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<p>[QUOTE="Corazon, post: 21530155, member: 206822"]</p><p>( Entropoton: Akuyaku no Shizuka ) Entropy ∞ Silent Undoer</p><p>[SPOILER]Type: Offensive/Defensive/Supplementary</p><p>Rank: C-S</p><p>Range: Short-Long</p><p>Chakra: 15-40 (-10 per turn)</p><p>Damage: 30-80</p><p>Description: This technique serves as a basic release for the element, and allows the user to concentrate various amounts of Entropic Radiation either within his body, the terrain around him, or even the air. When conjured without a source the element cannot be formed within 5 meters (short ranged) of an opponent, unless the user himself is within that range. The radiation can be used in various forms; it can be condensed into solid objects such as weapons, shields, pillars, etc and it can stay as simple radiation to cover vast distances and wreak havoc from afar. When made into objects, the element will be able to, upon contact with techniques and/or chakra filled entities, disperse the kinetic and potential energies found within said technique which can cause it to lose form. The other side to this technique is when the element is released in full blown radiation form. As per abilities of the CE, the radiation is able to pass through solid objects to get to hidden targets. Once contact is made the radiation will forcefully scatter the energies within its target which can lead to severe internal damage within people and summons, and loss of form to techniques. To use this technique above B-ranked, the user will have to perform a hand seal. A-ranked usages require two hand seals and a turn cool down between applications, S-Ranked requires three hand seals, two turn cool down, and a maximum usage limit of three times. After using the S-ranked variant the user will be unable to perform Entropy techniques above A-Ranked in the next turn. Applications of Silent Undoer can remain on the field more than a single turn up to a max of three turns but at a price of ten chakra per turn.[/SPOILER]</p><p></p><p>( Entropoton: Sora no Kyū ) Entropy ∞ Voidsphere</p><p>[SPOILER]Type: Offensive/Defensive/Supplementary</p><p>Rank: A</p><p>Range: Short - Mid</p><p>Chakra: 30 (-10 per turn)</p><p>Damage: 60</p><p>Description: Employing Entropy's oppressive nature, Voidsphere is an all in one technique meant to be relevant in nearly any situation. It begins with two hand seals, after which the user will permeate the area up to mid-ranged of his person with Entropic Radiation. The technique takes the form of a sphere and can reach even underground due to the elements penetrative effects. The spread is as fast as a wildfire yet ice cold as it robs the surroundings of energy while reaching the edges of mid ranged looking like translucent, blue flames. Anything caught in this radius not of the user will have its energies ripped away, be it kinetic, potential or both. The radiation scatters these two key energies in nearly any technique, person, or creation causing wide scaled lethargy in moving and solid targets and rapid loss of form to energy type techniques. For targets that possess both potential and kinetic energies the user has luxury of choosing how to affect it/them. Both energies can be scattered at once, or either at a time for varying effects. If kinetic energy is scattered the technique/body affected will come to an immediate halt, frozen in space due to a sudden lack of momentum. Techniques will not deform because of this, such as a fireball reverting to flames, but instead will remain locked in place unless, somehow, momentum can be re-applied. For potential energy scattering, the technique/body will forcefully lose all latent energy which results in rapid loss of form and degradation. People and summons caught would experience a form of extreme inefficiency due to a lack of potential energy to do work, where doing simple tasks such as moving will be slowed by -5 base speed and forming hand seals will take twice as long (i.e one seal taking the time of two, two taking the time of four, etc). A fireball will spread harmlessly as wisps of fire and water waves will fall as helpless puddles for example. Once performed, the user will be unable to sustain or create any other technique of Entropy above B-ranked for the remainder of the turn and none above A-ranked in the next. This technique can be kept active for a maximum of three turns at a taxed rate, taking a slot of the three allotted moves per turn, and can only performed thrice with a two turn cool down.