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Gutsy

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Nara Clan
​

(Kage Fūinjutsu: Tarutarosu) - Shadow Sealing Arts: Tartarus
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10)
Damage: N/A
Description: Created by those who heavily use their shadow in combat, Tatarus is a technique that serves the process of supplementing one's usage of scroll, object, and tag based techniques through the utilization of one's shadow. By tagging the user's shadow with the kanji of Tartarus (タルタロス), it becomes possible to utilize the user's shadow as the medium/vessel of techniques that employ their usage, enabling a more unique approach to their usage that eliminates the need of scroll/tags/objects. Two approaches exist for Tartarus depending on the nature of the original technique.

For techniques that are inherently offensive/defensive in nature and deal with the release/unsealing of objects from them, such as the Manipulated Tools/Ink Release set of techniques, they become usable through the user's shadow with an additional cost of ten chakra, subverting the need to carry multiple scrolls or tags. This usage would be passive after the placement of the seal, only costing five additional chakra to the utilize the desired technique, with the user being restricted to two pre-mentioned techniques per usage of Tartarus and said techniques themselves naturally taking a move slot when used. While applicable to techniques such as Fire Release: Exploding Dragon Strike, usage on techniques that are naturally harmful to shadows through light would logically result in the removal of the seal, canceling further use of the technique.

As for techniques that don't release and rather uses objects to seal or restrict, such as the case with elemental sealing method or sealing tag, these would constitute an active usage of Tatarus wherein the user would manipulate his shadow to form a replica of the scroll/tag and utilize it through his shadow, costing ten additional chakra to the technique, with the user being restricted to two techniques replicated per usage. While Tartarus serves as an independent technique after it's kanji is placed, the user can also utilize it's effects in the same timeframe of performing other shadow manipulation techniques, costing ten chakra to the cost of the shadow technique, in addition to ten to the technique being replicated.

Usable thrice and must be separated by two turn intervals. Scroll/Kanji techniques that deal with releasing objects/techniques must be mentioned in bio, first post, or upon using the technique the first time in battle(if the user has the original scroll/tags/objects). This can only be used with techniques that require sealing tags, scrolls, and physical objects(kunais, swords etc), with the user's shadow becoming the replacement. If the users shadows are completely destroyed or momentarily extinguished (high level lights), the pre-stored techniques would be destroyed as well. Notably, for Fūinjutsu techniques, they can only be chained with B rank or lower Nara clan techniques, or alternatively only B rank or lower Fūinjutsu can be applied for higher ranked Nara technique usages.
Taught: https://animebase.me/threads/starter-pack.792482/#post-22156868

(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/rerelease techniques into/from the shadow in a similar fashion.

Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source.

It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.
Taught: https://animebase.me/threads/starter-pack.792482/#post-22156868

(Kage: Kurechin) - Shadow Arts: Cretin
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: 5
Damage: N/A
Description: Used for the purpose of story telling, Cretin allows the user to manipulate his shadow in all of its forms in order to convey a story to an audience. The story can range from a simple manipulation that covers a few centimeters to a grand, up to scale, extravagant showing. The user's imagination is the only limit. The technique can last 5 turns due to it being inherently harmless and easy to use. It costs 5 chakra points per turn to sustain, with a turn interval required between uses.
Taught: https://animebase.me/threads/starter-pack.792482/#post-22156868

(Taijutsu/Kage: Ate No Itazura) - Body/Shadow Arts: Mischief of Ate
Type: Supplementary
Rank: E
Range: N/A
Chakra: 5
Damage: N/A
Description: Accessible to those who have become truly attuned with their shadows in combat, Mischief of Ate enables user's to gain increased control over their bodily movements through their connection with their shadows. Should the user feel the need to, their shadows would be manipulated to affect their own movement, either stopping or altering it, or a combination of both. This would only be a momentary feat, but it would serve well for dire situations that require immediate actions that the user would be otherwise incapable of doing on his own, such as abruptly stopping. User's can manipulate/paralyse their entire body or specific regions/limbs up to their own discretion, with redirecting/movement never exceeding 1.5 meters. For those who specialize in Nara arts Mischief of Ate is treated similar to walking on water skill, as in a passive skill, while for those who do not, it would count as a technique, albeit one that can be performed in conjunction with other techniques.
Taught: https://animebase.me/threads/starter-pack.792482/#post-22156868

(Kage: Hādodāku) Shadow Arts: Hard Dark
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle.
Taught: https://animebase.me/threads/starter-pack.792482/#post-22156868

