Askin for this Dub (Open)

Vayne

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Mid range on ye old grass

Askin Nakk Le Var

Missing the following
(Haato no Joou) Queen of Hearts
Type: Tool
Rank: S
Range: Short – Long
Chakra: 10 - 40
Damage: 20 - 80
Description: The Queen of Hearts, a uniquely designed piece of custom technology crafted by a gunsmith named Paradox. It was an original draft, given to him by Mirabelle in her endeavor to create new forms of weapons to further her weapons mastery. The tool in question takes the form of a handgun, colored white in coloration. The metallic frame is structured with ascents resembling roses and a golden dragon on it. At first glance, the weapon seems like an ordinary handgun but in reality, with Paradox’s ideals and Mirabelle’s ambition, the managed to craft one of the best guns known to society. Ability wise, the entire gun is based on two things: Fuinjutsu and Senjutsu, two fields Mirabelle considered her weakest – thus she aimed to use this to help cover some holes up. However, due to her love of sharing, many copies of the gun was made so others may utilize it's glory as well

Rosemary, Queen of Wyrms – The first ability of the gun, in which combines the previous two abilities into one. Among the rose like ascents, there are seals located within its design that is well hidden to the untrained eye. When holstered or not directly in her hand, the unique magazine is “loaded”, feed through the aforementioned seal. The seal is passively absorbing Natural Energy around the user but also draining their chakra, causing it to mix and create Senjutsu. This process is automatic, which cannot be prevented once the gun is empty and the user is within at least five meters of the weapon. However, what this does is that it converts 10% of the user’s max chakra into senjutsu, passively converting 10% per turn though only for two turns (i.e if the user's maxed chakra is 2000, it passively takes 200 chakra from the user per turn for two turns to convert into senjutsu). The chakra is then stored in the seal, at least until the user makes physical contact with the handle of the gun. This senjutsu chakra is immediately rushed into the user’s body, forcefully activating Sage Mode for them. Once drained, however, should the user be in Sage Mode already, Rosemary’s effects remain inactive, simply allowing the second portion of the gun to come into play. This can only be used with Imperfect Sage Mode.

Thorn, Scorn of the Draco – The secondary ability of the gun though is a bit more simplistic. This portion is the firing mechanism, which in turn allows the user to infuse their senjutsu into the handgun. This allows them to fire off shots of senjutsu bullets, capable of piercing into the bodies of others with relative ease. The damage these bullets carry varies, as the amount of Senjutsu infused is largely up to the user. The bullets are fast, moving as fast as a lightning technique, and are also easily seen – appearing similar to the air projectiles released akin to (Fūton: Shinkūdama) - Wind Release: Vacuum Bullet. It should be noted, however, that the bullets upon impact will also detonate, causing an explosion capable of pushing someone back up to five meters and they also travel in a linear path. Despite all this, the user is also capable of firing none senjutsu bullets as well, this, however, being freeform but taking 5 chakra per bullet to do so.

Restrictions: Queen of Hearts can only be used by those with knowledge of Fuinjutsu and Sage Mode. The activation of Sage Mode via Rosemary shares the same usage amount of the user’s current remaining uses of the Sage Mode Technique. This means should the user only have one Sage Mode use left, then so does this weapon. The sealing and storing of Senjutsu is passive, though it can only hold a max of 400 chakra in total, regardless in which once the gun reaches this max, Rosemary’s effects are inactive. Thron’s firing ability counts as a move, with D to B Rank having no usage limits while A Rank bullets can only be used thrice per battle with a cooldown of two turns and S Rank bullets being usable twice with a cooldown of three turns after use. The bullets due to being senjutsu based are pulled from the user’s Sage Mode chakra pool, thus will slowly or rapidly deplete the user’s enhanced state, thus leaving the user unable to fire bullets until returning into Sage Mode once more. Raw Chakra bullets are freeform, not requiring a move to fire. These bullets can also be fired while in Sage Mode, however, are still free-formed thus not getting the boost in power Sage Mode provides to the user. The user also, however, can only fire three freeform bullets per turn
 

Joker

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Hanzo, and his trusty companion Arcanine arrive in the grasslands. The archer taking a crouching position on the beasts back; ready for what's to come.

