[Closed] Detective El

El Alucard

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All out


The field was open and vast, stretching out before them in quiet, waving rows of green, meeting the sky in an unbroken line. There was nothing to hinder the space between them, nothing in the land to favor either side. Nima stood in this space, serene in the open field, her eyes fixed on the man before her, calm and unhurried, as if she had been waiting for him.

There was no sudden move. Only the quiet intake of breath.

As she began to lower herself, her hands reaching down to the weights attached to her ankles, her chakra began to build inside her, gathering in upon herself with quiet, easy precision, honed to perfection without a single motion. Her mouth opened slightly and with the same quiet, she released it. A thick, pale mist began to seep out into the air, unnatural and heavy, spreading out from her at an unrelenting pace, covering the field between them in a thick layer.

She never ceased the motion she was in. One weight dropped down, then the other, landing softly in the grass, the sound almost lost in the quiet. Nima straightened, unhurried, the poison was already there.

I wonder." she murmured.

Then she threw two kunai at the man one straight ahead through the mist, the other in the air aimed to come down at the man from directly above.


Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80 ( 40 per turn )
Description: Chakra is kneaded within the body and then changed into special chemical substances which are then ejected through the mouth in the form of a massive gaseous poison cloud that can blanket an entire battlefield. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a mist of deadly gaseous poison. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu. The poisoned individual will suffer a loss of 2 BODY AP for 3 turns if poisoned along with 40 damage per turn.
Note: Can only be used by those with Medical Training.


Hp: 160
Chakra: 1200 - 40 = 1160
Speed: 16 > 32
Tracking: 66
 

Detective L

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I'll be using Eren.
Before Eren stood a young lady, unassuming in her posture and demeanor. However, things quickly took a turn for the worst. Without a moment's notice, she would release a mass of cloud of poison. Having dabbled in the medical arts himself, Eren knew the technique. It was not something to scoff at.

Passively activating his Sharingan, Eren would act. With two hand seals, Eren would unleash a massive sphere of Wind - dragging dust and debris with it in its approach to destroy and dissipate the poison mist. The same wind would blast the kunai off track.

"No decorum these days - a simple greeting would have sufficed."

He says, his eyes clearly seeing the woman before him.

( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye
Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG
(Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80+30 = 110
Description: After performing two hand seals Tiger → Dog the user launches a stronger version of the Wind Release: Vacuum Sphere technique, where the user instead chooses to compress the entirety of the previously inhaled breath into a single large, crushing sphere of wind chakra that they then proceed to expel from their mouth.

HP: 200
Chakra: 2000 - 30 - 40 = 1930
Speed: 10
Tracking: 30

 

El Alucard

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Nima’s opponent had torn through her technique with a fierce blast of wind, the sound of it howling as it ripped through the mist. It was not a reckless counter. It was a precise, controlled action. He knew exactly what the poison technique could do. He wanted nothing to do with it. He wanted nothing to do with her. That much was clear. Nima would have to think of another way to catch him off guard. But it was the casual nature of the wind technique that concerned her the most. There was no strain, no warning, only the unleashing of the technique as if it were nothing. She was dealing with a dangerous opponent. She was dealing with a man much stronger than he looked. If only she had known that from the beginning, she would have avoided the fight altogether.

Well, too late now, I guess,” she muttered under her breath, letting out a sigh.

The wind technique, having hit the poison mist, lost much of its original potency as it continued forward (110 - 80 = 30)

Nima never moved. She did not need to. The rukh around her stirred and responded instantly, forming a barrier that would absorb the remaining force of the wind attack. Once the force faded, the barrier would dissipate, not because it was destroyed, but because its purpose had been fulfilled. It would now lie dormant, silently repairing the damage it had taken. In all of this, Nima never stopped releasing the poison mist. It would begin to reclaim the battlefield, creeping back into the space the wind had carved out, filling the air once more.

And then she would move. The boar hand seal would be formed, and she would compress and alter the earth beneath her opponent, changing the ground into a sticky, unstable liquid. The surface would lower ever so slightly, so little that it would be nearly impossible to notice. But the trap would already be set. The moment the pressure would change, the moment he would move and lift his weight from that spot, the trap would trigger, exploding like a grenade and coming together on everything within short range.

Nima then created a Xenon vortex behind her opponent, a swirling pull of energy that began dragging her opponent toward it. The vortex would not only pull him in, but also draw the poison mist toward him, thickening the deadly air around his position but more importantly, the pull would shift his footing and change the pressure beneath him triggering the trap.

The ground would erupt first. Then, almost immediately after, the vortex itself would detonate outward in a violent burst of force. From the moment the vortex formed to the instant it exploded, Nima continuously fired dense Xenon orbs from her hands in rapid succession, twin streams of energy resembling gatling gun fire, each shot tearing through the air toward her opponent without pause.


Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80 ( 40 per turn )
Description: Chakra is kneaded within the body and then changed into special chemical substances which are then ejected through the mouth in the form of a massive gaseous poison cloud that can blanket an entire battlefield. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a mist of deadly gaseous poison. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu. The poisoned individual will suffer a loss of 2 BODY AP for 3 turns if poisoned along with 40 damage per turn.
Note: Can only be used by those with Medical Training.

