Aj vs Xylon

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,729
Kin
6,839💸
Kumi
26,730💴
Trait Points
28⚔️
Oh oh, this should be good
Let's hope so!

Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
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)
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 (-10 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 80 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging any invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.

Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used once per battle, with the seal’s activation counting as a move.
- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage
(Sagīnjōzu) - The Sanguine Maw
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage.

Intrinsic Traits:

Sanguine Affinity (I-III): Fortifies the user’s vitality, enhancing their health by an additional 20/40/60 points. (II)
Roiling Blood (I-III): The intensity of battle augments the user’s power. Increases all damage by 10/15/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40. (II)
Fortified Anatomy (I-III): Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/20/30 points. (II)

Exsanguination (I-II): Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to 125%/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns. (I)

Blood Brawler
A warrior born in blood and battle. Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand.

Sanguinary (B-Rank, active): A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/50/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert.
Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.
Reborn in Blood (S-Rank, passive): When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc.
Tunnel Vision (S-Rank, active): For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle.
Blood Render (F-Rank, active): Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points.

Scarlet Virulence
A bloodborne plague spread from user to foe. Alters the appearance of the Sanguine Maw into a red and black two-handed axe dripping blood from its edges.

Vile Disease (B-Rank, passive): A virus born from the user’s blood. The user is immune to the effects of Vile Disease. The disease is released from the Sanguine Maw through its techniques and swings, most notably the blood that drips from its edges passively. The disease infects through a single moment of contact, inflicting 20 damage per turn indefinitely until cured with an S-Rank Medical Ninjutsu or A-Rank Yang/Utu technique.
Wave of Blood (A-Rank, active): A technique that produces waves and streams of blood from the Sanguine Maw, inflicting 60 damage and passively applying Vile Disease to any living target it touches. Costs the user 20 Health Points to activate.
Unholy Empowerment (S-Rank, passive): Converts the damage bonus of Roiling Blood into a powerful boon toward the user’s Scarlet Virulence abilities, and other techniques that manipulate their blood. Increases the damage bonus to 30/35/40% of missing Health Points.
Blood Familiar (S-Rank, active): Forms a familiar from the user’s blood, granting it 200 Health Points at the cost of 50. The familiar moves at a base speed of 17 and is able to use Vile Disease, Wave of Blood, and Exsanguination. Its Taijutsu inflicts 80 damage at the cost of a move, increased by 20 points of damage for every 20 points of Health lost.
Vector of Infection (F-Rank, passive): A passive augmentation to Vile Disease, increasing the damage it deals by an additional 20 points. It also saps the strength and agility of the victim, reducing their speed by 70% of its base and causing the Vile Disease to spread each turn to any other living target within 20 meters of their position, with the only exception being the user.

Endless Devourer
Consume the life of your foes. Alters the appearance of the Sanguine Maw into two one-handed axes.

The Butcher (B-Rank, passive): The user’s Bukijutsu with the Sanguine Maw siphons the life of the target they strike, whether the damage is inflicted or not. Each strike siphons 5% of the base damage of the technique used, unless it is evaded outright.
Empowered through War (A-Rank, passive): Whenever the user gains excess healing through The Butcher they activate Empowered through War, increasing their speed by 2.0x their base and all damage they do by 20. Lasts for two turns or until the user’s Health Points fall from their maximum.
Open Wounds (S-Rank, passive): When an opponent falls below 20% of their maximum health they will gain an Open Wound, causing them to bleed 10 Health per turn that can only be stopped when they fully heal themselves again. This bleed increases in potency to 20 and 30 points per turn when their health falls below 50 and 80% of their maximum health respectively.
Consumption (S-Rank, passive): A passive technique that accumulates any excess healing acquired through The Butcher. Excess healing is defined as any healing that goes beyond the user’s maximum health capacity. This healing is stored, up to 80, and can be added to Taijutsu or Bukijutsu technique as a boost to its damage, including Exsanguination.
Extinguish (F-Rank, active): Activated within the same timeframe as Exsanguination, causing any damage it inflicts to increase the rate of The Butcher from 5% to 15%.
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description:[ "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.

