A reminder that you are affected for 3 more turns byMedusa hears the word of sin and she looks at the puppet of the Goddess arrives at the scene. Medusa would not mind taking care of the zombie until the trio soften up the Goddess for a bit.
Medusa knowing that probably the puppet has not set its eyes on her yet, would descend slowly until she is mid range away and behind the puppet although 5m above ground. By this time, the ground would have lowered under Tiamat, severing any connection the puppet has with the black mud. With three handseals, Medusa would put he puppet in a genjutsu where it sees itself trapped in a glass world with every movement turning out to be excruciatingly painful like breathing, beating of the heart, blinking or twitching. Through the addition of fire elemental chakra, the glasses would be scorching hot that not only would they cut, they would also burn and eat away at the puppet on mere contact causing the puppet pass out from the trauma.
Following the genjutsu, Medusa would create thousands of needles made of chloroform from all around the puppet(5m) and they would all launch at the same time inwards at her, leaving no room for escape. The needles are all augmented by Crona.
(Magen: Kūdaka Sekai) - Demonic Illusion: Shattered World
Rank: S (Forbidden)
Type: Offensive
Range: Short-Mid
Chakra Cost: 40 (+50)
Damage Points: 80
Description: This Genjutsu affects the opponent by attacking their sense of touch and sight, by causing unbearable pain. The user will perform three hand seals (Dragon → Horse → Tiger), and then channel their chakra into their opponent’s nervous system, taking control of their senses. This jutsu then traps the opponent in a world where literally everything is made out of glass, that breaks down in sharp glass spikes with the slightest move, even by breathing. So if the victim trapped in the genjutsu would breath, it would feel if glass was piercing their lungs over and over again, even if the victim would blink, it would feel like there are small pieces of glasses stuck within the victims eyes. If they would take a step, it would feel like their leg was pierced and so on. This jutsu has been known to be extremely painful, if the victim does not break out of this technique within one turn, then he or she will pass out due to the constant pain. [Example]
 Note: This technique can only be taught by Lucifer.
 Note: This technique can only be used once per battle.
 Note: The user cannot perform any type of Genjutsu for the following two turns
(Inton: Gogyou Gen) - Yin Release: 5 Elements Illusion
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent genjutsu. When the user casts a genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. The jutsu increases in strength by one rank and due to the massive amount of chakra used, the jutsu can penetrate through any subversive method against genjutsu. By using nature chakra rather than raw chakra, the properties of the genjutsu can change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. As well, the technique would follow the rules of elemental genjutsu. The user is free to alter the effects of a genjutsu within reason as long as the primary effects remain the same.
Note: Can only be used 6 times per battle.
Note: Cannot be used on techniques above S-rank.
Note: Yin Release masters can use advanced elements and CE
ムKurofomuton: Dedula no hakai | Chloroform Release: Destruction of Dedula ム
Type: Offensive | Defensive | Supplementary
Rank: D - S (A)
Range: Short - Long
Chakra: 10 - 40 (30)
Damage: 20-80 (60 +20)
Description: The most basic technique of the element, where the user will form a single hand seal, or two ( in terms of the S rank usage) and focus his Chloroform chakra either throughout his body, the air or the ground, in order to create tools, constructs, weapons, pillars etc made of Liquid Chloroform. These formations and tools can be used for Offensive uses, Defensive uses as well as Supplementary uses. Due to its liquid nature, Chloroform can be manipulated into many forms, much like with Water, it can be formed into constructs (not sentient, yet have form and shape) or simply be released in the form of
streams or blasts.These constructs can be formed at either Short, Mid or Long range from the user. When used to manifest around the opponent, it has to manifest at least Short range from the opponent. The Chloroform is capable of causing quite some blunt damage as well as impale the opponent, depending on the shape taken by the formation , and when exposed to openings, or wounds in the skin, the opponent will pass out, as well as when inhaled when in its gaseous form. The size of the
constructs are proportionate to the rank used, meaning a D rank construct can't be as large as a mountain, for example.
Notes:
-For A rank usage, it can only be used 4 times per battle.
-S rank usage, only up to 3 times per battle.
Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
She could grow to as long as 20 meters and as big as giant snakes. Unlike most orochimaru's snake that can wield the Kusanagi. Crona is also unable to use any traditional elemental ninjutsu, but to make up for this, she is constantly saturated with natural energy , a sage and able to use snake sage techniques, however, she can choose whether to let her innate nature chakra to interact with her summoner or not. While merged, she can not talk but only communicate telepathically with her summoner and she's able to give a very small portion of her nature energy to her summoner (20 per turn). This would not normally add any augmentation to the user nor would it increase the user's domestic or sage chakra but if the user is in sage mode or has a DNA make up to accept nature energy, the chakra would be used to boost the user's ninjutsu damage up to Crona's rank , boosting it by +20 (but only +10 for S-rank moves) . However, this can only be done on one technique per turn. This boost is regarded as a passive boost. The downside to this natural boost is that the user is unable use fuinjutsu and genjutsu while Crona is boosting his technique, except fuinjutsu seals that are mentioned in his bio. He can only resume using the aforementioned techniques if Crona stops boosting his technique. Crona's nature energy gives her natural durability to C-rank and below ninjutsu. Her venom is quite lethal. The snake venom contains "cardiotoxins" which are components that are specifically toxic to the heart. They bind to particular sites on the surface of muscle cells and cause depolarisation. The toxin prevents muscle contraction. These in turn, would cause the heart to beat irregularly and stop beating, causing death after 4 turns if not cured. Apart from that, it causes body muscles to become stiff and thus gradual paralysis. No B-rank and above taijutsu two turns after the venom is administered and speed is halved. No taijutsu or movement can be performed due to total body paralysis in the third turn after the venom is injected. Death in the 4th turn after the venom is injected.