Type: Defensive | Supplementary
Rank: A / S (A rank used)
Range: Short
Chakra: 30 / 40 (-10 to repair)
Damage: 60 / 80
Description: Borg is the only rukh technique that acts on its own, as it responds to the rukh around the user if they are in any danger. The user activates the protection by spending chakra (30 or 40), the rukh would then remain dormant only activating when the user is in danger. Once an attack is launched towards the user (Outside of the user's range of awareness), the rukh will respond in order to protect the user and form/erect a borg, or what others may perceive as a spherical barrier yellow in color. The borg however only reacts to non rukh techniques. The borg expands several feet outwards(up to 5 meters) in all directions protecting the user from oncoming threats, if enemies are caught in the range they'd be damaged and sent flying backwards. This allows for attacks of equal rank or below to be easily defeated. The borg can alternatively be activated by a user to defend an attack or as a means of transportation, allowing it to float and/or soar through the air by controlling it. Should the borg not be completely destroyed, it'd leech 10 chakra from the user to repair itself before remaining dormant once more.

Note: Spending the initial chakra cost doesn't count as a move however forming the borg(A or S rank) does.
Note: The A rank version can be activated 5 times per battle however it can be made to lay dormant for up to 4 turns.
Note: The S rank version can be activated 3 times per battle. It can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid
Note: When S rank version is used, no S rank and above djinn techniques can be performed in the same turn.

Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: After performing the Boar handseal, this technique enables the user through a transmission of earth chakra, to lay a dormant trap that stays on the field, until triggered by the lift of pressure. By compressing and converting the earth beneath the combatant into a sticky liquid, the ground below the target will lower slightly to an extend which is overall unnoticeable. Should the lift of pressure occur should the target move, the trap will trigger and explode similar to a grenade converging onto everything within short-range. The sticky liquid is similar to the mud found in Swamp of the Underworld. The user can create one trap per usage, within the range of the technique which is fairly fast in creation, such as it is upon explosion.
Note: Can only be used thrice per battle.

Type: Supplementary
Rank: S
Chakra: 40
Range: Short-Long
Damage: 80
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


Hp: 160
Chakra: 1160 - 40 - 30 -10 - 40 = 1040
Speed: 32
Tracking: 66
 

Detective L

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A sudden manifestation of odd chakra engulfs the woman, protecting her from the Wind. Eren's eyes would passively transform into the Eternal Mangekyo Sharingan. At the same time, Eren releases a powerful blast of Liquid Nitrogen with a Wind coating, freezing everything around him as it blasts outward gaining traction with a single seal. The ground would crackle as the burst moved outwards and the poison would falter against the glorious cold's strength. If the woman were to continue her approach, she would take the brunt of the attack.

"Guess it falls on deaf ears." Eren says under his breath as he points at the woman from behind the blue veil.

( Doujutsu: Eien no Mangekyou Sharingan ) - Eye Technique: Eternal Kaleidoscope Copy Wheel Eye

Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 70 ( -20 per turn to keep active )
Damage: N/A
Description: The Eternal Mangekyo Sharingan literally meaning " Eternal Kaleidoscope Copy Wheel Eye", is the final step in the evolutionary state of the Sharingan. While Mangekyo Sharingan is but an imperfect Dojutsu, unable to sustain and keep its own power, weakening with each use, the Eternal Mangekyo Sharingan brings control and balance to the power wielded. By merging the users own MS with that of his sibling, the use is able to awaken the EMS. The EMS grants the user the same abilities granted by MS but to unsurpassed levels. While granting the user the ability to perceive the world with increadible insight, it also grants the user the ability to see through S-Rank visual illusions and track the movement speed of almost anything, perfecting the already amazing abilities of the standard MS, like casting Genjutsu without the need for handseals as long as a line of sight to the target is available. A unique feat however, is that once the user awakens EMS, he loses access to his normal MS, transitioning from 3T form to EMS directly. While MS damages the user as time passes and severely tires and drains the user as its used, the EMS doesn't. The user can keep it active without losing his eyesight or damaging himself and can use the normal MS techniques with no activation reduction or drawbacks. Its true that the chakra cost is higher, but the user will feel little to no effect in his stamina and energy. Through his EMS, Madara gained the ability to control Tailed Beasts by forcefully using his sharingan genjutsu/mind manipulation abilities to take control of the Bijuu and temporarily sever its connection to the host. If the Jinchuriki is in normal form or entering one of the transformations, it's blocked from transforming for 3 turns. If it's in incomplete form, it's forced back into normal form and left unable to access his bijuu for 3 turns and if its in complete form, the user gains control over the bijuu, manipulating its movements/actions completely for 2 turns or until the complete form ends (whatever comes first), leaving the host unable to acess his bijuu for 3 turns.
Note: Only usable by bios with EMS after meeting the necessary requirements.
Note: User needs to have activated his 3T Sharingan beforehand
Note: Once activated, lasts 10 turns per use and once the user has held the ability for 4 months, can be done passively, with no move cost.
Note: Using MS techniques don't reduce the activation time.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: While active, as long as a clear line of sight and the range is respected, the user can cast normal non-Doujutsu Genjutsu without the need for handseals. However, Doujutsu illusions still require eye contact (if feasible) or their own requirements; this ability only affects regular Genjutsu.
(Ekishousan'en: Gouzen Gyoushuu) – Liquid Nitrogen Release: Roaring Condensation
Rank: Forbidden
Type: Offensive, Defence
Range: Long
Chakra cost: 50
Damage points: 120 + 30 + 20 = 170 (-30 damage points)
Description: The user releases their chakra from their body creating a shockwave from their body disturbing the air molecules, and collecting the molecules into small groups, as 75% of the concentrations in the air are nitrogen. Then by manipulating them the user freezes everything in a certain range surrounding area and turning the remains into a frozen wasteland.
Note: Causes – 20 damage to user from cold burns
Note: Can only be used 2 times
Note: User cannot perform liquid nitrogen for two turns.
(Futon: Do~ūmu no kuiirimasu) - Wind Release: Doom's Devour
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A (+20 to hot/cold techniques)
Description: Doom's Devour is a wind technique which is used to supplement techniques of elements which traits are one of heat or coolness within reason. It can be applied to both basic and advanced elemental natures. By knowing that each body that produces heat creates an air-cloak around themselves as to be capable of protecting from being affected by real temperature by feeling one which is eather few degrees cooler or hotter, user would use wind chakra as to eliminate it before the intial techniques reaches them. With performance of a single hand seal, user would coat a technique with wind chakra which function would be the one of affecting the air-cloak which is produced around entites. By doing this, the temperature that is felt by the technique intially sent would either increase or decrease (depending on the element used) due to opposing technique/entity not being in possession of the air-cloak which they are creating as to cushion the climate. So if a scorching technique is affected by the wind, it will not increase its size, flames and similar, however temperature which is felt by the opposing party would increase due to them not possessing the usual air-cloak which protects them from the said conditions. This technique is initiated with a performance of a single hand seal and due to its nature being the one to supplement other techniques once used it will happen in corresponding time-frame to the technique which it was used with. This would increase the damage of hot/cold techniques due to the increase in heat or coolness which is felt by those who are not enveloped by the air cloak.
Note: Can only be used three times per battle
Note: Can only be Taught by Akasha
Note: Cannot be used with streaming techniques unless the user possesses a kekkei genkai which allows them to mold wind and x-element simultaneously or YY.

HP: 200
Chakra: 1930 - 70 - 50 - 20 = 1790
Speed: 10
Tracking: 50

EMS: 1/10
 

El Alucard

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As the blast of freezing wind surged outward, even the poison mist began to crystallize and fall away like frozen dust. Nima reacted instantly. Instead of going with her initial plan, she dropped low and slammed both hands into the ground. The earth beneath both her and her opponent suddenly gave way, collapsing downward as a massive rectangular pit formed beneath them, dropping nearly one hundred meters. The descent was sudden and violent, the freezing wind blast roaring overhead where they had stood only moments before.

The fall was controlled on Nima’s part, but the sudden loss of ground would leave her opponent without proper footing, not airborne, but unstable for just a moment. That moment was all she needed. Using her blood as a template, Nima bit the inside of her cheek and spat out a thick, gooey orb of liquid poison. The orb hit the ground at the bottom of the pit and immediately began to expand, rapidly and violently, as if growing out of control. From the expanding mass, a gigantic three-headed Hydra began to form, rising to nearly ten meters tall. The three heads rose up behind Nima, towering over her like living pillars, while the creature’s body spread outward rather than upward, transforming into a shallow, ankle-deep pool of poison that filled the bottom of the pit entirely.

Now both of them stood within it.

Nima, immune to her own poison, remained unaffected, but her opponent would quickly begin to feel its effects as the toxin seeped into his shoes and absorbed through his skin. Heavy pain would begin to set in, accompanied by intense vertigo as the poison entered his system. At the same time, the three Hydra heads opened their mouths and each fired a condensed poison bullet toward the opponent. If all three were to connect, they would collectively deal A-rank damage, however if any of them touched him they would cause a reduction in his DEX and BODY by 1 AP for up to five turns.


Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. The user will slam his hands on the ground which he can then lower or raise the ground up to 100 meters in a large section. The rise will be fast enough to pin enemies to the ground, restricting their movements as they struggle to get up and the drop will be fast enough to leave almost all enemies without a footing (albeit not airborne). Because of the large chakra needed to alter such a large area of the terrain, the user will be able to use it only a limited number of times.
Note: Can only be used twice.

