[Closed] “Threadin up”

El Alucard

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Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A (+10 Per Technique and Upkeep)
Damage: N/A
Description: Tamamatsuri or Séance is the name of a specialized contract performed with a special species of Genki. These genki, in terms of their appearance are no different than the ones roaming between the Pure Land and Impure Land – thus can easily be misidentified. However, while generic in appearance these type of Genki carries the basic abilities of all generic genki – but execute them more potently. This means that while generic as the main genki, the Séance Genki are far more savage and difficult to control normally. Power wise, Séance Genki are able take more chakra from the Katsuryoku member but in return, clan techniques which use these spirits gain a rank in power or +20 DMG for S rank and above only to direct offensive or defensive techniques. These Genki can take over one rank higher than applied, thus i.e if an A rank object infusion is used it would normally be only able to take over one rank below but the Séance Genki are able to take over A rank’s and below instead (when applicable). In terms of other Katsuryoku techniques with summons other special types of genki, this technique can also be applied in those as well – showing a type of hybrid Genki though the original techniques applications, drawbacks etc are still applied though the user cannot continuously use these spirits, needing a cool down of two turns after control of the Genki is released, while also making it the user unable to use Katsuryoku technique’s above A rank for the duration of this control.. This is a passive technique and doesn’t consume a move slot per turn however needs to be used in the user’s bio, in the beginning of a battle. Genki controlled by this technique can only be controlled for up to two turns at a time. For example, when infused into an object and placed under control of the Genki, that object can only be controlled for two turns before the Genki is released and this technique is placed on cooldown.

Entering yet another colossal gladiator arena, Faye is confronted by a formidable adversary—an enchanting woman exuding regal allure and sharp features. Mentally directing her rogue Genki to soar high above as her "eye in the sky," Faye walks to the starting position at mid range.

"I'm going all out this time," she declares to her opponent. Caution, Faye's personal summon, expresses excitement with an eager bark and a wagging tail.

A transformative energy emanates from Faye as she bites her thumb, muscles clenching in pain. The once light mood darkens, winds howl, and an eerie ghostly ambience envelops the arena. Leaves, papers, and dust swirl around, clothes sway, as her leg weights drop. An ethereal army materializes, armed with an array of weapons, surrounding Faye's attractive opponent. The xenon-infused ghostly warriors unleash a coordinated assault, their subdued glow creating a spectral aura. As they close in, a blinding light emits from themselves and their weapons, disorienting and blinding the opponent.

The second wave unfolds as archers stationed around the empty stands unleash a barrage of arrows, each bursting into bright lights upon proximity, intensifying the disorientation.

The third wave manifests as shields envelop Faye, providing a protective barrier against any incoming attacks.

The entire arena becomes a dazzling spectacle of light, almost breaking the fourth wall, rendering it impossible for Mirai to respond due to the blinding brilliance from his screen.

Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 50 (+20 via Seance & Stage Fright) = 70
Damage points: 90 (+40 passively via Seance & Stage Fright) = 130
Description: Reality Marble is available for Katsuryoku Pledged rank members and above. This pertains a secret technique for underlings, as it have proved inadequately to be handled and oft lead to the death of the user. The user will bite his thumb, and sacrifice a proportional amount of chakra to the point that a small impulsive wave is released from the user's entity throughout the field causing clothes to sway, and leaves to fall off the trees etc. A mere dramatic effect, but also the damage the user pertains to use the technique(-20). Through the blood sacrifice and chakra the Genkis from the Pure World will bond with the user and without hesitation immediately form within Impure World in order to fulfill his desire. Instantly as the summoner's call is heeded, the Genkis emerge as flame-like mirages before fully manifesting into physical form, or construct, resembling that of heavily armed soldiers and cavalry composing a peerless array of legendary warriors, clad and equipped with a different variety of weapons and the like. Upon the user's command, they take trot and cascade down upon the enemy in numerous waves. They prove efficient as they are capable of both transitioning between the tangible and intangible state, capable of moving through obstacles with little to no effort. Once their assault is executed the waves vanish one by one. There's a total of three waves. Can be used twice per conflict, once per battle. The user can't utilize Clan techniques of A-rank the same and following turn.

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 manner to passively release the weight gives them freedom of mobility. These clamps give no added bonus or benefit other than 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

Type: Supplementary
Rank: B
Range: Short
Chakra: 20 ( +10 to infused Technique )
Damage: N/A ( +20 to infused Technique )
Description: Stage Fright is a versatile jutsu that passively bestows the user's Xenon element upon any weapon, projectile, or technique they employ, giving it a subdued, dim glow. While the infusion bolsters the power and speed of the infused technique or weapon, its main ability is the reactivity when the Xenon-infused element enters short range of the opponent. At that moment, the Xenon within the infused object or technique ignites, generating a sudden, blinding flash of intense light, like a flash bomb, disorienting the unsuspecting target. Wielding these constructs with the Xenon aura allow the user to delay or expedite the ignition, though the blinding effect can only apply when a target sees the ignition within short-range.

Note: Can only be used once every 3 turns. Four times per battle.
Note: The infusion follows Xenon's elemental S&W.
Note: It can be used on techniques up to S rank.

Faye would then activate her Sage mode waiting for her opponent’s move.

Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +30 Damage to all Katon and Taijutsu up to S-Rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and, for the duration of this technique. The user is able to passively sense chakra and his/her perception through not only nature sensing but heat sensing while reflexes and speed are enhanced by x3. Their fire ninjutsu and strength increases, empowering katon and taijutsu techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to hellhound anatomy. Keeping the sharp teeth, she gains a red marking around her eyes like most sage modes, getting rid of the fur around her body, but her body still being extremely hot, making those who make physical contact with her, deals -15 Damage.

Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve



Faye's Base Stats / Boosted Stats
Tracking
: 85 (Boosted via; Apex Tracker, Soul Sense, Heat/Nature Sense) | Speed: 36 (Boosted via; Perfect Sage mode) | Sage Chakra: 480 | Normal Chakra: 1600 > 1530 > 1050 | HP: 160 > 140
 
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Alyx

Supreme
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Aug 17, 2011
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Velvet strolled into the arena with an air of confidence, her midnight dress flowing around her like liquid darkness. As she faced her new adversary, she couldn’t help but smile, intrigued by the challenge ahead. When her opponent declared their intention to take the battle seriously, Velvet responded with a low hum, a hint of anticipation in her voice. "Make it worthwhile then," she murmured, her eyes glinting with excitement.

As spiritual entities materialized on the battlefield, Velvet's smile widened into a wicked grin. With a sweeping gesture, she unleashed a torrent of Kurochi, dark energy surging omnidirectionally outward with destructive force. Infusing her power with additional enhancements, she intensified the onslaught, overwhelming the approaching armada with ease.

The clash was fierce, but Velvet's mastery over her dark abilities proved unmatched. The dust settled, revealing her standing amidst the aftermath, her smile undiminished. "Not bad," she remarked, her tone laced with amusement. As her opponent entered Sage Mode, Velvet's form began to shift, her connection to the demon within her growing stronger.

"Now then, introductions are in order," she declared, her voice echoing with a sinister edge. "Name's Velvet, and you are?" With her body engulfed in the swirling shadows of Kurochi, she exuded an aura of dark power, ready to face whatever challenges lay ahead.


