Vayne and Shady

Vayne

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--
Kicking things off, Shirou would summon a unique weapon into his possession, placing it at his sides. The weapon, Dream Eater, would then be utilized, with the Plague ability coming into play. Shirou would follow it up by throwing a singular kunai towards Toji, aiming for the head.


(Kuchiyose no Jutsu) - Summoning Technique
Rank: B
Type: Defense/Attack/Suplementary
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description:
To summon the creature the ninja will wipe blood on his hand, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch the ground or another object, where a sealing formula will appear. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete, most summoning uses use a solid surface, though in some cases it can even be done mid air. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground. Others will clap their hands directly like Nagato through the use of his Animal Path. The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user.
(Dorīmuītā ) - Dream Eater
Type: Weapon
Rank: A
Range: Short - Mid
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element in order to passively increase Yumeton techs by a rank. It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.

Reshape (A-Rank)
Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is A-rank/60 damage, though the shape is retained until changed again. This would take up a move slot when used.

Plague (D-rank)
Plague is a passive ability caused by a seal on the blade that is continuously active; By a minute chakra drainage directly from the user, as long as the weapon is on their person. Using the chakra it drains from the user (-5 per turn), the plague seal releases minute amounts of Yumeton into the air, effecting up to Short range from the sword. The amount of Yumeton is so small that it simply looks like a faint mist or glimmer is within the range of the user and illuminating from the sword itself. This has no attack or defensive abilities other that introducing the Yumeton into the body of others by smell or touch. This has no major effects or drawbacks or people, simply effecting them with D-rank effects of Yumeton listed in "True colors". After every 6 turns of someone being exposed to the Yumeton, the rank of effects would go up by 1 rank; So after 24 turns someone would suffer the effects of S-rank Yumeton exposure.

Feast (A-rank)
The feast seal is a seal that gives the weapon the ability to "eat" through certain techniques. When faced with an elemental ability that is composed of an element that Yumeton is composed of (Earth/Fire/Water), the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on by eating said element. This seal is able to seal up to S-rank techniques of said elements (Earth/Fire/Water). It can only be used 4x per battle and can be activated directly in the same timeframe as the "Reshape" ability, but still costing a move. This also requires a 2 turn cool down between uses.

The sword is usually in a "sheathed" mode, being simply a crystalline handle to be carried around with ease. By simply beginning the passive -5 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done.

Note: A person can only be affected by the S-rank effects of the sword by physical contact with the blade
 

Shady Doctor

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Toji Fushiguro in sig




Toji would simply smirk when he saw that his opponent had summoned a very familiar weapon. This was a weapon that Toji himself had a hand in crafting, so he was pretty well versed in what it was able to do. The moment it was summoned, the smirk curled up on his lips while he spoke out loud; Veins creeping up on the sides of his eyes as his Doujutsu activated.

Toji: "Oh, Vayne! Seems you indeed plan on attempting to harm me huh? Huehuehue. I've heard the gods spited you and sealed your Shadow abilities. Well, for the most part..... Hope that isn't too much of a hindrance on you. I remember you being pretty fragile without the shadows as a child. I'd hate to kill you with a single blow!"

With that said, Toji simply released his weights, freeing his body fully so he can openly fight his friend like the old days.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, 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.
Note: This can be used for either canon Leg Weights technique.

(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye (Passive)
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Jonin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.

At this point Toji could see the ability of Dream Eater activate; Being able to see the Yumeton chakra with his Byakugan as it floats around Vayne like a mist of some sorts. Once he sees the Dream sand actively in play, he'd lift his right hand up and point his index finger at Vayne's chest. With his finger aimed, Toji blasts a jet of raw chakra at his friend; Being about the size of a finger but being extremely sharp and capable of slicing straight through the Nara's flesh.

(Yubi Funsha)
-Chakra Finger Jet

Rank: A (S)
Type: Attack
Range: short -mid
Chakra Cost:30 (40)
Damage points: 60 (80)
Description: The user compresses the chakra in their fingers and shoot them out in form of jet that travels at great speed and are capable of cutting through concrete.
-Must be a hyuuga clan member
-3 times per battle
-Must be taught by Seto Kaiba

The moment the jet is shot, Toji would take off in a full sprint, doing a small 3m arc to the right side of Vayne, closing in and doing a Spartan kick to the side of his face. This would not only externally damage his head, but a wave of chakra is sent through his head also to damage any muscles in the area and cause even more damage. This would be followed by the jet finally hitting him, having the jet reaching the area later than Toji due to his immense speed allowing him to close the distance in a moment's notice.