[/SPOILER]</p><p>( Entropoton: Eien Ni ) Entropy ∞ Ad Infinitum</p><p>[SPOILER]Type: Offensive/Defensive/Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40 (+10 per turn)</p><p>Damage: 80</p><p>Description: The user will begin exuding Entropic Radiation outwards from their person with three hand seals. The radiation can be shaped into that of a blue cloak or shroud on fire (think KCM) that appears to be touching the user but can also just be an aura radiating outward. It stays in the user's short ranged area and deals solely in supplementing them for the sake of close-quarters combat. A unique effect of the shroud/area is its "Annihilating Touch" where anything that the user comes in contact with and vice versa, will be broken to individual pieces. This is a much more destructive side of the element coming into play, where the bonds between particles can be severed and/or made weak thanks to Raiton's influence on the element. Opposing techniques no matter how big, so long as they are within range and rank, will be broken down into lesser, insignificant bits similar to dust with even the slightest touch of any part of the user's body. Regular clashing mechanics apply when this technique comes into contact with opposing jutsu such as being weakened by lesser attacks and being overpowered by stronger ones. Alternatively, the cloak/aura can also be shaped into rudimentary weapons for attack and defense such as swords, kunai, shields, etc and are too capable of executing "Annihilating Touch" through physical contact but they cannot leave the user's short range at any time (i.e no projectile weapons). Through hand gestures the user can decide what gets slowed within his domain and what passes unhindered. The cloak/shroud can range from a simple haze to a brilliant, cold flame depending on the user's whim and is cosmetic for the most part. Can only be used once every two turns at a maximum of three times, and will restrict the user to A-ranked and below Entropy techniques for a turn afterward. Lasts only three turns per usage.[/SPOILER]</p><p></p><p>( Entropoton: Shizen no Hōsoku ) Entropy ∞ Laws of Nature</p><p>[SPOILER]Type: Defensive/Offensive/Supplementary</p><p>Rank: C - S</p><p>Range: Short - Long</p><p>Chakra: 15 - 40 ( -10/-20 per turn )</p><p>Damage: 30 - 80</p><p>Description: Law of Nature is a technique which utilizes the neutrality of Entropy to all elements through its ability to affect specific energies present in most chakra-based techniques; potential and kinetic. This jutsu takes the radiation form of Entropy, which can be seen throughout affected areas as wavy distortions in space, and will feel ice cold to the touch as it absorbs heat, all of which are natural properties of the element. The radiation may be manifested from the user's body in most short-range occasions, and from the surrounding space up to long-range, except for five meters of an opponent, unless the user is also in that range. Entropy in this form moves at the speed of an average stream-type fire jutsu in its quickest uses, but is at its most effective in this form, being able to easily enter opposing techniques and disperse either of the key energies that operate them. Depending on which are focused, the user is able to bring about varying effects.</p><p></p><p>( Law of Motion ∞ Undō no Hōsoku ) - Is the kinetic energy focused side to this technique, where techniques and objects equal to or weaker than the rank applied of this jutsu, are able to frozen in this tracks near immediately. This can be done regardless of size due to the radiation working best inside closed systems, dispersing energy as quickly as it is generated from within. For attacks that are energetic in nature, requiring motion to exist, they will subsequently breakdown while solid techniques will stay on the field, albeit frozen in place while this jutsu is active. S-ranked variants of this Law are able to affect opponents by freezing them in place. This can only be done in short and mid ranges. Law of Motion is also unable to cause direct harm, but can be sustained at -10 chakra for A-ranked and below applications and -20 chakra per turn for S-ranked. Should it expire or user chooses to release it, frozen objects and attacks will not continue their projected paths but will stay in place or fall, if they were airborne.</p><p></p><p>( Law of Power ∞ Chikara no Hōsoku ) - When potential energy is focused, this jutsu is most advantageous. Techniques within rank and range will have their energy stripped away with no effect on their motion ( kinetic energy is ignored ). This is because Entropy, through its radiation, would have cancelled the technique internally by dispersing its power to operate. For energy-based attacks, this leads to immediate loss of form and degradation while for solids, depending on the composing element, will either fall apart or remain stationary as "zombies". That is, they have no chakra present but cannot be manipulated any further due to traces of Entropy being left in all attacks that are overpowered by this jutsu. Projectile techniques could still pose a threat in this application, and in some cases the user would still have to defend from an attack, even after it's been nullified. This allows the user to counter with free form or lower ranking techniques. All ranks of this Law are able to harm opponents if contact is made, by causing moderate ( B-rank and below applications ) to severe internal damage, where the S-ranked use of this jutsu can incapacitate opponents of equal or lesser rank for two turns if affected.