(Kage: Shotou) Shadow Art: Elementary
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: After performing two hand seals the user will split his shadow into two halves. Each half could extend to mid range distance. The halves shape could be altered to the user's liking. For example, one half would be a fist while the second would be a dagger. One half can hold down the target and the other would stab said target. The halves can each reach 5 meters size if deemed necessary. Similar to other shadow art techniques the halves can rise upwards. As such, the user can use them as means to gain elevation for example. Lastly, the strength of the shadows is similar to that of steel.
-Usable 3 times.
-Shadow techniques can be performed through the halves
Taught: https://animebase.me/threads/starter-pack.792482/#post-22156868


 

Gutsy

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Sealing Arts
​

(Fūinjutsu/Yōton: Ākēn Wādo) – Sealing/Yang Release: Arcane Ward
Type: Supplementary / Defensive
Rank: S
Range: Self / Short
Chakra: 70 (-15 per turn to sustain)
Damage: N/A
Description: Yang Release: Arcane Ward is a high-level defensive seal that manifests a living barrier of pure vitality around the user or an ally. The seal is placed as Kanji 奥義 (Ōgi) between the user’s shoulders. However, due to its sentience, the seal moves along the user’s body like liquid to intercept an incoming attack. When an incoming attack is detected, it interposes itself and generates a barrier around the user that forms as crystallized Yang chakra. The barrier fully envelops the user in an omnidirectional 360-degree sphere, that includes underground, protecting from all directions, The sphere expands outward to encompass the entirety of short range, and when formed, it gently but forcibly displaces hostile entities already within that radius to the outer edge of the barrier, and the barrier looks like liquid glass and radiates a soft warmth, as it only solidifies and becomes tangible once it defends the user. Unlike static or one-time use defenses, the Arcane Ward is alive and it reacts to incoming attacks. The Arcane Ward absorbs incoming attacks by spreading the force of the impact across the entire surface of the barrier, dispersing the energy evenly through the sphere. Hostile entities that make direct physical contact with the barrier are subjected to an invasive Yang Chakra that overwhelms their chakra balance, due to imbalance, resulting in a reduction in movement speed by 25% for three turns, and it burns their chakra, lowering available chakra by 20% for the remainder of the battle. If the user specializes in Yang Release repeated contact causes the affected target to temporarily lose access to Yin Release and Yin-based techniques for three turns, as their Yin-Yang ratio is forcibly destabilized. The barrier can be actively reformed by the user, costing one move and chakra equivalent to the original cost of the barrier, restoring it to full capacity. The Arcane Ward has a durability limit of 80 damage (100 damage if the user specializes in Yang), representing the maximum impact it can absorb before the seal becomes temporarily dormant. Each time the barrier absorbs a strike, its durability decreases by the strength of the attack. Once the durability is exhausted, the seal becomes inactive and must be reactivated.
Note:
- May be cast twice per fight.
- The barrier remains active for a total of 3 turns.
- Seal must be placed on the Biography.
- The Seal has sentience, activating on its own, albeit at the cost of a move.
- Cannot coexist with Yang Release: Power of the Sun or Yang State.
- No other Yang Techniques can be activated in the same turn. No other fuuinjutsu while this is active.
Approved: https://animebase.me/threads/custom-jutsu-submissions.792315/page-2#post-22158218


 

Gutsy

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❖ 名前 | Name: Giyu Tomioka
❖ あだ名 | Nicknames: Half-and-half Haori (半々羽織), the Silent Current, Steam Dragon, Torrential Fang, Mist Walker
❖ 年齢 | Age: 21
❖ 性別 | Gender: Male
❖ 族 | Clan: Gyojin
❖ 一族階級 | Clan Rank: Unknown
❖ 人柱力 | Jinchūriki: Kokuō, the Five-Tails


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Giyu is a fairly tall young man of a lean muscular stature and pale complexion, who is almost always seen wearing a stoic expression. He has choppy raven-black hair of uneven lengths, with jaw-length side-bangs, a low messy ponytail at the base of his neck, and bangs falling over his eyes in a choppy fringe. His eyes are sharp and moderately large, with lapis blue irises and navy blue pupils; at times his irises turn completely opaque and empty, a flat lapis blue. They are framed by thin eyebrows.

