[Berserker vs Archer] Knight of the Lake vs The Hero of Justice

Negative Knight

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Reis Rules & Regulations
Unofficial
Killing Allowed
CJ Allowed (All-out)
No Stealing​

Range: Mid (10 meters from each other)

Terrain:
Plain grassy field. We're surrounded by tall trees ten meters around us in every direction, so the battlefield is essentially a thirty meter wide circle enclosed from all sides.

This is a fusion fight. Berserker and Kakuzu fused, seals on my body (check my bio) and Raizu on my back. As agreed, we can use two Custom Weapons in this fight.

Always active techniques
(Fuuin: Yoroi no Koutei) - Sealing Technique: Assassin's Armour
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal on their clothes with the Kanji for “Armour” that is active all the time (must be stated in the user’s biography). The seal will be imbued with the user’s earth chakra and as such, the user’s clothing will be hardened and appear darker in colour similar to the canon technique Earth Release: Earth Spear making it akin to wearing armour. It will develop a metallic sheen in addition to the hardening which is purely cosmetic. It will not decrease the flexibility or mobility of the clothing nor will it increase the weight of it in any way, similar to the canon technique. The user will essentially become capable of withstanding damage/impacts as the hardened clothes absorb damage either completely or to a certain extent. The user's clothes will be capable of blocking kunai, shuriken, swords and other bladed weapons (Kenjutsu up to and including C-Rank). This technique will also render D-Rank and below Taijutsu useless if used on clothed portions of the body and decrease the damage of Taijutsu techniques above C-Rank by 10 damage points. Though it hardens the clothing if the is destroyed or removed the hardening loses effects and it holds no defensive ability against elements that are strong to earth.

Note: This technique is always active
Note: Must be stated in the user's biography
Note: Must be posted at the beginning of a battle

He has the Kanji for each of the basic five elements in small lettering on both of his palms (to be used with Fire/Water/Wind/Earth/Lightning Sealing Method). He also carries two black steel kunai with the Kanji for "Revoke" on them to be used with Mimicry Destruction Seal. All of these are accomplished via Revelation of the Mage.

(Fuuinjutsu: Meiji no mokushiroku) Sealing Arts: Revelation Of The Mage
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: Fuuinjutsu usually comes in 3 variations, Barriers, Sealing Tags, and Scrolls. The important thing to note with scrolls, and sealing tags, is that they are almost exactly the same, save for the fact that the scroll has a longer sealing inscription on it. They both are inscribed with kanji that release the effect of the kanji when they are fully revealed. As such, the creator of this technique realized that scrolls were difficult to utilize once the user had some sort of body armor on him, due to the fact that the armor may slow him or leave him without access to his scroll holder. With this in mind, the creator found a way to seal the inscription of any scroll based technique onto his body, armor, or weapon so that he would save an immense amount of time between actually retrieving the scroll and using it. In this way, the scrolls now function as if it were a sealing tag inscribed onto the user's body, armor, or weapons. They require no extra preperation or seals to use, and can be used directly from whatever point they are sealed on. The user must actually have these scroll based jutsu on his person to utilize them before this. Even when using this technique, all restrictions of the scroll based technique used must be followed.
-This technique is always active but must be posted in the users bio or before the fight
-Any sealed scrolls must be posted before the fight or within the user's bio
-The scroll techniques used must be posted as normal in the fight, taking both a move and timeframe slot, the only difference in usage being that they come from the sealing point.
-The user can only utilize 4 scroll techniques in this manner
-Scrolls must be stated either in the user's bio or before the fight. After a fight the Scrolls may be replenished however

All of his seals are imbued with doton chakra to reinforce them and make them sturdier (via Scripture of the Templars).

[Fuuinjutsu: Sukuripucha Shussekenteki Kishi] - Sealing Technique: Scripture of the Templars
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: N/A (+15 chakra to all of the user's seals)
Damage: N/A
Description: This is a passive ability that is applied to all of the user's seals that are always active or lie dormant on the user's body prior to a battle (essentially seals stated in one's biography). The sealing script of the Fuuinjutsu seals will be infused with one of the basic five elemental chakras to reinforce, strengthen and enhance them so to make their destruction or corruption more difficult. The seals will now respect elemental strengths and weaknesses of the chosen element and will possess the strength of the chosen element up to their own rank. They will also be infused with 15 more chakra than normal and this chakra cost will be expended whenever the seals triggered or are activated. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the seals on the user's body/clothes/person harder to tamper with or destroy. If the seal's rank is boosted on activation, the strength of the sealing script will now reflect it's new rank.

Alternatively, this technique can be passively applied to seals created in battle rather than those already placed on the user's biography. By infusing one of the five basic elemental chakras into the seal, the user can enhance and fortify the sealing script in the same way as the seals applied to the user's bio. It will now follow elemental strengths and weaknesses of the chosen element and will possess the power of it up to it's own rank. The seal will also be infused with 15 more chakra than normal, which is the cost of applying this jutsu to this technique. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the created seal(s) harder to tamper with or destroy.

In regards to being tampered with it or cancelled, both variants follow the elemental strengths and weaknesses of the chosen element and will require non-elemental techniques (Ninjutsu, Fuuinjutsu, etc) one rank higher than the seal in question for it to be successfully corrupted (e.g. S-Rank Fuuinjutsu required to tamper with an A-Rank elemental seal).

Notes:
Can only be taught by Venom
Must be stated in the user's biography
Must be posted at the beginning of a battle
Must be referenced every time the alternative use is used
Cant be used on the opponent
Placed before the battle
Fuuinjutsu: Deddozōn | Sealing Technique: Dead Zone
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A seal with the word 'Maintain' will be placed somewhere on the users body. The seal will passively drain chakra from the user which it will then redirect into the surroundings so as to detect attempts at manipulating space (affords no other kind of sensory). When a technique that seeks to distort space/time is utilised within the users vicinity (Mid range radius) this seal will activate, passively draining chakra from the user to erect a barrier that will instantly spread outwards and prevent the space time continuum from being manipulated - in effect the seal will serve to neutralize space time techniques such as summoning jutsu, or techniques that utilise portals such as 'Stick Earth Drop' from being utilised as it forcibly maintains the fabric of space and time. The seal activates automatically upon detecting an attempt at space/time manipulation, and is effective against such jutsu up to, and including A rank. However it is wholly ineffective against S ranked space time manipulation (Such as S rank summoning techniques as the jutsu utilises more chakra than this technique to bring a stronger summon to the field, however it will still be effective against lower ranked space time techniques even if the substance that they attempt to bring to the field is higher ranked)

Note:
- The user can start the battle with the seal already placed, in which case it must be posted at either the start of the battle or in the users bio. Otherwise the user will have to manually place the seal, which counts as a move and can only be done twice.
- The seal can only activate once per turn, and the user cannot use Fuinjutsu above A rank the turn after it triggers.
- The seal passively drains 5 chakra from the user per turn
- When triggered, a barrier of the appropriate strength will be set up (i.e A rank to counter A rank S/T) that will prevent the space time technique and last for that turn. An A rank barrier can be set up once, and a B rank barrier can only be set up twice. For C rank and below however, on account of there being virtually no S/T techniques that weak barring the summoning of certain lesser animals, the barrier can be triggered continuously to prevent these critters from taking to the field.
- As activation is passive, (But does count towards move count) the user is free to continue as normal.
- Won't work on 'Flying Thunder God' as it is a S ranked Space-Time technique.

(Fuuinjutsu: Yomigaeri no Mikoyose) - Sealing Arts: Resurrection of Sorcery
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 to the main two affinities of the user)
Damage:N/A (-10 to the main two affinities of the user)
Description: This seal must be either stated in the user's bio or placed on him before battle. This seal is linked to the users two strongest elemental abilities and only seeks to make them weaker in order to increase the power of the users Sealing Arts. When passively activated it will drain the user's two main elemental affinities of 10 points of chakra and damage automatically every time they're used, storing it within itself, and making the users techniques using those affinities weaker until its deactivated. It's true purpose will be triggered whenever the user utilizes the art of Fuuinjutsu, it will convert and release this stored power into any Fuuinjutsu technique whenever it is used, filling the technique with the energy it took from the user's elemental prowess. This results in every Fuuinjutsu technique the user uses gaining +1 Rank (if they’re A-Rank or below). On the other side, the main two elemental affinities of the user will automatically lose 10 damage and chakra each when they are used. Elements which are a combination of both of the weakened elements will also be weakened in the same way. This lasts until deactivated.

-Can only be used or activated once per battle
-Can't be used on bios without two elemental specialties
-Can’t be used on S-Rank and above Fuuin
-Can’t be used on Multiple Infinite Embraces

(Fuuinjutsu: Museigen no Buredo) Sealing Technique: Unlimited Blades
Rank: B
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user either places seals on 4 objects they would like to have under their control which is placed passively or they have objects already with these seals. This must be stated in their first post of the battle. The seals are connected to the user via a seal that is on the user's left shoulder. The user with this seal allows the user to control each seal that's on their objects and move them around for whatever purpose they see fit. This whole jutsu was created so when the user loses their weapon they can still control it and attack an opponent that isn't looking or drop their guard. The user can control up to 2 objects at a certain time (one per arm). The objects can only be inanimate. The seal on the user's shoulder glows whenever this technique is in use but isn't bright enough to go through none see through clothing. The speed of the objects at what they move is the same as if the user had it in their own hands.

Note: Each movement through this counts as a move per turn.
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Erzo

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Pls post the seals again when you use them because I'm not reading all that shit. Don't use my CJs, I won't use yours.
I guess I'm using Onoki and Roy fused. Wind Sword on my hilt, right hand firmly grasping it. My Staff attached to my back, with the crystal section being over my head, looking like a halo and shit.


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''Come forth, and face your demise.''​
 

Negative Knight

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Berserker already clad in his armour-like attire stands there facing Archer. He presses his middle finger of his right hand into his palm to passively apply a seal to his body. The seal is written with the Kanji for "Madness" and releases a dark haze that surrounds that wreathes his body in an aura of shadow. It casts anyone who looks upon it in an illusion that distorts the appearance of his body as well as his techniques. His form shifts uncontrollably from side to side, too fast for the eyes to track. It doesn't make him impossible to see but it negates the effectiveness of techniques which require focus or concentration on his position. He then activates an ability of his that will harden his future earth-based techniques before following up with one that allows him to freely govern the weight of said techniques.