Using snake ninjutsu and snake senjutsu count as moves.
Boosting the user's senjutsu two turns or more in a row will have the second and each subsequent instance count as a move.
Last 4 turns.
Can only be summoned 1x per event.
Chakra
3065 -5-5-90-30
2935
Health
200
SCS 2400
SCC 150
Nammu Duranki: Hajimari no Kyō wo Ageyo) – Nammu Duranki: Yell the Shout of Beginning (Passive)
Type: Offensive
Rank: A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: An ability cast through Tiamat’s voice, although not to be confused with Sound Ninjutsu, a spell which hinders the chakra circulatory systems of all enemy targets within the same landmark. Once cast, a powerful curse carried within the spell flushes the bodies of enemy combatants, interfering with their internal chakra flow. Similar to how casting a Genjutsu causes irregular low in the chakra of a target, the curse of this ability hinders one’s ability to control and manipulate their chakra, affecting the use of techniques requiring it. Those afflicted have the chakra cost of their techniques increased by 50% of their original cost. This does not add additional chakra into the technique being used, simply increasing the strain on one’s reserves. Yell the Shout of Beginning is a passive skill, and stacks with multiple uses and other Dirges. This technique persists for five turns, and the duration refreshes when it is cast again. It can be dispelled through powerful Medical Ninjutsu two ranks higher than it or Yang, or Yin-Yang Release techniques.
Rank: A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: An ability cast through Tiamat’s voice, although not to be confused with Sound Ninjutsu, a spell which hinders the chakra circulatory systems of all enemy targets within the same landmark. Once cast, a powerful curse carried within the spell flushes the bodies of enemy combatants, interfering with their internal chakra flow. Similar to how casting a Genjutsu causes irregular low in the chakra of a target, the curse of this ability hinders one’s ability to control and manipulate their chakra, affecting the use of techniques requiring it. Those afflicted have the chakra cost of their techniques increased by 50% of their original cost. This does not add additional chakra into the technique being used, simply increasing the strain on one’s reserves. Yell the Shout of Beginning is a passive skill, and stacks with multiple uses and other Dirges. This technique persists for five turns, and the duration refreshes when it is cast again. It can be dispelled through powerful Medical Ninjutsu two ranks higher than it or Yang, or Yin-Yang Release techniques.
Nana had reached the land and saw Mother in all her glory, and it was then that the world around her turned to glass, with a bright red shine to it. As she looked around she saw a serpent demon looking towards her, and enraged that this one would try keep her from Mother. She cleared all thought from her head in an effort to prevent other distractions, focusing on her energies as she then gathered up all her energy and launched it at the demon. Although the demon was a distance away at 10m, due to the sheer size of the technique itself, it would cover the range easily. On top of this, the sheer power that came from her would also tear her muscles a bit, causing her damage. This would be sufficient to break her from the genjutsu that was affecting her that would then cease to be returning to normal. The attack itself was aimed to crush the demon, as Nana caused her fist to push straight through its heart, dealing critical damage.
Pushing the body of the demon down, Nana would then pull from the Sea of Life that Mother had created and cause it to envelop them both, suffocating the Demon as it had no effect on Nana. The chakra useage itself would then cloak Nana in a cover of chakra that would protect her from incoming damage.
( Sempai Oshie: Roku Sacchi ) Elder teachings: Sixth Sense
Type: Supplementary
Rank: S
Range: Short
Chakra cost: ( -10 per turn to keep active )
Damage points: N/A
Description: Elder teachings: Sixth Sense is a skill known only to those who have achieved mastery in meditation and fighting arts. The user unlocks the Sixth Sense, which is also known as a clear state of mind where the user eliminates the factors clouding the mind such as fear and regret, thus allowing the user to be able to increase their reaction to incoming Taijutsu attacks and not fear death, making the user possible to react fast to the attacks. This increases the user's reaction speed by x2, giving them heightened senses to attacks.
Note: Can only be used two times
Note: Lasts four turns
(Final jutsu to be restricted)
Rank: S
Range: Short
Chakra cost: ( -10 per turn to keep active )
Damage points: N/A
Description: Elder teachings: Sixth Sense is a skill known only to those who have achieved mastery in meditation and fighting arts. The user unlocks the Sixth Sense, which is also known as a clear state of mind where the user eliminates the factors clouding the mind such as fear and regret, thus allowing the user to be able to increase their reaction to incoming Taijutsu attacks and not fear death, making the user possible to react fast to the attacks. This increases the user's reaction speed by x2, giving them heightened senses to attacks.