Giyu wears the standard Demon Slayer Corps uniform, colored black and tinted charcoal blue. It consists of a button-up jacket with a stand-up collar and long sleeves, featuring gold buttons and a shirt pocket on the left breast, with the kanji for Destroy (滅 Metsu) engraved on the back. Beneath the jacket, he wears a white long-sleeved collared undershirt. The uniform is fastened at the waist with a white belt and includes a pair of matching tattsuke-hakama pants, wrapped at the calves with buttoned white kyahan. On his feet, he wears tabi socks that match the charcoal blue tone of his uniform, along with white zōri sandals with navy blue straps. Over this, Giyu wears a distinctive haori split down the middle into two contrasting halves: the right half is carmine, while the left half is decorated in a traditional geometric pattern of rhombi in green, dark green, orange, and yellow. These halves are sentimental mementos — the red side formerly belonged to his late older sister, Tsutako Tomioka, and the patterned side to his deceased friend and fellow apprentice, Sabito.



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Giyu Tomioka is a man defined by composure, duty, and quiet conviction. Calm and stoic, he rarely shows emotion, maintaining an air of discipline that reflects his deep sense of justice and responsibility. He despises recklessness and has no patience for those who waste their lives without purpose. Though merciless toward demons, Giyu's moral compass is guided by pragmatism rather than hatred; he broke the Demon Slayer Corps' code to protect Nezuko, believing that morality is defined by actions, not labels. His detached demeanor often isolates him from others, earning him a reputation for arrogance among his fellow Hashira, though in truth, Giyu simply struggles to express himself. Beneath his reserved surface lies a man who values life profoundly, carrying survivor's guilt from his early days and questioning his worth as a Hashira until Tanjiro reminds him to live for those who sacrificed themselves for him.

Despite his aloof exterior, Giyu possesses deep compassion and loyalty toward those he holds dear. He risks his life for Tanjiro and Nezuko, vows to atone through seppuku if Nezuko harms a human, and carries the memory of his late sister and friend Sabito with him, symbolized by the haori he wears in their honor. His grief and guilt have shaped his quiet, introspective nature, leading him to hide his emotions to avoid reliving loss. Yet, when those he cares for are in danger, his calm breaks, revealing a fierce protectiveness that defines his true heart.



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Kokuō, the Five-Tails
Kokuō, the Five-Tails, is a quiet and calm tailed beast that carries itself with dignity and restraint. It speaks in a polite, old-fashioned manner, using formal words that make it sound respectful rather than wild or cruel. Kokuō takes strong pride in its own will and deeply dislikes being controlled, valuing its freedom above all else. Despite its great power, it is not aggressive by nature and prefers peace, choosing to avoid unnecessary conflict. It wishes to live in seclusion within forests, where it can exist without disturbance.

In appearance, Kokuō resembles a large white horse with a smooth, dolphin-like head and long, sharp horns rising from its skull. Its body is strong yet graceful, with five flowing tails and sturdy hooves made for powerful charges. The tips of its horns, hooves, and tails are tan, with similar markings along its body, while red lines beneath its dark eyes give it a calm and thoughtful expression.



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❖ 階級 | Rank: Sage
❖ 体力 | Health: 200
❖ チャクラ | Chakra: 1,500 + 700 (Kokuō)

❖ 出身国 | Land of Birth: Land of Hot Springs (Eastwatch 029)
❖ 所属 | Affiliation: N/A

❖ 速度 | Speed: 16 (Free Dodge range: 10 meters)
❖ 探知 | Tracking: 54 (12 base × 4.5 — Apex Tracker ×2.5 + Steam Sense ×2)
❖ 心昇華 | Mind Ascension: +15 to Ninjutsu, +2 Jutsu Speed (specialized fields)
❖ 体昇華 | Body Ascension: +5 to Body techniques, 10 Physical Durability
❖ 霊昇 | Spirit Ascension: S-rank Spiritual techniques, 5 Spiritual Durability
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❖ 心 | Mind❖ 体 | Body❖ 魂 | Spirit❖ 敏捷 | Agility❖ 器用 | Dexterity❖ 活力 | Vitality
8​
6
(5 + 1 Gyojin)​
4​
8
(7 + 1 Gyojin)​
5​
0​

❖ 属性 | ElementsFire, Water, Wind, Earth, Lightning, Yang, Boil (Steam), Arctic Earth, Gunpowder
❖ 能力 | AbilitiesNinjutsu, Genjutsu, Taijutsu, NB Taijutsu, Kenjutsu, Adv. Fūinjutsu, Medical Ninjutsu
❖ 戦闘流派 | Fighting StylesKung Fu, The Way of the Tomahawk, Whip Arts, Death Wind
❖ 契約召喚 | Summoning ContractsToads, Turtles & Crows
❖ 専門 | SpecialtiesApex Hand Seal Specialist, Chakra Fortification, Peak Elementalist, Kenjutsu Specialist, Apex Tracker Specialist, Mind's Keen Eye