*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it too heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.

10m apart (mid-range).
30m wide clearing on a Snowy tundra.
Using The King of Beasts in sig. Angurvadal across my back.

Kōtetsu stood at the front of a three-way formation, with Sif and Solaire standing behind him off to his left and right sides. Of the three, Solaire was the first the move. He gathered a massive amount of chakra within his mouth that was condensed before being released through a deafening howl in the form of a massive golden beam aimed to strike Mugetsu's body. At the same time, the Inuzuka flexed his leg muscles to passively release the heavy weights that bound his speed and activated his enhanced strength.

Fenriru Hareyakana Hyūhyū Iu | Fenrir's Radiant Howl
Type Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This technique allows a Ninken to gather a massive amount of chakra within their mouth that is then condensed, and through a roar, howl, or bark the Ninken will release the condensed chakra in the shape of a green beam that reaches up to mid range, and is powerful enough to to pierce through its targets. Instead of releasing the stored chakra in the form of a beam, a Ninken can choose to release it as a radial blast that hits anything short range in front of them. Though the blast is unable to pierce targets, it delivers a massive amount of blunt force damage, allowing it to crush solid structures or force anything short range of the Ninken into mid-range. Due to the amount compressed chakra that is used to shape the beam, it's equivalent in strength to elemental techniques of it's own rank, while the radial blast can only affect B rank and below techniques.
Notes:
- Can only be used 3x per Ninken.
- Cannot be used consecutively.
- No Inuzuka techniques above S rank can be used during the same turn
( Chakura Chikara ) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: ( +25 to taijutsu techniques )
Damage points: ( +25 to taijutsu techniques )
Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike.
Note: Can only be used by Sakura, Momoshiki, Sarada or Tsunade bios.
Note: Once activated, lasts the entire battle.
(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Katai Omori) Leg Weights (Reference)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.
With the weights released he rushed forward in an arc to his left in order to avoid the path of Solaire's attack, and slid to a stop five meters away from Mugetsu with his left leg raised. He swung his leg downwards, releasing a sharp blade of air aimed to cut across his torso.

Storm Leg (Rankyaku)
Rank; B
Type; Attack
Range; Short-long
Chakra cost; 20 (+25)
Damage points; 40 (40 + 35 = 70)
Description; A taijutsu technique where the user kicks towards the opponent, which makes a a sharp air blade moving towards the opponent that can cut through objects and can severely damage a human flesh.
Health
200
Chakra
1,600 - 145​
Movement Speed
Kōtetsu: 14 (56)
Sif: 18

Tracking
Kōtetsu: 90
Sif: 44

Solaris: 10/80
Void Harvester: 5%
Void Infusions: 0/3
 

Xylon

Active member
Legendary
Joined
Jan 7, 2009
Messages
19,292
Kin
352💸
Kumi
268💴
Trait Points
0⚔️
Awards
Mugetsu observes one of the dogs collect chakra in its mouth. He sensed 4 targets (Chakra Sensing, Passive), all of them of the massive physique. The size of ninken impressed him. They were trained animals, not just in use of chakra, they also showcased a formation so they were coordinated. He wondered if their senses were sharper than ordinary war dogs as well.

As the dog unleashes a beam of chakra, Mugetsu is alarmed by the speed of their owner, not good if he gets caught at this distance. Mugetsu needed something quick and with that in mind he immediately sent a wave of sound below the surface that bounces back up and pushes Mugetsu at a distance. Mugetsu steps to the left (In the opposite direction Kotetsu was approaching from), and once again landing 25m directly behind the dogs.

