(ง'̀-'́)ง q(>_<'q)

Gobi Gobletsson

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Tihihihi O^O

I shall use Amaimon, as per usual.

The Spirit companion of Amaimon would exclaim upon the Nara's arrival; ''Amai-dono-kuun~, wake up you silly old hat!'' and in response, the Katsuryoku would bounce back on his feet, and in the same motion he would wipe off the drool from across his cheek.

He kept his otherwise nonchalant posture, and would point a finger in the direction of the Nara. ''Right, prepare yourself.'' A cringe-worthy opening line, which could have been taken from any, ANY Pokémon game.

Amaimon would be draped in his travelling clothes, which was a combination of leather worn boots, gloves, a poncho which some feathers along the outlining of the bottom. Underneath the poncho, an asset of various tools would be stored, and ontop of his head, a strawhat with a green coloured stripe.

His hand would retreat and join his other, which in a joint motion would form a sequence of handseals, which in turn would cause the earth to shake. Within an instant the earth would arise in a tsunami like motion going outwards from Amaimon, whom worked as the epicenter of the technique. The technique itself only required one handseal, but was combined with a following handseal, which would enhance the technique further and strengthens its very core damage.

(Doton: Wakusei Haken) Earth Release: Planet Dispatch
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.

(doton: tsuchi kakujuu) - Earth style: Earth expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.

Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times

Following the widespread attack; Another just as widespread attack would follow. A barrier of leaves made of wind, would materialize and shoot outwards in similar mannerism of that, of the earthen tsunami.

(Fuuton: Hitosashi no Rakuyou) – Wind Release: Dance of the Fallen Leaves
Rank: S
Type: Attack
Range: Short – Long
Chakra cost: 40
Damage points: 80
Description: The user will release chakra into the air and manipulating the wind to create thousands of blades of wind which are coloured like violet leaves that decend around the opponent in a hazy storm and then the user controls the blades to then shoot at the enemy cutting them with deadly force.
Note: Can only be used twice.
Note: Can only be taught by Kaito-sama

Whilst the attacks would emerge from Amaimon's position, him and Amidamaru would commune with one another, and alas Amidamaru would seek higher altitude to watch Amaimon's blind sides.
 

Vayne

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(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in. Alternatively, instead of granting pure damage output, GOA can offer damage reduction abilities, working on a 1:1 chakra:shaving basis. This can be implemented into the damage aspect, following the same restrictions, with the added caveat of the max total of both being fifty chakra, but naturally never exceeding fourty for a single aspect.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.


(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.

Entrusted with control over the vessel, the Logix persona strode into the field with a grin on his face. It would seem that his mission for the day would be one of rehabilitation, for an old sage no less. Merged with the Goddess Achlys herself, the young Nara approached the target with a sense of nonchalant, augmented by the fact that his opponent was sleeping...

As he arrived in the classical mid range start, Logix would see his opponent spring up into action, awakening from his slumber and letting out a unique greeting. Logix would cheekily respond as he observed the equally stylish man "I hope those old bones can keep up, green haired-sama!" The Goddess would comment within Logix's mind, prompting a chuckle from the white haired man. 'Don't be ridiculous, he would never!'

The rising chunk of earth would be met with the formation of an aura in the shape of the nine tailed fox, one that would pulsate outwards towards the earth technique in the form of numerous seed-like orbs. The technique, labeled Corruption, would be enhanced through Dragon Fang and the Stardust component of Dalmascan Refinery, granting the explosive inducing fire a decent boost in strength. The fire seeds would ravage through the technique and land itself, phasing through them and causing mass explosions and damage to the area before Logix, naturally all angled away from Logix and directed towards Amaimon. The seeds would overcome the earth and continue towards Amaimon, much more expansive in range and numbers as it's chain reaction of explosions kept it's lethality at a significant damage level. Should the wind be used, it would be overcome by the Corruption, leading to significant damage to the man.

Logix, through his sensory of shadows, would keep tabs on Amaimon as much as possible given the inhibitions provided by the large scale techniques used.



(Katon: Kaika Ninetails: Dai Roku Tēru. Oshokui) | Fire Release: Flowering Ninetails: Sixth Tail; Corruption
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 + 25 + 20 = 125
Description: Allows for the release of vast amounts of pure fire chakra from all over ones body that creates an aura in the shape of nine fox tails, each twice the size of the user, that will cocoon around the users body. The tails can be manipulated to attack or defend for a time - acting as condensed chakra capable of interacting with physical objects to deal blunt and burning damage - however their real power lies in their ability to disperse into dozens, if not hundreds of seed like orbs of fire chakra that, by default pulsate outwards in all directions, but can be directed towards particular locations should the user so wish. As the seeds travel outwards they indiscriminately phase into any object, being, or technique of lesser strength and forcefully alter or distort it's properties to make it explode - with said explosions always being angled away from the user. When a structure explodes it in turn releases countless more seeds that allows for a chain reaction that can completely devastate battlefields, as the seeds are capable of making the strength of undermined techniques into their own, not weakening, but instead growing in strength and number with each clash. This ability is effective against all earth based techniques of lesser strength (Excluding crystals), opposing fire techniques of lesser strength, and water techniques two ranks lower, however it is ineffective against water techniques of A rank and above, Lightning techniques and wind techniques; A rank water techniques will simply evaporate while Lightning and Wind techniques will clash normally.