(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement (Passive)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.

Notes:
-Can only be taught by Detective L
-Can only be used twice per battle

(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

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With both abilities in place, he focuses his koton chakra throughout his body to manifest a full body armour of steel over his hardened clothes. The armour is strengthened by the infusion used prior to it's creation, enabling it to defend techniques one rank higher than usual. To prevent it from slowing his movement speed, he applies the maximum weight reduction to the metallic chassis decreasing it's weight by a factor of ten. The armour itself is sentient and can be controlled through thought alone. Using one of the abilities of Resurgence, he creates two steel kunai from both of his gauntlets and throws them towards Archer's head. As soon as they're released from his grasp, he extends twin swords from each of his palms, gripping them in his steel covered hands. He then breaks into a run, moving towards the opponent in a zig-zag pattern to amplify the disorientation caused by Mad Enhancement.

[Doton: Seiryoku no Toride] - Earth Release: Might of the Fortress
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 chakra for every turn this is active)
Damage: N/A
Description: The user activates an ability that increases the hardness of their earth-based techniques (including KG/CE) to increase their defensive abilities. This technique employs the same hardening as that seen in Earth Release: Earth Spear (Kakuzu’s signature technique). Techniques affected by this jutsu look much darker on creation, with the earth very nearly becoming black in appearance. Supplementary/defensive ones will be granted the ability to defend against techniques one rank higher than usual. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:
Lasts for three turns
Can only be used twice per battle
Will not work on mud or sand-based techniques (or c.e based on earth)
Elemental S/W remains unchanged

(Koton: Banjin no Kousei) - Steel Release: Resurgence of Savagery
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A
Description: The user focuses his koton chakra throughout every chakra point in his body and uses it to create a mass of black steel which appears to grow over his body. The metalllic armour envelops him entirely (with the exception of his eyes and mouth) and takes the form of a medieval armour with a glossy metallic sheen. Unlike its earthen counterpart (Hardening technique) the armour is not as bulky since not as much material is required to make an equally formidable defense (steel is much harder than earth) but its mass still takes its toll on the user. Consequently the user's overall movement speed is reduced by half. What makes this technique unique and not just another elemental armour is the fact that the armour is a partially sentient being that is worn as a defense. Through mental commands alone, the user can freely control the chassis of steel throughout its duration granting him an unparalleled ability in combat. Aside from its sentience, the armour possess two abilities. The first ability is a variation of its earthen counterpart's capability to create tools from itself. The user can create and/or extend spiked or blunt weapons from anywhere (or everywhere) on the armour's body, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt, in which can be used to hold onto the weapon, much like one would do with a sword. Any weapon made via this method is physically attached to the armour but can be detached and thrown as a projectile or retracted into the armour's body at any time to restore its original form. The second ability essentially allows anything inanimate that's solid in composition touched by the armour to be converted into black steel. As a result the user can make use of anything as if it were an actual weapon, from sticks to the weapons of others (excluding Custom Weapons). This transforming anything the armour touches into steel will not apply to living beings, anything on the user’s person nor will it apply to the ground or any surface they may be standing on. The bond between the user and the armour is stronger than that of most sentient creation techniques because the two are always in physical contact. Thus the armour passively leeches a portion of chakra from the user's body every turn in order to sustain itself. However in a way it is also more dependent on the user than most sentient creations as it acts like a symbiotic parasite. It cannot leech chakra from the user without physical contact and so when the user sheds the armour it will drop lifelessly to the ground. Since the armour is a sentient creation it cannot be manifested in only specific parts of the body and initially must always be made to encase the user in his entirety (excluding eyes and mouth). This armour does not limit the user’s ability in battle any way. It doesn’t limit or hinder their ability to perform handseals. It’s flexible at the joints (back of the knees, elbows, etc), allowing seamless movement while in the armour. To supplement their ability to release steel techniques from the body, the user can instead create them from the armour (without weakening it) sans handseals. The user’s chakra can diffuse into and pass through the armour, so they can slam their hands on the ground to still perform earth techniques, make contact with objects/entities to channel chakra into them (e.g. applying the Added/Light Weight techniques), techniques which form over the user’s body can instead form over the armour (e.g. Hardening), et cetera.

Note: Can only be used twice per battle
Note: Lasts for four turns (unless cancelled)
Note: No S-Rank or above Steel techniques on the turn the armour is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn the armour is deactivated
Note: The user can instead have this armour last indefinitely (or until it’s destroyed) but it will count as their custom weapon for that fight/event. This of course means it can only be used once rather than twice per battle.

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Erzo

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Berserker already clad in his armour-like attire stands there facing Archer. He presses his middle finger of his right hand into his palm to passively apply a seal to his body. The seal is written with the Kanji for "Madness" and releases a dark haze that surrounds that wreathes his body in an aura of shadow. It casts anyone who looks upon it in an illusion that distorts the appearance of his body as well as his techniques. His form shifts uncontrollably from side to side, too fast for the eyes to track. It doesn't make him impossible to see but it negates the effectiveness of techniques which require focus or concentration on his position. He then activates an ability of his that will harden his future earth-based techniques before following up with one that allows him to freely govern the weight of said techniques.

(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement (Passive)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.

Notes:
-Can only be taught by Detective L
-Can only be used twice per battle

(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

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With both abilities in place, he focuses his koton chakra throughout his body to manifest a full body armour of steel over his hardened clothes. The armour is strengthened by the infusion used prior to it's creation, enabling it to defend techniques one rank higher than usual. To prevent it from slowing his movement speed, he applies the maximum weight reduction to the metallic chassis decreasing it's weight by a factor of ten. The armour itself is sentient and can be controlled through thought alone. Using one of the abilities of Resurgence, he creates two steel kunai from both of his gauntlets and throws them towards Archer's head. As soon as they're released from his grasp, he extends twin swords from each of his palms, gripping them in his steel covered hands. He then breaks into a run, moving towards the opponent in a zig-zag pattern to amplify the disorientation caused by Mad Enhancement.

[Doton: Seiryoku no Toride] - Earth Release: Might of the Fortress
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 chakra for every turn this is active)
Damage: N/A
Description: The user activates an ability that increases the hardness of their earth-based techniques (including KG/CE) to increase their defensive abilities. This technique employs the same hardening as that seen in Earth Release: Earth Spear (Kakuzu’s signature technique). Techniques affected by this jutsu look much darker on creation, with the earth very nearly becoming black in appearance. Supplementary/defensive ones will be granted the ability to defend against techniques one rank higher than usual. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:
Lasts for three turns
Can only be used twice per battle
Will not work on mud or sand-based techniques (or c.e based on earth)
Elemental S/W remains unchanged

(Koton: Banjin no Kousei) - Steel Release: Resurgence of Savagery
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A
Description: The user focuses his koton chakra throughout every chakra point in his body and uses it to create a mass of black steel which appears to grow over his body. The metalllic armour envelops him entirely (with the exception of his eyes and mouth) and takes the form of a medieval armour with a glossy metallic sheen. Unlike its earthen counterpart (Hardening technique) the armour is not as bulky since not as much material is required to make an equally formidable defense (steel is much harder than earth) but its mass still takes its toll on the user. Consequently the user's overall movement speed is reduced by half. What makes this technique unique and not just another elemental armour is the fact that the armour is a partially sentient being that is worn as a defense. Through mental commands alone, the user can freely control the chassis of steel throughout its duration granting him an unparalleled ability in combat. Aside from its sentience, the armour possess two abilities. The first ability is a variation of its earthen counterpart's capability to create tools from itself. The user can create and/or extend spiked or blunt weapons from anywhere (or everywhere) on the armour's body, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt, in which can be used to hold onto the weapon, much like one would do with a sword. Any weapon made via this method is physically attached to the armour but can be detached and thrown as a projectile or retracted into the armour's body at any time to restore its original form. The second ability essentially allows anything inanimate that's solid in composition touched by the armour to be converted into black steel. As a result the user can make use of anything as if it were an actual weapon, from sticks to the weapons of others (excluding Custom Weapons). This transforming anything the armour touches into steel will not apply to living beings, anything on the user’s person nor will it apply to the ground or any surface they may be standing on. The bond between the user and the armour is stronger than that of most sentient creation techniques because the two are always in physical contact. Thus the armour passively leeches a portion of chakra from the user's body every turn in order to sustain itself. However in a way it is also more dependent on the user than most sentient creations as it acts like a symbiotic parasite. It cannot leech chakra from the user without physical contact and so when the user sheds the armour it will drop lifelessly to the ground. Since the armour is a sentient creation it cannot be manifested in only specific parts of the body and initially must always be made to encase the user in his entirety (excluding eyes and mouth). This armour does not limit the user’s ability in battle any way. It doesn’t limit or hinder their ability to perform handseals. It’s flexible at the joints (back of the knees, elbows, etc), allowing seamless movement while in the armour. To supplement their ability to release steel techniques from the body, the user can instead create them from the armour (without weakening it) sans handseals. The user’s chakra can diffuse into and pass through the armour, so they can slam their hands on the ground to still perform earth techniques, make contact with objects/entities to channel chakra into them (e.g. applying the Added/Light Weight techniques), techniques which form over the user’s body can instead form over the armour (e.g. Hardening), et cetera.

Note: Can only be used twice per battle
Note: Lasts for four turns (unless cancelled)
Note: No S-Rank or above Steel techniques on the turn the armour is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn the armour is deactivated
Note: The user can instead have this armour last indefinitely (or until it’s destroyed) but it will count as their custom weapon for that fight/event. This of course means it can only be used once rather than twice per battle.

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His vision already toyed with. Genjutsu..., he thought as he sensed his own energy surged with foreign chakra. Archer stood tall, eyes still looking straight towards his opponent. His sensing was far beyond what his opponent could dream of, using something like this against him was useless as he could still pin-point his opponents exact position. As he did so however, he noticed a series of surges of chakra which happened almost instantaneously. His opponent had transformed into some kind of metallic beast, changing in both features and energy as he converted himself into this other being.

''I guess this is no longer a fight amongst men.''

With the change done, his opponent would launch towards him two Kunais as he followed suit in a zig-zag motion normal eyes could not perceive after the use of the Genjutsu. In quick response, Archer's right hand would begin to pull out the sword from its hilt, activating a series of jutsus.