(Sonido) - Sound Ceremony
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: Sound ceremony is an advanced sound manipulation skill. The technique falls in the broad of category of body flicker techniques, techniques that involve use of chakra for a sudden burst of speed. Sound ceremony does not involve any hand seals, the user begins by channeling a wave of sound that goes deep into the ground and travels back to the user, the travel time (back and forth) of the first wave is instant much like hindering sound and is meant to analyze the area (up to long range), the wave comes back carrying the information of the innate molecular vibrations of the surrounding area. Following the first wave, the user charges himself with chakra and travels to a distance, in a single step, as he lands, he sends a wave that travels into the ground and comes back, bouncing him off the surface yet again. The user could repeat this process for a maximum of 6 steps, the distance of each step itself depends on the user’s desire as well as his mastery in Taijutsu (10m normally, 20m for taijutsu specialists or Nb tai users, and 25m for those who have mastered NB Tai). The speed of the user as he travels is nearly untraceable to naked eye akin to leg weights (defined by a multiplier of x2 in the speed formula). Each step sends ripples through the surface user is stepping on, crushing the area and crumbling it into gravel. Though the process takes time (occurs between one to two second after the user steps off) , meaning the user could be on his third step by the time the area around the first step breaks apart. The technique is similar to a destructive sound wave, but it does not crush objects from sheer force. The wave released after each step, has the specific frequency that breaks the molecular bonds of the object in contact, causing it to fall apart (Vibrating an object at a frequency similar to that of its molecular frequency, causes it to fall apart. I.e. an opera singer breaking a glass with her voice). After at least 3 steps (2 seconds for a master) of moving around, the user could hit the opponent directly releasing the wave into the body, crushing the bones in the targeted area or limb. The technique can seamlessly be combined with another taijutsu for maximum potential damage. First movement is considered the first step, the user crushes the ground beneath him as makes his first move as detailed in the picture below .
Note: Usable 3 times per conflict.

-Effective against solid elements (i.e. steel, and crystal) upto its own rank. Distorts the shape of liquid substances and allows the user to step off them, even when submerged.
-If used to attack the enemy on the first or second step, the damage is reduced to ½ and only causes mild numbness to the targets body (apart from the damage itself).
-The damage of the technique does not root from hindering sound waves. The area of effect of the destructive waves is circular of the same radial range as the travel distance (10,20 or 25m). Surface/objects caught between multiple waves is crushed into finer grain.
-Requires mastery of Sound ninjutsu and taijutsu.


As he lands, Yoru would have a spiraling mass of darkness prepared, held in an arm protruding out of Mugetsu's body (Shapeshifting, Passive. Ref. Hagoromo in the Bio). Yoru would hurl Naraka at the dogs immediately as Mugetsu and him land behind them. Within a moment after, the ground would erupt near the dogs, launching snow and gravel up in the air (From first step of Sonido, area covers the dogs but Kotetsu should be safe). This should cause ninken to lose their footing and obstruct their view. Only for trio and Kotetsu to lose their vision right after.


Dark release: Purgatory (Kuraiton: Naraka)
Rank: A
Type: Offensive
Range: Short-Long
Chakra cost: 35
Damage: 70
Description: The user pulls dark matter and dark energy from the surroundings and hurls an orb of darkness held together by shape manipulation that spirals towards the enemy. The technique is formed in a similar manner to rasengan and becomes self-sustaining after forming the shape. The orb is initially small, with roughly the size and appearance of a black rasengan, but expands as it leaves the user’s vicinity with tendrils of darkness emerging from the aether moving into the orb, feeding it and spiraling inwards. The rate of expansion is quick as the technique gains the size of a Great Fireball by mid-range. The orb is dense and carries enough force to blast its way through solid elements, respecting strength and weaknesses. The concentration of Dark matter in the environment causes the lighting to get dim and makes the opponent experience blindness for the duration of the technique (meaning that should the technique clash with another and get destroyed, the effect fades away as well). This is because Dark matter has little interaction with electromagnetic forces, and opponents being in the vicinity of it are only able to see darkness. The target’s experience under this effect could be related to the Bringer of Darkness technique. Similarly, the technique also temporarily restricts chakra sensing, as the opponent is unable to see or detect any chakra radiating from other sources over the concentrated dark matter around them. When the technique hits the target, it combusts into Dark energy that engulfs the opponent, causing a freezing sensation followed by intense burning all around. Because the technique sustains itself, if not dealt with, it continues to damage (20/turn) the opponent into the following turns.
Note: Usable thrice per battle.
-The user could cancel this technique anytime with the use of a single seal of confrontation, causing Dark matter to disperse back into the aether.