</p><p></p><p>Each Law can only be activated four times per battle, regardless of rank. A-ranked usage requires two hand seals and S-ranked requires three, after which this technique goes on a two turn cool down. Only one 'Law' may be utilized each time this jutsu is activated, with a turn cool down between.[/SPOILER]</p><p></p><p>( Entropoton: Mugen no Sokumen ) Entropy ∞ Aspect of Infinity</p><p>[SPOILER]Type: Offensive/Defensive/Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40 ( -10 per turn )</p><p>Damage: 80</p><p>Description: Aspect of Infinity is a technique that allows the manipulation of Entropy in its condensed form throughout the body and infusing it with the element. The jutsu requires three hand seals, after which the user becomes a more condensed form of Entropy which appears like a dark silhouette with a shimmering outer edge caused by the passive emission of radiation. Inside the user's body will appear to be filled with small pulses of light reminiscent of stars and their eyes will glow a blueish color. As per natural properties of the element, the user is able to phase through solid objects and those devoid of chakra such as the ground. This can be done passively while Aspect of Infinity is active but while phasing the user will be unable to deliver physical attacks such as free form and Taijutsu or perform techniques other than Entropy. The real strength behind this jutsu comes from the body, whereas the user is able to interact directly with their own energies, enhancing their attacks. While Aspect of Infinity is active, the user is able to perform Entropy techniques with added potency ( +1 rank to techniques up to S-rank, and +20 damage above S-rank ) while halving the number of required hand seals. This is to compensate for them being unable to perform any other forms of elemental Ninjutsu except for Fire and Lightning ( Entropy's component elements ) and elements composed of the two, as well non-chakra aided Taijutsu and of course, Entropy. If the user is to be sealed while Aspect of Infinity is active the Entropy chakra will disperse, ejecting the user while the energy is being absorbed. Likewise, if an attack were to overpower this jutsu, the resultant damage after clashing would carry to the user while the state deactivates. Can only be used twice per match, lasting four turns each, and has a two turn cool down.[/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Corazon, post: 21530155, member: 206822"] ( Entropoton: Akuyaku no Shizuka ) Entropy ∞ Silent Undoer [SPOILER]Type: Offensive/Defensive/Supplementary Rank: C-S Range: Short-Long Chakra: 15-40 (-10 per turn) Damage: 30-80 Description: This technique serves as a basic release for the element, and allows the user to concentrate various amounts of Entropic Radiation either within his body, the terrain around him, or even the air. When conjured without a source the element cannot be formed within 5 meters (short ranged) of an opponent, unless the user himself is within that range. The radiation can be used in various forms; it can be condensed into solid objects such as weapons, shields, pillars, etc and it can stay as simple radiation to cover vast distances and wreak havoc from afar. When made into objects, the element will be able to, upon contact with techniques and/or chakra filled entities, disperse the kinetic and potential energies found within said technique which can cause it to lose form. The other side to this technique is when the element is released in full blown radiation form. As per abilities of the CE, the radiation is able to pass through solid objects to get to hidden targets. Once contact is made the radiation will forcefully scatter the energies within its target which can lead to severe internal damage within people and summons, and loss of form to techniques. To use this technique above B-ranked, the user will have to perform a hand seal. A-ranked usages require two hand seals and a turn cool down between applications, S-Ranked requires three hand seals, two turn cool down, and a maximum usage limit of three times. After using the S-ranked variant the user will be unable to perform Entropy techniques above A-Ranked in the next turn. Applications of Silent Undoer can remain on the field more than a single turn up to a max of three turns but at a price of ten chakra per turn.