Note: Can only be used two times
Note: Lasts four turns
(Final jutsu to be restricted)
Rank: Forbidden
Type: Offensive
Range: Mid - Long
Chakra cost: 50+25=75
Damage points: 90+45=135 (double for crit) (- 30 damage to user)
Description: This is a technique in which the user concentrates a massive amount of energy throughout their entire body and then they release it, creating a red aura that surrounds the user's arms. The user will then burst at the enemy, appearing like a red flash and then strike the target with a duel fist strike that uses the pressure of the aura to act as a weight that crashes down on the enemy with the motion of the physical attack to crush them into the ground. As the target smashes onto the ground, the red aura of chakra erupts into a large dragon head that roars with fury and deals a devastating attack.
Note: Must activate Sixth Sense before use
Note: Using this technique relinquishes the effects of sixth sense and leaves the user tired, thus restricting their next turn to two techniques
Type: Offensive
Range: Mid - Long
Chakra cost: 50+25=75
Damage points: 90+45=135 (double for crit) (- 30 damage to user)
Description: This is a technique in which the user concentrates a massive amount of energy throughout their entire body and then they release it, creating a red aura that surrounds the user's arms. The user will then burst at the enemy, appearing like a red flash and then strike the target with a duel fist strike that uses the pressure of the aura to act as a weight that crashes down on the enemy with the motion of the physical attack to crush them into the ground. As the target smashes onto the ground, the red aura of chakra erupts into a large dragon head that roars with fury and deals a devastating attack.
Note: Must activate Sixth Sense before use
Note: Using this technique relinquishes the effects of sixth sense and leaves the user tired, thus restricting their next turn to two techniques
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 30 – 50
Damage: 60 – 100
Description: Birth of Void is a forced ejection of material from the Sea of Life from either the user’s mouth, or a source of Sea external to the user’s body. From the user it comes in the form of streams or blasts of black mud, but when used from an external source the shaping allowed can be vastly improved, allowing for an array of objects that is limited only to the user’s imagination and the quantity of material manipulated. Manipulation of the Sea of Life carries considerable physical force, able to punch through physical obstacles as if it was solid itself given its high density. The Sea of Life, when used by a Child of Tiamat, carries with it a lessened version of the Amino-Geis. In the case of Birth of Void, the Amino-Geis will take place over two turns in which the target must, in total and can occur over multiple technique usages, surge 100 cahkra through their body. Should the target fail, they too will fall under the Amino-Geis and become a Child of Tiamat. Birth of Void, like all Sea of Life techniques, plays neutrally with all elemental natures.
Rank: B – S
Range: Short – Long
Chakra: 30 – 50
Damage: 60 – 100
Description: Birth of Void is a forced ejection of material from the Sea of Life from either the user’s mouth, or a source of Sea external to the user’s body. From the user it comes in the form of streams or blasts of black mud, but when used from an external source the shaping allowed can be vastly improved, allowing for an array of objects that is limited only to the user’s imagination and the quantity of material manipulated. Manipulation of the Sea of Life carries considerable physical force, able to punch through physical obstacles as if it was solid itself given its high density. The Sea of Life, when used by a Child of Tiamat, carries with it a lessened version of the Amino-Geis. In the case of Birth of Void, the Amino-Geis will take place over two turns in which the target must, in total and can occur over multiple technique usages, surge 100 cahkra through their body. Should the target fail, they too will fall under the Amino-Geis and become a Child of Tiamat. Birth of Void, like all Sea of Life techniques, plays neutrally with all elemental natures.
Type:
Weapon
Rank: S
Range: Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.
The final ability of the Gauntlets is to combine both previous abilities at the cost of being able to use them for the turn. Called Genei-Jin the user is able to control the chakra while taking advantage of the sonar. With the chakra shape of the user and the sonar sensing of the gauntlets, the user can send forth the chakra image to strike an opponent copying a taijutsu move that the user performs that turn. Doubling the cost of the move performed, the chakra shadow performs an exact duplicate of the move used (This does not copy damage boosts used on the previous move). This ability can only be performed every other turn, and when used, the user forgoes both shield and sonar for that turn. The chakra image of the user is also not invisible and can be seen by the naked eye.
Rank: S
Range: Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.
The final ability of the Gauntlets is to combine both previous abilities at the cost of being able to use them for the turn. Called Genei-Jin the user is able to control the chakra while taking advantage of the sonar. With the chakra shape of the user and the sonar sensing of the gauntlets, the user can send forth the chakra image to strike an opponent copying a taijutsu move that the user performs that turn. Doubling the cost of the move performed, the chakra shadow performs an exact duplicate of the move used (This does not copy damage boosts used on the previous move). This ability can only be performed every other turn, and when used, the user forgoes both shield and sonar for that turn. The chakra image of the user is also not invisible and can be seen by the naked eye.