Both activated in a similar fashion to his opponents earlier techniques, instantly and only affecting the jutsus used whilst not doing anything particularly useful alone. The first made use of the damage output given by the Wind Sword, converting the +15 damage into chakra used to empower the jutsu to be raised by a rank, allowing it to fight equally against his opponents armour.

Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A Wind technique created to make use of other-wise wasted chakra, this Wind technique is set to work with any and every defensive Wind jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Wind. .
~ Can only be taught by Erzo. It can be twiceper battle, lasting a maximum of three turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.



The second activation was used to give the defensive jutsus with no damage output a layer of slicing Wind on the outside of each wave, gust, and current, allowing the otherwise harmless Wind to become deadly.

Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.



With both done instantly, Archer would flick his wrist, activating a jutsu which creates a controllable dust storm in his area, stretching outward into the whole field straight after creation. The gust would first strike the Kunais from the right side, slicing them both in half as it alters their course, causing them to become irrelevant in the fight, another current would aim to hit the opponent head on, with a second from his left side, a third from the right and a fourth from behind.

The storm would gather dust from the ground causing a cloud of dust to rise, this would impair your vision if not blinding you completely whilst the barrage of raging Wind currents continuously attack you from all sides through Archer's control over the storm, and his ability to pin-point your location without trouble. Your armour might be able to withstand the damage, but in return it'd be completely destroyed by the end of this turn. Moreover, the force of the current would cause you to lose your balance as the momentum of the Wind pushes you around continuously without pause.

Rank: S +1
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 (-5 per turn)
Damage Points: N/A
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.
Note: Lasts 3 turns or until released.



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1/4 - Sickle. 1/3 - Will Change. 1/3 - Dust Storm
 
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Negative Knight

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As the rampaging winds begin to slice into his armour, Berserker passively activates a seal on his body with the Kanji for "Sulphur". It restricts the elements he can use to Sulphur, Fire, Earth, Wind, Steel, Coal and Francium. In exchange all of them are boosted in strength considerably. He then transforms his entire body into the blackest steel while heating up the metal which now composed his body to scorching temperatures. The heat would essentially "temper" the steel and increase it's hardness. Localized areas of red light can be seen across Berserker's metal form and steam rises off him in very faint wisps. Pitch-black in all his malevolent glory, Berserker had become death incarnate. This form was impervious, absolute and unbeatable. The strengthening provided by both techniques culminates in an immunity to 120 damage of elements weak to steel, 100 damage of neutral abilities and S-Rank of elements strong to steel.

(Fuuin: Akuma to no dansu) - Sealing Technique: Dance With The Devil (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will have a seal placed on their body with the Kanji for a specific element. The seal can be passively activated in battle and it’s activation will restrict the user to a certain element (as well as the one’s it’s comprised of. In exchange for limiting the user to certain element(s), the user's techniques of the remaining elements will gain one rank and in the case of S-Ranks and above they will gain +20 damage. In the case of defensive and supplementary techniques, they will become capable of defending against techniques with 20 more damage points (only applies to S-Ranks and above). This counts as a passive boost rather than an active one due to the nature of the seal. To clearly illustrate the seal’s use in battle, if the user restricted themselves to Steel Release, they would still have access to Earth, Fire and any CE combinations of the aforementioned elements (elements that use solely earth, solely fire or Earth and Fire). Alternatively, the user can create the seal in the middle of a battle but this usage can only be used once. This usage is fast enough to be used in the same time-frame as the subsequent technique. Once activated, this technique lasts until canceled.

Notes:

-Can only be taught by Detective L
-Must be stated in user’s biography and can only be activated once per battle/event
-Alternative use can only be used once per battle

[Katon: Gekido no Kama] - Fire Release: Rage of the Furnace
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the technique this is applied to)
Damage: N/A
Description: The user activates an ability that will serve to strengthen their next steel release technique used. This technique is essentially based on the idea of “tempering”, using high levels of heat to strengthen a metal beyond it’s normal limits. The infused katon chakra will serve to raise the temperature of any steel technique this is applied to for two distinct purposes. The first and foremost use is to increase it’s toughness to extent supplementary and/or defensive techniques will become capable of defending against 1 rank higher than normal (S-Rank and above techniques can defend against 20 more damage points). Aesthetically, this technique darkens the user’s steel to a pitch black colour with localized areas of red light (signifying the heat of the metal). Steam will also rise off of the body of any techniques this ability is applied to, providing yet another tell that the technique has been enhanced beyond it’s natural limits. This technique happens in the same-timeframe as the steel jutsu it's applied to. When created from the user's body, this superheated steel will not harm the user (similar to how Fire Release is released from the body). The user will not be burned if he's in contact with the tempered steel after creation as long as it originated from his body (and not the ground). This means this technique can be applied to weapons, tools and armours formed (and kept) on the user's person without being harmed.

Notes
Can only be used four times per battle
Usable on one technique per use
Can only be used on Defensive and/or Supplementary Techniques
Can only be used on two S ranks and one forbidden rank per battle

After destroying the armour, the currents of slicing wind clash with his transformed body to no avail. Not a single scratch is left on his steel form. However the wind technique continues to rampage across the battlefield, scattering enough dust to obscure Archer from his view. To eliminate the dust storm entirely, he brings both of his arms over his upper chest and begins channeling his katon chakra throughout his body. He then swings his arms outwards (to each side) to release a colossal blast of fire from every part of his body. The inferno spreads out omnidirectionally, spanning 360 degrees around Berserker and overpowers the wind technique before continuing towards the opponent.

(Kōton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (80 + 20 + 20) = 120 (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will channel and release their koton chakra from every chakra point on their body to turn their entire body (not just their skin) into black steel, making themselves invulnerable to virtually all types of basic weapons and physical taijutsu attacks (up to and including S-Ranks). While in this state the user is immune (remains completely undamaged like the Third Raikage) to A-Rank and below techniques of neutral elements/abilities (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). This technique transforms everything on the user’s body or person into steel including their clothes, weapons and seals. Seals remain usable, the sealing script simply becomes as hard as the user’s body in this state. Even when the user merges with techniques via abilities like Kindess of Kay or Arrogance of Agravain, the seals will not be disturbed or compromised. They will also “rise” to the skin/surface of the user’s new/merged body to retain their usability. Due to transforming into steel, for the duration of this technique the user loses all of the disadvantages associated with a biological body (e.g. paralysis, poisons and feeling pain). They will still be capable of moving, performing handseals, placing seals on their transformed body and molding chakra/using techniques as well as anything they were capable of before the transformation. However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated

(Katon: Naiteki kaji) - Fire Release: Inner fire
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage cost: 80 + 20 = 100
Description: The user cross his arms infront of his head, forming a 'X' a gathers huge amount of fire chakra within himself. He then as he have gathered the fire chakra which takes near to no time, swings his arms to each side releasing a huge burst of fire from all angles of his body, which results in a huge shockwave of fire which destroys everything in it's path.
~Useable twice per battle.
 

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As the rampaging winds begin to slice into his armour, Berserker passively activates a seal on his body with the Kanji for "Sulphur". It restricts the elements he can use to Sulphur, Fire, Earth, Wind, Steel, Coal and Francium. In exchange all of them are boosted in strength considerably. He then transforms his entire body into the blackest steel while heating up the metal which now composed his body to scorching temperatures. The heat would essentially "temper" the steel and increase it's hardness. Localized areas of red light can be seen across Berserker's metal form and steam rises off him in very faint wisps. Pitch-black in all his malevolent glory, Berserker had become death incarnate. This form was impervious, absolute and unbeatable. The strengthening provided by both techniques culminates in an immunity to 120 damage of elements weak to steel, 100 damage of neutral abilities and S-Rank of elements strong to steel.

(Fuuin: Akuma to no dansu) - Sealing Technique: Dance With The Devil (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will have a seal placed on their body with the Kanji for a specific element. The seal can be passively activated in battle and it’s activation will restrict the user to a certain element (as well as the one’s it’s comprised of. In exchange for limiting the user to certain element(s), the user's techniques of the remaining elements will gain one rank and in the case of S-Ranks and above they will gain +20 damage. In the case of defensive and supplementary techniques, they will become capable of defending against techniques with 20 more damage points (only applies to S-Ranks and above). This counts as a passive boost rather than an active one due to the nature of the seal. To clearly illustrate the seal’s use in battle, if the user restricted themselves to Steel Release, they would still have access to Earth, Fire and any CE combinations of the aforementioned elements (elements that use solely earth, solely fire or Earth and Fire). Alternatively, the user can create the seal in the middle of a battle but this usage can only be used once. This usage is fast enough to be used in the same time-frame as the subsequent technique. Once activated, this technique lasts until canceled.

Notes:

-Can only be taught by Detective L
-Must be stated in user’s biography and can only be activated once per battle/event
-Alternative use can only be used once per battle

[Katon: Gekido no Kama] - Fire Release: Rage of the Furnace
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the technique this is applied to)
Damage: N/A
Description: The user activates an ability that will serve to strengthen their next steel release technique used. This technique is essentially based on the idea of “tempering”, using high levels of heat to strengthen a metal beyond it’s normal limits. The infused katon chakra will serve to raise the temperature of any steel technique this is applied to for two distinct purposes. The first and foremost use is to increase it’s toughness to extent supplementary and/or defensive techniques will become capable of defending against 1 rank higher than normal (S-Rank and above techniques can defend against 20 more damage points). Aesthetically, this technique darkens the user’s steel to a pitch black colour with localized areas of red light (signifying the heat of the metal). Steam will also rise off of the body of any techniques this ability is applied to, providing yet another tell that the technique has been enhanced beyond it’s natural limits. This technique happens in the same-timeframe as the steel jutsu it's applied to. When created from the user's body, this superheated steel will not harm the user (similar to how Fire Release is released from the body). The user will not be burned if he's in contact with the tempered steel after creation as long as it originated from his body (and not the ground). This means this technique can be applied to weapons, tools and armours formed (and kept) on the user's person without being harmed.

Notes
Can only be used four times per battle
Usable on one technique per use
Can only be used on Defensive and/or Supplementary Techniques
Can only be used on two S ranks and one forbidden rank per battle

After destroying the armour, the currents of slicing wind clash with his transformed body to no avail. Not a single scratch is left on his steel form. However the wind technique continues to rampage across the battlefield, scattering enough dust to obscure Archer from his view. To eliminate the dust storm entirely, he brings both of his arms over his upper chest and begins channeling his katon chakra throughout his body. He then swings his arms outwards (to each side) to release a colossal blast of fire from every part of his body. The inferno spreads out omnidirectionally, spanning 360 degrees around Berserker and overpowers the wind technique before continuing towards the opponent.