(Jūho: Tamashii Baindingu Saakuru) - Gentle Step: Soul Binding Circle
Type: Offensive
Rank: B (A)
Range: Short-Mid
Chakra: 20 (30)
Damage: 40 (60)
Description: The user channels chakra into one of their feet. Once they do, they will quickly stomp the ground and in the same motion, release a wave of chakra that quickly travels above ground surface. More specifically, the chakra manifests as a white omnidirectional ring that, upon contact with an enemy's body, the chakra will briefly paralyze their feet. It is similar to Palm Heel Strike, insofar as it causes one's muscles to be slightly damaged. This can also be applied through a kick, should it connect with the target, and forces the user's chakra into a specific bodily area with even more potent effects. The attack, itself, lacks tangible properties and ergo, phases through physical techniques (e.g., Earth and Water) without being hindered.

Note: Each application is useable only twice per battle.
Note: Paralysis lasts one or two turns—first and second applications, respectively.
Note: Courtesy of Nakiri.




Health: 160 (Physical) | 160 (Spiritual)
Chakra: 2600
Speed: 16 × 2 (Weights) = 32
Tracking: 10 × 5.5 = 55

Attributes:
▸Mind: 6
▸Body: 6 + 2 (Tendogan)
▸Spirit: 2
▸Agility: 8
▸Dexterity: 3 + 1 (Byakugan)
▸Vitality:
 

Vayne

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Toji would seem to be as confident as ever, drawing a wry smile from the Nara. As he releases his leg weights, Shirou would become aware of the shortcomings stemming from the sealing, tracking. Acting to solve the issue and deal with the fired blast, Shirou would summon Ruso via Noteleks (Personal Summon), merging with the boss of the olms. This would afford multiple new abilities, such as increased tracking and enhanced durability.

Shirou observes as Toji approaches, preparing a sneaky attack. As Toji enters range and delivers his attack, it would be successful but Shirou would have timed a strike of his own. It would be a right handed strike to the calf/ankle of Toji, albeit one that would do no physical damage, and looked more of a natural reaction to try and not get kicked in the face. In reality, it would be a means of sealing Toji's chakra by half and limiting his capabilities. Beyond that, Toji's offense would be successful, but it would not deal the intended damage due to Shirou's increased durability.

Shady-san! You should know better than that, the gods only wanted to level the playing field. I think it is you who should fear getting killed by a single blow.

Shirou would say as he stands up unharmed after tanking the two attacks, although still getting thrown around a bit.

(Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.

Like all other Olms, the summoned Olm is blind, but however has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the D-ranked sound jutsu (Inner Sonar Skill) activated.

Note: Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.
(Olm Kuchiyose no Jutsu: Ruso) Olm Summoning Technique: Ruso
Type: Defence/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ruso is the boss summoning of the Olms. In the violent ninja world, only the strong survived. Olms were blind, and although sensed through other means were generally disadvantaged against the more developed creatures. In order to survive, they looked towards their boss whose unique ability allowed them to do just that. His ability allowed him to bring about a fusion of animals as he took within himself other Olms - the number never never exceeding three- doing so allowed him to use abilities of the different animals to become one all powerful being. Unlike most other summonings which had 1 element, the collection of abilities allowed him to become sole defender of their region during many wars. Of course, like anything else, there were some heavy restrictions which came with abilities as unique as this. To begin with, summoning the boss in this state means that the user cannot have any of those animals on field beforehand. Once summoned with the animals fused within himself, the user would be unable to summon them again for six turns starting from that point. In addition, the boss himself cannot use any techniques whatsoever, other than the abilities he has gained from the other summonings. Moreover, the boss himself could not actually use the elemental jutsus himself without the aid of his ability, so he is only able to use one element per turn. Once summoned, he'd last four turns before he is forced to return to his homeland. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. Must be summoned with all Olms already infused (and posted as reference), and cannot infuse other Olms into himself as the battle progresses. He himself can only withstand one hit from any S-rank, after which any ranked technique causes him to reverse summon back to safety. The fusion is similar to Ma and Pa's fusion to a summoners shoulders, but more advanced as the Olms fuse into each other creating one perfect animal the size of a human.

(Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.
(Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: One and a half meters tall, and his width relative to his height. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques (A-rank and below) from being used on him, and the area 1 meter around him. This ability is purely defensive in nature, and can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 4 turns, and can only be summoned once. If directly hit by any offensive ninjutsu attack higher than C-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.
(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His speed equivalent to that of an Jonin Ranked opponent. His rank was obtained purely due to this ability. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned once per battle, and lasts four turns when summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently.
(Iryo Fuuinjutsu: Chakura Fuuin no Jutsu) Medical Sealing Arts: Chakra Sealing Technique
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 70
Damage: N/A
Description:
The medical ninja will focus chakra to the tip of his five fingers. Upon doing so, yellow chakra "flames" surround each finger tip, displaying 5 different kanji (Mountain, Lake, Water, Thunder and Earth). Pressing the fingers on the target will burn the kanji onto him, creating a circular seal with a tajitu surrounded by various kanji. As this seal is burned into the target, it immediately seals off 50% of his current chakra reserves and disables the use of skills of any nature above B-Rank. The seal can be released by a sealing master by using the same procedure but instead of the original kanji, burning a different set (Water, Thunder, Earth, Heaven and Fire).
Note: to release or use, requires medical sealing mastery


HP: 280
Speed: 8
Tracking: 12 x (2.5 + 2) = 54
AP
Mind: 5
Body: 5
Spirit: 5
Agility: 4
Dex: 4 +1
Vit: 2 +1
 

Shady Doctor

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( Doujutsu: Tendōgan ) - Eye Technique: Destined Eye (Passive)
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tendōgan ( Literally meaning: Destined Eye or Eye of Destiny ) is a powerful dōjutsu utilized by the Hyuga clan. After gaining access to the Tendōgan,, Hyuga Clan members are able to retain their 360 degree vision to a higher degree, removing the blind spot at the back of the neck above the first thoracic vertebra, allowing them to attain true 360 degree vision. The telescopic visual abilities of the Byakugan are also vastly enhanced through the formation of Tendōgan, allowing the user to be able to see entire countries away at length and at its most powerful state, able to precisely and clearly perceive the souls of opponents as well as other spiritual entities. This unparalleled telescopic vision extends to the Tendōgan’s ability to peer or see into any other Dimension, as the ultimate form of the All Seeing White Eye. This allows the user to even gaze into world realms such as the Limbo and Pure World with relative ease. This visual clarity makes the gaze of these eyes inescapable by any means, thus granting the Hyuga Clan user tracking abilities on par with the Eternal Mangekyo Sharingan. When activated, the user is able to sharply increase the amount of chakra injected into the opponent on each of their Jyuken strikes, flooding the specific tenketsu points with chakra effectively destroying them. As a result, the side effects from Jyuken techniques and variants become indefinite. The user also gains access to the Divine Step Twin God Fists technique which increases the power of the user's Jyuken techniques.
Note: Requires activation (spending move) for Hyuga bios but remains active indefinitely afterwards if the user chooses to.
Note: After having a complete Hyuga bio with Tendōgan for 1 month, user becomes able to switch between both doujutsu without spending a move.
Note: User needs to have activated Byakugan before and had it active for 1 full turn.




Coming into close range and doing the kick as intended to, Toji would take note of Vayne going for a counter, so would passively turn his Byakugan into the Tendogan; Giving him perception beyond anything most people could achieve. This allowed Toji to not only track to an even greater level, but allowed him to perceive the many lives that were present in the battle. He hadn't really noticed he was fighting against a village full of animals. At this point, he'd notice vayne's hand flying up to hit the incoming leg, which Toji would usually just kick through without hesitation; But this was different. Toji could clearly see the sealing flames/scripts on vayne's finger tips, so he knew this wasn't a normal attempt to stop the kick.

Not trying to have seals placed on him, Toji did a couple of things in tandem. For one, he'd use his off leg as a pivot point as he twisted his body at a fast rate; spinning around in a way that it carried his leg away from the incoming hand at high speeds (Using Free dodge). Due to the raw difference in speed, this was an easy task, and Toji would evade the incoming hand with relative ease; Though he made sure to stay in a range where he was just outside of vayne's reach. While doing this though, Toji revealed a trap card; Kaiser Colliseum. This causes a barrier to erect in a swift fashion, expanding all the way to long range around the two fighters, though being in close range made the barrier surround the two nigh instantly. This barrier would immediately effect the summons that were recently brought out by vayne, shutting down their chakra completely while also making them paralyzed. This would end any of their abilities that use chakra to fortify them, but leave them with their natural animal skills (idk if it's a chakra ability to fuse, but if so, they'll be immediately unfused). This barrier/seal would be effected by both dark times and Seal of Orichalcos, effectively raising it's ability to seal.