Rank: S
Type: Offensive
Range: Short - Long
Chakra Cost: 40 ( -20 per turn )
Damage Points: 80
Description: Using the user's blood as a template, this technique creates a gargantuan, 10 meter-tall Hydra, completely made of thick poison. The user will draw blood in one of his palms and do 3 handseals before clapping his hands and opening them. As he does, a thick gooey orb of liquid poison falls to the ground. As it touches the ground, it expands rapidly and seemingly out of control into a gigantic 3 headed Hydra. This enormous familiar will be entirely made of either generic liquid poison, which will cause heavy pain as well as intense vertigo, or the user can use a custom poison but to do so requires the user to have a liquid poison sample. The Hydra will be able to act and move through the user's command. The enormous familiar can regenerate its heads if the user pays 40 chakra points. In addition to the regeneration, the heads of the dragon if attacked by techniques that doesn't completely destroy the Hydra can create a new head with each regeneration, with a maximum of two regenerations per battle. This means the Hydra can have potentially up to 5 heads which it can use to bite, or slash in various ways to attack the enemy once per turn, counting as a move and can also shoot from each of its heads a bullet of poison, though using this ability likewise counts as a move. The drawback of such a technique is sustaining it which drains the user's chakra but also his focus and stamina meaning they can only use Poison Ninjutsu Techniques while the Poison Hydra Barrage Technique is active.
Note: Can only be used once, lasting up to 5 turns max.
Note: Poison bullets released from the heads deal A-rank damage collectively. However, contact is capable of lowering target's DEX as well as BODY by 1 AP for up to 5 turns.
Note: Regenerating costs a move per use and can only be done twice.


Hp: 160
Chakra: 1180 - 40 - 40 = 1080
Speed: 32
Tracking: 66
 

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As the ground below Eren suddenly shifts after the mass of Earth chakra focused into it, Eren wouldn't waste a moment. With a single hand seal, a gargantuan tendril would burst around Eren as it launches him back into the air, as his body weight is lowered, increasing his speed as he travels upwards. Eren launches several explosive tags towards the bottomless pit as he moves up at an insane speed. Manifesting formulae, Eren latches onto the wall of the construct, escaping the hole - leaving an explosion behind. The tendrils remain in wait.

Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora

Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40 (-15 chakra per turn)
Damage points: N/A (30-80 damage if used to attack the opponent)
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will perform the Snake handseal and focus their doton chakra into the earth below to create a subterranean field of semi-sentient (similar in nature to the Earth Golem technique for example) tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three). Using these tendrils in order to attack and inflict harm on to the opponent count towards one of the user's three moves per turn and it's rank will vary depending on what percentage of the tendrils are devoted to this attack e.g. using all of the tendrils will make this an S-Rank, using half of the tendrils will make this an A-Rank, et cetera. The minimum proportion of tendrils that can be invested in any given attack is 1/8th of the total meaning such an attack would possess the power of an C-Rank. Simple tasks (which more often than not include one or a few tendrils at most) such as merely making contact with entities to use their special ability, lifting up/moving around objects/people and anything else which isn't directly offensive or defensive in nature will not count towards the user's jutsu per turn limit.
Earthly Tether
The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Enter the Void
The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Become Earth
The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth on the turn this technique is deactivated
Note: User is restricted to Earth-based elements (e.g. Steel) and non-elemental abilities

(Namikazeron ♦ Kyozetsu Suru) – Theory of Waves and Wind ♦ Reject

Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A technique that combines the physical properties of chakra constructs anchored in formulae with the versatility of Namikazerian Fūinjutsu. By shaping a number of Sōjō Kanji to form the characters for ‘shōgai’ the user is able to create flexible, translucent chakra constructs intrinsically tied to the formulae between and around Shiki Muchi. During the turn this technique is used the constructs can be both activated and deactivated freely by reforming and repositioning the layered characters, thus allowing the user not only to protect against incoming attacks, but also to use the constructs as blunt weapons in close quarter combat. The user is even capable of using this technique as a supplement to their mobility using the constructs to forcefully latch onto a surface and effectively ‘pull’ the user to it quickly.
- Can only be used five (5) times per battle.
- Must be created a minimum of 5 meters away from the opponent, unless the user is trying to propel himself towards the opponent.
 

El Alucard

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The man reacted instantly, moving before Nima could even carry out her plan with the hydra. Earthen tendrils burst from the pit walls and wrapped around him, launching him upward as he attempted to escape. Nima clicked her tongue in irritation but did not panic. If he wanted to go up, she would simply make up the most dangerous direction he could possibly choose.

As the tendrils wrapped around him she simply coated both of her hands in lightning chakra, the air around her hands erupting into the sharp, screaming sound of concentrated electricity. As he continued being pushed upward by his earthen tendrils, Nima brought her hands together. The moment her palms met, she released the combined lightning chakra upward, creating a massive thunderbolt directly above her opponent. The bolt crashed downward at the exact path he was traveling, meaning he would effectively launch himself straight into the attack as his own tendrils propelled him upward.

Running away already?” Nima called up toward him, her voice echoing through the massive pit.

The thunderbolt roared downward, aiming to strike him mid-ascent and send him crashing back down into the pit below.


Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user will cover his hands in with lightning, essentially performing a (Raiton: Chidori) Lightning Release: One Thousand Birds in each hand. Clapping his hands together, the user can unleash that massive amount of lightning chakra into the form of a powerful Thunderbolt directed at the target. The technique is best used if the user has a height advantage in relation to the target. The thunderbolt is strong enough to leave a giant crater and cannot be used while being in Short-range of the target, at the risk of being hit also.