Notice:
- Can only be used 2x
- No fire techniques above B rank for the rest of the turn
- Cannot be used on consecutive turns
- Can only be taught by Scaze
(Magunisuton: Darumasukan Seiyusho) | Magnesium Release: Dalmascan Refinery
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-5 per turn)
Damage: N/A)
Description: Dalmascan Refinery is a technique that allows the user to apply a general alteration the size, shape and alignment of Magnesium grain particles to achieve a variety of different effects.

Stardust: This alteration will have the user produce tinier than normal magnesium particles. Despite this the size of the magnesium technique will be maintained as more magnesium particles will be produced to compensate for the smaller grain size. Smaller grain size will result in a larger surface area that will ultimately culminate in greater reactivity. Ultimately, when ignited the intensity at which magnesium burns will be greatly increased, granting it a +20 damage boost for this period of time, similarly magnesium can be funnelled into an ignition source, such as fire or lightning to grant the boost to the combo or desired technique.

Stardust II: This alteration follows the same principle of Stardust, the difference here however is that the produced particles are even tinier. The result is a dangerously high surface area which will result in magnesium techniques that are exposed to an ignition source not simply igniting, but rather exploding. This phenomenon is similar to the real life event of dust explosions.

Chrysthaneum: This alteration affects the alignment of magnesium particles. Normally particles would remain stagnant - that is they would follow the movement of the greater whole with little deviation. Under the influence of Chrysthaneum however produced magnesium particles will spiral and grind against each other, producing friction, heat, and sparks that will result in the self-ignition of magnesium techniques.

Jigsaw: This alteration also affects the alignment of magnesium particles, and juxtaposes the effects of Chrysthaneum. Normally magnesium particles are of non-uniform shapes and sizes, Jigsaw however will produce magnesium particles that perfectly align with one another. The result will be particles that can interlock for greater stability and strength, which will greatly increases the strength of compact magnesium techniques. Compact magnesium techniques will gain a +20 damage boost, or rank increase, under the effects of Jigsaw. Magnesium techniques under Jigsaw, due to the greatly reduced surface area, become far less reactive and can no longer ignite.

Brokenshard: This alteration affects the shape of magnesium particles. Normally magnesium particles will be random in shape, under the effects of Brokenshard however the shape of magnesium particles will be altered to emphasise piercing and slicing qualities. Produced magnesium particles will be needle or blade like in shape, resulting in magnesium techniques that are jagged and razor sharp, greatly increasing destructive power. Under the influence of Brokenshard Magnesium technique will gain a +20 damage boost, and non-offensive magnesium technique will gain offensive properties equal to their rank/defensive power.

Brightsteel: This alteration affects how magnesium particles are visually perceived. Normally magnesium will appear as a standard silvery metal. Under the effects of Brightsteel however each magnesium particle will be magnificently polished and its reflectivity will be further increased through the user of chakra. As a result Brightsteel magnesium will reflect light to such an extent that it will appear blindingly bright, similar to the Hidden Mist Eye Sight Deprivation, temporarily blinding the opponent for as long as they look at the technique directly.

Notes:
Logically not every particle is perfectly controlled and tailored, however enough is done to achieve a uniform and desired effect.
This technique can be used twice, last four turns each time and has a cooldown of two turns. On account of its nature, being that it has no independent uses, it can be activated instantly and in the same timeframe as another technique.
The user can apply up to two alterations at any one time, however Chrysthaneum is incompatible with Jigsaw. The user can also choose to not apply any alterations to a utilised magnesium technique.
When this technique ends, the user will be incapable of utilising B ranked or above magnesium techniques for two turns.

Dragon Fang
Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.
Sorry bout the long techs o_o'
 
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Gobi Gobletsson

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(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in. Alternatively, instead of granting pure damage output, GOA can offer damage reduction abilities, working on a 1:1 chakra:shaving basis. This can be implemented into the damage aspect, following the same restrictions, with the added caveat of the max total of both being fifty chakra, but naturally never exceeding fourty for a single aspect.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.


(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.

Entrusted with control over the vessel, the Logix persona strode into the field with a grin on his face. It would seem that his mission for the day would be one of rehabilitation, for an old sage no less. Merged with the Goddess Achlys herself, the young Nara approached the target with a sense of nonchalant, augmented by the fact that his opponent was sleeping...

As he arrived in the classical mid range start, Logix would see his opponent spring up into action, awakening from his slumber and letting out a unique greeting. Logix would cheekily respond as he observed the equally stylish man "I hope those old bones can keep up, green haired-sama!" The Goddess would comment within Logix's mind, prompting a chuckle from the white haired man. 'Don't be ridiculous, he would never!'

The rising chunk of earth would be met with the formation of an aura in the shape of the nine tailed fox, one that would pulsate outwards towards the earth technique in the form of numerous seed-like orbs. The technique, labeled Corruption, would be enhanced through Dragon Fang and the Stardust component of Dalmascan Refinery, granting the explosive inducing fire a decent boost in strength. The fire seeds would ravage through the technique and land itself, phasing through them and causing mass explosions and damage to the area before Logix, naturally all angled away from Logix and directed towards Amaimon. The seeds would overcome the earth and continue towards Amaimon, much more expansive in range and numbers as it's chain reaction of explosions kept it's lethality at a significant damage level. Should the wind be used, it would be overcome by the Corruption, leading to significant damage to the man.

Logix, through his sensory of shadows, would keep tabs on Amaimon as much as possible given the inhibitions provided by the large scale techniques used.