[/SPOILER] ( Entropoton: Sora no Kyū ) Entropy ∞ Voidsphere [SPOILER]Type: Offensive/Defensive/Supplementary Rank: A Range: Short - Mid Chakra: 30 (-10 per turn) Damage: 60 Description: Employing Entropy's oppressive nature, Voidsphere is an all in one technique meant to be relevant in nearly any situation. It begins with two hand seals, after which the user will permeate the area up to mid-ranged of his person with Entropic Radiation. The technique takes the form of a sphere and can reach even underground due to the elements penetrative effects. The spread is as fast as a wildfire yet ice cold as it robs the surroundings of energy while reaching the edges of mid ranged looking like translucent, blue flames. Anything caught in this radius not of the user will have its energies ripped away, be it kinetic, potential or both. The radiation scatters these two key energies in nearly any technique, person, or creation causing wide scaled lethargy in moving and solid targets and rapid loss of form to energy type techniques. For targets that possess both potential and kinetic energies the user has luxury of choosing how to affect it/them. Both energies can be scattered at once, or either at a time for varying effects. If kinetic energy is scattered the technique/body affected will come to an immediate halt, frozen in space due to a sudden lack of momentum. Techniques will not deform because of this, such as a fireball reverting to flames, but instead will remain locked in place unless, somehow, momentum can be re-applied. For potential energy scattering, the technique/body will forcefully lose all latent energy which results in rapid loss of form and degradation. People and summons caught would experience a form of extreme inefficiency due to a lack of potential energy to do work, where doing simple tasks such as moving will be slowed by -5 base speed and forming hand seals will take twice as long (i.e one seal taking the time of two, two taking the time of four, etc). A fireball will spread harmlessly as wisps of fire and water waves will fall as helpless puddles for example. Once performed, the user will be unable to sustain or create any other technique of Entropy above B-ranked for the remainder of the turn and none above A-ranked in the next. This technique can be kept active for a maximum of three turns at a taxed rate, taking a slot of the three allotted moves per turn, and can only performed thrice with a two turn cool down.[/SPOILER] ( Entropoton: Eien Ni ) Entropy ∞ Ad Infinitum [SPOILER]Type: Offensive/Defensive/Supplementary Rank: S Range: Short Chakra: 40 (+10 per turn) Damage: 80 Description: The user will begin exuding Entropic Radiation outwards from their person with three hand seals. The radiation can be shaped into that of a blue cloak or shroud on fire (think KCM) that appears to be touching the user but can also just be an aura radiating outward. It stays in the user's short ranged area and deals solely in supplementing them for the sake of close-quarters combat. A unique effect of the shroud/area is its "Annihilating Touch" where anything that the user comes in contact with and vice versa, will be broken to individual pieces. This is a much more destructive side of the element coming into play, where the bonds between particles can be severed and/or made weak thanks to Raiton's influence on the element. Opposing techniques no matter how big, so long as they are within range and rank, will be broken down into lesser, insignificant bits similar to dust with even the slightest touch of any part of the user's body. Regular clashing mechanics apply when this technique comes into contact with opposing jutsu such as being weakened by lesser attacks and being overpowered by stronger ones. Alternatively, the cloak/aura can also be shaped into rudimentary weapons for attack and defense such as swords, kunai, shields, etc and are too capable of executing "Annihilating Touch" through physical contact but they cannot leave the user's short range at any time (i.e no projectile weapons). Through hand gestures the user can decide what gets slowed within his domain and what passes unhindered. The cloak/shroud can range from a simple haze to a brilliant, cold flame depending on the user's whim and is cosmetic for the most part. Can only be used once every two turns at a maximum of three times, and will restrict the user to A-ranked and below Entropy techniques for a turn afterward. Lasts only three turns per usage.[/SPOILER] ( Entropoton: Shizen no Hōsoku ) Entropy ∞ Laws of Nature [SPOILER]Type: Defensive/Offensive/Supplementary Rank: C - S Range: Short - Long Chakra: 15 - 40 ( -10/-20 per turn ) Damage: 30 - 80 Description: Law of Nature is a technique which utilizes the neutrality of Entropy to all elements through its ability to affect specific energies present in most chakra-based techniques; potential and kinetic. This jutsu takes the radiation form of Entropy, which can be seen throughout affected areas as wavy distortions in space, and will feel ice cold to the touch as it absorbs heat, all of which are natural properties of the element. The radiation may be manifested from the user's body in most short-range occasions, and from the surrounding space up to long-range, except for five meters of an opponent, unless the user is also in that range. Entropy in this form moves at the