Hp: 160
Chakra: 1140 - 40 = 1100 (fixed the chakra calculation, the one in the previous post was supposed to be 1100 if the hydra went through not 1080)
Speed: 32
Tracking: 66
 

Detective L

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The sudden cracking of Lightning would set off, as the blast approaches Eren. Utilizing the formulae, Eren absorbs its approach. Passively, Eren's eyes advance to the next stage - the fabled rippled Rinnegan as he lets go of the tendrils. With the Asura Path activated passively, Eren would form chakra propulsion under his feet, leaving him suspended in the air.

"Who said anything about running away?" His voice echoed into the Earthen hole, his body reflecting against the light from above. Eren was above all.

(Namikazeron ♦ Ōkami no Nagai Tsume) – Theory of Waves and Wind ♦ The Long Nails of the Balverine
Type: Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A modified, Namikazerian alternative to the Ho/Mizu/Kaze/Tsuchi/Rai Hōin that relies on a number of Jutsushiki-Sen as the delivery system and Sōjō Kanji shaped to form the character for ‘essence’ as the medium of storage. This technique allows the user to draw chakra and energy from an incoming technique, thus nullifying techniques consisting solely of energy, but having essentially no effect on purely physical attacks. The technique can only seal one technique per usage, but, like its parent technique, it can drain techniques up to S-Rank in strength.
- Can only be used thrice (3) per battle.
( Doujutsu: Rinnegan ) - Eye Technique: Samsara Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 50 ( -15 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. After receiving half of Hagoromo Ōtsutsuki's chakra, Sasuke awakened a Rinnegan in his left eye, with three tomoe on each of its two innermost circles. If overused and weakened enough, it will temporarily lose the tomoe and it's full strength until fully recharged. During this time, Sasuke will also lose the ability to even form his Mangekyo Sharingan within his right Sharingan and access its powers until his Rinnegan has recharged. As a result, using the Rinnegan repeatedly requires Sasuke to close his eye to recharge initially.
Note: Requires the user to activate EMS at least one turn earlier.
Note: Requires activation and lasts for 6 turns before reverting to the normal Rinnegan pattern, requiring a cooldown period of at least 2 turns in which his EMS is also deactivated. While in its inactive/recharging form, the user cannot make use of any of it's abilities.
Note: While in use, the user's right eye retains its EMS state, having access to Kagutsuchi, Susano'o and their related abilities as well as the basic abilities of the Sharingan. His Rinnegan, likewise, retains access to it's EMS abilities. Sasuke can have up to 2 Paths active at any given time.
Note: Can only be used by Sasuke Uchiha bios.
( Chakura Suishin Būtsu no Jutsu ) - Chakra Propulsion Boots Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 ( -5 per turn )
Damage points: N/A
Description: The Asura Path utilizes chakra that shoots out of his boots to propel himself in a linear direction, greatly increasing his speed by double. Other Rinnegan bios can also use this technique by having the Asura Path activated and producing the technique from their feet. With enough mastery, the user can even be granted flight as long as he fuels the technique. In this case however, he needs to spend chakra to sustain flight, spending a move to keep active.
Note: Can only be used through Asura Path or with it active.

Paths:

( Shuradō ) - Asura Path

Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Asura Path which grants him the ability to create mechanised armor, augmenting their body with extra limbs and various robotic weaponry. It allows, for example, the user to create up to 6 extra arms which can be used in a variety of ways, such as grabbing their opponent and using a hidden chakra cannon in on the arms to attack him or perform handseals as the user throws kunais or does a Taijutsu move. It can even be used to help perform certain techniques. He can also alter his own head to manifest additional faces with additional pairs of eyes, all linked together. The possibilities are multiple. He can use this activation to access all of the Asura path abilities.
Note: Can only be used by Rinnegan biographies with access to the Six Paths ability.
Note: When the user wants to change his body, he must activate this technique each time. This is necessary as well for 6 Paths of Pein bios.

HP: 200
Chakra: 1790 - (100 from previous turn) - 30 - 50 - 15 - 30 = 1565
Speed: 10 (20 when moving)
Tracking: 60

EMS: 3/10
Rinnegan: 1/6
 

El Alucard

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Things were starting to go wrong for Nima. From deep within the pit she had dug, she looked up and recognized the danger she was in as the man absorbed her attack. This was her battleground, her creation, but it had turned into a trap she could no longer stay in. She needed to get moving.

A pale blue-violet glow surrounded her as Xenon chakra surged through her body, sharpening her movements and doubling her speed. Then she disappeared. Nima shot up through the pit, her movements erratic and unpredictable. She zigzagged and accelerated in bursts as she climbed. To her observer, she would seem less like a solid figure and more like fleeting trails of Xenon left behind, similar to the fading contrails of a supersonic jet long after it had already passed. Tracking her became impossible for him.

As she neared the top, Nima released Wind chakra from her legs mid-motion. This formed glowing rectangular constructs beneath her feet. Infused with Xenon, they shimmered with a pale, unnatural light. Each one acted as a stepping stone, allowing her to rebound and redirect herself at sharp, chaotic angles as she closed in on her opponent. Her path twisted unpredictably through the air. Then, in one smooth motion, she spun forward. The wind constructs she had already formed released, launching toward her opponent from multiple directions. A sudden, blinding flash erupted from all sides, detonating like a flash bomb and bathing the space in overwhelming light meant to disorient him in the moment before the attacks collided and her final strike came crashing down.