(Kōton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (80 + 20 + 20) = 120 (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will channel and release their koton chakra from every chakra point on their body to turn their entire body (not just their skin) into black steel, making themselves invulnerable to virtually all types of basic weapons and physical taijutsu attacks (up to and including S-Ranks). While in this state the user is immune (remains completely undamaged like the Third Raikage) to A-Rank and below techniques of neutral elements/abilities (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). This technique transforms everything on the user’s body or person into steel including their clothes, weapons and seals. Seals remain usable, the sealing script simply becomes as hard as the user’s body in this state. Even when the user merges with techniques via abilities like Kindess of Kay or Arrogance of Agravain, the seals will not be disturbed or compromised. They will also “rise” to the skin/surface of the user’s new/merged body to retain their usability. Due to transforming into steel, for the duration of this technique the user loses all of the disadvantages associated with a biological body (e.g. paralysis, poisons and feeling pain). They will still be capable of moving, performing handseals, placing seals on their transformed body and molding chakra/using techniques as well as anything they were capable of before the transformation. However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated

(Katon: Naiteki kaji) - Fire Release: Inner fire
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage cost: 80 + 20 = 100
Description: The user cross his arms infront of his head, forming a 'X' a gathers huge amount of fire chakra within himself. He then as he have gathered the fire chakra which takes near to no time, swings his arms to each side releasing a huge burst of fire from all angles of his body, which results in a huge shockwave of fire which destroys everything in it's path.
~Useable twice per battle.
Two of these aren't in use this turn, I post this as a reference.
Will Change 2/3. Sickle - 2/4. PoP - 1/3
Also: Three times per battle the sword can negate the elemental weakness of one fuuton jutsu - 1/3 - Using this on Tornado Wall.



One surge after another, his opponent's armour was destroyed only to reform even stronger than earlier. His looks demonic, his demeanor more so. Roynoki however had no fears. They were holy men with the power of the Kiyoshi on their side, they simply could not lose to such a beast.

Before the dust could settle, but after all the transformations and such a single swing of the sword causes a wall of wind to be born out of the nothingness between them.

''Lets see if your armour can handle this.''

The silence that once was is broken by a screeching sound. To fight a beast, Roynoki knew they'd have to form a beast of their own. Not having a self transforming technique of similar power levels theyd instead use a different methods to achieve a similar creation.

Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 70
Damage points: 120 +15 +20
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.
Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.



The wall of Wind comes alive, and upon its formation turns into a cheetah which paces towards you at extreme speeds, splitting the dust screen that once stood as it gets pulled in towards its body due to a separate technique used. The Dust is also combined with random Earthen particles pulled in from the ground the cheetah is running on, creating a hard and grazing outer layer further powering the already strong technique.

The combination of these techniques was brutal, and Roynoki simply watched on to see how their opponent would counter. Depite knowing it was extremely difficult to counter, Roynoki had observed the odd abilities of their opponent, and knew that nothing was impossible in the current era of ninjas. And so, he watched on, his sensing ability focusing in on that area, waiting for anything irregular or alarming.

Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user will form two hand seals and focus their chakra into the air (must be outside five meters of the opponent) or wind technique. By doing so they will manipulate its shape, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The beasts size can vary while its body can either composed of powerful slicing winds or it can be made of fierce rotating winds that give the creature an almost physical form, allowing it to batter and smash through obstacles. When used on an existing wind technique, this technique can be performed without handseals and in the same time-frame as the previous jutsu. The two techniques do not stack or add to each other's damage, instead this technique takes on the power of the jutsu it's created from (i.e. using this on an S-Rank will make the animals deal 80 damage and the technique it was spawned from will disperse).

Notes:
~Can only be taught by xHoudinii
~Can only be used three times and each usage lasts for four turns



Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
-May be deactivated at any time



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The cheetah traveled towards you like an arrow in the wind, true to its aim it would not stop until striking your body with the force of a 1000 men.​
 

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3/3 - Might. 3/3 - Scales. 2/4 - Galahad.
Hearing and then seeing the formation of the tornadoes, as they begin to pull in all of the suspended dust and debris, Berserker comes to a conclusion. This was not an opponent he could take lightly. The scale of the technique used was several orders of magnitude above anything he had seen in a long, long time. This was not a mere battle of men, it was a clash between forces of nature. These thoughts race through his mind as he begins to perform his counter. The first thing he does is focus his chakra into one of four seals on his body with the Kanji for "Curse". A barrier is released from the seal and expands into long-range in an literal instant, faster than the speed of sound. It collides with and is destroyed by the incoming cheetah of air but not before a quarter of it's chakra is drained. The feline entity is weakened by the same degree (falls to around 120 damage).

(Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)

In the same timeframe, Berserker simply performs a single handseal and begins expelling his katon chakra from his body. He uses the released chakra to materialize a single of tiger composed entirely of flame, just in front of his position. The feline is directed towards Archer as projectile attack and seemingly runs across the air in pursuit of it's prey. Streaking across the sky in all it's brilliant fury, tendrils of fire trail the tiger's form like the tail of a blazing comet. In tandem with the tiger's creation, the black knight releases a smog of ash from his mouth that quickly catches up to the feline inferno and fuses with it's aflame body to bolster it's power even further. The ash feeds the flames and the tiger grows to an even greater size. Soon after the two feline forms collide and the result is a veritable explosion. A maelstrom of fire and air competing for supremacy before the two neutralize one another, the fire being extinguished and the wind dying out. That came as a surprise to him. He had expected his creation to win the clash of beasts, their power appeared equal and he held the elemental advantage, so the stalemate was a mystery to him. Perhaps he had misjudged the power of his opponent's technique or possibly Archer's wind could play on equal terms with it's elemental weakness. He would file away this piece of information and judge it over the course of the fight. He stands there regarding his opponent for a moment before breaking into a headlong charge, resuming his attempt to close the gap between the two fighters. As he runs, he reaches back with his right hand and unsheathes the threaded blade, pulling Raizu from it's scabbard.

Katon: Basuteto no Tsume) | Fire Release: Bastest's Claw
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 Per turn)
Damage: 80 + 20 + 20 = 120
Description: A technique in which the user is capable of rapidly expelling fire chakra from their body, and with the formation of a single handseal converting the fire natured chakra to flames; sculpted to take the form of dense, almost solid in nature, felines with streaming lower-bodies of flame. The amount, and size of felines is subject to the users discretion, but could be enough to send gigantic waves - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of flame to the opponent, led by the almost tangible charging cats, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming flames that comprise the majority of their mass to burn the opposition from existence. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic kittens, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The felines aren't necessarily sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the flames move and attack, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Fire Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the size of the flames to be changed, whether it be combining and shrinking the felines and flames so as to make the attack more concentrated, or allowing the felines to divide and grow so as to cover a larger area. Despite being given form, the felines can be made to charge along the ground or through air alike, though they will always be created short range from the user and move outwards towards the target.

Note:
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze

(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:
-Can only be used 4x per battle
 

Erzo

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Hearing and then seeing the formation of the tornadoes, as they begin to pull in all of the suspended dust and debris, Berserker comes to a conclusion. This was not an opponent he could take lightly. The scale of the technique used was several orders of magnitude above anything he had seen in a long, long time. This was not a mere battle of men, it was a clash between forces of nature. These thoughts race through his mind as he begins to perform his counter. The first thing he does is focus his chakra into one of four seals on his body with the Kanji for "Curse". A barrier is released from the seal and expands into long-range in an literal instant, faster than the speed of sound. It collides with and is destroyed by the incoming cheetah of air but not before a quarter of it's chakra is drained. The feline entity is weakened by the same degree (falls to around 120 damage).

(Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)

In the same timeframe, Berserker simply performs a single handseal and begins expelling his katon chakra from his body. He uses the released chakra to materialize a single of tiger composed entirely of flame, just in front of his position. The feline is directed towards Archer as projectile attack and seemingly runs across the air in pursuit of it's prey. Streaking across the sky in all it's brilliant fury, tendrils of fire trail the tiger's form like the tail of a blazing comet. In tandem with the tiger's creation, the black knight releases a smog of ash from his mouth that quickly catches up to the feline inferno and fuses with it's aflame body to bolster it's power even further. The ash feeds the flames and the tiger grows to an even greater size. Soon after the two feline forms collide and the result is a veritable explosion. A maelstrom of fire and air competing for supremacy before the two neutralize one another, the fire being extinguished and the wind dying out. That came as a surprise to him. He had expected his creation to win the clash of beasts, their power appeared equal and he held the elemental advantage, so the stalemate was a mystery to him. Perhaps he had misjudged the power of his opponent's technique or possibly Archer's wind could play on equal terms with it's elemental weakness. He would file away this piece of information and judge it over the course of the fight. He stands there regarding his opponent for a moment before breaking into a headlong charge, resuming his attempt to close the gap between the two fighters. As he runs, he reaches back with his right hand and unsheathes the threaded blade, pulling Raizu from it's scabbard.

Katon: Basuteto no Tsume) | Fire Release: Bastest's Claw
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 Per turn)
Damage: 80 + 20 + 20 = 120
Description: A technique in which the user is capable of rapidly expelling fire chakra from their body, and with the formation of a single handseal converting the fire natured chakra to flames; sculpted to take the form of dense, almost solid in nature, felines with streaming lower-bodies of flame. The amount, and size of felines is subject to the users discretion, but could be enough to send gigantic waves - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of flame to the opponent, led by the almost tangible charging cats, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming flames that comprise the majority of their mass to burn the opposition from existence. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic kittens, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The felines aren't necessarily sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the flames move and attack, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Fire Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the size of the flames to be changed, whether it be combining and shrinking the felines and flames so as to make the attack more concentrated, or allowing the felines to divide and grow so as to cover a larger area. Despite being given form, the felines can be made to charge along the ground or through air alike, though they will always be created short range from the user and move outwards towards the target.

Note:
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze

(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:
-Can only be used 4x per battle
The collision of the attacks leaves behind a much weaker form of the opponents jutsu which could be more or less disregarded, Roynoki however would react to it by creating a layer of water particles on his body which the opponent would be unaware of, unless he had acquired some form of Doujutsu or chakra sensing skill. This armour and the leftover attack would then clash, seemingly doing nothing whilst a completely different process had occurred in secret.