(Katon: Kaika Ninetails: Dai Roku Tēru. Oshokui) | Fire Release: Flowering Ninetails: Sixth Tail; Corruption
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 + 25 + 20 = 125
Description: Allows for the release of vast amounts of pure fire chakra from all over ones body that creates an aura in the shape of nine fox tails, each twice the size of the user, that will cocoon around the users body. The tails can be manipulated to attack or defend for a time - acting as condensed chakra capable of interacting with physical objects to deal blunt and burning damage - however their real power lies in their ability to disperse into dozens, if not hundreds of seed like orbs of fire chakra that, by default pulsate outwards in all directions, but can be directed towards particular locations should the user so wish. As the seeds travel outwards they indiscriminately phase into any object, being, or technique of lesser strength and forcefully alter or distort it's properties to make it explode - with said explosions always being angled away from the user. When a structure explodes it in turn releases countless more seeds that allows for a chain reaction that can completely devastate battlefields, as the seeds are capable of making the strength of undermined techniques into their own, not weakening, but instead growing in strength and number with each clash. This ability is effective against all earth based techniques of lesser strength (Excluding crystals), opposing fire techniques of lesser strength, and water techniques two ranks lower, however it is ineffective against water techniques of A rank and above, Lightning techniques and wind techniques; A rank water techniques will simply evaporate while Lightning and Wind techniques will clash normally.

Notice:
- Can only be used 2x
- No fire techniques above B rank for the rest of the turn
- Cannot be used on consecutive turns
- Can only be taught by Scaze
(Magunisuton: Darumasukan Seiyusho) | Magnesium Release: Dalmascan Refinery
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-5 per turn)
Damage: N/A)
Description: Dalmascan Refinery is a technique that allows the user to apply a general alteration the size, shape and alignment of Magnesium grain particles to achieve a variety of different effects.

Stardust: This alteration will have the user produce tinier than normal magnesium particles. Despite this the size of the magnesium technique will be maintained as more magnesium particles will be produced to compensate for the smaller grain size. Smaller grain size will result in a larger surface area that will ultimately culminate in greater reactivity. Ultimately, when ignited the intensity at which magnesium burns will be greatly increased, granting it a +20 damage boost for this period of time, similarly magnesium can be funnelled into an ignition source, such as fire or lightning to grant the boost to the combo or desired technique.

Stardust II: This alteration follows the same principle of Stardust, the difference here however is that the produced particles are even tinier. The result is a dangerously high surface area which will result in magnesium techniques that are exposed to an ignition source not simply igniting, but rather exploding. This phenomenon is similar to the real life event of dust explosions.

Chrysthaneum: This alteration affects the alignment of magnesium particles. Normally particles would remain stagnant - that is they would follow the movement of the greater whole with little deviation. Under the influence of Chrysthaneum however produced magnesium particles will spiral and grind against each other, producing friction, heat, and sparks that will result in the self-ignition of magnesium techniques.

Jigsaw: This alteration also affects the alignment of magnesium particles, and juxtaposes the effects of Chrysthaneum. Normally magnesium particles are of non-uniform shapes and sizes, Jigsaw however will produce magnesium particles that perfectly align with one another. The result will be particles that can interlock for greater stability and strength, which will greatly increases the strength of compact magnesium techniques. Compact magnesium techniques will gain a +20 damage boost, or rank increase, under the effects of Jigsaw. Magnesium techniques under Jigsaw, due to the greatly reduced surface area, become far less reactive and can no longer ignite.

Brokenshard: This alteration affects the shape of magnesium particles. Normally magnesium particles will be random in shape, under the effects of Brokenshard however the shape of magnesium particles will be altered to emphasise piercing and slicing qualities. Produced magnesium particles will be needle or blade like in shape, resulting in magnesium techniques that are jagged and razor sharp, greatly increasing destructive power. Under the influence of Brokenshard Magnesium technique will gain a +20 damage boost, and non-offensive magnesium technique will gain offensive properties equal to their rank/defensive power.

Brightsteel: This alteration affects how magnesium particles are visually perceived. Normally magnesium will appear as a standard silvery metal. Under the effects of Brightsteel however each magnesium particle will be magnificently polished and its reflectivity will be further increased through the user of chakra. As a result Brightsteel magnesium will reflect light to such an extent that it will appear blindingly bright, similar to the Hidden Mist Eye Sight Deprivation, temporarily blinding the opponent for as long as they look at the technique directly.

Notes:
Logically not every particle is perfectly controlled and tailored, however enough is done to achieve a uniform and desired effect.
This technique can be used twice, last four turns each time and has a cooldown of two turns. On account of its nature, being that it has no independent uses, it can be activated instantly and in the same timeframe as another technique.
The user can apply up to two alterations at any one time, however Chrysthaneum is incompatible with Jigsaw. The user can also choose to not apply any alterations to a utilised magnesium technique.
When this technique ends, the user will be incapable of utilising B ranked or above magnesium techniques for two turns.

Dragon Fang
Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.
Sorry bout the long techs o_o'
A young man was sitting afore his desk - Alas his computer was alit, and the dim light from the screen shimmered the room in an omnious glow. Within the search bar of the browser; Narutobase.net.. *Deletes* Animebase.net *Deletes.*

''Mah gawd.. Ah, maybe it is..''

Animebase.org *deletes*...

''Gawd damnit.. Ah yes, now I remember!''
And within an instant the man remembered, and finally acquired access to the site of which he had long forgotten, but had to return to, in order to finish this unfulfilled matter at hand.