The attacks were intended to assault the enemy's senses, overwhelming them with sound and obstructing vision. Mugetsu didn't think this was enough to defeat his enemies. But he was eager to see the extent of their capabilities.


------
Chakra:
Mugetsu: 3000-80
Yoru: 2000-35
------
Mugetsu:
Speed: 14
Tracking: 108
Yoru is part of Mugetsu atm. I will update as required
Artifact:
Mask of the Wolf- Solitude (5%)
Void Infusions: 0
 

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,729
Kin
6,839💸
Kumi
26,730💴
Trait Points
28⚔️
As Mugetsu moves Sif and Solair fuse into a single entity and increase their size to five meters in height, all the while never losing track of their target.

Keruberosu Mohō | The Cerebus Imitation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allows for two or more Ninken to fuse together to gain the size and strength increase signature to Inuzuka transformation techniques. Unlike most other transformations, the size increase is not static but is instead adaptable, allowing the fused Ninkens to freely shift between normal sizes up to giant summon sizes. Furthermore the fused entity is capable of producing additional limbs and appendages (No more than the sum of the unfused participants, i.e 2 Ninkens would have 8 legs total), and is also capable of increasing it's musculature for additional strength. Fused Ninken will gain a +20 damage boost to Inuzuka techniques, while also being capable of withstanding B rank and below physical attacks due to their enhanced musculature and fur, and holding the ability to shatter through B rank and below defences by increasing their size, or even just their density and weight. High Breeds who use this technique will have their healing factor increased greatly while in this state due to the shifting nature of this technique and the tremendous amounts of physical energy crammed into a single body, as a result they will be capable of regenerating from bruises, stab wounds and burns within the period of a turn, while more severe injuries such as shattered bones will require two turns to regenerate from. Along with this, they will gain the ability to perform minor changes to their bone and cartilaginous structure, such as alterations to accommodate for bipedal movement, elongate claws and fangs, and even the ability to alter the plates within their skulls to produce sprouting horns - however the changes will always be purely functional in nature, and unlike Kaguya's they will not hold the capacity to produce or manipulate bone to any exceptional degree.
Note:
- Last for four turns, five in the case of a High Breed.
- Merging requires to Ninken to be within a meter of each other, or direct physical contact.
- Can be used again to refresh the duration of this technique, or similar such combination transformations. Naturally this counts towards move and usage count.
- Can work alongside Double-Beast Head Transformation and other such Inuzuka techniques.
- In the case of only a single Ninken, the user can assist with this technique, producing a clone so as to reach similar effects. However the fusion will be less stable, and as such only last for half the time. (Rounded up (2 or 3 turns respectively))
- This technique will slowly begin to take its toll on a Ninken, should a Ninken enter into another transformation directly after this technique, or refresh it's duration, they will, after 5 turn enter a fatigued state that will leave them incapable of performing Inuzuka techniques above B rank or entering into an more transformative unions for three turns.
- Can only be taught by Scaze
They observed the black orb once thrown, and the dimming light didn't escape their notice. Staying in place, the Ninken channeled chakra into his skin and fur and caused all their fur to stand on end and rapidly fluctuate, giving them the appearance of a large demon hound. The vibrating fur acted as armor that would protect the ninken from the explosion of the expanding orb as Kōtetsu tore through it, having spun at a ferocious speed in the form of a drill, using Mugetsu's scent to track and attack him.

Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40 (-10 chakra per turn)
Damage: 80 (80 + 20 + 20 = 120)
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.
(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 (25)
Damage: 40 - 80 (60 + 25 + 10 = 95)
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 per Ninken and Inuzuka and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.
Health
200
Chakra
1,455 - 50​
Movement Speed
Kōtetsu: 14 (56)
Fenris: 18

Tracking
Kōtetsu: 90
Fenris: 44

Solaris: 20/80
Void Harvester: 10%
Void Infusions: 0/3

Cerebus Imitation: 1/4
 
  • Like
Reactions: Keotsu
Top