The chakra which collides with Roynokis body would be converted and added to their next jutsu, giving it more power in return. The ability to defend and empower an attack made this jutsu quite versatile in situations such as these.

Rank:A
Chakra:30
Damage:60
Range:short
Type: Defencive
Description:lastas for 3 turns and can be used only 3 times per battle this jutsu makes a layer of water particles in the surfess of the body that is able to deflect any Water,Fire,Wind elemental attacks up to C rank the chakra will be taken fron that jutsu and be added to andys next jutsu with any of his jutsus that he uses goes up by 1 rank the armor lasts for 3 turns



Now as his opponent had stopped to ''file away the information'' before he began his charge, and because Roynoki had performed no action openly, it gave them time to use this jutsu uninterrupted and react to their opponents charge before he could reach their location.

As their opponent ran towards them, they perform a sequence of quick hand seals, creating a cylindrical dust structure which quickly expands, entrapping them within its confines before exploding destroying them in the process, leaving absolutely nothing. Due to the previously taken in chakra, the power of this jutsu is empowered even further.

Rank: S
Type: Offensive
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will first perform the Rat → Boar → Snake hand seals and then using their dust release to create a structure, with a sphere located at its centre, between the palms of his hands. The structure expands rapidly in size when being propelled towards its intended target and traps them inside its confines. The sphere then seems to explode with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius, resulting in the destruction of everything and anyone caught within as they are pulverised into minute particles of dust. The resulting damage that this technique can produce varies considerably, depending on the initial shape of the created structure.
This form starts with a small compressed shape, but then expands to a radius equalling to 10 meters in diameter and can extend up to long range distances.
Note: Can only be used by Onoki or Muu





Edited dust jutsu name cos the page stretched.
Sickle - 3/4. PoP - 2/3
 

Negative Knight

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As the cylindrical column of energy extends towards him, Berserker stops running and begins focusing his koton chakra into the ground. A large hand, several times larger than his own body, emerges from the ground and closes around the black knight. It doesn't apply pressure or close too tight but the hand does clench into a fist to seal off all openings. Following the hand's emergence, the rest of the body of a colossal knight rises to a height of thirty meters, the white steel which composes his body appearing pitch-black with red lines streaking across it due to the effects of Mad Enhancement. However even it's true form is blackened and corrupted in tandem to it's creation, as it's heated to scorching temperatures to increase it's hardness via tempering. Galahad remains largely unaffected by the dust's techniques attempts to demolecularize it and any damage it sustains it momentary. It's body rapidly "regenerates" and returns to full power as it regrows wires to replace those that were destroyed and sews up any holes or openings that were created in it.

[Katon: Gekido no Kama] - Fire Release: Rage of the Furnace
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the technique this is applied to)
Damage: N/A
Description: The user activates an ability that will serve to strengthen their next steel release technique used. This technique is essentially based on the idea of “tempering”, using high levels of heat to strengthen a metal beyond it’s normal limits. The infused katon chakra will serve to raise the temperature of any steel technique this is applied to for two distinct purposes. The first and foremost use is to increase it’s toughness to extent supplementary and/or defensive techniques will become capable of defending against 1 rank higher than normal (S-Rank and above techniques can defend against 20 more damage points). Aesthetically, this technique darkens the user’s steel to a pitch black colour with localized areas of red light (signifying the heat of the metal). Steam will also rise off of the body of any techniques this ability is applied to, providing yet another tell that the technique has been enhanced beyond it’s natural limits. This technique happens in the same-timeframe as the steel jutsu it's applied to. When created from the user's body, this superheated steel will not harm the user (similar to how Fire Release is released from the body). The user will not be burned if he's in contact with the tempered steel after creation as long as it originated from his body (and not the ground). This means this technique can be applied to weapons, tools and armours formed (and kept) on the user's person without being harmed.

Notes
Can only be used four times per battle
Usable on one technique per use
Can only be used on Defensive and/or Supplementary Techniques
Can only be used on two S ranks and one forbidden rank per battle

(Koton: Kishi no Marui Teiburu) - Steel Release: Knights of the Round Table
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 chakra per turn)
Damage: N/A (80 + 20 + 20) = (120)
Description: This technique is the culmination of Steel Release and the “Arthurian” set of techniques. The user will focus their koton chakra into the ground or a source of steel to create one of the Knights of the Round Table. In the case of Gawain, he can only be created from a source of molten steel. All of the Knights have a unique ability but the one they all share is their ability to regenerate from techniques insufficient in destroying them. This regeneration takes the form of the one exhibited in Steel Release: Growth of Gaheris whereby their bodies are made up of thousands upon thousands of extra fines wires which rearrange and sew back together to undo any damage dealt to them that isn't enough to destroy them e.g. A-Rank Fire.

Galahad – The White Knight
Galahad is a shining example of what a Knight should be. He’s composed of steel almost white in colour and his abilities reflect his nature as the embodiment of the “ideal” knight. He has mastered steel release to the extent he can use all steel release techniques the user knows up to and including S-Rank. He can perform them sans handseals and techniques which come from the body will instead be created from the steel that composes his body. Every technique used by Galahad counts as one of the user’s moves per turn.

Gawain – The Red Knight
Gawain is hot tempered and quick to anger. Unlike the other two Knights, he can only be created from a source of molten steel rather than from a steel source or the ground. He hardens into solid steel on creation but his “body” retains bright red colour of the metallic lava he was formed from. His ability is his capability to control any molten steel on the field through hand gestures alone. His manipulation will always be equal to A-Rank and he can only use it once per turn. It will also count as one of the user’s moves per turn.

Mordred – The Black Knight
A corruption of all the ideals Knights hold dear, that is Mordred. His body is composed of the blackest steel and even his abilities reflect his sinister nature. Rather than using techniques, he seeks to bend and control the world to his will. He can control any steel on the field through hand gestures alone, reshaping and reforming them as necessary for his intended purpose. His manipulation will always be equal to A-Rank and he can only use it once per turn. It will also count as one of the user’s moves per turn.

Note: Lasts for four turns
Note: Each night can be summoned once, if they are summoned alone, they can be destroyed by an S rank. If all three are summoned at the same time, the power is devided between them and they can be destroyed by A rank
Note: Can only be used thrice per battle (once per Knight) If all are summoned at the same time the jutsu can't be used again and takes up two of the users three jutsu per turn.
Note: Only Steel, Fire, Earth, any KG/CE of the aforementioned elements and non-elemental abilities while active
Note: All techniques the knights use count as a move per turn
Note: If used to summon one night must wait two turns to use it again
Note: After the technique ends, the user can't use steel, earth and fire jutsu above A rank for one turn

Once the threat passes, the White Knight unravels his hand to reveal it's creator. Berserker then focuses his koton chakra into his left arm while bringing it towards his chest at an angle, leaving it somewhat bent and horizontally across his chest. With his body already hardened into steel, he creates a crossbow across the length of the same arm, loaded with a single bolt. The tip of the crossbow bolt is aimed towards Archer and the instant it's fired towards him, it seemingly "explodes" into millions of grain-sized particles of steel dust. This explosion triples the movement speed of the bolt (look at the bolded), allowing it to traverse the thirty meter distance to it's target in virtually no time at all. The bolt reforms two-meters away from the opponent in an instant but never ceases it's forward movement and so it's initial momentum continues to carry it forward, allowing it to continue at it's sonic speed. The sharp metallic rod embeds itself in Archer's head a fraction of a second after it reforms, impaling him right between the eyes.

(Koton: Senjin Shippou Kouhi) – Steel Release: Vanguard of the Silver Queen
Type: Offensive
Rank: A (+1 rank)
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their koton chakra into either of their arms to create a crossbow along the length of it. The bow will be pre-loaded with several meter-long steel rods (up to 8) with sharpened tips that can be fired at targets of the same amount or less. The crossbow bolts can be released on this jutsu’s initial creation or at a later point and they will travel at the speed of an arrow fired from a compound bow. The bolts can be used like “Steel Release: Corruption of the Kingdom”, the celerity will be magnified trine as the moment they’re fired, the bolts will disperse into millions of steel grains that initially scatter outwards in every direction. The grains will then converge on one another once they get within striking distance of the opponent(s) and either congregate to form the original number of created bolts or combine to form one larger, more lethal bolt. Reforming the bolts’ original form will still be audible despite its speed (reformation is instant and takes no time at all) and will sound like pouring sand (like a flipped hourglass). Reforming the bolts will happen without ceasing their forward movement and upon being reformed, they will strike into their target(s) and skewer through them. The user can restock the crossbow with up to the maximum of 8 bolts at the cost of 30 chakra and can only do this once every turn. To reform in time to strike they need to start reforming 2m away from their intended target.

Note: Crossbow lasts three turns .
Note: Can only be used twice per battle. Two turns between uses.
 

Erzo

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As the cylindrical column of energy extends towards him, Berserker stops running and begins focusing his koton chakra into the ground. A large hand, several times larger than his own body, emerges from the ground and closes around the black knight. It doesn't apply pressure or close too tight but the hand does clench into a fist to seal off all openings. Following the hand's emergence, the rest of the body of a colossal knight rises to a height of thirty meters, the white steel which composes his body appearing pitch-black with red lines streaking across it due to the effects of Mad Enhancement. However even it's true form is blackened and corrupted in tandem to it's creation, as it's heated to scorching temperatures to increase it's hardness via tempering. Galahad remains largely unaffected by the dust's techniques attempts to demolecularize it and any damage it sustains it momentary. It's body rapidly "regenerates" and returns to full power as it regrows wires to replace those that were destroyed and sews up any holes or openings that were created in it.

[Katon: Gekido no Kama] - Fire Release: Rage of the Furnace
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the technique this is applied to)
Damage: N/A
Description: The user activates an ability that will serve to strengthen their next steel release technique used. This technique is essentially based on the idea of “tempering”, using high levels of heat to strengthen a metal beyond it’s normal limits. The infused katon chakra will serve to raise the temperature of any steel technique this is applied to for two distinct purposes. The first and foremost use is to increase it’s toughness to extent supplementary and/or defensive techniques will become capable of defending against 1 rank higher than normal (S-Rank and above techniques can defend against 20 more damage points). Aesthetically, this technique darkens the user’s steel to a pitch black colour with localized areas of red light (signifying the heat of the metal). Steam will also rise off of the body of any techniques this ability is applied to, providing yet another tell that the technique has been enhanced beyond it’s natural limits. This technique happens in the same-timeframe as the steel jutsu it's applied to. When created from the user's body, this superheated steel will not harm the user (similar to how Fire Release is released from the body). The user will not be burned if he's in contact with the tempered steel after creation as long as it originated from his body (and not the ground). This means this technique can be applied to weapons, tools and armours formed (and kept) on the user's person without being harmed.