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  • Child of the Deep: Being fishmen, Gyojin have a natural ability to breathe underwater and can sense large bodies of water. Ninja and other living beings are excluded from this sensory, however, only being able to sense inanimate sources.
  • Born of the Tide: Gyojin have the ability to use B-rank and lower Water Ninjutsu without handseals as well as a 20 damage resistance towards Water Ninjutsu.
  • Fishman Arts: Access to Gyojin Karate, a series of Nintaijutsu based around Water, as well as the ability to sign a contract with a Sea King summoning.
  • Clan Attributes: +1 Body, +1 Agility.


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Path of Boil — Level One (Chakra Shroud)​

  • Chakra Shroud: Borrow chakra from your tailed beast and allow it to empower you with a mini replication of the Tailed Beast.
  • Boil Usage: Gain the ability to use Steam Release. If another KG/AN/HA or Mode is chosen for Dual Abilities, Rampage Skills cannot be gained later.
  • Enhanced Steam: The user's Boil Release techniques have strengthened, gaining an additional 20 damage. Requires Boil Usage skill.
  • Boiling Conversion: The user's B rank and lower Wind techniques can now be used as Basic Boil jutsu. This does not apply to techniques explicitly stated to enhance Wind jutsu or similar descriptions. Requires Boil Usage skill.
  • Steam Cannon: Four times per battle, the user can release a burst of steam during another jutsu. This burning steam propels his steam to boost a technique's movement speed by 4 speed levels and adding a bonus 15 damage, not counting towards stacking rules or jutsu per turn.


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They say the springs remember. The water that scalds the careless carries the whispers of those who've fallen to its heat, and among those whispers, one name always rises like mist at dawn: Giyu of Eastwatch, the Silent Current.

When Giyu was young, the springs took everything from him. His sister, Tsutako, was found at the edge of the boiling river, her final act having saved him from bandits drawn to the valley's hidden waters. The village called it a curse, claiming the boy's grief turned the steam red that day. None believed his story — that something unnatural moved within the vapors, a formless presence that struck her down. The shame burned deeper than the springs ever could.

Under the tutelage of the old master Urokodaki of the Red Mask, Giyu learned the Way of Flowing Forms, a style born from the springs' rhythm: neither still nor violent, but ceaseless. Alongside his friend Sabito, he shaped water into blades, mist into concealment, and learned to hear the world through every droplet. But when Sabito perished defending others during the Trial of the Mist Valley, Giyu's calm broke. He survived, but called it unearned. Since that day, his silence has weighed heavier than his sword.

Now, he wanders the borderlands where the mountains breathe steam. His blade, Mizukagami, reflects every soul it cuts — water mirroring blood, calm mirroring fury. To some, he is a guardian of the hot rivers; to others, a phantom born from the mist. But those who meet his gaze see the truth: a man who carries both grief and grace, flowing ever forward, like water seeking the sea, never still, never forgetting.



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❖ 専門 | Specialties ❖​

❖ 頂印術師 | Apex Hand Seal Specialist — Boil Release (Steam) Mind
You can perform techniques of a skill specialized in without the usage of hand seals, though you must still perform complementary and logical body movements related to the technique. This applies even if said jutsu does not have specific movements detailed in its description. Does not require another Specialty to utilize.

❖ チャクラ強化 | Chakra Fortification — Boil Release (Steam) Spirit
The user can add an additional effective 10 Chakra or Siris to an element or skill they specialize in, though not at any increased cost or strain to the user. This simply allows their techniques to have 10 more chakra infused into them. Does not require another Specialty to utilize.

❖ 極忍術師 | Peak Elementalist — Water Release Mind
The user's Elemental prowess is considered elite, amongst the best of the others. This causes one of his base elemental releases to gain elemental neutrality to all other base elements, including its weakness, while maintaining its strength.

❖ 剣術師 | Kenjutsu Specialist Body
The user's sword strikes become capable of creating thin blades of chakra that extend up to mid range, increasing the range of any non-Iaido or non projectile Kenjutsu technique.

❖ 頂追跡師 | Apex Tracker Specialist Body
With more heightened senses, the user is capable of gaining a now increased x2.5 tracking. This allows him to physically track faster movement without chakra sensory.