speed of an average stream-type fire jutsu in its quickest uses, but is at its most effective in this form, being able to easily enter opposing techniques and disperse either of the key energies that operate them. Depending on which are focused, the user is able to bring about varying effects. ( Law of Motion ∞ Undō no Hōsoku ) - Is the kinetic energy focused side to this technique, where techniques and objects equal to or weaker than the rank applied of this jutsu, are able to frozen in this tracks near immediately. This can be done regardless of size due to the radiation working best inside closed systems, dispersing energy as quickly as it is generated from within. For attacks that are energetic in nature, requiring motion to exist, they will subsequently breakdown while solid techniques will stay on the field, albeit frozen in place while this jutsu is active. S-ranked variants of this Law are able to affect opponents by freezing them in place. This can only be done in short and mid ranges. Law of Motion is also unable to cause direct harm, but can be sustained at -10 chakra for A-ranked and below applications and -20 chakra per turn for S-ranked. Should it expire or user chooses to release it, frozen objects and attacks will not continue their projected paths but will stay in place or fall, if they were airborne. ( Law of Power ∞ Chikara no Hōsoku ) - When potential energy is focused, this jutsu is most advantageous. Techniques within rank and range will have their energy stripped away with no effect on their motion ( kinetic energy is ignored ). This is because Entropy, through its radiation, would have cancelled the technique internally by dispersing its power to operate. For energy-based attacks, this leads to immediate loss of form and degradation while for solids, depending on the composing element, will either fall apart or remain stationary as "zombies". That is, they have no chakra present but cannot be manipulated any further due to traces of Entropy being left in all attacks that are overpowered by this jutsu. Projectile techniques could still pose a threat in this application, and in some cases the user would still have to defend from an attack, even after it's been nullified. This allows the user to counter with free form or lower ranking techniques. All ranks of this Law are able to harm opponents if contact is made, by causing moderate ( B-rank and below applications ) to severe internal damage, where the S-ranked use of this jutsu can incapacitate opponents of equal or lesser rank for two turns if affected. Each Law can only be activated four times per battle, regardless of rank. A-ranked usage requires two hand seals and S-ranked requires three, after which this technique goes on a two turn cool down. Only one 'Law' may be utilized each time this jutsu is activated, with a turn cool down between.[/SPOILER] ( Entropoton: Mugen no Sokumen ) Entropy ∞ Aspect of Infinity [SPOILER]Type: Offensive/Defensive/Supplementary Rank: S Range: Short Chakra: 40 ( -10 per turn ) Damage: 80 Description: Aspect of Infinity is a technique that allows the manipulation of Entropy in its condensed form throughout the body and infusing it with the element. The jutsu requires three hand seals, after which the user becomes a more condensed form of Entropy which appears like a dark silhouette with a shimmering outer edge caused by the passive emission of radiation. Inside the user's body will appear to be filled with small pulses of light reminiscent of stars and their eyes will glow a blueish color. As per natural properties of the element, the user is able to phase through solid objects and those devoid of chakra such as the ground. This can be done passively while Aspect of Infinity is active but while phasing the user will be unable to deliver physical attacks such as free form and Taijutsu or perform techniques other than Entropy. The real strength behind this jutsu comes from the body, whereas the user is able to interact directly with their own energies, enhancing their attacks. While Aspect of Infinity is active, the user is able to perform Entropy techniques with added potency ( +1 rank to techniques up to S-rank, and +20 damage above S-rank ) while halving the number of required hand seals. This is to compensate for them being unable to perform any other forms of elemental Ninjutsu except for Fire and Lightning ( Entropy's component elements ) and elements composed of the two, as well non-chakra aided Taijutsu and of course, Entropy. If the user is to be sealed while Aspect of Infinity is active the Entropy chakra will disperse, ejecting the user while the energy is being absorbed. Likewise, if an attack were to overpower this jutsu, the resultant damage after clashing would carry to the user while the state deactivates. Can only be used twice per match, lasting four turns each, and has a two turn cool down.[/SPOILER] [/QUOTE]
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