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Kurochi ♎ Vile Chakra
Type: Offensive/Supplementary/Defensive
Rank: C/S
Range: Short-Long
Chakra cost: 15/40 (40 + 10 = 50)
Damage: 30/80 (80 + 10 via Mind AP + 40 via Infusions = 130)
Description: The special chakra nature only found in Claymores, Kurochi is like the physical manifestation of their hunger and agony. The energy itself is pitch black in appearance and appears and behaves almost like water with its amorphous shape shifting and flexibility. This malleability isn't to be underestimated though, as the energy is both capable of being dense and hard enough to shatter bones and restrict targets and also precise and thin enough to remove a strand of hair. Claymores can manifest Kurochi directly within their bodies, where it can be seen dripping from their pores and eyes, as well as directly from it, or even the area short ranged around them. They are also able to manipulate this energy up to long range with chakra control and may sustain pre-existing constructs with -10 chakra per turn, for up to three turns. When creating constructs to attack Kurochi cannot be formed within 5 meters of the opponent. When in contact with living things, Kurochi's effects can be described as "warm" to the touch, not with heat but rather the effect it has where it gradually degrades the objects it touch in a parasitic manner, feeding on both the chakra and physical aspects of its target(s) until nothing is left. The Claymore can control what things the Kurochi feeds on and what it doesn't. Should the Claymore desire, this special chakra can be used to perform one of the core techniques of the clan; Primeval Gluttony. From the lowest to the highest rank of the release, the energy is able to feed on raw chakra and bodies and take the chakra into the Claymore's body like a proxy. In terms of S/W all elements one rank weak to Kurochi (raw and Senjutsu chakra) are devoured near immediately when interacting with it while neutral elements (elemental and other hyper natures like Bijuu chakra) are degraded at normal pace. Kurochi manifestations can range from as small as kunai (C ranked) to as large as the Doton technique Mountain Smash (S ranked).

Note: The S ranked version can only be performed 4x a match.
Note: If the S ranked variant is used then no other forms of Kurochi manipulation above A ranked can be used in the following turn.
(Ototon: Fuka Shindou) Sound Release: Bad Vibrations
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: (+20 damage)
Description:
This is a useful jutsu with effects that can only be noticed when used in conjunction with another technique, simply by snapping ones fingers. The user may add this snap onto the performance of another jutsu so that this may activate within the same timeframe or it may be used standalone on an exisiting justu. By snapping their fingers the user will release a pulse of sound that effects the natural noise surrounding their target technique.

For example the 'roaring' and 'crackling' of fire or the 'rushing' of water. Any technique that produces a natural sound in this way may be targeted by this sound. The sound will amplify the natural noise around the target jutsu and forcibly turn them into destructive sound waves. This forms a cloak or barrier of sorts of sound around the technique as long as it is in play, empowering the inital technique slightly. The inital snap of ones fingers produces a sharp cracking noise that can be heard across the battlefield

Note:
~Can only be used 3 times
~Can only be taught by Houdinii
( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of 10% of the wielder's normal chakra supply.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to 10% of their chakra supply from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery
(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill (Passive)
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
Bukimina Nisshoku ♎ Ominous Eclipse
Type: Supplementary/Offensive/Defensive
Rank: B-S (A)
Range: Short-Long
Chakra Cost: 40 (+10 per turn)
Damage: 40-80 (60 + 10 = 70)
Description: Bukimina Nisshoku is one devised solely to allow the Claymore to take direct advantage of their unique and oppressive chakra nature that is Kurochi. The technique in itself could be regarded as a "shield that kills" due to its dual nature of defense and attack at the same time. It comes in levels, or increments, which deliver slightly different results depending on how much chakra is spent. It begins foremost with the Claymore transforming their body into Kurochi completely, becoming pitch black humanoid entities that can adopt any texture they deem fit; flickering like flames, flowing like water, etc. Once the Claymore has been transformed their body allows for heightened movements (x2 to current Speed) Due to the amorphous traits of Kurochi, the Claymore will be able to not only shape themselves into anything imaginable, but also fly-- through extensive manipulation. The second side to this technique is its offensive one, where anything the Claymore so much as brushes against in this form, will immediately be subjected to the heinous effects of Kurochi, where it eats away at both physical materials and chakra alike, including "intangible" forms of chakra like un-molded sources within a person or animal. If the Claymore, while in this state phases through a technique which is of a chakra type weak to Kurochi by at least one rank, they are able to break down that chakra and add it directly to their reserves with an efficiency rate of 100%, meaning none is wasted to the environment like regular Kurochi applications, due to their bodies taking the chakra in whole. If they phase through a person, they are able to suck the chakra from the bodies (depending on rank) as well as rob the body of its vitality (physical energy) leaving drained husks behind devoid of breath or chakra. For the B ranked application, up to 50 of the opponents chakra points can be drained and passed to the Claymore, at A ranked this becomes 80 and the S ranked application can siphon a whopping 120 of the opponent's chakra directly from their chakra pool i.e. it doesn't have to be molded into a technique. Of course, just like Kurochi's regular application, the Claymore is able to decide who and what gets drained, and can pass over allies and structures with no harm done. However, the technique comes with its drawbacks, naturally, which vary depending on rank. The B ranked variant allows the Claymore to enter the state for 4 turns, with a 2 turn cooldown between uses. They can only move 5 meters (Short Ranged) each turn when evading techniques with this variant. The A ranked version allows the state to be kept for 3 turns, with a 3 turn cooldown between usages, and a maximum usage limit of 3 times. The Claymore is able to move up to 15 meters (mid ranged) each turn when evading techniques. And lastly, the S ranked variant sees the state being kept for 2 turns, with a 4 turn cooldown between usages, and a maximum usage limit of twice. The Claymore is able to move up to long ranged in a single maneuver when evading techniques.

Note: Claymore are able to alter their shapes on the fly to further evade techniques while in this state, costing an additional +10 chakra, but only once per turn.

Note: The drawbacks for each variant is as follows; B ranked: No other Kurochi techniques above A ranked can be used following it. A ranked: No Kurochi related techniques above S ranked following its activation. S ranked: No Kurochi related techniques following its activation, and none above S in the following.

HP: 200 | Chakra: 2000 > 1,910 | Speed: 10 (x2) = 20 | Tracking: 10 (x2) = 20

Yellow Flash Nindo: 1/5 vs Katsuryoku Clan Techniques
 
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El Alucard

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Faye sensed the failure of her attack even before the settling dust revealed that her opponent's soul essence remained unscathed. As the particles dispersed, Velvet emerged from the chaos, transformed into a pitch-black entity.

"Now then, introductions are in order," Velvet declared, her voice echoing with a sinister edge. "Name's Velvet, and you are?" Faye responded with a simple "Faye," frustration evident in her tone as her previous assault seemed futile against Velvet.

Caution's comforting lick on Faye's cheek brought her back, and she smiled at the puppy on her shoulder. "I'm okay," she assured the hellhound, who barked back, fixating his attention on Velvet.

"I'm sorry about that; let's continue," Faye spoke, her usual upbeat tone returning.

With determination, Faye slammed her hands onto the ground, channeling earthen chakra to create a circular pit beneath Velvet, causing a 20-meter drop. Velvet found herself at the pit's center, just 5 meters from its edge. As Velvet descended, Faye manipulated the earth around the edges, giving it a loose quality that triggered a landslide, filling up the hole and burying Velvet beneath the shifting terrain.

Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user slams his hands on the ground and lowers or raises the ground in the surrounding area at high speeds, allowing them to create giant holes in the ground or avoid attacks. The size of the affected area as well as the depths that it is lowered to is up to the user and raising earth can be done up to 20 meters tall creating a small cliff or they can create trenches that can be as deep as 20 meters. Other than being moved below ground relative to the surrounding surface the terrain is not altered, plant life and people retaining their same positions.

Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will manipulate their chakra to create the earth in-front of them to turn to a lose like quality by slamming his hands on the ground to create a landslide that is directed towards the enemy target in the form of a wave of earth.