❖ 心眼鋭覚 | Mind's Keen Eye Spirit
Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.




❖ 特注武器 | Custom Weapon ❖​

Mizukagami (水鏡, "The Water Mirror")
Type: Katana / Living Relic
Rank: S
Range: N/A
Chakra Cost: N/A (Chakra Pool: 300)
Damage Points: N/A
Description: Mizukagami is a refined, slender katana, forged from crystallized chakra steel tempered in sacred spring water. The sword has its own sentience granted by the spring waters' yang energy. Mizukagami emanates a calm heat as gentle wisps of steam rise from it constantly, and with every swing, it releases scalding heat and water, adding +20 damage to all chakraless sword-based attacks. Mizukagami channels its inner heat and power into the user's water techniques, enriching them with the heat and power of steam, allowing the user to convert a Water technique up to S-rank and lower into a Basic Boil technique (passively), with a one-turn cooldown. This causes the water technique to become a Steam technique and follow the strengths and weaknesses of Boil Release. This can be used 5 times per battle.

Steam Sense (蒸感知, Jōkanchi): A passive sensory ability born from the union of Water and Fire chakra, Steam Sense allows Mizukagami and its wielder to sense the environment through disturbances within emitted steam. This ability releases pulses of fine, harmless steam into the surrounding area (up to 30 meters in radius), spreading outward in waves of thin vapor. This allows the wielder and katana to read disruptions caused when living bodies, movement, or chakra make contact with the steam. This immediately transmits positional and motion information back to the blade and wielder, and allows them to distinguish between different elements. The differences are identified by the ways various chakra natures, techniques, and physical elements alter the temperature, density, and flow of the steam upon contact (tracking x2). This steam is B rank. It spreads 5m per turn passively drawing on 5 chakra from the user per turn.

(Jōkiton: Kagami Utsushi) — Steam Release: Mirror Reflection
Type: Defensive
Rank: D-S
Range: Short - Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The Mirror Reflection is a defensive Steam Release technique that allows the user or the sword to recreate an incoming attack through steam. When the Mizukagami (水鏡, "The Water Mirror") detects an incoming attack, the user, or the katana can release steam, momentarily forming a mirror image of the incoming attack, going by Steam Release's strengths and weaknesses. This mirrored projection intercepts the attack, dispersing its force in a burst of vapor upon lashing with it. The katana or the user manipulates the density, pressure, temperature and the flow of the steam to recreate the incoming attack, allowing it to recreate the attack with flawless precision. The steam completely recreates the power, scale and appearance of the technique it mirrors. The replicated technique, when seen for what it truly is, is just a manifestation of steam. However, due to the sheer heat and light refraction produced by the steam, it creates a mirage effect, which makes it appear the same as the technique used by opponents. Dōjutsu, however, can see through this aspect. Because of this, Kagami Utsushi adapts in power to the threat it faces, manifesting at a potency equal to the mirrored attack, ranging from D-rank to S-rank. Despite recreating the opposing technique's power, scale and appearance, the mirrored technique remains entirely composed of Steam Release and does not replicate the original technique's elemental nature, supplementary effects or unique abilities.

Notes:
  • The A-rank version is only usable 3 times per fight.
  • The S-rank version is only usable 2 times per fight.
  • Regardless of using the A or S-rank version, it has a three-turn cooldown.
  • Only usable while wielding the Mizukagami (水鏡, "The Water Mirror").




❖ 身体封印 | Body Seals ❖
Giyu's body is etched with intricate seals, each carved into his skin like living armor, channeling and regulating chakra with deadly precision. Five small seals rest within his throat, and between his shoulders sits the kanji 奥義 (Ōgi). These marks glow faintly when his power awakens, a silent testament to his mastery over his own body.​

(Fūin: Metsuryū Mahō) — Sealing Art: Dragon Slayer Magic
Type: Fūinjutsu
Rank: A
Range: Short (mid-range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle, the user will have placed 5 basic seals in their mouth/throat in preparation, each representing one of the 5 basic elements. In battle, when the user is about to be hit by one of the 5 basic elements, they perform one handseal, activating the matching seal in their mouth as they breathe in. In doing so, the element is sucked in and sealed into the seal in the user's mouth, much like how Jiraiya sealed Amaterasu. When the seal is activated, a mass of chakra is released from the user's mouth at high speed — similar to when Jiraiya sealed Amaterasu in a scroll, but faster — and the element is drawn into this chakra and sealed away.