At the same time, Nima dropped down from above. As she descended, she drove her body downward into a heel drop, channeling force through her leg. At the moment of impact, she released a compact, 1x1 rectangular wind construct from her heel, aimed directly at his head to deliver concentrated damage.


Type: Supplementary
Rank: S
Chakra: 40
Range: Short
Damage: N/A
Description: This technique allows the user to double their overall speed by using Xenon for a short period of time. Whilst active the user leaves behind trails of xenon which can be used for other xenon based jutsu and can only use Taijutsu, Bukijutsu, Xenon, and elements which make up xenon release. The techniques of said Ninjutsu gain a +10 damage boost as well, due to being infused with xenon.
Note: This technique lasts 3 turns, after which no A-rank and above techniques of all the above mentioned Ninja arts for 3 turns.
Note: Can only be taught by El Alucard

Type: Offensive | Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 40 (+10 from stage fright)
Damage: 80 (+10 from light speed + 20 from stage fright) = 110
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 four times per fight
-No A rank and above Baria no michi techniques for the same turn, and the next

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.


Hp: 160
Chakra: 1100 - 40 - 40 -20 = 1000
Speed: 32 (x2) = 64
Tracking: 66
Light Speed: 1/3
 

Detective L

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Messed up my tracking cause I'm dumb.

The young women would quickly enter into an insane speed burst as she escapes the hole. Eren would spur a plan into place - still suspended in the air, Eren would wait. The techniques would converge upon him, and would leave not even a scratch as a large skeletal rib cage would protect him mid-air from the Wind strikes coming from all around - needing no hand seals to activate. Invisible to the naked eye, a single large arm would strike at the woman above him, as Eren finds footing - now back atop the Earth. The arm aiming to inflict the properties of Sloth.

"Not bad." Eren says, reluctantly.

( Susano'o: Katachi Hafu ) - Susano'o: Incomplete Form
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 60
Damage Points: 80 ( - 10 to user ) + 40 = 120 defense
Description: Uchiha who have achieved Susano'o and have their Mangekyou activated are capable of calling upon Susano'o's skeletal structure, such as a ribcage for basic defence or an arm for interacting with the surroundings. This allows him to attack with quick force or to defend just as well, requiring no hand seals to trigger. The user can do this once every two turns and 4 times in total. If the user has an EMS or higher, the damage and/or defense increases by 20 damage or 40 for Rinnegan.
Note: Mangekyou or higher must be active to utilize. Can only be used by Uchiha or Hagoromo.
Note: Does not count as a full usage of Susano'o. However, if Susano'o has been used and cannot be used again, this cannot be as well.

(Inton: Namakemono no Ude ) Yin Release: Hands of Sloth
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 80 (10 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: All Yin Release users can use the base form of this technique. Yin Release Specialists or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

HP: 200
Chakra: 1565 - 15 - 20 - 5 - 60 - 80 = 1385
Speed: 10 (20 when moving)
Tracking: 10 base x (2 + 6) = 80

EMS: 4/10
Rinnegan: 2/6
 

El Alucard

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It seemed things only got worse for Nima. In mid-air, just as her attack closed in, a massive skeletal ribcage formed around her opponent, encasing him in a protective shell. The structure appeared with terrifying speed, blocking her assault without hesitation. Nima narrowed her eyes; she recognized it instantly. The famed Susanoo. There was no reason to continue that line of attack. She knew not to waste her effort against something she couldn’t break through, at least not like this. So she changed her approach.

Abandoning her offensive mid-motion, Nima exhaled a concentrated stream of wind-infused chakra from her mouth. It spiraled outward, forming a twisting current. It wasn't meant to harm him but to create some distance. The force of it blasted her backward instead. Her body shot away from the fight at high speed, the wind propelling her across the battlefield until she landed a few meters from the pit she had created earlier in the fight.

She straightened slowly and let out a quiet sigh.

…Of course it had to be an Uchiha,” she muttered under her breath.

For the first time in a long while, Nima felt lost. Her mind raced, running through one scenario after another, each one collapsing before it could fully form. Every plan she constructed fell apart just as quickly. Every idea went nowhere. A dead end.

Well… isn’t this shitty.

The words slipped from her lips almost absentmindedly. Then the world changed. In an instant, without warning, the battlefield vanished. Her opponent found himself pulled into a completely new environment, one that felt unfamiliar and disorienting. In truth, Nima had reverse summoned them both into a Djinn dungeon. The space was surreal. Broken structures stretched endlessly in all directions. Massive fragments of buildings collapsed into themselves and drifted through the air like pieces of a shattered reality. The sky warped above them, while distant lakes flowed upward, their waters defying gravity as they climbed like mirrored reflections of another world.