''Oi, oi! Amai-sama! This guy isn't kidding around'' The spirit exclaimed, while also warning of the incoming attack, which easily would overcome Planet Dispatch, a technique which Amaimon kept dear.

Instead of using his wind technique, he would bite his thumb, followed by placing both his hands onto the ground. ''I hate the heat'' He sighed to himself, as summoning circles would spread across the ground - His hands working as the epicenter. Within an instant both the Nara, Amidamaru and Amaimon himself was warped within the belly of the giant fire Toad.

Back at the field, the explosions from the Nara's technique ravaged the place, which Amaimon just stood.
(Kuchiyose: Assai Gama Ibukuru) – Summoning: Crushing Toad Stomach
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique bears resemblance to the Summoning: Toad mouth bind technique. However instead of warping the battlefield into the digestive tracks of a giant toad, the user reverse summons themselves and their opponents into the stomach of a giant toad and captures and isolates the target/s inside the stomach, cutting them off from allies and immobilizing their movements while the stomache starts crushing the opponent/s to death.

While the Katsuryoku and his spirit would be placed within the stomach on a safe sort of plateu, they would look down upon the Nara, stuck within two walls of flesh, restricting the usage of the handseals, whilst it would crush him.

Amaimon whom was still within a crouched position would not let go off the ground with his hands, but instead change the chakra flow, engulfing the surface and his hands within a bubble of chakra which would serve to restore whatever damage the toad was about to suffer from. ''I always feel bad for the toad at this point..'' The spirit murmured for himself

( Iryō Ninjutsu: Shōsen Jutsu ) - Medical Technique: Mystic Palm Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max)
Damage: N/A
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note:
Can only be used by Medical Ninja.
 
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Vayne

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<_> Apologies for my own delays, Gobi-San.
---
With the destruction ensuing in the field, Logix would suddenly find himself succumbing to an infamous technique of the toad summoners. However, the reverse summoning would be short lived as a body seal auto-kicks in, flooding the summoning with chakra resulting in it's termination, non-lethaly.

As they are returned to the field, Logix would proceed to utilise a summoning ritual of his own, bringing forth Noteleks.

"Do you treat all your companions so hazardously?" Logix would chide whilst looking at Amidamaru's location. Whilst he could not see the spirit, Logix was capable of sensing it's presence. Logix would also unbuckle his leg weights in anticipation for a few close quarter shenanigans.


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

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

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

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

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.
Note: This can be used for either canon Leg Weights technique.
 

Gobi Gobletsson

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<_> Apologies for my own delays, Gobi-San.
---
With the destruction ensuing in the field, Logix would suddenly find himself succumbing to an infamous technique of the toad summoners. However, the reverse summoning would be short lived as a body seal auto-kicks in, flooding the summoning with chakra resulting in it's termination, non-lethaly.

As they are returned to the field, Logix would proceed to utilise a summoning ritual of his own, bringing forth Noteleks.

"Do you treat all your companions so hazardously?" Logix would chide whilst looking at Amidamaru's location. Whilst he could not see the spirit, Logix was capable of sensing it's presence. Logix would also unbuckle his leg weights in anticipation for a few close quarter shenanigans.



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

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

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

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

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.
Note: This can be used for either canon Leg Weights technique.
In a dimly lit room, a person sits. It's most certainly different from the last dimly lit room however... Or maybe not entirely, but we always wish for our protagonist to advance. z.z''

With a sway of the hand, the gust would disperse any dust off, of this old thread. And so he would begin his counter.




''Oi, oi, Amai-dono, this guy sees me, I'm sure!''

Amaimon however was busy being displeased by the de-summoning of his toad. As they had returned to the field, the combatant would exclaim an outragous comment. Moreso, as he followed by equipping his own summoning as a piece of armour. An armour would most likely would be torn apart - Or so the Katsuryoku imagined.

Revealing his own tattoeed arm, Amaimon would also summon forth his personal summoning - Chocobo - Whom immediately was transformed into a piece of harness that covered the Katsuryoku similar to Logix.

Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Chocobo is a basilisk the size of a good sized stallion, with four-toed feet, scaled legs and large webbed wings, and a scaled neck long neck. It carries a long and sharp beak, and beautiful crest head. At every joint, the back side of the legs and the chest, feathers emerge in dull yet calm colours. Running down from head to tail, webbed spikes emit. On the back in between the wings of the beastie, a saddle is designed for the summoner to sit in, along with riding harness. Chocobo is fast and versatile, capable of both high speeds running and flight. With its inherited ability, it's able to spread a venomous poison, however unlike its other family members, Chocobo is capable of unleashing a plume of poison from the pores of each webbed wing. Inhalation of the poison would kick in after two turns, making the affected, incapable of using their maximum power thus restricting affected targets to two jutsus per turn for the rest of the battle. Explusion of venom however can only be used thrice a battle, and stays on the field for two turns(C-rank). While Chocobo carries a poison, its main feat lies in his swiftness, quick on feet and in air(x1.5 the average Kage ranked ninja's base speed on land and twice as fast as the average kage ranked ninja while flying[/B]), easily able to out-maneuvering incoming techniques and projectiles either through quick dashes, or heavy flaps of its large wings. Of course, using this ability would count towards the 3 turns per move. Chocobo stays 4 turns unless dispersed. Chocobo's scales have proven resistent against Taijutsu, being unharmed from A-rank and below, whilst facing Ninjutsu(Elemental or not), they have been shown durable enough to deflect B-rank and below.
~ Visual presentation

Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-10 per turn transformed)
Damage points: N/A
Description: Chocobo, Amaimon's personal basilisk summoning, will by its own chakra transform into a battle harness, charatertized by the durability given by Chocobo's scales, and its feathery look, accompanied with a headdress looking almost alike to a tribal armour. The headdress itself is like any other traditional native-cultured head wear, aside from the fact that beneath is a scaled helmet formed as a bird head, which the headwear is simply attached to. As the battle harness is consisting of flexible scales and feathers, it allows to cover the entirety of Amaimon's body giving an overall defense corresponding to Chocobo's own restrictions and limitiations. While under the influence of the Henge, Chocobo's duration on the field is suspended untill damaged properly to reverse summon itself, or simply transform back, where it will continue as it was left. While using the transformation technique, Chocobo still retains the ability to exude mists of toxic from it's bodice, also corresponding to the restrictions and limitations of Chocobo's summoning technique. While this mist could prove harmful to the user, the beak given from the helmet can be shut down as a visor, working as a functional gas mask. Lastly, but not least, Chocobo's transformation allows for manipulation of feathers running along the arms, back, etc. of the user. Essentially hardening them and stirring them in desired location as functional thrown daggers, however small and thinner yet capable of being proven lethal. This Henge transformation, can of course, only be used by Chocobo itself.
Note: Can only be used twice per battle
The Katsuryoku would dash towards the Nara, while unleashing a three kunais at the Nara. These Kunais would impact the Nara, when Amaimon enters Short-range. While being thrown, the feathers attached to the harness would get clad in Erbium, enhancing their strength and lethality.


Rank: B-S (A)
Type: Offensive, Defensive, and Supplementary
Chakra cost: 20-40
Damage points: 40-80
Description: The user will manipulate their chakra to create a multitude of different objects to the user’s desire. These range from small pillars or poles, rods and ninja tools such as shuriken or kunai or a shield of Erbium. When used to attack the target they break off particles into the opponent’s body or skin if they cause a wound and over a period of time the radiation affect of the metal will take place. Should the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2.
Note: S-ranked version can only be used twice. A-Rank version can only be used thrice. No S-Rank or above Erbium in the user's same and next turn (when S-Rank version is used).
 

Vayne

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---

It seemed that the man would be game, much to Logix's amusement, drawing a wry smile as the companion armour is replicated. Observing Amaimon as he approached, Logix would be unconcerned with the kunai, as they would simply be defended by Notoleks. He would however coat his body with a layer of shadows, adding an x-factor to his cqc prowess.

"You're approaching me!?" Exclaimed Logix as he channels his inner Jojo.

As Amaimom enters within 2 meters, Logix would move to strike, aiming to deliver a left front roundhouse kick to Amaimon's stomach. Logix's shadow would surge in response to his movement, cloaking the intentions of the strike. Despite being visually hindered, Logix could sense the shadows of all, leaving him relatively unbothered.

Should the attack land, it would likely merely serve to discomfort Amaimon and push him sideways. However, should he attempt to counter, Logix would be prepared to unleash a cheeky rebuttal.


(Taijutsu/Kage: Keiji No Dolos) - Body/Shadow Arts: Dolos of Revelations
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short
Chakra: 15 (5)
Damage: N/A
Description: Dolos of Revelations is a technique that implements the user's shadow manipulation into CQC, wherein the user would coat their body with a layer of intangible shadows that are highly receptive and responsive to the user's movements. These shadows, referred to as Primordial Essence, serve to augment the user's fighting capabilities by providing a deceptive layer of shadows. The shadow's react to the movement's of the user's muscles and limbs, surging outwards in all directions to short range, creating a blockade of shadows that would hide the user's strikes and attacks from targets. Naturally, the user's vision is also blocked. The shadow's can be passively manipulated to have images or assume shapes as they expand, enabling user's to deceive opponents of their true intentions, such as forming a shadow fist to strike from one direction while the user actually strikes from somewhere else. This proves to be useful when the user is surrounded and moves in to strike, where opponents wouldn't be aware of who the true target of the user's attacks is. Dolos of Revelations can be used once and maintained for four turns, with it's surges being able to occur in the same timeframe of CQC attacks, and 'surges' potentially lasting for one turns if the user wishes.
( Marui Sumai Ashige ) - Round House Kick
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user pivots on one foot and swings their leg, delivering a powerful roundhouse kick to the target. The power of the kick is enough to send most opponents flying.
 

Gobi Gobletsson

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---

It seemed that the man would be game, much to Logix's amusement, drawing a wry smile as the companion armour is replicated. Observing Amaimon as he approached, Logix would be unconcerned with the kunai, as they would simply be defended by Notoleks. He would however coat his body with a layer of shadows, adding an x-factor to his cqc prowess.

"You're approaching me!?" Exclaimed Logix as he channels his inner Jojo.

As Amaimom enters within 2 meters, Logix would move to strike, aiming to deliver a left front roundhouse kick to Amaimon's stomach. Logix's shadow would surge in response to his movement, cloaking the intentions of the strike. Despite being visually hindered, Logix could sense the shadows of all, leaving him relatively unbothered.

Should the attack land, it would likely merely serve to discomfort Amaimon and push him sideways. However, should he attempt to counter, Logix would be prepared to unleash a cheeky rebuttal.


