[Closed]Avenger vs Greed

Drackos

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I have a passive +15 to Earth cause of the leaderboards.
is a flat tundra. No water source. I think you're fused with your High Breeds at the start. Maybe I'm wrong. I'll just act as if you are though for the first post. Mid-range.

(Akatsuki Enjin: Shu) - Akatsuki Ring: Scarlet
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+1 Rank Katon)
Description: One of the ten Akatsuki Rings worn on the right ring finger. This Ring is made out of an Indestructible red stone that increases the fire manipulation abilities of the user. All fire technique's strength are increased by one rank, with the exception of S ranked techniques and above, and Handseals are decreased by 1/2. This ring produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers.
Five times per battle, it can change the properties of a fire technique, giving it Ash, or Gas properties, adding +20 damage instead of +1 rank, but being unable to produce fire techniques in the following turn.
Note:
-Can only be worn by a Member of Akatsuki
Asmodeus' Ire
Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.
(Tsuinaku) – The Twin Evils
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

Tawrich, the Left Fang Grinder; Tawrich’s ability revolves around the principle of focusing the user’s emotions, more specifically their hatred. It is an inherently passive ability in its nature acting as a second dimension of manipulation to all of the user’s Explosion Release techniques by infusing them with the user’s overwhelming hatred. As such, the user’s Bakuton chakra teems with pure hatred directed toward the world and allows for far more violent and malefic explosions. Tawrich in essence produces explosions which are inherently brutally crimson and far more malevolent in their nature. Their potential to burn and produce concussive damage becomes far greater with this increase. Tawrich’s Hatred Enhancement comes with the ability to increase the power of all of the user’s Explosion Release techniques, up to and including A-Rank, by one rank. S-Rank and above techniques gain the added benefit of being increased by 10 damage.

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.

Another had come before the everlasting inferno; the burning rage of the heavens. Avenger simply crooked his head at the man before him in curiosity. Whatever curiosities Avenger held were overpowered effortlessly by his thirst for blood, by the burning desire to wipe away the world and return it to the desolate hellscape which it was in its birth. Within an instant Avenger activates his passive sensory while diffusing copious amounts of Bakuton chakra into the terrain saturating all earth within mid-range of Avenger's position with potent Bakuton chakra. As the diffusing occurs Avenger also activates an innate ability of his newly created Domain, the Mandate of Earth. With the Mandate of Earth Avenger forcefully erects two pillars of Explosive chakra infused Earth on either side of Greed, at the edge of short-range of his position. However, instead of the pillars fully erecting from the ground they would detonate as they broke the surface producing an immense explosion engulfing the immediate area. With his mastery over his element the directionality and debris of the explosion would be angled away while engulfing Greed.

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.
(Bakuton: Ryōiki no Ten'nō) – Explosion Release: Domain of the Emperor
Type: Offensive, Supplementary
Rank: S
Range: Short – Mid
Chakra: 40 (-10 per turn)
Damage: N/A (80 + 10 = 90)
Description: Through direct contact with a solid surface the user will focus their Explosive chakra into it causing it to diffuse evenly throughout the applied surface. The Explosive chakra will quickly diffuse up to mid-range from the user’s initial location lacing the terrain with chakra unbeknownst to opponents lacking special capabilities, like Doujutsu or Sensory. In its diffused state this technique offers no direct offensive potential simply acting to lace the terrain with Explosive chakra essentially marking the surface as the Emperor’s domain. Domain of the Emperor will passively drain 10 chakra per turn from its user allowing in order to be sustained. While active the opponent will be unable to use Earth Release techniques which emerge from the ground. Domain of the Emperor essentially emulates its natural oppressive ability through this lacing of Explosive chakra. Alternatively, this technique can be used to converge the diffused chakra into a single location by pooling it beneath a targeted location. This convergence can be performed immediately upon initiation of this technique, at the cost of a single move, or can be performed after the diffused chakra has been laced into the surface, costing an additional move. The explosion produced by this alternative application will cause the earth to rupture beneath the targeted location which can encompass all of short-range from its location. The rupturing will be proceeded by the normal rumbling sound accompanied by all average earth techniques followed by an immediate explosion. The explosion will both carry with it the normal heat and force as well as the ruptured earth, forming a highly effective blunt and sharp shrapnel. When the convergence application is used this will effectively end Domain of the Emperor and require the user use this technique again in order to lace chakra into the earth. Domain of the Emperor can be used twice per battle and lasts four turns per application or until it is sacrificed to produce an explosion. While active the user is unable to use techniques other than Explosion Release, the elements which compose it, their primary elemental affinity, and non-elemental techniques.
(Bakuton: Chikyūmei) – Explosion Release: Mandate of Earth (Passive)
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied techniques)
Damage: N/A
Description: This technique can only be used while Domain of the Emperor is active allowing the user to passively activate this innate ability. Mandate of Earth essentially allows solid-based matter and techniques (Earth/Earth CE, not including other shinobi, etc) to become infused with Explosive chakra. However, unlike its sibling techniques Hell and Heaven the Mandate of Earth, through the Domain of the Emperor, infuses these solid-based techniques beyond short-range of the user by utilizing the diffused Explosive chakra latent in the surface it was infused to. This essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be equivalent to an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. The Mandate of Earth can only be applied to techniques and matter within the Domain of the Emperor. Like the Domain this technique comes with an audible tell – the earth will rumble dramatically moments prior to detonation. Mandate of Earth cannot be used upon anything on the opponent’s person. When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Alternatively, the user can void the need for contact by causing a premature explosion in the object in question. This can also allow the user to keep the object inert until a time of their choosing but requires the user be aware of any interaction. Explosions produced by the Mandate of Earth can have their directionality manipulated allowing for the negation of recoil and damage. Mandate of Earth can be used twice and will remain active for the duration of the Domain of the Emperor.
(Doton: Kujo Joushou Iwa Chuuseki) - Earth Release: Destructive Rising Rock Pillars
Rank: A
Type: Offensive
Range: Mid-Long
Chakra cost: 30 + 20 = 50
Damage points: 60 + 20 = 80
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is a even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.
 

