: Macropyre
Type: Offensive, Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 +20 =80
Description: User of the technique will release katon chakra in radius of up to 7 meters around opponent heating up the ground to the points of melting (depending on the terrain that is in question) whilst emitting heat waves with a redish hue to them. Just touching the heated ground would make damage to the opponent. The heat waves would give a mirages so to say, similar to the wavy lines that could be seen whilst looking at longer distances in deserts. The katon chakra around opponent would be capable of staying there up to two turns before dispersing and thus loosing its effects. Interesting to the technique is that in the case of either opponent or user using technique based upon wind, the heatwave would burst into flames because of oxygen feeding fire.
Note: Lasts for two turn or until an explosion occurs
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha

(Futon: Do~ūmu no kuiirimasu) - Wind Release: Doom's Devour
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A (+20 to hot/cold techniques)
Description: Doom's Devour is a wind technique which is used to supplement techniques of elements which traits are one of heat or coolness within reason. It can be applied to both basic and advanced elemental natures. By knowing that each body that produces heat creates an air-cloak around themselves as to be capable of protecting from being affected by real temperature by feeling one which is eather few degrees cooler or hotter, user would use wind chakra as to eliminate it before the intial techniques reaches them. With performance of a single hand seal, user would coat a technique with wind chakra which function would be the one of affecting the air-cloak which is produced around entites. By doing this, the temperature that is felt by the technique intially sent would either increase or decrease (depending on the element used) due to opposing technique/entity not being in possession of the air-cloak which they are creating as to cushion the climate. So if a scorching technique is affected by the wind, it will not increase its size, flames and similar, however temperature which is felt by the opposing party would increase due to them not possessing the usual air-cloak which protects them from the said conditions. This technique is initiated with a performance of a single hand seal and due to its nature being the one to supplement other techniques once used it will happen in corresponding time-frame to the technique which it was used with. This would increase the damage of hot/cold techniques due to the increase in heat or coolness which is felt by those who are not enveloped by the air cloak.

Note: Can only be used three times per battle
Note: Can only be Taught by Akasha
Note: Cannot be used with streaming techniques unless the user possesses a kekkei genkai which allows them to mold wind and x-element simultaneously or YY.
 

Daemon

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The ground beneath Symmetra began to heat up and instinctively she released layers up on layers of puppet parts to form a thick covering that protected her entire body including the puppets protruding from her body. Simultaneously, Darui generates a lotus of lighting in his hand and fires its petals and bud at Morrigan. The bud aimed directly for Morrigan's mid section while the petals dispersed into the immediate area all around her ( 2 meters around her from all sides).

(Aigisushīrudo) Aegis Shield
Type: Offensive/Defensive
Rank: S
Range: Short (Short-Mid)
Chakra: 40
Damage: NA (80)
Description: A form of Mutation Fist that involves controlling the quantity of puppet material protruding from the user’s body. By infusing chakra into just about all of the sealing tags located along the user’s body a multitude/abundance of puppets including things such as: arms, heads, and legs will continuously be expelled from their body. In a matter of seconds, the user and everything short-range of them (besides the opponent(s)) if wanted will find themselves encased inside of a thick and dense wall of puppet material from all angles. Each puppet limb by itself is fragile, but when amassed together alongside each other it provides a decent/dense meat shield. This puppet defense works by sheer numbers in order to slow down attacks; due to the large quantity of puppet material present on the field its serve as a decent shield to slow down the impact of nearly any incoming attack due to the material present. Essentially, this defense allows for the user to tank up to any damage of any S-ranked attack. On the other hand, there is another method of utilizing this technique that does involves an offensive attack. This version of the techniques follows the same principle of releasing an abundance of puppet material, but instead of having it form around the user, a large abundance of puppets limbs will be expelled from the user’s body at an incredible pace, and it is due to the sheer quantity/force of material present here that it will hit a target with the blunt force of a S-rank attack. Let it be noted that this offensive attack covers a wide range making it difficult to out run. If wanted the user can choose to release the basic puppetry move known as Poison Smoke screen, while the attack is in progress but it will cost one of the users three moves even though it occurs in the same time frame.

Note: Can only be used twice regardless of usage.
Note: No A-rank or above Mutation Fist after any usage.


(Raiton: Mankai Houden)-Lightning Style: Full Bloom Discharge
Rank:S
Type:Attack
Range:Short-Long
Chakra cost:40
Damage Points:80
Description: The user generates a huge lotus-like flower from his/her hand, using this, the bud of the flower gets shot towards the enemy whereas the petals disperse around the desired area.

As the Lightning lotus traveled towards her opponent, Symmetra did something unorthodox, using one of her extra sets of hands she formulated a handseal and cast a genjutsu that quickly made Morrigan's surroundings pitch black. The darkness started from behind Symmetra and quickly advanced forward as the darkness consumed everything, even the petals and flower bud.

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