Dyueru Monsutāzu :Kaizā Koroshiamu Duel Monsters: Kaiser Colliseum (Booster by Dark Times Passively and S.o_O)
Type: Supplementary
Rank: A (F)
Range: Short-Long
Chakra: 30 (activate, then 10 chakra for the next 4 turns) (50)
Damage: N/A
Description: Magic Card: This card may only be activated when the opponent has at least 1 Summon/entity/nonhuman Ally/creation/clone on the field. By revealing this card, the user will activate this cards effect which will cause it to draw chakra from the user to fuel itself. Due to this A barrier will erect itself in the same time it takes to throw a kunai
That surrounds an area of up to long range meters in all direction from it's targeted area within short range of the user. This seal will cast a seal similar to the chakra draining seal, that will drain the chakra, prevent the use of chakra or it's manipulation in any way (though it may still receive/draw in chakra) and completely paralyze any Summon/entity/nonhuman Ally/creation/clone that any opponents in the range of the barrier create when they attempt to bring such a thing to the field so that it would outnumber those that the user has. This only works on such things up to A Rank F-ranks. This barrier lasts 4 turns and can be used twice per battle with a 2 turn cool down in between. This barrier will also affect such entities that are already present on the field, so long as they were made/brought to the field the turn before, or if the user activates this in the first turn of battle. This effect works via the quantity of such entities created, therefore if the user has one summon on the field, and the opponent creates 2 golems with 1 technique, only 1 golem will be sealed. The barrier can be destroyed by A-rank F-rank and above techniques. The barrier takes the form of an arena with a glowing orange floor that spans the area, with blue walls surrounding the perimeter with spikes pointing outwards all around. The spoiler has an illustration

Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
Type:Supplementary
Rank: S
Range:Short-Mid
Chakra:40 (-10 per turn)
Damage:N/A
Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead
-Lasts 3 turns
-Once ended, can't be used for 4 turns
-Can only be used twice

As soon as the barrier was activated and the spin was complete, Toji instantly took on the 8 Trigrams stance and began stepping forward while throwing his blows at far faster speeds than he was moving before. He'd be aiming each blow at the torso, hitting at unmatched speeds while sending chakra into vayne's body with each touch. The more he hit vayne the more chakra points that were permanently destroyed; Leaving the Nara fucked up for life if he didn't react and counter the strikes properly. Once the strikes began being thrown, Toji made sure to plant his feet with each step, being on his toes in case he needed to adjust his movements at any point.

(Juken: Hakke Hyaku Nijūhachi Shō) - Gentle Fist: Eight Trigrams One Hundred Twenty-Eight Palms
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80 + 20 + 15 (115)
Description: A doubled version of the Eight Trigrams Sixty-Four Palms technique, but also performed at twice the speed of the latter. This is used to close off the flow of chakra through one hundred twenty-eight chakra points of an opponent's Chakra Pathway System. This eliminates their ability to use B-rank and above levels of chakra for two turns while also making it difficult for them to move. Alternatively, it can be used to quickly hit multiple targets.

Toji: "Hmm. Notice you've got those beasts inside of you. Actually, who in the hell brings this many allies to a fight? You guys always creeped me out with those things. Tch."




Health: 160 (Physical) | 160 (Spiritual)
Chakra: 2600
Running Speed: 16 × 2 (Weights) = 32
Attack Speed: 16 × 3 (Trigrams attack) = 48
Tracking: 8 × 7.5 = 60

Attributes:
▸Mind: 6
▸Body: 6 + 2 (Tendogan)
▸Spirit: 2
▸Agility: 8
▸Dexterity: 3
▸Vitality:
 
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Vayne

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As the sealing technique is utilized, one of Shirou's own personal one's would automatically activate. The Release Inverse seal would come into play, flooding the floor of the barrier with chakra and ending it's usage prematurely. (40 chakra vs 40 effective chakra) Shirou himself would do what he could given the close proximity between himself and Toji, utilizing a full body surge to turn into Yumeton, aiming to prevent Toji from engaging in CQC unless he wished to sustain enormous damage. Shirou's form would be boosted by Dream Eater and his merged Olm state, elevating the strength of the technique significantly. The action would be accompanied with Shirou adding more chakra to his form to have it release fumes of Yumeton short range all around him. Should Toji ingest these fumes, he would be severely weakened, potentially leading to his death if left unchecked. This would compile with the existing debuff that Toji would have to deal with due to being in close range of Shirou's previous 'Plague' ability, affecting Toji with the D rank effects of ingesting Yumeton, thus lowering his tracking while making him start to hallucinate and feel overwhelming fear. Compiled with Shirou's Yumeton form, this should lead to Toji potentially backing up.