After sealing the element, the user can perform one handseal to release it from their mouth back at their opponent as a shapeless blast of that element. For example, if the opponent uses a B-rank fireball, just before it hits, the user performs one handseal and activates the seal as he breathes in; the fireball is sealed into his mouth without harming him. He can then perform another handseal to release it back at the opponent as one big blast, still at B-rank.

Notes:
  • Each seal can only be used once per battle, and can only hold one jutsu.
  • Can only seal A-rank and below.
  • Can only seal a single basic element, not elemental combinations.
  • Must wait 1 turn to use this jutsu again.
  • Releasing a sealed jutsu counts as one of the 3 jutsu per turn.
  • Usable 3 times per battle.

(Fūinjutsu/Yōton: Ākēn Wādo) — Sealing/Yang Release: Arcane Ward
Type: Supplementary / Defensive
Rank: S
Range: Self / Short
Chakra: 70 (-15 per turn to sustain)
Damage: N/A
Description: Yang Release: Arcane Ward is a high-level defensive seal that manifests a living barrier of pure vitality around the user or an ally. The seal is placed as Kanji 奥義 (Ōgi) between the user's shoulders. However, due to its sentience, the seal moves along the user's body like liquid to intercept an incoming attack. When an incoming attack is detected, it interposes itself and generates a barrier around the user that forms as crystallized Yang chakra. The barrier fully envelops the user in an omnidirectional 360-degree sphere, that includes underground, protecting from all directions. The sphere expands outward to encompass the entirety of short range, and when formed, it gently but forcibly displaces hostile entities already within that radius to the outer edge of the barrier, and the barrier looks like liquid glass and radiates a soft warmth, as it only solidifies and becomes tangible once it defends the user. Unlike static or one-time use defenses, the Arcane Ward is alive and it reacts to incoming attacks. The Arcane Ward absorbs incoming attacks by spreading the force of the impact across the entire surface of the barrier, dispersing the energy evenly through the sphere.

Hostile entities that make direct physical contact with the barrier are subjected to an invasive Yang Chakra that overwhelms their chakra balance, due to imbalance, resulting in a reduction in movement speed by 25% for three turns, and it burns their chakra, lowering available chakra by 20% for the remainder of the battle. If the user specializes in Yang Release, repeated contact causes the affected target to temporarily lose access to Yin Release and Yin-based techniques for three turns, as their Yin-Yang ratio is forcibly destabilized.

The barrier can be actively reformed by the user, costing one move and chakra equivalent to the original cost of the barrier, restoring it to full capacity. The Arcane Ward has a durability limit of 80 damage (100 damage if the user specializes in Yang), representing the maximum impact it can absorb before the seal becomes temporarily dormant. Each time the barrier absorbs a strike, its durability decreases by the strength of the attack. Once the durability is exhausted, the seal becomes inactive and must be reactivated.

Notes:
  • May be cast twice per fight.
  • The barrier remains active for a total of 3 turns.
  • Seal must be placed on the Biography.
  • The Seal has sentience, activating on its own, albeit at the cost of a move.
  • Cannot coexist with Yang Release: Power of the Sun or Yang State.
  • No other Yang Techniques can be activated in the same turn. No other fūinjutsu while this is active.




❖ 吸収腕 | Abusōbu Ude ❖
Giyu's right arm has been replaced with the Abusōbu Ude (吸収腕), a sleek, muscular cyborg limb that merges seamlessly with his imposing physique. Its surface is a dark, matte metal with subtle engraved patterns reminiscent of traditional armor, accented by faint chakra-conducting lines that pulse when in use. From the palm, spheres of concentrated energy can manifest and expand, capable of absorbing even the most potent chakra attacks while delivering devastating impact. Despite its mechanical nature, the arm retains a sense of weight and presence, as if the limb itself were an extension of his indomitable will.​

(Abusōbu Ude) — Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A (40 chakra per use)
Damage: N/A
Description: A cyborg attachment to the user's body: a robotic limb that allows him to create spheres of energy capable of absorbing chakra up to S-rank level. These spheres can also deal brute force on impact, growing up to 4 meters in radius. Starting at roughly Rasengan size, they grow proportionally to the size of the technique absorbed. Normal ninja can use one of these devices via specialized gloves that absorb 1 Ninjutsu per turn up to S-rank, while cyborgs have these attachments built in and can absorb up to Forbidden-powered attacks, 1 from each arm per turn.

Notes:
  • Can be used a maximum of 3 times for ninja and 5 times for Custom Cyborgs.
  • A cyborg can have up to 2 Absorption Arms.


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