Faye's Base Stats / Boosted Stats
Tracking: 85 (Boosted via; Apex Tracker, Soul Sense, Heat/Nature Sense) | Speed: 36 (Boosted via; Perfect Sage mode) | Sage Chakra: 420 | Normal Chakra: 1600 > 1530 > 1050 | HP: 160 > 140
 

Alyx

Supreme
Joined
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Messages
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Kin
805💸
Kumi
1,401💴
Trait Points
80⚔️
Beneath the shadowy guise that concealed her expression, Velvet maintained her enigmatic smile. Observing her opponent's emotional distress, she noted the canine's attempt to offer comfort—a sign of weakness that she filed away for later exploitation. As the shaman's hand slammed against the ground, the immediate vicinity collapsed, the flooring giving way beneath Velvet's feet.
Reacting swiftly, the Kureimoa's Kagune (Rinkaku, Four Limbs) burst forth from her body, anchoring her to the edges of the crater created by the shaman's attack. Simultaneously, she triggered another technique, unleashing a pitch-black sludge that spread rapidly across the battlefield, transforming the terrain into her domain. With the ground now under her control, Velvet navigated the shifting landscape with ease, closing in on her struggling opponent. She added in an additional infusion of Water directly into the Algae as well, further increasing it's defensive capacities.

Mocking her adversary, Velvet taunted Faye as she maneuvered through the darkness. One of her Kagune tentacles snaked through the algae, aiming to pierce Faye's body and restrict her movement further (B Rank Damage). "What was the original plan there, Faye?" she jeered, her voice echoing in the shadowy expanse. "All out of steam already?" With each calculated move, Velvet asserted her dominance, determined to claim victory in their battle of wills.

Kagune ♎ Shining Child (Passive)
Type: Weapon
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (-40 per activation, -10 per turn)
Description: Not only did the Kureimoa develop a unique and foul chakra nature as a result of feeding on people for years, but they also garnered a curse, called Kagunes. The word Kagune in itself means "Shining Child" and is not as lovely as the name suggests. After years of dominating minor clans the Kureimoa turned to their eternal rivals; Jugo's Clan, and began ingesting their flesh, unknowingly metabolizing the chakra, which lead to their bodies ultimately turning this strange chakra and flesh into a small, cancerous growth which was later known as the "Kagune Sac". This strange piece of flesh positioned itself along the Kureimoa's spine and rested there, connecting itself to his/her nervous and chakra system like a parasite. By connecting to such a vital area on the body the Kureimoa are able to control and "flex" this Kagune sac like they would with any normal muscle. However, flexing this muscle is where this get interesting. With mental commands and a supply of chakra, the Kureimoa is able to draw the Kagune from their body and have it take form around him kind of like a liquid muscle. Kagunes are red-blackish in color coming from the color of the blood within it as well as the Kurochi surrounding it. The Kagune, when manifested, acts like another limb to the user and can be used as such with the durability of an A ranked technique which can play on par with Elemental Ninjutsu of the same rank. And just like their hosts, the Kureimoa, the Kagune is able to regenerate--albeit at a slower and more inferior rate considering it isn't exactly their own flesh. Each time the Kagune is called upon it tears through the skin quite forcefully which often times sends blood and pieces of flesh scattering from the Kureimoa's body. But, with their aforementioned healing factor this becomes negligable as the damage is healed almost as quickly as it was made. Being an organ, the Kagune can be commanded as easily as any other limb. Kurochi also covers and infuses the Kagune in various ways depending on the form taken. The Kagune and Kurochi each have A-ranked power, allowing the weapon in its entirety S-ranked durability. It seamlessly and passively regenerates from attacks A-Rank and below. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than S-Rank will shatter the Kagune but it can regenerate once from a Forbidden ranked attack and twice from an S ranked attack.

As previously stated, Kagune has 4 main forms, each one corresponding to the location it is projecting out of the Claymore's body, with their own unique usages, advantages and disadvantages. The location where the Kagune will project itself out of will be necessary to give it the shape needed. Its form can be changed but doing so forces the organ back inside the body, where it will relocate after one turn, and re-emerge (doing so cannot bypass any existing cool downs and counts as a re-activation). The color of each Kagune may vary per Claymore as well as unique variations (to be submitted as PCCJ). The Kagune can be activated passively once per fight/conflict, four times overall, with a four turn cool down each time it is deactivated. Lasts as long as the Claymore keeps paying health.

(Ukaku || 羽赫) Shining Feather

The first type of the Kagune which grows in the cervical vertebrae. When activated, the organ bursts from the Claymore's back as a pair of wings. Each wing has a bony support structure running its edges while Kurochi forms a thin membrane in between. This allows the Claymore a limited form of flight and gliding, which can be used to travel up to Mid-range at their base speed. The Claymore also gains he user gains a projectile offensive mechanism, where the Kagune is able to release kunai sized shards of Kurochi to 10 meters (Mid-range). These shards are A-Rank in power and cannot be done while in flight. This ability has a two turn cool down.
(Kōkaku || 甲赫) Shining Shell

The second type is activated upon having the organ grow or move to the thoracic vertebrae. In this form the Kagune forms an outer shell over the Claymore's arm that behaves like a sword or cleaver. Kurochi flares around the Kagune in this form and can allow it pierce or slice through techniques up to S-rank. The Kōkaku form can only reach up to 3 meters of the Claymore but can be operated in close range at the speed of the average Samurai due to its small form and lightweight material. The Kurochi enhancement can only be done once every two turns.

(Rinkaku || 鱗赫) Shining Scales

The third type is created with the growing or moving of the organ in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine, up to 4 in number or just one (four B-ranks or one A-rank). Kurochi infuses the Kagune in this form, allowing it to devour anything it touches. For techniques lower in power than the Rinkaku, can be devoured whilst attacking to supply the Claymore (through Primeval Gluttony CCJ). The ability to devour and return chakra can only be activated once every two turns after which the Rinkaku will still function as an offensive weapon. The Rinkaku is also the second Kagune form that can reach up to 10 meters when attacking (Mid ranged).


(Bikaku || 尾赫) Shining Tail

The last kind, which is created from having the organ move to the sacrum, will project itself out from the skin in form of a flexible tail. Being made of almost entirely muscle, the Bikaku swings with enough strength to break bones and send tremors through the ground. With the added Kurochi outer layer, it is an S-ranked weapon, capable of dealing serious damage. It can also be used to cover the Claymore's leg instead, for added Taijutsu damage (+20 to leg based Tai). Once activated the ability lasts two turns, with a two turn cool down. The Bikaku can only reach up to four meters of the Claymore's body.