Only the ground remained stable. A vast green field spread beneath them, untouched by the surrounding distortion. To Nima’s left rested a small, unnaturally still lake, its surface smooth as glass. But she was not alone. Three Djinn stood with her. Behind Nima, Belial loomed silently and imposing. To her right, roughly ten meters away, stood Zepar, positioned diagonally with quiet readiness. To her left, an equal distance from the edge of the lake, stood Dantalion, watching from the water’s boundary. Nima stayed where she was, her gaze lifted toward the figure still suspended above.

Now then, stranger,” she called out, her voice carrying clearly across the warped expanse. “Before we begin… I never got your name.



Type: Offensive
Rank: B
Range: Mid
Chakra: 20
Damage: 40 (+10 from light speed) = 50
Description: The user releases a stream of wind infused chakra from their mouth that takes on the shape of a twister to attack the enemy.

Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls, houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings.

When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with

Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user
Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns at the cost of a move
Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.

Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.

✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called Lelazzo Madraga where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called Alf Al-Yad where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range)

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.

✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called Dhell-Dhell Dhalam which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards)

✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called Dante Al-Thais: Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)
Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)


Hp: 160
Chakra: 1000 - 20 - 40 = 940
Speed: 64
Tracking: 66
Light Speed: 2/3
 

Detective L

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As the young woman quickly changed tactics, Eren couldn't help but smile. Using his ocular prowess, Eren would induce a Genjutsu that would cause the woman to feel a sudden pressure as she falls from the air. Gravity had betrayed her. His arm stretched out as a passive seal simultaneously releases a blast that overpowers the Wind released - blasting her back.

"I'm in control here."

He says, as he activates his Deva Path, and holds her hanging from the ground. A single explosive tagged kunai is launched, aiming to further damage her as he pulls her into its path.

Genjutsu: Upsu! - Illusionary Arts: Oops!
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 0
Description: An opposite of a genjutsu that removes gravity. This increases it albeit one or two things involved. after 2 handseals, the genjutsu is cast. This works on an opponent that is suspended in air maybe through a flight technique, wings, etc. Considering the type of flight mechanism, if its a kind of wings, the target who is in the illusion suddenly sees his wing tear/break and thus he would start falling due to him unable to sustain his flight. Perhaps what gives the target flight is a technique that uses raw chakra/energy like Mu's flight jutsu, the target would immediately feel a massive continous amount of pressure succumbing him to a strong gravity pull and thus would begin to fall. If the flight technique used is a wing, the pair of wings break and when it is recasted, they break again until the target is actually out of the illusion. This genjutsu also ofcourse may be used if an opponent is temporarily airborne maybe due to a high jump or through the usage of a suplementary jutsu to sustain a guided and premature flight/glide like using the wind stream jutsu. The genjutsu make it seem that gravity has just richocheted high and the victim has been forcefully succumbed to fall due to immense gravity. In real life, the victim is still there though mere hovering on a spot or perhap continues to glide in the direction he was moving. However he may actually fall in real life though at a normal rate, if his flight technique needed focus to sustain.
NOTE: Usable 3x per battle
NOTE: One turn rest inbetween usage
NOTE: No genjutsu above A-rank next turn
( Juinjutsu: Kyūshutsu no Soter ) - Cursed Seal: Soter's Deliverance
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60 to opponent
Description: Based on the Sealing Trap Explosion, the user creates a cursed barrier around his person. This skin tight barrier is then made dormant until specific conditions are met. Should a jutsu of foreign chakra approach the user, the armor will react in such a way that, much like the parent jutsu, an explosion is generated. However, the difference between the two is that while the basic version is omnidirectional, this variant is a controlled outwards explosion generated towards the source of the foreign chakra. Due to the layer of chakra in the barrier around the body, the user is left unscathed as the barrier generated explosion disperses any attack of same chakra level or lower. Due to being an actual barrier and not a chakra shroud like with SM or Bijuu Modes, the user is left able to use other mode based jutsu while this lays dormant. Should an explosion occur in a direction, the user is able to release it from his fist instead of his entire front torso.
Note: Can be applied passively and pre-placed on the user's bio.
Note: After using, the user cannot use again for one turn and no S ranked Fuuinjutsu next turn.
Note: Can only be used or applied 4 times.
Note: User is able to release from two spots at once but requires two slots and the only way the user can have double usage at once but this requires one additional turn to the already 1 turn wait in between usages.
Note: Cannot be combined with techniques that increase the chakra cost of this jutsu
( Bensho Ten’in ) - Universal Pull
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user is able to use Deva Path's gravitational abilities to pull something to them. The user will use his hands to focus the direction and the target his wishes to pull towards him. Unlike Shinra Tensei, this technique isn't an omnidirectional effect but rather a precise one. The user is able to pull anything he can perceive towards him. In certain uses, the user will be able to direct the pulled target as its being pulled into large arc-like movements, but will always end up pulling them towards him. The technique follows the same nature of Shinra Tensei but used on a focused manner and instead of pushing, pulling the enemy.
Note: Once used, takes 1 turn cool down to use gravitational related techniques again.
Note: Can only be used by Rinnegan Bios with the (Tendō) - Deva Path active

Paths:

( Tendō ) - Deva Path

Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people. These gravity manipulating techniques, however, cannot be performed in rapid succession; the amount of time required to recharge after use varies depending on the scale of the technique used, five seconds being the basic minimum. The Deva Path also grants another ability: Chibaku Tensei which allows the user to create a huge makeshift terrestrial body from all the surrounding matter that is attracted to a black sphere released by this technique.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

HP: 200
Chakra: 1465 - 30 - 30 - 40 - 30 - 15 = 1320
Speed: 10 (20 when moving)
Tracking: 80

EMS: 5/10
Rinnegan: 3/6
 

El Alucard

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The wind pushed her backward, quickly and smoothly, creating space between her and the man. For a brief moment, it felt like she could finally breathe.