(Kuchiyose: Arcanine ) - Summoning: Arcanine (Reference)
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: Arcanine is a quadruped, canine Pokémon with an orange pelt marked by jagged black stripes. It has diamond-shaped ears with beige insides, black eyes, a round, black nose, and two pointed teeth protruding from its upper jaw. Its head, muzzle, and chest are covered in shaggy, beige fur, except for two oval sections around each eye and ear. Long tufts of fur grow behind its knees and around its ankles. Its underside is black, and it has a billowing, beige tail that is bent in the middle. Arcanine is a fast canine, capable of running at speeds of the average Sage ranked member and is able to use up to S rank Fire jutsu. An ability of note that he possesses is called Flash Fire. This ability allows him to absorb any Fire based attack used against him and increase the power of his next Fire jutsu by +20. Arcanine has the ability to Intimidate a rival opponent and subsequently, make any attack used by then deal less damage, -10 to be exact. He also has an ability deemed Fire Fang in which he channels large amounts of Fire to his bite and rushes with twice his speed and delivers a crushing bite ( of A rank force ) and can cause a lingering burn that does -10 damage per turn for up to 4 turns, unless healed by.
Note: Flash Fire can passively absorb any Fire jutsu that attacks Arcanine.
Note: Intimidate is a passive ability, and activated when a battle starts.
Note: Fire Fang can be used three times a battle.
 

Vayne

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Sorry man, I'd rather fight Joker-san.

Due to the updates, Scarborough Fair & Queen of Hearts won't be in play, neither would Dream Eater for this battle.
-
With a gust of wind the Ganmi clad in shimmering white would arrive on the battlefield, standing at a mid range distance across the pairing. Askin's presence would be met with a showing of willpower, as he felt a certain amount of intimidation stemming from the canine. Not too concerned, Askin would naturally spread his pheromones into the terrain before kicking things off.

Raising his hands before him, Askin would perform a single seal, utilising aspects of Flavoron Paladars ranks to immediately cast an illusion upon Arcaine w/o an induction time. Within the illusion, Askin would would become a source of happiness for Arcaine through a pleasant calming odour influencing it's senses, rendering it incapable of attacking of Askin, or rather, not wanting to do so, canceling out it's intimidation ability as a result. In tandem, Enki would be summoned forth into Askin's hand's, alluding to the idea that the hand seal was for the weapon summons, rather than the illusion. Through Enki, Askin would fire off an arrow tagged with snake tags towards Hanzo's chest, having it empowered by Star of Destruction, leading to the arrow being in the shape of a purple drill. Due to Dark Times passively taking effect, Askin's clothing, equipment, and weaponry would be infused with Dream Sand, adding a degree of lethality to the attacks.

( Ganmi Genjutsu: Satoukashi ⋓ Shuen ) Taste Illusionary Arts: Sugary Pastry ⋓ Banquet
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Banquet is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive others,based on the 5 basic senses, similar to Myriad of Mockingbirds. It does not change how the targets sees the terrain or themselves, only creates or alters people or animals, and any techniques other people or the illusionary people use. The Secondary Taste allows the user to alter the way the opponents feel about others or thrown techniques, or how they make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description.They fall under one of 5 category:

  • Anger: The changes done to someone else will evoke destructive sentiments, opponent will want to target that person aiming to destroy it. Ex: Put the face of the target's enemy on someone else, prompting him to attack him.

  • Disgust: This is meant to guide the target away from person, and avoid him/her without paying attention to small details like handseals or whatever they're saying. Ex: Make someone's hands turn into pus, which will prompt the target to avoid that person or even looking at their hands.

  • Fear: This is meant to paralyze or make a person suspect he person affected by the illusionary change. The object of the illusion will cause great fear upon the target. Ex: Create the face of a dead person behind someone, which will cause fear upon the target when looking at that person.

  • Happiness: This is meant to calm and attract the target to the person. This could attract someone into it, or guide them in this way. Ex: Make someone's face look like a cute puppy, prompting someone to get close to them.

  • Sadness: This is meant to remove the will of the opponent into doing anything. The person will elicit more extreme actions of either defend from it or attack it, but mostly just disable the target. Ex: Turn someone's face into their dead allies, prompting them to become exhaustively sad.
A person targeted by this technique can still perceive damage from the illusions, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the other beings, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, animals appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

  • Happiness - The sense of happiness will usually prompt the target to become content, or even attract the target to the object of happiness. It will essentially calm and lure the target, creating a sense of comfort or want for contact. It will usually lessens the target's intention of harming or negatively targeting the target ( with the exception of non harming binding techniques ), and prevents the target from using offensive techniques, while summons won't be able to attack at all, up to a certain extent.
3) they can bypass the induction time and allow all the Ganmi Genjutsu techniques to take effect almost instantly 3 times per battle. They have access to the ultimate Taste Genjutsu Technique, to be submitted.[/spoile

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect
Shūmatsu-yumi - Enki ∞ Enki: Bow of the End
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The "Enki" is a very powerful bow passed down through generations of the Hayabusa Clan. According to legends, it was first given to the first Hayabusa Leader by the Dragon God Priestess, Amaterasu. Its appearance is a pair of golden longswords interlocked together with one another to form a unique bow. It fires specially crafted arrows made of a flexible metal while at it's edging on either side are blades that allow the weapon to be swung in close range without sacrificing lethality. Mundane in appearance but extraordinary in combat, the Enki has a set of abilities that make it fitting of a gift from a Goddess. On the weapon are three seals that allow almost divine functionality: Hakai no Hoshi, Enpawaamento no Hoshi and Hoshi no Boukyaku. The swords can also detach in order to allow the user to wield them in combat like normal with the overall weapon when combined has a strength of S Rank, needing at least one S Rank to completely break them or two A Ranks. When separated, they are A Rank each and need one A Rank each to break them.