Note: Must be at least Ghoul rank to possess.
Note: Choosing to have a Kagune prevents the Claymore from utilizing any other CW's and must be mentioned in the biography.
(Sōruiton ♦ Jeneshisu) – Algae Release ♦ Genesis
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A (120 Defensively)
Description: This technique involves the creation of masses of algal sludge from either a water source, moisture rich earth, or through the release of rapidly proliferating algal blooms that will spread out from the user's body into layers of expanding algal sludge. The sludge will exhibit an incredible growth rate that will have it multiply in size several times per second - the end result will be perhaps the most powerful terrain-change afforded by Algae techniques. The battlefield will morph so that every square inch is covered by thick, expanded layers of algae sludge that will blanket unevenly across the terrain. At certain points the blanket of sludge will peak into giant twists and tangles of seaweed that will spire up from the layer of sludge high into the air. While numerous spores will be released from the sludge and spires to harmlessly float about the battlefield. Ultimately, this technique will bear resemblance to the birth of an algae forest, or perhaps world. While the user will be capable of traversing over the layers of sludge unencumbered, opponents will find their footing unstable and the viscosity of the sludge precarious, resulting in a 3 point reduction in their base speed. Furthermore, the sludge will cut contact with the ground below and passively metabolise both earth and water, therefore preventing the use of earth or water techniques from the ground below (excluding those above S-Rank), and, the algae, being especially predatory towards water will prevent the materialisation of water from the air by rapidly absorbing any precipitation to remain hydrated. Water or Earth released from elsewhere will, if in contact with Genesis Algae for a turn be passively metabolised and transformed to become a part of the Algae forest. The Algae forest can be easily destroyed by a suitable lightning or wind natured technique of adequate scale. The sludge and seaweed can be passively manipulated for supplementary and obstructive purposes, such as binding and defense.
-Can only be used twice, lasts until destroyed and upon destruction has a four turn cooldown between uses.
-Any spores on the battlefield will be triggered by the initiation of Genesis, and will rapidly proliferate and expand into Genesis sludge so as to facilitate a faster creation of an Algal world.
-No Algae techniques above A rank for the rest of the turn.
-Requires Three [3] Handseals
Zankokuna Teikoku ♎ Cruel Hegemony
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 to technique)
Damage: N/A (+20 to technique)
Description: Capitalizing on the Kureimoas' innate ability to mold Kurochi within their bodies, Cruel Hegemony is a technique which details the effect dormant Kurochi in the body has on one's chakra and its applications. First, by coursing trace amounts of Kurochi through the tenketsu, the Kureimoa is able to alter the look and behavior of its regular chakra, more specifically advanced manipulations such as elemental chakra. By mixing ones chakra nature's with Kuroch a few important effects become immediately noticeable, such as the element adopting the jet black appearance of Kurochi while also sharing a few of its traits. The infused element will gain the ability to affect both chakra and matter alike, as is the characteristic trait of Kurochi. For example, a Kurochi infused fireball will be pitch black in color, obscuring vision while being able to devour the chakra and physical aspects of its target(s) unlike regular fire.Water techniques become severely discolored, looking very murky while Doton techniques become pitch black--even the tiny particles. Lightning also becomes black and solid variations of Futon (such as Vacuum Blade) becomes dark grey color. However this effect only applies to elements released directly from the Claymore's body such as the hands, mouth, feet, etc.

Note: Lasts 4 turns with each usage
Note: Can only be performed 3x by Heartless Ones and below and 4x by Phantasmal Ones and up
Note: Can only be applied to elements of S ranked 3x in total and Forbidden ranked only 2x
Note: Requires a 2 turn cool down once it ends.
Note: Usable members of Ghoul rank and above.
( Suiton: Hiryō ) Water Release: Carabao Fertilizer
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A ( +10 to infused Technique )
Damage: N/A ( +20 to Infused Technique )
Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ).

Note: Requires a 1 turn cooldown. Can only be used 5 times. Can't boost techniques higher than S rank.

HP: 200 > 160| Chakra: 1,910 > 1,839 | Speed: 10 (x2) = 20 | Tracking: 10 (x2) = 20

Yellow Flash Nindo: 1/5 vs Katsuryoku Clan Techniques

Health Drawback Currently
80% Health remaining - Should an attack reduce the user’s health this low, it will cause 5 damage to one’s torso every 3 turns.
 

El Alucard

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The woman, confident in her tricks and taunts, released a black mass of algae, concealing a hidden tendril within it. Faye, heightened in her sage mode, keenly sensed the impending threat.

As the algae mass advanced, pink wings manifested on Faye, elevating her 10 meters above the ground. From this heightened position, she unleashed a sweeping stream of scorching flames downward, the heat drying the air and engulfing Velvet, along with her algae technique, in a fierce conflagration.

Simultaneously, a cascade of pink feathers rained down from Faye's wings, catching fire on their descent through the flames and piercing Velvet. Hidden amidst the fiery veil, these burning feathers made it challenging for Velvet to discern which direction they would come from. Faye's wings continuously replenished the supply of feathers, sustaining her airborne stance.

"Nice try," Faye remarked, a mocking tone underscoring her words. "You thought you had an in, didn't you?"


Rank: C-S (A-rank)
Type: Supplementary
Range: Short-Long
Chakra Cost: 15-40 (30 + 10) = 40
Damage Points: 30-80 (60 + 20) = 80
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu is based on the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the conviction of the user, and a sacrificial portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain color of Kūki no Yōna depending on the user, upon materializing in the desired area of the user's choice. On top of that, the constructs are either flame-like or solid in the appearance, thus adding for versatility. Once the sacrifice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki will either do nothing (if the spirit decides to not take a tangible form), or produce kinetic, physical damage (if he takes physical form). In this case, the Genki still has the ability to select which matter he will interact with, though that is not true for energies, as per the clan description.
Note: This technique can only manipulate one genki at a time.
Note: S-Rank can only be used three times per battle and not in consecutive turns.

Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (+10) = 50
Damage: 80 (+70 via AP + PSM + CSC) = 150
Description: The user does one handseal and inhales while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth. The user has control over the concentration of the technique, being able to produce a narrow jet of flames, highly concentrated or one that will widen along its range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time.


Faye's Base Stats / Boosted Stats
Tracking: 85 (Boosted via; Apex Tracker, Soul Sense, Heat/Nature Sense) | Speed: 36 (Boosted via; Perfect Sage mode) | Sage Chakra: 420 > 350 | Normal Chakra: 1050 | HP: 160 > 140
 
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Alyx

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Velvet observed with amusement as Faye took to the skies, avoiding the spreading black algae below. Chuckling softly, she wiped away the smirk from her lips, her demeanor shifting to one of seriousness. "I'm afraid I find this rather... sad," she remarked, her laughter fading into a more sober tone. As Faye reached the peak of her flight, Velvet continued, explaining why such actions were futile in the grand scheme of their battle.

"Life, battle, or even just your average banter, is like a game of chess," she began, her tone contemplative. "You move your pawns, kings, and queens all to capture the enemies, and with this in mind, you have to ask yourself... where did I play wrong?" With a calculated inhale and exhale, Velvet unleashed a technique mirroring Faye's, but with a unique twist—she merged the Kurochi into the flames, combining them with the Life Blood of the Black Salamander technique.

The resulting clash of opposing techniques negated each other, leaving the black algae and Velvet unscathed. Utilizing her control over the algae, Velvet manipulated it into a protective wave, blocking Faye's feathers as they approached. Meanwhile, her Inner Sonar Skill allowed her to sense Faye's movements, ensuring she remained one step ahead.

Within the algae, Velvet's Kagune snaked its way toward Faye, poised to strike and send her plummeting back into the pools below. "I command the ground, and soon the air. You're slowly running out of options, Faye!" she declared, her voice echoing with confidence as she pressed her advantage in their escalating confrontation. Velvet's transformation however would have expired, as she returned to her base form by the end of the turn.

(Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40 + 10 = 50
Damage: 80 + 20 = 100
Description: The user does one handseal and inhales while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth. The user has control over the concentration of the technique, being able to produce a narrow jet of flames, highly concentrated or one that will widen along its range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time.
(Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen) - Fire Release/Sealing Technique: Lifeblood of the Black Salamander
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilise forbidden ranks.

Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze


HP: 160 > 145 | Chakra: 1,839 > 1,758 | Speed: 10| Tracking: 10 (x2) = 20

Yellow Flash Nindo: 2/5 vs Katsuryoku Clan Techniques

Health Drawback Currently
80% Health remaining - Should an attack reduce the user’s health this low, it will cause 5 damage to one’s torso every 3 turns.
 

El Alucard

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With both of her techniques effectively blocked, Faye decisively conjured a vortex 5 meters below her. This swirling force drew in everything—Velvet, her kagune, and the algae—tearing the latter to pieces due to the lightning aspect of xenon. Simultaneously, as the vortex took form, Faye unleashed a small blast of xenon from her hands, targeting Velvet directly. The force disrupted Velvet’s footing, and she was pulled into the vortex, spinning and disoriented.