(Taijutsu/Kage: Keiji No Dolos) - Body/Shadow Arts: Dolos of Revelations
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short
Chakra: 15 (5)
Damage: N/A
Description: Dolos of Revelations is a technique that implements the user's shadow manipulation into CQC, wherein the user would coat their body with a layer of intangible shadows that are highly receptive and responsive to the user's movements. These shadows, referred to as Primordial Essence, serve to augment the user's fighting capabilities by providing a deceptive layer of shadows. The shadow's react to the movement's of the user's muscles and limbs, surging outwards in all directions to short range, creating a blockade of shadows that would hide the user's strikes and attacks from targets. Naturally, the user's vision is also blocked. The shadow's can be passively manipulated to have images or assume shapes as they expand, enabling user's to deceive opponents of their true intentions, such as forming a shadow fist to strike from one direction while the user actually strikes from somewhere else. This proves to be useful when the user is surrounded and moves in to strike, where opponents wouldn't be aware of who the true target of the user's attacks is. Dolos of Revelations can be used once and maintained for four turns, with it's surges being able to occur in the same timeframe of CQC attacks, and 'surges' potentially lasting for one turns if the user wishes.
( Marui Sumai Ashige ) - Round House Kick
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user pivots on one foot and swings their leg, delivering a powerful roundhouse kick to the target. The power of the kick is enough to send most opponents flying.
Amaimon braced himself, as everything went dark around him. His visor fell shut. As he was struck by the hit, he moaned as he was thrown sideways. However the hit, would Chocobo's que to unleash the plume of posion from his feathery being, simultaneously as the Erbium clad feathers would shatter and inflict poison, ontop of the Chocobo's poison, to the target.

Chocobo's poisoning
Inhalation of the poison would kick in after two turns, making the affected, incapable of using their maximum power thus restricting affected targets to two jutsus per turn for the rest of the battle. Explusion of venom however can only be used thrice a battle, and stays on the field for two turns(C-rank).

Erbium poisoning
When used to attack the target they break off particles into the opponent’s body or skin if they cause a wound and over a period of time the radiation affect of the metal will take place. Should the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2.

Amaimon however would quickly land on all four, just outside of short-range. As Amaimon touches the ground, the earth would uproot itself beneath the Nara, catapulting the Shadow user towards Amaimon, who only goal was to greet the Nara with a haymaker to the chest, embued with earth chakra. The strike was made with Amaimons right fist - His entire body would have churned with it. This leaves his right side of his body, facing the Nara, while the left and remainder is slightly faced away. His left hand would have been clenched together in a upside down fist held at his waist. Both knees slightly bend.

Rank-A
Range-Short-Long
Type-Defensive/Supplementary
Cost-30
Damage-N/A
Description-
The user manipulates the earth with his chakra beneath him or his opponent by stomping, sending his chakra through the ground causing the ground to spring up(like a catapult) ,causing who ever the justu is used on to be propelled rapidly through the air in the direction of the users choice.

*Can Only Be Used Three times*
*Can Only Be Taught By Icemyster*

Type: Offensive
Rank: S
Range: Mid
Chakra cost: 40
Damage points: 80
Description: This is based upon the Hung Ga style of Chinese martial arts and the five animals representing the five basic elements. The user strikes the opponent with five punches, each charged with one of the five basic elements. This is a highly advanced skill that adds the effects from the elemental additions of the chakra being added to the punches. Lightning will causing numbing for one turn, fire will cause burning, wind will cause shredding and slicing, earth will cause tremendous bone-breaking power and water will soak in a high density causing irregular breathing.
Note: Can only be used twice
 

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The poisoning would be successful, but the Nara did not care. As he is catapulted towards Amaimon, he would see the fist, but utilizing the closeness of their range to it's fullest, Logix would manipulate his shadow and control that of Amaimon's. Due to the proximity, no travel time would be needed. Through his control, Logix would manipulate Amaimon's fist, changing it's direction to Amaimon's own face, leading to the man assaulting himself. Logix himself would simply kick Amaimon in the chest, pushing Amaimon backwards while allowing Logix himself to stabilize from being catapulted. In addition to manipulating Amaimon's arm, his head and spine would be controlled to remain in place, not allowing for a dodge to the unexpected attack. The positioning taken itself for the punch would also not help in attempting to block the attack either, most likely leading to it landing completely flush.

"Stop hitting yourself and fight me!" The Nara joked, although he could feel the effects of the poison. He would deal with that soon enough.




(Tsukareta Ken No Hantei: Shikaeshi No Ko) - Jaded Fist of Judgment: Reprisal of Sin
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: Dependant 80 x 2 (Crit to the face) = 160
Description: Reprisal of Sin is meant for the sole purpose of countering technique utilised by the opponents, specifically those related to close quarter combat. By either establishing contact with the target's shadow through this technique, the user would be capable of diverting an incoming attack away from himself and into another target, be it the opponent themselves, or any other available target. The technique works by having the use taking control of the opponents attacking limb(s) (up to 3 out of 6; legs, arms, head, spine/stomach/chest) and moving them in the most suitable manner to counteract the attack. Naturally this not restricted to taijutsu or kenjutsu, but rather extends to techniques that require bodily movements in order to execute. So for instance it can be used to counter a rasengan as it would be aimed through hand movements. This technique is commonly used in cases where the user is capable of tracking the incoming attack, but lacks the proper physical speed or capabilities to deal with them in time. As such, through the utilisation of one's own shadow they would be capable of having a temporary means of defence that acts at 1.5x the users running speed. The technique can only be used three times per conflict with a two turn interval between uses.
 