Hakai no Hoshi, Star of Destruction
By focusing chakra into this seal located on the aft side of the weapon, a readied arrow becomes shrouded in a unique, undulating barrier with the appearance of a drill. As the barrier spins it generates brilliant purple flames like that of Four Violet Flames Battle Encampment that burns very much like actual flames. However, this is a mere side effect. The barrier is of an extremely offensive nature who's ultimate purpose is to divide. The undulation, heat, plus shape of the barrier allows it to act similar to a hot knife, where it is able to pierce through techniques of equal and lesser rank easily to allow its payload to hit its target. If the barrier divides a technique of lesser rank than itself it will not weaken or lose speed. And once it reaches its target the barrier will explode in a short-ranged, purple maelstrom (A Rank). If it goes against a technique of equal rank though, it will split it apart, but be canceled in the process. The arrow in itself is highly lethal, and it is able to decapitate human-sized targets or even push back medium-sized summons entirely based on the force from which it is loosened from the Enki. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability can be used once per turn, four times per battle , with a cooldown of two turns between each use.

Hoshi no Boukyaku, Star of Oblivion
The second seal, which is located directly in the midsection of the bow that is direct contact with the wielder's hand. When chakra is supplied to this seal the bow itself becomes alight with red flames created from a similarly flaring barrier. These flames, however, are cosmetic, and cannot harm the user nor anyone who touches the Enki. However, this barrier created around the weapon is not made so for offense, but rather defense using extensive malleability. This enhancement does not require an arrow to be readied, instead, the user will hold onto the harmless barrier and fire it like he would an arrow. The barrier will shape into an arrowhead while still being connected to Enki no matter the distance traveled. Once it connects with a target, the arrow will quickly engulf said target and seal it directly into the bow, using its connection as a conduit. Alternatively, any technique of equal or lesser rank that touches the Enki during this enhancement is able to be sealed too which allows it to be swung and used in close quarters. This ability is A-ranked and can affect techniques of equal and lesser rank. It can only be used once per turn, three times per battle with a cooldown of three turns each nor can it be used on living targets.

The third and final seal called Enpawaamento no Hoshi, which is actually located inside the weapon, is meant as a combination of the first two. When activated it will establish a connection to the second seal, Hoshi no Boukyaku, and initiate an unsealing process. For every technique successfully absorbed, Enpawaamento no Hoshi's damage will be increased by +10 in an act of maximum overkill, however, this caps at +20 Damage. Just like Hakai no Hoshi, an undulating barrier with the appearance of a piercing drill will cover a readied arrow. However, this barrier will be a crimson red as well as the flames generated. Once fired, the act alone will send shockwaves throughout the air and ground while the projectile itself leaves a magnificent trail of red in its wake like the tail of a comet. The chakra supplied for this seal is that of an A-ranked technique. This allows the barrier created to split apart techniques of A ranked and below and requires a three-turn cooldown each time performed, with it only be able to be used twice per battle. Once performed the absorbed techniques counter resets to zero.

Apart from the activation of these seals, the user is able to release up to three regular arrows a turn that is freeform each but do not count toward the jutsu usage limit i.e free form. The Enki can also be called forth from a fourth, lesser-known seal similar to Lightning Blade Creation Technique on the user's body and likewise be sealed away at any time. Doing so will not cost a move or impede on timeframe. When preparing to fire an arrow, golden chakra bowstring is formed passively and is merely cosmetic.
( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Spoiler
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.
 
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Joker

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With the explosive arrow racing towards Hanzo's chest, he quickly hop off Arcanine's back and onto the grassland below. "Maneuver B", he would grunt right before stringing together a couple of handseals. Slamming his hands on the ground, the Archer would conjure a world of Quartz, completely contorting the battlefield in his own image. Instead of being in the same position the duo was in earlier, they would now ten meters to their left; a thick column had protruded from the crystal below and shifted their location to avoid the attack in it's entirety. Of course the base of the column would be faced with the brunt of the explosion, but as the arrow hit, the quartz would immidately, and passively begin to repair itself while simultaneously releasing a small surge of unfocused electricity that would paralyze the snakes emerging from the seal.