The vortex reached its climax with a powerful explosion, sending Velvet tumbling on the ground into long range. Selenium dust which was infused into the xenon technique, quickly spread across the battleground, immediately affecting Velvet. She began experiencing the debilitating effects of Selenium poisoning—partial blindness, headaches, and nausea, coupled with a heart infection. Leaving her unable to see past mid-range, and her base speed reduced by 1 level, leaving her incapacitated and vulnerable.

Type: Supplementary
Rank: S
Chakra: 40
Range: Short-Long
Damage: 80 + 20 = 100 (Via Selnium infusion)
Description: The user creates a Xenon vortex that begins to suck opponents and objects alike inwards towards them. The vortex then bursts outwards sending all the debris and opponents it sucked in flying. The user at any point from the vortex’s creation to its explosion shoots out of their hands, dense Xenon orbs, in the form of twin gatling gun-like shots. Upon impact they burst causing small xenon explosions. The user can choose to do a sweeping motion for a larger AoE or simply aim their shots at the intended target
Note: Can only be used 3 times
Note: Can only be taught by El Alucard


Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augment other elements through several means;

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strengthens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc.

Earth
The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles augments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.

Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot

Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Serenton is an armorphous element that not only has physical properties but also comes along with a variety of toxic effects(mentioned in submission) no matter the form it takes. The following effects are references to the effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, inhaling it or even by it coming into contact with the eyes. The effects of the toxicity is determined by the rank of the dust technique in use i.e Higher rank selenium dust techniques are more toxic than lower rank selenium dust techniques regardless of size.

D-C Rank: Absorbing Selenium dust of these ranks through means mentioned causes minor effects such as headaches and irritability, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, the target would feel extreme nausea along with partial blindness, they'd also suffer from the effects of Myocarditis. The nausea causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the queasiness 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 inhale/exhale via yelling and such. The Myocarditis reduces the target's heart's ability to pump and also causes rapid or abnormal heart rhythms, this causes a decrease to a target's physical feats - Speed is reduced by one level and all techniques that rely on a target's physical feats get a -20 damage debuf. The partial blindness translates to an inability to see past mid range.

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to Selenium dust of this rank would suffer stronger forms of previous effects. Immense Headaches coupled with Irritability and complete blindness would reduce the target's overall tracking to half of its previous value. The immense nausea would render the target unable to spew out techniques that from their mouths that are B ranks or above (This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such). The Myocarditis would translate to target's speed being reduced by two levels and the target becomes incapable of using Taijutsu beyond B-rank basics.
Note:
- By spending 20 chakra, the user can passively rid a target's body of excess Selenium so as to remove the effects. This requires the target to be in short range of a user.
- After being effected, the targets can't lessen nor rid the effects unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
- The effects stack i.e Getting exposed to 2 C ranks would incur B rank effects. Getting exposed to 2 A ranks would incur S rank effects and so on.

In response, Faye adopted a solemn tone. “People like you, who see battles as games, have yet to grasp the weight of loss. I despise it, but I won’t fault you for your sheltered perspective. Perhaps today, or another, you’ll come to respect the gravity of death and battle when it stares you in the face.

As Faye spoke, she concentrated a surge of lightning chakra into her hand, compressing it into a potent ball of energy. With a resolute throw, the ball hurtled towards the incapacitated Velvet, exploding upon impact in a dramatic display of devastation.

Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user concentrates a lot of lightning chakra into their hand, compressing it into a ball of lightning energy. The user can then hurl it at the enemy or trust it forward in a melee attack. Once the ball hits the target, it expands into a massive lightning explosion.


Faye's Base Stats / Boosted Stats
Tracking: 85 (Boosted via; Apex Tracker, Soul Sense, Heat/Nature Sense) | Speed: 36 (Boosted via; Perfect Sage mode) | Sage Chakra: 350 > 260 | Normal Chakra: 1050 | HP: 160 > 140
 
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Alyx

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As the clash of techniques ensued, Faye intensified her manipulation of the wind storm, drawing the rising algae and kagune into its suction-like pull. Velvet, realizing the futility of resisting, allowed herself to be pulled into the vortex while passively manipulating the algae around her to form a protective barrier (120 Defensive Power, leaving 100 DMG defensively after the clash). With her clan's innate skill, she drew upon the power of the Kurochi, oozing it across her body to heal the damage inflicted by her kagune's use. The dark energy surged through her, swiftly restoring her to full strength as she landed back on the surface of the algae forest, albeit weakened with only three tendrils remaining. She would have kept the Alage wrapped around her akin to a suit of armor, allowing her to remain unaffected by the dust particles being unable to make contact with her skin.

Meanwhile, Faye continued her aerial assault, prompting Velvet to smile confidently. In a calculated move, she released her Kurochi from her body, shaping it into a giant shadow-like claw that intercepted the lightning attack and surged forward toward Faye with lethal intent.

"Believe me, Faye. I know the art of war better than you can imagine," Velvet taunted, her voice carried by the winds. "Tell me, how many bodies have fallen to your hands?" she said, watching.

With a smirk, she watched as her dark claw closed in on Faye, eager to press her advantage in the escalating battle. Due to the Kurochi shadow claw overpowering the lightning, it would also consume the lingering chakra, transferring it back to Velvet.


Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: 30 - 300 (140)
Damage: N/A
Description: The second half to the Kureimoas' creed to survival, Kagirinai no Sonzai is based on their ability to heal from wounds without the use of medical ninjutsu or machinery. At a cost of 70 chakra for major wounds, a Kureimoa is able to recover from grueling injuries and keep fighting longer. Coming from inside the clansman's body and pouring outward with Kurochi, the healing process is extensive enough to mend deep/shallow cuts, singed, frostbitten, and even necrotic/rotting skin, flush toxins and poisons from the body, and even regerate entire limbs if necessary. When dealing with superficial injuries like the aforementioned singed skin or shallow cuts, bruises, etc the Kureimoa is able to spend 30 chakra to heal up to 40 damage. Should the user have serious injuries such as missing limbs, moderately high damage, broken bones, etc, then he is capable of healing up to 100 damage, spending twice the amount for chakra ( i.e. healing 50 health equals 100 chakra ). The ultimate healing process of the Kureimoa however, is the secret technique dubbed only as "Dying Light" where once per match/event, the body is flooded with copious amounts of chakra and Kurochi as a terrifyingly fast healing process grips the Kureimoa's body. This ultimate healing can heal up to 150 damage at heavy costs, however. Doing this requires the Kureimoa to be alive and have his head still be attached to his spine/body while it costs a whopping 300 chakra and takes 2 of the 3 allotted slots per turn to use. This also prevents usage of other forms of healing for an extended time.