Following his transformation, Shirou would cause spikes of Yumeton to emerge from all over his body into short range distance, extending the range of effect of the Yumeton fumes to 10 meters distance, while serving as a counter/deterrent for some of Toji's options. After that, Shirou would elevate his physical prowess significantly, in case Toji intended to fully engage in cqc.

(Fuinjutsu: Gyaku rirīsu) Sealing Technique: Release Inverse
Type: Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users, this ranges from anything such as genjutsu or yamanaka techniques all the way to a fuuinjutsu , physical handcuffs or even an earth technique that physically binds the user (This applies to any elemental technique that binds/hinders the user). Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding.

Note: Technique can only be used once
Note: Must State this in bio, or start of bio.
Note: Cant use any fuinjutsu above S rank in the same or following turn.

Yumeton: Pātī monsutā | Dream Sand: Party Monster
Type: Attack / Supplementary / Defensive
Rank: A-rank
Range: Short
Chakra: 30 [-5 per turn]
Damage: 60 +20 +40 = 120
Description: Similar to many techniques that allow the user to turn into their element, the user manipulates his Yumeton chakra in order to gain a full body manipulation and conversion of the element. With the use of a full body surge of pure Yumeton chakra, one is capable of converting their body partially or fully into the element, giving them full control of said part of the body in the same fashion that one would control average sand. They'd still visually look no different, until physically struck by something or if they so choose to manipulate their body to become the sand like composition. When hit by something, according to strength and weaknesses of Yumeton, they'd be capable of avoiding damage all together; Completely reforming their body at will whenever it is compromised by enough force. For example, an earth golem punching the right side of their body off; It'll be like punching through Yumeton, and that side of the body would reform. While in this form the user can extend Yumeton from the body in the form of spikes, streams and waves up to short range, or manipulate their limbs to create makeshift weapons and such by converting the limbs into compressed Yumeton. Of course, while being in the form of complete Yumeton, the user's body would also gain the affects of the element upon coming into contact with people. Specifically, if someone was to ingest the element in ways explained in the submission, they'd Succumb to the psychoactive side-effects that comes with it. These affects include Intense visual hallucinations, Altered concept of time, Overwhelming fear, Lung irritation, Increased body temperatures, Distortion of senses (color, sound and vision), and even unconsciousness. The severity of the effects depends on the amount of the element ingested orally, through smell, or even prolonged contact.
Note: Only usable 2x and lasts 4 turns per usage
Note: The user's elemental usage is limited to the elements that make up Yumeton while in this state.
Note: Using attacks/defenses from the converted body would be A-rank and cost a move slot.
Note: The user's body can still be overpowered and/or harmed if an attack is of stronger than the strength of this technique.
(Yumeton - Hi ni mayotta) Dream Sand - Lost In The Fire
Type: Supplementary
Rank: B
Range:Short-Long
Chakra:20 (+10 to techniques)
Damage: N/A
Description: The simplest infusion that affects all instances in which Dream Sand is created. By simply adjusting the ratio of his chakra and adding more fire, the user will create Yumeton that blazing hot to the touch. This heat is enough to “bake” it and causes a vaporization effect that releases fumes from the Dream Sand in the air up to short range away from the Yumeton's location. These visible fumes originate from the point of the Dream Sand's creation that may not originate from less than 6 meters from the opponent unless the user is already within short range and spread from this point as would any normal gas/smoke based technique and only spread as long as the Dream Sand technqiue is active. As stated in the CE submission, these fumes are capable of taking the opponent under Yumeton's psychoactive effects.
Takes a moveslot, may be used at the same time as any Dream Sand technique up to A-rank, user must pay +10 extra chakra to all Yumeton techniques under effect of Lost in the Fire, and can only be used four times per battle.
(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.
Yumeton: Trū Cúlar | Dream Sand: True Colors (ref)
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.


D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 1/4 due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear extremely small sounds, wouldn't be able to see further than mid range or make out colors (basically color blind).

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into paralysis. After 2 more turns of exposure, they'd fall unconscious. 2 turns after that, they'd experience a painful death, usually a heart attack or organ failure being the case.

Note: The Effects of Dream Sand only go into effect after a full turn of being exposed to the element.
Note: After being effected, the targets can't lessen nor rid the effects (in submission) unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
 
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