Notes
Can only be used four times per battle
Usable on one technique per use
Can only be used on Defensive and/or Supplementary Techniques
Can only be used on two S ranks and one forbidden rank per battle

(Koton: Kishi no Marui Teiburu) - Steel Release: Knights of the Round Table
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 chakra per turn)
Damage: N/A (80 + 20 + 20) = (120)
Description: This technique is the culmination of Steel Release and the “Arthurian” set of techniques. The user will focus their koton chakra into the ground or a source of steel to create one of the Knights of the Round Table. In the case of Gawain, he can only be created from a source of molten steel. All of the Knights have a unique ability but the one they all share is their ability to regenerate from techniques insufficient in destroying them. This regeneration takes the form of the one exhibited in Steel Release: Growth of Gaheris whereby their bodies are made up of thousands upon thousands of extra fines wires which rearrange and sew back together to undo any damage dealt to them that isn't enough to destroy them e.g. A-Rank Fire.

Galahad – The White Knight
Galahad is a shining example of what a Knight should be. He’s composed of steel almost white in colour and his abilities reflect his nature as the embodiment of the “ideal” knight. He has mastered steel release to the extent he can use all steel release techniques the user knows up to and including S-Rank. He can perform them sans handseals and techniques which come from the body will instead be created from the steel that composes his body. Every technique used by Galahad counts as one of the user’s moves per turn.

Gawain – The Red Knight
Gawain is hot tempered and quick to anger. Unlike the other two Knights, he can only be created from a source of molten steel rather than from a steel source or the ground. He hardens into solid steel on creation but his “body” retains bright red colour of the metallic lava he was formed from. His ability is his capability to control any molten steel on the field through hand gestures alone. His manipulation will always be equal to A-Rank and he can only use it once per turn. It will also count as one of the user’s moves per turn.

Mordred – The Black Knight
A corruption of all the ideals Knights hold dear, that is Mordred. His body is composed of the blackest steel and even his abilities reflect his sinister nature. Rather than using techniques, he seeks to bend and control the world to his will. He can control any steel on the field through hand gestures alone, reshaping and reforming them as necessary for his intended purpose. His manipulation will always be equal to A-Rank and he can only use it once per turn. It will also count as one of the user’s moves per turn.

Note: Lasts for four turns
Note: Each night can be summoned once, if they are summoned alone, they can be destroyed by an S rank. If all three are summoned at the same time, the power is devided between them and they can be destroyed by A rank
Note: Can only be used thrice per battle (once per Knight) If all are summoned at the same time the jutsu can't be used again and takes up two of the users three jutsu per turn.
Note: Only Steel, Fire, Earth, any KG/CE of the aforementioned elements and non-elemental abilities while active
Note: All techniques the knights use count as a move per turn
Note: If used to summon one night must wait two turns to use it again
Note: After the technique ends, the user can't use steel, earth and fire jutsu above A rank for one turn

Once the threat passes, the White Knight unravels his hand to reveal it's creator. Berserker then focuses his koton chakra into his left arm while bringing it towards his chest at an angle, leaving it somewhat bent and horizontally across his chest. With his body already hardened into steel, he creates a crossbow across the length of the same arm, loaded with a single bolt. The tip of the crossbow bolt is aimed towards Archer and the instant it's fired towards him, it seemingly "explodes" into millions of grain-sized particles of steel dust. This explosion triples the movement speed of the bolt (look at the bolded), allowing it to traverse the thirty meter distance to it's target in virtually no time at all. The bolt reforms two-meters away from the opponent in an instant but never ceases it's forward movement and so it's initial momentum continues to carry it forward, allowing it to continue at it's sonic speed. The sharp metallic rod embeds itself in Archer's head a fraction of a second after it reforms, impaling him right between the eyes.

(Koton: Senjin Shippou Kouhi) – Steel Release: Vanguard of the Silver Queen
Type: Offensive
Rank: A (+1 rank)
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their koton chakra into either of their arms to create a crossbow along the length of it. The bow will be pre-loaded with several meter-long steel rods (up to 8) with sharpened tips that can be fired at targets of the same amount or less. The crossbow bolts can be released on this jutsu’s initial creation or at a later point and they will travel at the speed of an arrow fired from a compound bow. The bolts can be used like “Steel Release: Corruption of the Kingdom”, the celerity will be magnified trine as the moment they’re fired, the bolts will disperse into millions of steel grains that initially scatter outwards in every direction. The grains will then converge on one another once they get within striking distance of the opponent(s) and either congregate to form the original number of created bolts or combine to form one larger, more lethal bolt. Reforming the bolts’ original form will still be audible despite its speed (reformation is instant and takes no time at all) and will sound like pouring sand (like a flipped hourglass). Reforming the bolts will happen without ceasing their forward movement and upon being reformed, they will strike into their target(s) and skewer through them. The user can restock the crossbow with up to the maximum of 8 bolts at the cost of 30 chakra and can only do this once every turn. To reform in time to strike they need to start reforming 2m away from their intended target.

Note: Crossbow lasts three turns .
Note: Can only be used twice per battle. Two turns between uses.
(Rada no Enjo - Aiwendil)- Radagast's Aid - Aiwendil
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The staff known as Aiwendil is one which has a height of roughly one and half meters, made of wood which is reinforced on the inside with a hard unknown metal which makes the staff indestructible, however this does not mean it can destroy anything and everything. At the top end of the staff the wooden structure opens up to reveal what appears to be a crystal ball similar to that which Hiruzen used in naruto pre-shippuden to watch Naruto. The staff is somewhat sentient in the sense that it has an aura of it's own and knows the difference between the user and others who may try to wield it but due to it's structure, it does not have the means to move independently. In terms of abilities, the staff has the ability to change it's vibrational frequency, allowing it to mimic different forms of energy and/or matter which comes close to it's vicinity (short range). This ability allows it to nullify physical and/or energy attacks which are in short range within it by altering its vibrational frequency to displace the incoming form of energy and/or matter. In order to use this ability, the user must simply focus chakra into Aiwendil and the staff would use that chakra to perform this defensive technique. This ability requires 40 chakra points and because of the high chakra count needed to use it, it can only be used twice per battle. Due to the way it works, it is able to nullify attacks of equal rank and/or power, and lower. Of course this excludes the Wind element due to sound's inherent weakness of the element. This move is known as Istari's Will.

Moreover, the staff also uses the crystal which resides at the top of it to be wielded in battle to give the user an advantage. This feature is able to reach out to mid range and require the user to first send chakra into the staff, albeit a smaller amount as compared to the first ability. Once the user sends 30 chakra points into Aiwendil, the crystal would release a bright shinning light which would act as a flash, blinding the opponent. However, all those who are on the receiving end of the flash of light are caught in a genjutsu which uses sight to capture it's targets. Within the genjutsu, the opponent would find themselves pierced with what appears to be Lightning spears, these spears would 'hit' the opponents just as they try to once again regain their eyesight after the sudden flash. The spears would once hitting the opponent spiral/coil around all their limbs, leaving them standing still, almost as if they were crucified, unable to move and in immense pain, slowly bleeding out. This would count as an A-ranked genjutsu and can only be used 3 times per battle. This move is known as A view of Gladden Fields.

In addition, the user has the ability to channel 20 chakra points into the staff and cause it to vibrate mildly, allowing them to deflect other weapons which may come into contact with them. This does no grievous harm if used directly to hit a human target but will violently push them 4 meters away whilst causing some blunt damage which could lead to bruising. It's generally more useful when being used to deflect other type of weapons or thrown Kunais. The ability is considered B-ranked (damage dealt and chakra needed.) This vibrating feature is a jutsu named Yaznog's Demise. Lastly, the user can use the crystal to act as flash bombs, but without the genjutsu. This would be to simply blind the opponent and only requires 5 chakra points.

~ Can only be taught by Erzo
~ All of the abilities would count as part of the users jutsus excluding the flash bomb feature which is just a fancy way of using a flash bomb without physically throwing it on the floor, but remaining just as effective and not any more dangerous. Due to this, it can be performed passively, becoming quite useful when in close quarter combat. However it can only be used a maximum of 5 times per battle. To use Istari's Will, and Yaznog's demise, the user must have some training in Sound as they're both sound based concepts.




Roynoki senses the creation of a golem-sized creature which manages to somehow protect you from the Dust technique. Before the dust settles (just as Galahad releases opens his palm to show Berserker), Roynoki would perform a sequence of hand seals and initiate a subtle genjutsu which any non-sensor would have trouble catching on to. The genjutsu would be aimed at Berserker, Roynoki using his sensing skill to pin-point and catch him within it with ease.

This would happen just as Galahad's hands would open, revealing the unsuspecting Berserker who was attempting to make a move of his own. Now by your description, and due to not knowing what's happening, you'd attempt to utilize a Steel jutsu which is released from your location and heads towards Roynoki. Due to the genjutsu they put you in, this would not happen, although you'd see it form and occur. Due to lack of access to your Steel KG, I believe by default you'd lose connection with Galahad as well as your armour, as they both require -10 chakra each turn in order to sustain, a type of chakra you cannot use at the moment, not that it'd matter at this point as you have not yet attempted to make use of Galahad and he'd remain standing as you had wanted him to, whilst your armour would just fall down lifelessly, as per your description.

Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will string a series of three hand seals and then cast the genjutsu on the opponent, disrupting their chakra within their brain. The chakra will act as a regulator while it is in the opponents brain, regulating the brain waves / signals that controls their KG. When under this genjutsu and the opponent tries to use their KG abilities, the chakra that is placed will simply disrupt the flow of that chakra to render their ability useless. When used against a dojutsu user like the sharingan, the sharingan user will not be able to use his sharingan's abilities. However, the opponent will see an illusion that their abilities are working perfectly normal everytime they try to use their abilities. For example, when a sharingan user has his 3T or MS active, they will see an illusion that they still have it active. Though from the perspective of the person who casted the illusion they will only see regular eyes and not the sharingan. An ice user that creates ice through their KG will see the technique form, however from the perspective of the person that set the illusion, nothing is formed as the opponent will not be able to do so.