Note: Must be at least Ghoul rank to perform
Note: Any usage requires a move per turn. Minor healing can be done once every other turn while major healing can only occur once every 4 turns. Dying Light can only be used once per arc and prevents usage of minor and major healing for 6 turns.
Note: Only one version of healing can be performed in the same turn.
Note: Only Claymores of Heartless rank and above are able to use "Dying Light"
Kurochi ♎ Vile Chakra
Type: Offensive/Supplementary/Defensive
Rank: C/S
Range: Short-Long
Chakra cost: 15/40
Damage: 30/80 (60 + 10 = 70)
Description: The special chakra nature only found in Claymores, Kurochi is like the physical manifestation of their hunger and agony. The energy itself is pitch black in appearance and appears and behaves almost like water with its amorphous shape shifting and flexibility. This malleability isn't to be underestimated though, as the energy is both capable of being dense and hard enough to shatter bones and restrict targets and also precise and thin enough to remove a strand of hair. Claymores can manifest Kurochi directly within their bodies, where it can be seen dripping from their pores and eyes, as well as directly from it, or even the area short ranged around them. They are also able to manipulate this energy up to long range with chakra control and may sustain pre-existing constructs with -10 chakra per turn, for up to three turns. When creating constructs to attack Kurochi cannot be formed within 5 meters of the opponent. When in contact with living things, Kurochi's effects can be described as "warm" to the touch, not with heat but rather the effect it has where it gradually degrades the objects it touch in a parasitic manner, feeding on both the chakra and physical aspects of its target(s) until nothing is left. The Claymore can control what things the Kurochi feeds on and what it doesn't. Should the Claymore desire, this special chakra can be used to perform one of the core techniques of the clan; Primeval Gluttony. From the lowest to the highest rank of the release, the energy is able to feed on raw chakra and bodies and take the chakra into the Claymore's body like a proxy. In terms of S/W all elements one rank weak to Kurochi (raw and Senjutsu chakra) are devoured near immediately when interacting with it while neutral elements (elemental and other hyper natures like Bijuu chakra) are degraded at normal pace. Kurochi manifestations can range from as small as kunai (C ranked) to as large as the Doton technique Mountain Smash (S ranked).

Note: The S ranked version can only be performed 4x a match.
Note: If the S ranked variant is used then no other forms of Kurochi manipulation above A ranked can be used in the following turn.
Genshi Ōkui ♎ Primeval Gluttony (Passive)
Type: Supplementary/Offensive
Rank: N/A
Range: Short
Chakra Cost: (+200 chakra per limb/+300 torso and head)
Damage: N/A
Description: The basis of the Kureimoas' lust for flesh is firmly rooted in their curse of perpetual hunger. Despite this never ending agony, they are capable of feeding ever so often and being satisfied even if for for a moment. Through feeding, a Kureimoa gains a slight euphoria, like someone eating their favorite food prepared just perfectly, along with the pent up chakra stored within the flesh of their victims. This chakra can be ingested by the Kureimoa and added to their own chakra reserves or use it to fuel various chakra intensive techniques of the clan such as healing. The human body is divided into four (4) sections when being the main course of a Kureimoa's meal; both hands, feet, and the head as well as torso. Consuming the limbs will give 200 points of chakra while the torso and head will yield 300 chakra and are able to be harvested by the Kureimoa clansman through feeding. When added up this means every person consumed by the Kureimoa provides 1000 chakra However their Hunger doesn't end there, Claymores also possess a hunger for knowledge where they are able to access the thoughts, sentiments, memories, or even emptions of their victims through consumption--even if the target is dead. With their ability to digest almost all forms of chakra (such as neutral, elemental, Raw Senjutsu, as well as Bijuu chakra) they are able to devour not just flesh but actual energies when presented the opportunity. This chakra eating habit can only apply to raw, unmolded chakra and not actual techniques. Meaning, they must wait until said technique has been broken down to a point where it becomes simply raw, un-molded chakra. Whenever Kurochi overpowers an opponent's technique and the physical and chakra properties of said technique have been degraded, the Claymores are able to harvest that lingering, unmolded chakra through either eating it manually or using the Kurochi as a proxy to take it into their bodies. When metabolizing the raw chakra of a deteriorated technique a Kureimoa gains 50% of the cost of said technique as chakra to their reserves. This means, an A ranked technique (30/60) reduced to chakra or a simple burst of raw chakra gives the Kureimoa only 15 chakra should it be eaten/absorbed. Accessing sentiments and absorbing lingering chakra has no cool down nor does it take a move-slot of the three allotted (this technique will still need to be referenced however).

Note: These chakra increases count as Bonus chakra should it reach the Kureimoa chakra cap, allowing it to increase their chakra beyond their normal limits.
Note: Must be of at least Ghoul rank to perform.
Note: Can only be performed every 5 turns whether in part (eating only a few limbs) or in full (eating an entire body).
Note: Limb consumption can be done in the Ninja World but consuming the torso or head of a target requires both to agree to permanent damage and death. Limbs consumed will remain gone for that arc only, never permanent.
Note: Can also be performed through the Kagune organ or Kurochi constructs.

HP: 145 > 130 + 70 = 200 | Chakra: 1,758 > 1,592 | Speed: 10| Tracking: 10 (x2) = 20

Yellow Flash Nindo: 2/5 vs Katsuryoku Clan Techniques
Current Active Techniques
Lifeblood of the Black Salamander (2/4)
Cruel Hegemony (3/4)
Inner Sonar Skill (4/6)
Genesis (Last Until Destroyed Completely)
 

El Alucard

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As Velvet's nightmare claws lunged towards Faye, her wings dissipated, leaving her to glow with an ethereal aura as she descended from the sky. (This of course would cause Velvet’s class attack to miss Faye). With grace and precision, she manipulated a barrier under her dominant foot, propelling herself towards Velvet at full speed. Creating several footholds in a seemingly chaotic manner, Faye moved unpredictably until she was behind her opponent. To Velvet who could not track Faye, it appeared as if Faye had vanished after free-falling.

Within short range of Velvet, Faye's ethereal glow expanded as she unsheathed her Golden Nightmare, delivering a powerful swing. In the wake of this ethereal assault, everything within Faye's Kuki no Yona crumbled to dust, including the algae as its life was drained from it. The grass withered, small insects roaming about died and, Velvet would instantly be drained and pale, succumbing to the exhaustion. Vulnerable to Faye's swift katana slash, aimed precisely at her neck, Velvet felt the heat from Golden Nightmare making the blade effortlessly cut through her. In a single swing, Faye sought to decapitate her adversary.

In the eerie silence of Faye's Kuki no Yona, life and energy surrendered to an unforgiving void. The Genki, a silent witness to the fading essences, absorbed their dwindling vitality, channeling the ethereal energy directly into Faye as chakra. Time blurred, events unfolding faster than she could register, leaving Velvet no chance to even turn before Faye's blade severed her head from her body.

"Velvet, the shadows whisper tales of the price paid for crossing me. Counting bodies is easy; measuring the weight of their souls as they fade into the abyss is an art you wouldn't comprehend." Faye responded in a rather dark tone.

Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (+10) = 40 (-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or full body infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, whether it be full body not only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
1. Partial B-ranked|[ Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a full body infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organism can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel is enabled to see into the future. In other words, the vessel is giving himself the capability to view all possibly outcomes, and the ability to change the to-be happenings, with another act than the one told in the vision. Lasts one turn, and can only be used 3 times during partial infusions. Can be used 5 times during full body infusions.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the color, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizziness, etc. and thereby oft their actions as well. Lasts until deactivated.
2. Full body A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial uses per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle duration: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5). Can only be used twice per battle.
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.