Gobi Gobletsson

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The poisoning would be successful, but the Nara did not care. As he is catapulted towards Amaimon, he would see the fist, but utilizing the closeness of their range to it's fullest, Logix would manipulate his shadow and control that of Amaimon's. Due to the proximity, no travel time would be needed. Through his control, Logix would manipulate Amaimon's fist, changing it's direction to Amaimon's own face, leading to the man assaulting himself. Logix himself would simply kick Amaimon in the chest, pushing Amaimon backwards while allowing Logix himself to stabilize from being catapulted. In addition to manipulating Amaimon's arm, his head and spine would be controlled to remain in place, not allowing for a dodge to the unexpected attack. The positioning taken itself for the punch would also not help in attempting to block the attack either, most likely leading to it landing completely flush.

"Stop hitting yourself and fight me!" The Nara joked, although he could feel the effects of the poison. He would deal with that soon enough.




(Tsukareta Ken No Hantei: Shikaeshi No Ko) - Jaded Fist of Judgment: Reprisal of Sin
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: Dependant 80 x 2 (Crit to the face) = 160
Description: Reprisal of Sin is meant for the sole purpose of countering technique utilised by the opponents, specifically those related to close quarter combat. By either establishing contact with the target's shadow through this technique, the user would be capable of diverting an incoming attack away from himself and into another target, be it the opponent themselves, or any other available target. The technique works by having the use taking control of the opponents attacking limb(s) (up to 3 out of 6; legs, arms, head, spine/stomach/chest) and moving them in the most suitable manner to counteract the attack. Naturally this not restricted to taijutsu or kenjutsu, but rather extends to techniques that require bodily movements in order to execute. So for instance it can be used to counter a rasengan as it would be aimed through hand movements. This technique is commonly used in cases where the user is capable of tracking the incoming attack, but lacks the proper physical speed or capabilities to deal with them in time. As such, through the utilisation of one's own shadow they would be capable of having a temporary means of defence that acts at 1.5x the users running speed. The technique can only be used three times per conflict with a two turn interval between uses.
The Katsuryoku would be caught off-guard, and he would almost witness the cave in of his head, by his own fist. However, luckily would Chocobo act, despite its master being dumbfounded. The Haymaker being a wide attack, would allow the summoning to make an explusion of chakra, which would forcefully direct Amaimons fist directly upwards, and succesfully dodge his face.

Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40 is used lone +20 if used with other jutsu
Description: The technique revolves around the usage of the Ceremonial Battle Harness achieved through the Basilisk summoning Chocobo. It carries the inheriented ability to expell the feathers that run along it's arms, legs and back and head included. Chocobo sacrifaces a portion of chakra in order to expell these with an extraordinary explusion of chakra output, which will result in i.e a swinging limb would where upon the feathers would be shot, said limb would either be shot forwards or backwards with immense speed, increasing the attack by a total of +20. This however is depending in which direction the feathers were shot. This can prove viable in most situation where the target would either try to evade the attack, or the user would be in the need of retreating their limb from dangerous by higher speeds than regularly. This technique can only be used thrice. A total of one turn before each usage as the feathers would have to regrow first.

Following the notion, Amaimon would've dismissed the chakra imbued in his fist, and forced it elsewhere. Upon the Naras kick, Amaimon would forcefully rearrange his skeleton in order to move, despite being bound by the Nara's spell. His otherwise skyrocketed fist's elbow, would plummet downwards, whilst his left knee would move upwards and deliver two crushing erbium clad blows, the Naras kick, catching it, in a pincher move, breaking both through the Olm, and delivering a shattering blow to the bone of the Nara.

Type: Supplementary/Offense/Defense
Rank: A
Range: Short
Chakra Cost: N/A (+30 Activation.)
Damage Points: N/A
Description: White Stalker is a technique based on a theory which allows for bone structure to naturally develop through natural occurrences, dependent on which and how much 'load' or pressure if you would that is constantly put as strain onto the bone. i.e professional Tennis Players dormant hand usually have a thicker bone as it's put under continuously load or pressure whenever served or swung. Essentially what happens is that the internal tissue undergoes adaptive changes, while the external layer re-constructs and adapts itself accordingly. This is done through years, and years of excessive training which allows for this natural alteration. Using a similar, yet altered method of ''Bone Healer Technique'' through the usage of Medical Ninjutsu, the user will carefully force Calcium Ions to emit along with other various compounds which allows for the natural process to enhance and speed up. Ions to work the regenerative purposes and overall change of structure, and with the Calcium itself to as previously said, speed up the process and even exceed the normal capabilities with these enhanced ones. While the bones become thicker in itself, with the usage of Medical Ninjutsu to enhance and emit an excessive amount of Calcium, the user can drastically re-construct their skeleton itself, such as having a natural and passive skeleton underneath the skin, or even have some of the bones protruding, similiar to an exoskeleton. Now the general effects achieved through this is the bones becoming a force to reckoned with, and much more resistant than any average bone structure you would come by, and decrease any Tai/blunt damage by -20. An overall recognizable feature granted through the usage of this technique, should the user present a layer of bone beneath the skin, is a much paler look. While under the effects of White Stalker, you gain a higher pain resistant which proves futile against Illusionary techniques, which is can prove a huge drawback. While under the influence of Illusionary techniques of S-rank, the user won't be able to utilize a release method through pain. Rearranging Skeleton counts as a move and expends 30 chakra for each usage.

Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Tenchi is a unique technique which can be applied in a variety of different ways, either supporting Taijutsu, speed and overall Calcium based techniques. The very primary concept of this technique is to either make any calcium structure lighter in a sense, by making each molecule hollow, thus increasing speed, but in turn decreasing power and inducing brittleness to the bones. This however can also be done the other way around, in order to decreased speed and induce more strength. Through activation of this technique which is instant as it requires but a mental command, the user will be able to influence his following created techniques. Increasing the density of the bones the user will increase damage by +20, while speed will be lessened. The other way around will decrease damage by -20, and speed up techniques. An activation lasts four turns.
 

Vayne

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Seeing as the attack would not land and that Amaimon's companion seemed to be assisting, Logix would opt to the same. He would summon the boss of the Olm's himself; Ruso. Merged with Ruso would be three of the mighty Olm's who would in turn be merged with Logix due to Notoleks unique ability. This would result in a powerful surge of power in Logix while elevating his defensive capabilities significantly. Of course this had no visible change to Logix, allowing it to be discrete. Logix would allow Amaimon's strike to go unchecked, simply tanking it before snatching back his leg and hoping back a meter. His tanking would be due to Mudkip's ability, allowing him to not take any damage from the offense.

"Tell me, warrior. Is that the extent of your power?"


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

(Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.
(Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: One and a half meters tall, and his width relative to his height. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques (A-rank and below) from being used on him, and the area 1 meter around him. This ability is purely defensive in nature, and can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 4 turns, and can only be summoned once. If directly hit by any offensive ninjutsu attack higher than C-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.
(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His speed equivalent to that of an Jonin Ranked opponent. His rank was obtained purely due to this ability. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned once per battle, and lasts four turns when summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently.
(Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks (Ref)
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.

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

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

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.
 

Gobi Gobletsson

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Seeing as the attack would not land and that Amaimon's companion seemed to be assisting, Logix would opt to the same. He would summon the boss of the Olm's himself; Ruso. Merged with Ruso would be three of the mighty Olm's who would in turn be merged with Logix due to Notoleks unique ability. This would result in a powerful surge of power in Logix while elevating his defensive capabilities significantly. Of course this had no visible change to Logix, allowing it to be discrete. Logix would allow Amaimon's strike to go unchecked, simply tanking it before snatching back his leg and hoping back a meter. His tanking would be due to Mudkip's ability, allowing him to not take any damage from the offense.

"Tell me, warrior. Is that the extent of your power?"


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

(Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.
(Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: One and a half meters tall, and his width relative to his height. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques (A-rank and below) from being used on him, and the area 1 meter around him. This ability is purely defensive in nature, and can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 4 turns, and can only be summoned once. If directly hit by any offensive ninjutsu attack higher than C-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.
(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His speed equivalent to that of an Jonin Ranked opponent. His rank was obtained purely due to this ability. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned once per battle, and lasts four turns when summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently.
(Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks (Ref)
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.

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

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

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.
Amaimon snickered. The hold of him was let go, as the Nara retreated. He was however surprised by the fact that he went unharmed from his blow - However, he did retreat rather than staying on the offense. This was Amaimon's queue, that he was infact on the retreat, after all the effects of both Chocobo and his erbium poisoning should start to kick in, or so he thought.

He would allow himself the benefit of the doubt. "I am the Embodiment of Strength." He slid forwards whilst enhancing his body movements, making him into a blur of lightning crackles, before reappearing before the Nara.
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A (+15 through power increase)
Description: This technique uses the knowledge of the human body and its hidden mechanics, the joints. By understanding the mechanics of the joints one can use them in various ways to increase performance in battle. The user can increase the power of their physical techniques by using maximum joint movement to deliver great power but at the cost of this the speed isnt particulary great as it takes longer to move a joint fully. The user can increase the speed of motion by short joint movements and thus the increase in speed is increased three times faster than the technique used standardly without the knowledge of such performance this can also be done with the use of multiple joints. For example using the Shoulder joint, the elbow joint and the knee joint one can increase the speed of a swung sword greatly compared to using the single joint fully where they raise their arm completely and bring the arm back down. When the user of this technique fully uses all his joints in his body simultaniously they can increase their speed to the point as fast as rock lee without weights however the reaction of the user depends on the ranking and their mastery of taijutsu. When using this method the user applies carefull chakra control to the joints so that they are not over stressed and thus can continously maintain the effects throught their battle.
Note: This technique once activated will last for the 4 entire turns

Type: Offensive
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage points: 80 (+20 +15 = 115)
Description: A technique inspired by a form of southern style Chinese martial arts. The user charges their body with chakra and discharges it through their feet to give them a speed boost towards the enemy. Then the user charges their fists with lightning chakra, hitting the enemy eight times around the shoulders, chest, and stomach while discharging the electrical chakra to numb the points of contact. This causes temporary paralysis and makes the enemy's movements slow from the electrical currents retracting the muscles. This effect lasts for one turn.

Reappearing before the Nara, he would unleash a flurry of strikes numbing the combatant. Finishing the combo, there would only be mere pause of a second - Swapping from one element to the other, he finished it by delivering a lateral kick to the Chest of his combatant. This was deliver by his right leg.

Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80 (+20 +15 = 115)
Description: By charging one leg with earth chakra the user is able deliver a devastatingly powerful kick, one that is almost comparable to kicks augmented by Chakra Enhanced Strength, to the target’s crotch. The strike can send even larger animals flying.
 
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