Note: Only able to use once
Note: Lasts 4 turns
Note: No other genjutsu in the same turn or the turn after
Note: Next time using genjutsu can not be higher than B rank
Note: Does not effect using any of the basic 5 elements, ninjutsu, kenjutsu,taijutsu
Note: Can only be taught my Vision



The genjutsu would also mean Roynoki wouldn't see any Steel release being performed (as you're imagining it in your mind), but would notice your weird arm positioning and just go on with a set of their own move. However, as you believe you release it and it heads towards him, you'd suddenly be met by a bright flashing light which appears like a halo over Roynoki's head (refer to my first post on positioning of the staff), which would blind you as your eyes are uncovered.

All of the abilities would count as part of the users jutsus excluding the flash bomb feature which is just a fancy way of using a flash bomb without physically throwing it on the floor, but remaining just as effective and not any more dangerous. Due to this, it can be performed passively, becoming quite useful when in close quarter combat. However it can only be used a maximum of 5 times per battle.
Due to its passive occurrence, as the bright light manages to blind you after you think you've released the Steel technique (meaning you do not get a chance to see it travel far enough to actually connect), Roynoki would twitch, controlling an area just in front of you, causing the Wind there to rotate at fast speeds, but now with added slicing abilities on the outside of the rotation as Sickle Draws allows the outside of any defensive/supplementary jutsu to become sharper and more dangerous. With the speed of this technique, not only does it happen extremely quickly but the cutting damage will also be worse, tearing through the opponents skin with absolute ease, slicing half of his face off before he could even realise what had happened. Even if you had somehow managed to react to the Wind - something Roynoki doubted due to its sudden occurrence and your blindness - you'd have no knowledge of the destruction of your armour so who's to say you'd even see reason to defend against the Wind with so much reliance on the armour you seemed so proud of.

Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: 40 +20 +15
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps



Roynoki had torn off your armour, taken the life of your created beasts, and left you standing there not knowing all of it had happened. Their illusion was one of great standards, something taught a long time ago to never be used unless absolutely necessary, which it had not been, up until now.



Sickle - 4/4. PoP - 3/3.
 

Negative Knight

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The moment his transformation into steel is dispelled, he begins to feel the residual heat coming off his platform (Galahad’s hand). The heated steel wouldn’t cool down the instant Galahad is deactivated, meaning Berserker is left standing atop a platform of hot metal. When he feels something, pain no less, he knows something is wrong. Transforming into steel rid him of all the disadvantages associated with a biological body, how could he feel heat or pain? In tandem with these thoughts, his body jumps backwards off the lifeless steel statue in an involuntary response, similar to the unconscious reaction of pulling your hand away from a hot surface. How had Archer disabled his armour? He knew it couldn’t be a Fuuinjutsu technique. He had safeguards against abilities which sealed his chakra or abilities. And why did his body still appear in it’s steel state? This could only be a Genjutsu or an ability he’s never encountered before. It was more than likely the first due to his sense of sight being deceived, he was definitely no longer composed of steel. Perhaps it was the opposite, an illusion which simulated pain where there was none. Accounting for the possibility of it being the former or even the latter, he decides to purge his chakra system while simultaneously going on the offensive.

(Sulfuron: Buatsui Metsubou) - Sulphur Release: Colossal Desolation
Rank: Forbidden
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 50
Damage points: 90 +20 + 20 = 130 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

Note: Can only be used once per battle
Note: No Sulphur techniques S-Rank or above in the user's next two turns
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
Note: Can only be Taught by Negative Knight
Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.

In case Glory of Galahad was still active, he consciously deactivates it so his elements are no longer restricted. Now airborne and after gathering his sulfuron chakra, he unleashes it in the form a massive omnidirectional blast of volcanic gas. The sulfurous fumes spread outwards at a phenomenal rate, devastating everything in it's wake, desiccating the battlefield by evaporating all the moisture it comes across. Due to the effect of Mad Enhancement, the gas which normally appears a pale yellow instead appears as a pitch-black smog, a dark miasma capable of even devouring light. The initial surge of chakra from the former technique successfully dispels the illusion. He barely acknowledges this and instead focuses his attention on strengthening his attack. The black knight chains a single handseal to his technique and expels a large cloud of rubble which catches up to and fuses with the blast of sulphur, augmenting it's abrasiveness and adding to it's overall power.

(Doton: Gareki no sakusei)- Earth Release: Rubble Creation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A (+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.

Note: -Can only be used 4x per battle

The abrasive cloud of superheated sulphur quickly collides with the lifeless statue of the knight, destroying it in an instant since it’s now unranked and devoid of chakra. The collision reduces the chakraless metal titan into a massive wave of molten metal that spreads across the ground in every direction. The steel lava floods the battlefield due to it’s huge volume, extending far past his previous position and similarly beyond Archer’s location. The opponent is swept up by the torrent of metallic magma, melting his body down to the bone. All the while the rampaging blast of sulphur converges on his location. The adrenaline numbing the pain, he doesn't notice the slight burns on his feet (from standing on Galahad) nor the other first degree ones across his body. To prevent himself from falling into the sea of molten metal below, he forms the Dragon handseal and creates two identical wings of fire from his back. The wings of flame are those of a dragon and uses them to soar upwards until he's at a height of twenty meters above the ground.

(Katon: Karyū no Tsubasa) - Fire Style: Fire Dragon's Wings
Type: Supplementary
Rank: B (+1 rank)
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user focuses his/her katon chakra into the shoulders, by doing that the user forms the Dragon, handseal and grows two large fire wings, each being two meters long and one meter wide, with the appearance of dragon wings the user can use these wings to take flight in battle, also granting them the ability to block regular weapons such as; Kunais, Shurikens, Windmil Shurikens etc. By using these fire wings as shields.

♦ Note: This jutsu can only be taught by Lucifer.
♦ Note: This jutsu can only be used one per battle.
♦ Note: The user has to add 10+ chakra every turn inorder to use the wings.
♦ Note: The user must have mastered the fire element inorder to perform this jutsu.
 

Erzo

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The moment his transformation into steel is dispelled, he begins to feel the residual heat coming off his platform (Galahad’s hand). The heated steel wouldn’t cool down the instant Galahad is deactivated, meaning Berserker is left standing atop a platform of hot metal. When he feels something, pain no less, he knows something is wrong. Transforming into steel rid him of all the disadvantages associated with a biological body, how could he feel heat or pain? In tandem with these thoughts, his body jumps backwards off the lifeless steel statue in an involuntary response, similar to the unconscious reaction of pulling your hand away from a hot surface. How had Archer disabled his armour? He knew it couldn’t be a Fuuinjutsu technique. He had safeguards against abilities which sealed his chakra or abilities. And why did his body still appear in it’s steel state? This could only be a Genjutsu or an ability he’s never encountered before. It was more than likely the first due to his sense of sight being deceived, he was definitely no longer composed of steel. Perhaps it was the opposite, an illusion which simulated pain where there was none. Accounting for the possibility of it being the former or even the latter, he decides to purge his chakra system while simultaneously going on the offensive.

(Sulfuron: Buatsui Metsubou) - Sulphur Release: Colossal Desolation
Rank: Forbidden
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 50
Damage points: 90 +20 + 20 = 130 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

Note: Can only be used once per battle
Note: No Sulphur techniques S-Rank or above in the user's next two turns
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
Note: Can only be Taught by Negative Knight
Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.

In case Glory of Galahad was still active, he consciously deactivates it so his elements are no longer restricted. Now airborne and after gathering his sulfuron chakra, he unleashes it in the form a massive omnidirectional blast of volcanic gas. The sulfurous fumes spread outwards at a phenomenal rate, devastating everything in it's wake, desiccating the battlefield by evaporating all the moisture it comes across. Due to the effect of Mad Enhancement, the gas which normally appears a pale yellow instead appears as a pitch-black smog, a dark miasma capable of even devouring light. The initial surge of chakra from the former technique successfully dispels the illusion. He barely acknowledges this and instead focuses his attention on strengthening his attack. The black knight chains a single handseal to his technique and expels a large cloud of rubble which catches up to and fuses with the blast of sulphur, augmenting it's abrasiveness and adding to it's overall power.

(Doton: Gareki no sakusei)- Earth Release: Rubble Creation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A (+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.

Note: -Can only be used 4x per battle

The abrasive cloud of superheated sulphur quickly collides with the lifeless statue of the knight, destroying it in an instant since it’s now unranked and devoid of chakra. The collision reduces the chakraless metal titan into a massive wave of molten metal that spreads across the ground in every direction. The steel lava floods the battlefield due to it’s huge volume, extending far past his previous position and similarly beyond Archer’s location. The opponent is swept up by the torrent of metallic magma, melting his body down to the bone. All the while the rampaging blast of sulphur converges on his location. The adrenaline numbing the pain, he doesn't notice the slight burns on his feet (from standing on Galahad) nor the other first degree ones across his body. To prevent himself from falling into the sea of molten metal below, he forms the Dragon handseal and creates two identical wings of fire from his back. The wings of flame are those of a dragon and uses them to soar upwards until he's at a height of twenty meters above the ground.

(Katon: Karyū no Tsubasa) - Fire Style: Fire Dragon's Wings
Type: Supplementary
Rank: B (+1 rank)
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user focuses his/her katon chakra into the shoulders, by doing that the user forms the Dragon, handseal and grows two large fire wings, each being two meters long and one meter wide, with the appearance of dragon wings the user can use these wings to take flight in battle, also granting them the ability to block regular weapons such as; Kunais, Shurikens, Windmil Shurikens etc. By using these fire wings as shields.

♦ Note: This jutsu can only be taught by Lucifer.
♦ Note: This jutsu can only be used one per battle.
♦ Note: The user has to add 10+ chakra every turn inorder to use the wings.
♦ Note: The user must have mastered the fire element inorder to perform this jutsu.
The surge in your body was easily sensed, you'd released yourself from the genjutsu to the disappointment of Roynoki. However, as well as your release, you'd also send towards them a dark dust like omni-directional cloud. They instantly had a plan as they saw what the cloud's close vicinity with what once stood as a great Steel creature with enough strength to defend one of Roy's most powerful jutsu had done to it, melting it with ease as it continued to spread towards other areas with ease.