Type: Offensive | Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 40
Damage: 80
Description: A more movement based technique of Baria no Michi, where the user will dash towards the opponent and as they run, they will expel Wind chakra from their legs, creating tangible rectangular shapes of Wind, which acts as steps for them, allowing the user to go into the air. The user will then jump forward as they spin, and the user will release these already formed shapes towards the opponent, encircling them and slamming into the opponent from all sides, as the user drops down upon the opponent from above, delivering a final heel drop. In doing so, the user releases a small 1x1 rectangular Wind shape, from his heel, onto the opponent's head for blunt damage. Alternatively, these steps can be used as an evasion method, allowing the user to create these steps from the barriers, and use them to move around an opponent for example, or over an obstacle, only to release the barriers towards the opponent once done.
Notes:
-Can only be used by Detective L
-Can only be used four times per fight
-No A rank and above Baria no michi techniques for the same turn, and the next

Rank: S
Range: Short
Chakra Cost: 20 (+10) = 30
Damage Points: N/A
Description: Kiss of Frejya, is one of the clan's more rare techniques, available only to high ranked members. It is fabled for it's supplementary efficiency, by aiding the user in the most dire situations possible. The technique itself is utilized through the usage of Kuki no Yona, also known as the ethereal energy. While under the influence of ''Buri no Yuigon'' despite what infusion that is currently in use, the user is capable of extending the Kuki no Yona similar to an aura, inhabiting the perimeters of short-range, omni-directional around the user. Once the 'aura' have reached its boundaries of short-range, it will forcefully start affecting the surrounding area, such as entities that contain physical energy such as grass, flowers, trees, plants and generally objects that contain a life force per say, such as animals and such are included as well. The Genki and the Kuki no Yona that exudes from the user into the vicinity will forcefully start to extract physical energy from the object(s) in question, following by storing it within itself. The object(s) would essentially be left drained, the flora would loose color and crumble away, while animals and alike would turn pale, turn exhausted(1 turn) and eventually pass out(2 turns).
Now much alike how chakra travels, the energy stored within the Genki would traverse to the user, thus replenishing his physical energy capacity (+50). This allows the user to counteract exhaustion and lack of physical stamina, leaving the user will be overall re-energized, even if he has small injuries (scratches, bruises, etc), on top of so a minor and temporarily bonus to physical strength (+10 to regular taijutsu for two turns.) is given as a boon. While the aura can extend, the user can also decide to keep it within his own entity as usual, thus the effects can be more concentrated upon the extraction, storing and delivering the physical energy to the vessel. This however is only utilized upon physical contact oft given in CQC, where the Kuki no Yona can function as a sort of siphon to drain physical energy upon contact with an object(s) containing said energy (+100). This will give a slightly stronger boon due the condensate of the Kuki no Yona, boosting physically strength(+15 duration of two turns). While using the concentrated version the user can decide to guide the physical elsewhere into other objects even, however only as long as physically contact is remained, meaning replenishment of stamina can be transferred to an unconscious squirrel for example.
This technique can only be used by select few Pledged and freely by Elders/Voice. While this is ability that pertains solely to Genkis, it is low-effort technique and needs only triggering through a mental note, oft followed by a gesture for cosmetic looks. The technique can only be used 4 times, with a 2 turn cooldown and lasts for the duration of 3 turns per 'activation', although it cannot be stacked on itself. The usage of the technique restraints the usage of above S-ranked Katsuryoku Techniques while active.


Faye's Base Stats / Boosted Stats
Tracking
: 85 (Boosted via; Apex Tracker, Soul Sense, Heat/Nature Sense) | Speed: 36 (Boosted via; Perfect Sage mode) | Sage Chakra: 260 > 170 | Normal Chakra: 1050 (+50) = 1100 | HP: 140
 

Alyx

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In the absence of her improved hearing technique, Velvet found herself in a peculiar situation. However, she refused to be caught off guard, relying on her sonar abilities to gain insight into her opponent's movements. With each sound wave bouncing off Faye's body, Velvet pieced together her adversary's position and intentions, preparing her counterattack. With precision, she unleashed a powerful burst of pitch-black flames tinged with pink hues, accompanied by the enhancement of the flames' sound waves through a snap of her fingers. The resulting explosion not only repelled Faye, both physically and mentally, but also inflicted severe burns, enveloping her in agony and placing her under a deceptive illusion through the alluring scent.

Drawing from her arsenal of Perfume-based illusions, Velvet conjured an intricate illusion known as "Nefertiti's Judgement ღ Magnanimous Libra." In this illusion, golden rings adorned with sunflowers materialized around Faye's body, creating the illusion of slowing her movements to a crawl. Despite the physical repercussions, Faye was compelled to move at her base speed, her actions hindered by the deceptive illusion. With her remaining Kagune retracted into her body, Velvet poised herself to unleash another hidden technique from her clan's arsenal. "Sorry, couldn't hear your yapping over the flames. Mind speaking up a little bit more?" she quipped sarcastically, her confidence unwavering. The flames she also emitted would have a spacing of five inches above the surface of the Algae, making sure it remains unharmed in the wake of her technique and going all the way into long range.

( Katon/Meromeroton: Mera ღ Mera ) Fire/Perfume Release: Tituba's Plea ღ Flamme de Salem
Type: Supplementary/Offensive/Defensive
Rank: D-S (S)
Range: Short-Long (Long)
Chakra Cost: 10-40 ( +10 per turn )
Damage Points: 20-80 (80 + 20 via Cruel + 20 via Vibrations = 120)
Description: Flamme de Salem is a bright and scented flame, usually in pink shades. It takes advantage of Perfume's resistance to fire to burn off the Genjutsu-carrying scent of the element and intensify it. The Flamme de Salem can be manipulated like Fire Ninjutsu, creating flames and maelstroms or burning constructs, which can be bigger and more powerful depending on the chakra used. The Genjutsu carried by the Flamme de Salem induces the illusionary effects described in any approved Perfume technique, like the ravaging rose thorns of Cleopatra's Piercing Adoration or the alluring pheromones of Bonny's Seduction.

This technique can also be combined with an equal ranked Fire Ninjutsu in order to induce the same scent-based Illusiosory effects with other fire techniques as a base, creating an elemental combination technique which has the outcome of being 1 rank stronger or +20 damage in case of S rank. This can be done in the same time-frame as another Fire technique but counts as 2 jutsu. Either variant of Flamme de Salem is ruled by the fire aspect of the technique, and is bound to any Fire-related specialities of the user, likewise, when clashing the Perfume takes a supplementary role whereas Fire carries a defensive and offensive roll, giving the technique or the combo it's elemental S&W, rather than Perfume's. Despite the underlying Genjutsu being the same rank it will still be damageless. Any method of dealing with Genjutsu can be used after the source has been removed, otherwise it is continuously recast without change. The scent exuded by this technique extends in a short range radius around the flame source, casting the illusionary effects in this area.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 5 turns. A Rank and above can only last up to 3 turns and require 2 turn cooldown. A rank can only be used 3 times, S rank can only be used 2 times. This can't be used with Forbidden ranked Perfume or Fire techniques.
Note: Can't perform other Fire or Perfume techniques higher than S rank throughout the duration of this technique. In case of S rank usage, can't perform them higher than A rank.
Note: A single Perfume Genjutsu effect can be applied per Flamme, without stacking.
( Meromeroton: Himawari Kin ღ Kiukoudai Tenbin ) Perfume Release: Nefertiti's Judgement ღ Magnanimous Libra
Rank: S
Type: Defense/Supplementary
Range: Short-Mid
Chakra Cost: 40 (+5 per turn)
Damage Points: N/A
Description: Requires 1 handseal. This techniques manifests itself as a quick burst of vaporous golden perfume, stretching radially up to mid-range around the user in under a couple of seconds. The premise for this technique is that the chakra system and the physical body are directly linked. This perfume does not affect opponent's whose chakra system or blood system is in the same pace than the user's. If higher than normal, the perfume will emit a genjutsu that will make the opponent feel as if the gravity suddenly increased, pinning them to the ground, Which is visually manifested as several rings of pure gold, carved with sunflowers, around the opponent's wrists, limbs, neck, torso, etc. The effects are proportional to the chakra system's alteration, thus, when the user moves at a faster pace than normally allowed to the body through the use of chakra (Such as Swift, Gates, Sage Mode or Raikage's Lightning Coat, for example), the pressure of the gravity will bring the person's speed down, invariably making the target as fast as he/she normally is. Due to affecting the body directly, it is able to surpass chakra peaks, like burst of chakra or pain, but is easily released by localized chakra releases (Such as someone infusing chakra into their bodies), to actually destroy and repel the perfume, otherwise simply calming oneself/releasing the modes will render the genjutsu inactive. It never reduces the opponent's speed more than their usual speed.