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+40 to go long range) (+20)
Damage Points: N/A (+20 if disrupted)
Description: The user will perform three hand seals, and slam their hands on the ground, releasing a barrage of Quartz chakra through out the terrain. The user will be able to create a large source of Quartz on the terrain, where before it appears, the user will be able to manipulate it. This is signaled by a large poof of smoke that appears, similar to regular summonings, before the smoke clears to show the newly found terrain. This technique allows the user to create various terrain based areas composed mainly of Quartz, such as large mountain structures, a complete flat plain composed of Quartz (layering the ground), even things as ancient as a Colosseum. The feature he basically needs for battle such as pillars, gorges, canyons, mountains, simple plains, etc. Initially the user can only change the terrain at most up to mid range, but through extra chakra exchange can exert the terrain manipulation up to long range. The user can also decide to change the appearance of the terrain, by performing two hand seals, and slamming his hands on the ground, the user can re-manipulate the terrain, by changing its design. The user when defeated, when the terrain is destroyed, or when the user wants to, can end the terrain alteration. This terrain allows the user to take advantage of the fight, create Quartz techniques out of the terrain, or aid with preexisting Quartz jutsus already present. Techniques coming out of the ground will likely meet with the Quartz layering, preventing it from being completed. However, this also creates the same drawback for the user as well. A special property of this terrain is Quartz natural ability to release electricity when distorted. Any time the terrain experience a certain amount of stress, or pressure, it will naturally release this unfocused electricity from the spot of distortion, numbing, and inflicting pain to anyone unlucky enough to be in that vicinity. This goes the same for techniques/materials on the surface of the Quartz. This technique is essentially attached to the user, when pieces of the terrain is destroyed, the user can inject their chakra into the damaged area, allowing the crystals to reform, and fix itself due to the chakra consumption (+20 needed), this happens passively.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Quartz jutsu on the turn this is deactivated


Hanzo of course, would notice that his companion failed to react. Despite his orders, Arcanine hadn't followed instructions; a trait that was very unusual for a beast of its calibre. The Archer eyed his summon but continued keeping watch on the enemy before them.
 

Vayne

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Upon the production of the unknown element the Ganmi would remain calm, firing off arrows (freeform), towards Hanzo's position, with some aimed at a direct trajectory towards the chest/abdomen, while some where shot skywards in attempts to have them hit Hanzo from above in the head. Concurrently, Askin would siphon the chakra within the Quartz through a clan technique, enabling him to render the Quartz inert, before releasing the taken chakra back outwards in the form of a expansive blast of corrosive saliva. The blast, aimed to hit both Hanzo and Arcaine, would carry the strength afforded to it by Hanzo's own technique, supplemented by an additional amount by Askin himself.

( Ganmi Jutsu: Pekotaberu ⋓ Pekogakidou ) Taste Technique: Insatiable Desire ⋓ Dulce de Leche
Rank: C- S
Type: Offensive/Supplementary/Defensive
Range: Short – Long
Chakra Cost: 15-40
Damage Points: N/A 100
Description : This technique encompasses the one of the most complex techniques within the clan, making use of the user's Taste senses and Saliva manipulation, by taking the enemies techniques and actually “eating” the chakra of the technique, digesting it and turning the neutralized chakra into saliva, which the user can then shoot out back at the opponent. The user will inhale, manipulating their Saliva glands to create a syphon of chakra-filled saliva that is connected towards the user’s mouth. The syphon, through shape manipulation and its corrosive properties, will takeover the enemies technique and begin to dissolve chakra located inside of the technique, actually breaking it down, as user draws the technique inside their gullets, “eating” the weakened and now harmless chakra. The technique can also be used on techniques that are in direct contact with user by simply biting the technique or siphoning it in, with the Saliva and repeating the process but much quicker. This siphon and digestion of chakra can only happen in situations where the saliva technique, with it's described S&W, is capable of neutralizing ( equal ) or overpowering ( stronger ) the targetted technique.

When the user is capable of neutralizing the technique, the user will simply eat the chakra and metabolize it into their own chakra resources, in an ammount equal to the technique eaten. When the user is capable of overpowering the technique, then the full amount of chakra dissolved will be converted into damage, 1:2 ratio, sending back a blast of corrosive saliva at the opponent. The end technique is a Saliva technique.

*Siphon is short-range, while the blast can reach up to Mid-Range ( Savors and bellow ) or Long-Range ( Paladar and above ).
*Can only be used 5 times and requires 1 turn cooldown before using again. Savours can use the technique up to A-Rank, rest of the lower ranks can use the technique up to B-Rank. S-Rank can only be used by Paladars and above and once used renders the technique only usable one more time.


(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.
 

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With the opponent succumbing to the full effects of Askin's assault, he would be left in an extremely withered state, one that could lead to his death in a short period of time due to the Dream Sand entering his body, via the arrows that connected with his head. Seeing that his attack went undefended, Askin would leave the battlefield as the man trips on DS to his likely death.
 
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