Then gravity betrayed her.

A sudden sensation hit her mid-flight. Her body felt like it was falling, while her wind technique faltered under the heavy artificial weight. She was still moving backward, but every nerve screamed that she was dropping straight down. Before she could understand it, a pull came. It was precise and unyielding, dragging her forward, back toward the man and the attack he had launched. Two opposing forces existed at once, one in her mind and one very real. She didn’t have time to deal with either.

The world vanished. What replaced it arrived all at once. Broken structures hung suspended, drifting through warped air. Distant lakes rose slowly in silence. The sky bent and shifted at its edges, as if reality had loosened itself. Beneath them was a vast green field, solid and untouched by the distortion around it.

They were ten meters apart. The pull vanished the moment the dimension shifted. But the feeling remained, confirming her suspicion. The gravitational pull had been anchored to a specific space that no longer existed, so it disappeared along with it. But the feeling that had disrupted her wind technique still followed her. It lingered in her perception, affecting how her mind processed her own body. External techniques don’t cross dimensions. The pull proved that the moment it disappeared. But something in her mind would surely follow her. Even now, standing on solid ground, she felt like she was falling. A genjutsu.

To her left was a small, unnaturally still lake, its surface smooth like glass. Behind her, Belial loomed silently. To her right, was Zepar, ready and alert. Near the water’s edge stood Dantalion, watching without expression. Belial vanished into the rukh around her, and the fusion happened instantly. Her hair became shorter, about shoulder-length, shifting into an iridescent sheen. Two additional eyes opened on her forehead. Black wings spread from her back, framed by skeletal armor, and a dormant dragon formed from rukh settled around her neck like a living scarf. With Belial's power now hers, the illusion weighing down her perception collapsed.

She then used her summoning tattoo, Bermuda answered. He appeared with presence before his form took shape. Eight feet of dense muscle stood behind her where Belial once stood, three sets of wings extended wide behind him. Two resembled thin insect wings, while the broad one looked like a bird’s. Pharaoh wrappings covered his body, bandages meticulously wound around him, and where human feet should have been, animal limbs ended in sharp claws that pressed into the green field. The moment he appeared, the battlefield changed. A quiet pulse radiated from him in every direction, subtle yet total. The chakra jammer. As long as Bermuda stood on this field, every enhancement, buff, and stacked modifier that either of them carried was rendered null. The scales were reset to even.

Nima exhaled slowly and looked across the ten meters between her and the man.

"Your turn."



Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you don't have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls, houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings.

When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with

Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user
Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns at the cost of a move
Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.

Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.

✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called Lelazzo Madraga where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called Alf Al-Yad where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range)

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.

✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called Dhell-Dhell Dhalam which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards)

✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called Dante Al-Thais: Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)
Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)

Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Bermuda is one of the Anubis trio of the Anubis summoning. Bermuda is also the only male and physically the strongest. Bermuda sits roughly eight feet high and very muscular. Have three sets of wing making a total of 6 individual wings. Two sets of wings resembling bug wings while the other set resemble bird like wings, in which he is able to take flight. He wears typical pharaoh clothing with bandages with human like legs and animal type feet with very sharp claws. Normally all Anubis has staff due to their nature of necromancer but Bermuda has a dual side weapon that resembles the edge of an axe on both sides in which he holds in the middle. This weapon is extremely heavy, weighing well over 500 lbs. Bermuda, unlike his other trio, has mastered the art of brute force. Using his weapon he is able to cut through almost any and everything be it energy, spiritual, or physical up to S rank, and can do this once per battle at Forbidden Rank. The cutting ability itself has a range of Short - Mid, counts as one of the user's 3 Jutsu per turn, and has a 1 turn cooldown. He is a master of Taijutsu and Kenjutsu and is able to use all Taijutsu and Kenjutsu related techniques that their master knows. Once per battle, Bermuda will utilize his Necromancer skill, slamming his weapon into the ground controlling the dead through the soil and earth on the ground. By doing this, he will cause the ground to cave in, sinking in the opponent(s). This is not an Earth technique so lightning will not negate this technique. Upon being sunk into the ground, the opponent will eventually suffocate and be dragged into the core of the earth by the dead that resides in the soil, which takes one full turn to achieve. This ability is S-Rank in strength, counts as one of the user's 3 Jutsu per turn, can affect an area up to Long Range away from Bermuda himself, and has a radius of 5m.

Note: Can only summon once per battle
Note: Due to his physical nature, he has S rank durability
Note: Last a max of four turns on the field


Hp: 160
Chakra: 980 - 40 - 40 - 40
Speed: 64 > 16
Tracking: 66
 
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