*The perfume stays in the target's body for 5 turns (As long as Raikage's Coat). Without the perfume, the genjutsu can be released as normal*
*The user can only use this technique twice per battle, and it requires 2 turns waiting period after the previous perfume disappeared*
*The user can't preform Forbidden jutsus, nor Perfume higher than A rank, for 2 turns after the perfume is activated*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*
(Ototon: Fuka Shindou) Sound Release: Bad Vibrations
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: (+20 damage)
Description:
This is a useful jutsu with effects that can only be noticed when used in conjunction with another technique, simply by snapping ones fingers. The user may add this snap onto the performance of another jutsu so that this may activate within the same timeframe or it may be used standalone on an exisiting justu. By snapping their fingers the user will release a pulse of sound that effects the natural noise surrounding their target technique.

For example the 'roaring' and 'crackling' of fire or the 'rushing' of water. Any technique that produces a natural sound in this way may be targeted by this sound. The sound will amplify the natural noise around the target jutsu and forcibly turn them into destructive sound waves. This forms a cloak or barrier of sorts of sound around the technique as long as it is in play, empowering the inital technique slightly. The inital snap of ones fingers produces a sharp cracking noise that can be heard across the battlefield

Note:
~Can only be used 3 times
~Can only be taught by Houdinii

HP: 200 > 190| Chakra: 1,592 > 1,532| Speed: 10| Tracking: 10 (x2) = 20
Yellow Flash Nindo: 3/5 vs Katsuryoku Clan Techniques
Current Active Techniques
Lifeblood of the Black Salamander (3/4)
Cruel Hegemony (4/4) - Ends this turn.
Inner Sonar Skill (5/6)
Genesis (Last Until Destroyed Completely)
 

El Alucard

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With unwavering determination, Faye confronts Velvet's omnidirectional burst of black flames. Swiftly adjusting her strategy, Faye halts at mid-range, countering with a massive stream of flames from her mouth. These aren't just regular flames; Faye has infused a genki into them, shaping the inferno into a gigantic flame bear with an ethereal coat, bigger than most summons. The fiery creature engulfs Velvet, pinning her to the ground, tearing her apart in the relentless heat whilst burning her.

Continuing the assault, Faye orchestrates an attack from below, transforming the ground beneath Velvet into ash that erupts upwards. The ash, upon manifesting, interacts with the flaming bear, setting off an explosive confluence. Any attempts by Velvet to utilize fire or wind techniques trigger the explosion as well. Remarkably, the bear, made of fire itself, remains unaffected, effortlessly reforming from the flame eruption. The battlefield becomes a spectacle of controlled chaos, showcasing Faye's mastery over fire and strategy.

Velvet's endeavour to ensnare Faye in a genjutsu proves futile, thwarted by Faye's full-body infusion. The result leaves Velvet grappling with the overwhelming storm unleashed by her relentless adversary.

"Oh, were you speaking? My bad," Faye mockingly retorted, wearing a mischievous grin. "The flames have this amazing ability to mute out unsolicited commentary. It's like a natural volume knob for annoying banter."

Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40 + 10 = 50
Damage: 80 + 70 = 150
Description: A technique where chakra kneaded inside the body is converted into fire, and then expelled from the mouth in a massive stream of intense flames, after doing the Rat → Ox → Dog → Horse → Monkey → Boar → Tiger hand seals. The technique has an enourmous range and can cover a huge area. When it was used by Madara Uchiha, the massive scale of the technique was such that, in comparisson, his incomplete Susanoo seemed small. The main advantage of the technique is that it can be used to burn large areas in an effect in everything similar to a flamethrower.

Rank: C-S (S)
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-60 + 10 = 70(-10 per turn to sustain)
Damage points: 30-80 + 20 = 100
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessible by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inanimate objects infused. This however is not only limited to solids, per say, as long as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.

Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30 + 10 = 40
Damage: 60 + 70 = 130 (+10 if explosion occurs from another fire or wind technique) = 140
Description: The user performs two handseals as they infuse katon chakra on whichever part of the ground surrounding them they wish (similar to Swamp of the Underworld). This katon chakra will burn the targeted earth below surface by consuming the tiniest bit of air underneath, using it as fuel. Because katon chakra has burnt the ground, it turns into ash which is then manipulated with the help of katon chakra blended onto it to rise upwards in a burst, causing anything on the affected ground surface up to 5 meters to received damage as they're being sent flying upward by the rising ash. Which part of the ground should be affected is up to the user. It could be all the ground around an opponent's location, in a circlular formation around themselves (the user), or any other manner. Anyone who gets sent flying by the burst of ashes receives 2nd-degree burning damage. As for opponents who were beneath ground surface whilst this jutsu was performed, they will receive similar damage but will also be unable to breathe as the air beneath ground has been consumed by the user's technique. If someone uses a fire or wind technique that gets in contact with the ash during its process of rising up, the ash would explode in a similar fashion as Fire Release: Ash Pile Burning, affecting whoever was inside the targeted area and giving them 3rd-degree burns.
Note: Usable thrice per battle
Note: One turn cooldown between usage


Faye's Base Stats / Boosted Stats
Tracking
: 85 (Boosted via; Apex Tracker, Soul Sense, Heat/Nature Sense) | Speed: 36 (Boosted via; Perfect Sage mode) | Sage Chakra: 190 > 40 | Normal Chakra: 1050 | HP: 140
Testament of Búri: 2/4
 
Last edited:

Sinthorus

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Ight, I was asked to check this as it's for a mastery for El Alucard's SM.

El, when you activate those clamps, you still need to post the actual LW for reference. Secondly, when you used the reality marble, you increased the chakra of your technique by 20. The maximum you can ever increase the chakra value of a jutsu by is +10. Next your Reality Marble is F rank, your Xenon buff states "Note: It can be used on techniques up to S rank.", so that boost wouldn't have been valid. Please ensure you're reading the restrictions of your jutsu. Also, for a series of rulings that have happened over recent years please see [here]

Mirai's replies with his Vile Chakra technique, though I feel he has misused the september technonogy here. He's listed September as passive, though that's not how the boost to a jutsu reads:

"Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to 10% of their chakra supply from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down. "

The senjutsu gaining part is listed as passive, though the bolded that is used to enhance a jutsu states it's in the same time frame, though it doesn't state it's passive. This means it takes a jutsu per turn and then would mean you used 4 jutsu in one turn, invalidating your move.

El follows up with Moving Earth Core and landslide, no issues here.

At this point I give up outlining what happened and decided I'd outline any issues found.

Post 7: If you're gonna apply boosts to your techniques, give reference to where they are actually coming from and break down the values. Your personal summon gives +20, you need to state that, then 15 from AP, 30 from SM, which is 65 damage bonus, not 70. <_< Instead it's wasted my time trying to hunt it down.

Post 10: Once again, if you're gonna make use of a technique Mirai, post it for reference save us having to hunt back through. As for the Algae, it say it can be passively manipulated (though not stating it can be done after the turn it's created) and lasts until destroyed, but doesn't actually have a sustainment cost. So after it's initial creation, it feels as though the jutsu is then devoid of chakra and just basic Algae rather than 120 defensive Algae. If it had a sustainment cost to retain control in that form, then sure I'd agree it would retain the high power. But the fact it has no chakra within with that control etc, seems like a weird technique.


Skipping to the end because eh. I didn't feel as though either of you pushed each other hard at all. It was a passive/negate each other's moves kinda fight. Rather than a trying to win vibe.

Draw.
 
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