Roynoki would instantly, and before the gas could get far from its point of release, focus chakra chakra below your feet and slightly behind, around where the back of Galahad's head would be, thus slightly behind you, and create super heated ash of 10-15 bird like-structures, with the twitch of a sword causing them to burst ablaze. These birds are quick, super-heated and instantly from their creation begin their attack on you. Some of the birds begin to fly around the heat and into the air, creating a circular barrier (if you follow their trajectory; it's not literally a barrier) consisting of a few small birds. However, what follows these birds is a coating of super-heated ash which upon contact with the gas of Sulphur would ignite, and cause a reaction of explosions from different directions, all travelling inwards towards the point of release.

Before the reaction caused by the birds flying on the outskirts however, two of the birds would fly inwards towards you, exploding at a close-range vicinity, igniting all the Sulphur around you whilst stopping you from further releasing any more. This not only results in an explosion, but also creates a chain-reaction of explosions due to heated-ash all around and the natural heat of the gas, and how it is made to be ignition-prone. The explosion would be a strong S-rank, as the ash explosion is the same of that which has ignited it.

All the birds (the ones which flew into the sky) would whilst the initial explosion from behind is occurring come down at you, smashing into the gas from different angles (above, slightly in front, slightly behind), trapping you in a series of violent explosions all whilst you were trying to release the gas outwards attempting to reach your opponent. If they're to be caught on their flight into the air (despite their speed), then the results would be the same, causing explosions the moment they're met with the gas, spreading through the gas thats left since you should no longer be releasing more after the first two had connected.

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 +20 +15
Description: This technique consists in two different steps, which can be preformed simultaneously, using an ally, or in a quick succession. The first part consist in performing one handseal charging chakra in a point on the battle field which will turn into seriously hot ashes, which will then burst into an hellish flock of about 10-15 bird-like ash structures. The birds will fly out in different directions, some will fly high into the sky, while others (Only a few 2-3) will attack the opponent(s) directly. The second part of the jutsu consists in preforming an additional handseal. This will quickly gather air around each individual bird, concentrating the gathered wind into the ash-hawks, which will make them burst ablaze. At that point, the birds will be sharper and faster, as well as hotter. While keeping the handseal, the user is able to make them all flock down on the target. Much like real birds of prey, the free-falling bird-structures will acquire great speeds, and will violently explode upon impact (At the scale of a Paper Bomb induced Explosion). The few birds that directly attacked the opponent will simple burst outwards, burning anything close to them. Entailed with this technique is the ability to induce heat on a certain substance, instead of creating ash, and quickly provide wind/oxygen all the same. This will induce a powerful combustion reaction on the substance, vanishing it whole and turning it into it's combustion gaseous byproducts (example, hydrogen into water)
*The user loses the ability to call forth Fire or Wind Chakra to preform techniques higher than S rank in the turn after usage*



Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:
-Can only be used 4x per battle



The creation of the bird so low and hidden behind you would mean you couldn't notice through normal means. There is no indication noise-wise due to the release of your own technique and the size of the birds created, and they'd all be out of sight making the explosion which it'd hit you at the back the first indication of the existence of any creations. Also, due to the ability to be created anywhere, it'd be able to intercept the gas before it could leave short-range from your area.

Moreover, with the performance of the first two techniques (which happen together), Roynoki would also go on with their earlier plan of blinding you as you release the gas, just because they could and as it would not interfere with any of their plans, using the same flash-bomb application from their custom weapon passively.

Lastly, the user can use the crystal to act as flash bombs, but without the genjutsu. This would be to simply blind the opponent and only requires 5 chakra points.
Following up to the inevitable explosion caused by Roynoki, they'd cause Lightning made thorns to come out from the ground all around Galahad (some below him), pin-pointing the location of the opponent, regardless of where he stood, or not stood. The lightning would happen after the Fire/Wind and opponents Dust had collided, and would aim simply to cause carnage. The thorns would expand short range all around from their point of exit which was a 5 meter radius directly from where the opponent once stood (prior to the explosions), allowing the Lightning to reach long range in front of Roynoki, and mid-range all other sides, stopping in front of him as to not deal him any damage.

Type: Attack
Rank: S-rank
Range: Short- Mid
Chakra cost: 40
Damage points: 80
Description: the user will perform the needed handseals while focusing his lightning chakra beneath the opponent and raise it out of the ground as growing thorns that shock the opponent. The lightning protrudes the earth and expands out reaching a distance of short range from where it is created.
*Note: No S-rank lightning next turn.
*Note: Can only be used 2x per battle.
*Note: Can only be used by Toku.


 
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Negative Knight

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Before he can react, Berserker is engulfed in small-scale explosion as the birds of ash and fire clash with his combustible technique so close behind his position. The blast envelops him in it's hellish flames but he remains unscathed. Before he could he harmed, another defensive seal activates of it's own volition, which hardens his entire body into steel. To safeguard against any successive explosions and to rid himself of the burns across his body, he activates an instant ability capable of hardening his armours and other defensive jutsu beyond their ordinary limits.

(Fuuin: Kanbatsu Jakunen Metsubou) - Sealing Technique: Law of the Logia
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user will have a seal on their body with the Kanji for a specific element and it will lay dormant until the user is physically struck, be it by an attack, weapon or an opponent. Whenever the user is physically interacted with (e.g. punched, stabbed, shot), their body will instantly exhibit all of the properties of the chosen element. This doesn't mean their body merely has the properties of the element but rather when interacted with the targeted part(s) of the body will passively dissipate into storm energy or harden into steel (effect depends on the chosen element). If for example the user is stabbed and they turn into storm energy, the bladed weapon would merely phase through their energy-composed body and leave them unaffected. On the other side of the scale, if the user's body hardens into steel then the attack will simply do them no harm. After the attack or strike has passed through them, their body will automatically revert itself to it's normal appearance. Since this technique usually only applies to specific parts of the body, any unconverted portions of the user's body can still be moved/controlled/used as normal. While in this form, the user can only use the element they transformed into, the element's it's composed of and any combination of the aforementioned element as well as any non-elemental abilities. This technique enables the user to defend against A-Ranks and below of neutral elements (B-Ranks and below for weaknesses, S-Ranks and below for strengths). If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). The only exception to this rule is if the two chosen elements have no sort of interaction with one another (e.g. Fire and Lightning), in which case rank differences will not matter. Regardless of how the user is hit, this can be a full body or partial transformation (depends on the user’s choice). Should they be struck by a physical attack capable of cancelling out their transformation (e.g. a sword streaming nagashi), the sword will remain inside them on reversion and they’ll be impaled by the blade.

Notes:

-Can only be taught by Detective L.
-This seal can only activate twice per battle and lasts one turn
-This technique must be stated in user's biography
-Follows elemental strengths and weaknesses
-User must possess the given element and it cannot be a CE
-Happens passively but counts as one of the user's moves per turn

[Doton: Seiryoku no Toride] - Earth Release: Might of the Fortress
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 chakra for every turn this is active)
Damage: N/A
Description: The user activates an ability that increases the hardness of their earth-based techniques (including KG/CE) to increase their defensive abilities. This technique employs the same hardening as that seen in Earth Release: Earth Spear (Kakuzu’s signature technique). Techniques affected by this jutsu look much darker on creation, with the earth very nearly becoming black in appearance. Supplementary/defensive ones will be granted the ability to defend against techniques one rank higher than usual. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:
Lasts for three turns
Can only be used twice per battle
Will not work on mud or sand-based techniques (or c.e based on earth)
Elemental S/W remains unchanged

In the same timeframe of the other two techniques, he uses his koton chakra to transform his entire body into black steel. The metal is darkened even further by the inclusion of doton chakra, a cosmetic by-product of the hardening provided by Might of the Fortress. The collective boosts provided by his seal (Dance) and the aforementioned ability raise his immunity to technique to: 110 damage for abilities weak to steel, 100 for neutral abilities and S-Rank for elements strong to it. He doesn't cancel Logia until Galahad comes into fruition, so that when the protection of one ends, the other begins. His steel form allows him to survive all of the explosions which follow, as well as the remaining birds of ash which converge on his position. As soon as he Galahad is activated, he passively activates another seal. The Command Seal that is etched with a spiral-like symbol glows red on his right hand and binds to his steel transformation. The seal essentially bypasses the restriction on his elements imposed by Galahad as it maintains the technique on the user's behalf. Essentially, it takes on the task of maintaining his steel form and so the illusion used earlier will fail to cancel it if attempted once again. At some point during all of this, he's blinded by the bright flash and so he doesn't see the lightning assaulting him from below. He crashes into the weakened spikes (your sword reduces all of your lightning by -10 damage) and tanks them with ease. He stands there, mid-range away, waiting for his sight to return or until he perceives the opponent's next attack.

(Kōton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (80 + 20 + 20) = 120 (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will channel and release their koton chakra from every chakra point on their body to turn their entire body (not just their skin) into black steel, making themselves invulnerable to virtually all types of basic weapons and physical taijutsu attacks (up to and including S-Ranks). While in this state the user is immune (remains completely undamaged like the Third Raikage) to A-Rank and below techniques of neutral elements/abilities (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). This technique transforms everything on the user’s body or person into steel including their clothes, weapons and seals. Seals remain usable, the sealing script simply becomes as hard as the user’s body in this state. Even when the user merges with techniques via abilities like Kindess of Kay or Arrogance of Agravain, the seals will not be disturbed or compromised. They will also “rise” to the skin/surface of the user’s new/merged body to retain their usability. Due to transforming into steel, for the duration of this technique the user loses all of the disadvantages associated with a biological body (e.g. paralysis, poisons and feeling pain). They will still be capable of moving, performing handseals, placing seals on their transformed body and molding chakra/using techniques as well as anything they were capable of before the transformation. However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated

(Fuinjutsu: Kamei no Gokuin) - Sealing Technique: Command Seal (Passive)
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal that look like one of the symbols below (see spoiler) on either of their hands that will lie dormant until passively activated. The seal only works on jutsu that transform or are donned on the user's body and can only be activated whenever one of these techniques are in use. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal passively leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc. Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand. In escence this seal allows the user to keep the armor and focus on other chakras for the duration.

Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
Note: Can only be used once per battle
Note: Can not work on modes
 
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