System001

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I have a passive +15 to Earth cause of the leaderboards.
is a flat tundra. No water source. I think you're fused with your High Breeds at the start. Maybe I'm wrong. I'll just act as if you are though for the first post. Mid-range.

(Akatsuki Enjin: Shu) - Akatsuki Ring: Scarlet
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+1 Rank Katon)
Description: One of the ten Akatsuki Rings worn on the right ring finger. This Ring is made out of an Indestructible red stone that increases the fire manipulation abilities of the user. All fire technique's strength are increased by one rank, with the exception of S ranked techniques and above, and Handseals are decreased by 1/2. This ring produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers.
Five times per battle, it can change the properties of a fire technique, giving it Ash, or Gas properties, adding +20 damage instead of +1 rank, but being unable to produce fire techniques in the following turn.
Note:
-Can only be worn by a Member of Akatsuki
Asmodeus' Ire
Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.
(Tsuinaku) – The Twin Evils
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

Tawrich, the Left Fang Grinder; Tawrich’s ability revolves around the principle of focusing the user’s emotions, more specifically their hatred. It is an inherently passive ability in its nature acting as a second dimension of manipulation to all of the user’s Explosion Release techniques by infusing them with the user’s overwhelming hatred. As such, the user’s Bakuton chakra teems with pure hatred directed toward the world and allows for far more violent and malefic explosions. Tawrich in essence produces explosions which are inherently brutally crimson and far more malevolent in their nature. Their potential to burn and produce concussive damage becomes far greater with this increase. Tawrich’s Hatred Enhancement comes with the ability to increase the power of all of the user’s Explosion Release techniques, up to and including A-Rank, by one rank. S-Rank and above techniques gain the added benefit of being increased by 10 damage.

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.

Another had come before the everlasting inferno; the burning rage of the heavens. Avenger simply crooked his head at the man before him in curiosity. Whatever curiosities Avenger held were overpowered effortlessly by his thirst for blood, by the burning desire to wipe away the world and return it to the desolate hellscape which it was in its birth. Within an instant Avenger activates his passive sensory while diffusing copious amounts of Bakuton chakra into the terrain saturating all earth within mid-range of Avenger's position with potent Bakuton chakra. As the diffusing occurs Avenger also activates an innate ability of his newly created Domain, the Mandate of Earth. With the Mandate of Earth Avenger forcefully erects two pillars of Explosive chakra infused Earth on either side of Greed, at the edge of short-range of his position. However, instead of the pillars fully erecting from the ground they would detonate as they broke the surface producing an immense explosion engulfing the immediate area. With his mastery over his element the directionality and debris of the explosion would be angled away while engulfing Greed.

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.
(Bakuton: Ryōiki no Ten'nō) – Explosion Release: Domain of the Emperor
Type: Offensive, Supplementary
Rank: S
Range: Short – Mid
Chakra: 40 (-10 per turn)
Damage: N/A (80 + 10 = 90)
Description: Through direct contact with a solid surface the user will focus their Explosive chakra into it causing it to diffuse evenly throughout the applied surface. The Explosive chakra will quickly diffuse up to mid-range from the user’s initial location lacing the terrain with chakra unbeknownst to opponents lacking special capabilities, like Doujutsu or Sensory. In its diffused state this technique offers no direct offensive potential simply acting to lace the terrain with Explosive chakra essentially marking the surface as the Emperor’s domain. Domain of the Emperor will passively drain 10 chakra per turn from its user allowing in order to be sustained. While active the opponent will be unable to use Earth Release techniques which emerge from the ground. Domain of the Emperor essentially emulates its natural oppressive ability through this lacing of Explosive chakra. Alternatively, this technique can be used to converge the diffused chakra into a single location by pooling it beneath a targeted location. This convergence can be performed immediately upon initiation of this technique, at the cost of a single move, or can be performed after the diffused chakra has been laced into the surface, costing an additional move. The explosion produced by this alternative application will cause the earth to rupture beneath the targeted location which can encompass all of short-range from its location. The rupturing will be proceeded by the normal rumbling sound accompanied by all average earth techniques followed by an immediate explosion. The explosion will both carry with it the normal heat and force as well as the ruptured earth, forming a highly effective blunt and sharp shrapnel. When the convergence application is used this will effectively end Domain of the Emperor and require the user use this technique again in order to lace chakra into the earth. Domain of the Emperor can be used twice per battle and lasts four turns per application or until it is sacrificed to produce an explosion. While active the user is unable to use techniques other than Explosion Release, the elements which compose it, their primary elemental affinity, and non-elemental techniques.
(Bakuton: Chikyūmei) – Explosion Release: Mandate of Earth (Passive)
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied techniques)
Damage: N/A
Description: This technique can only be used while Domain of the Emperor is active allowing the user to passively activate this innate ability. Mandate of Earth essentially allows solid-based matter and techniques (Earth/Earth CE, not including other shinobi, etc) to become infused with Explosive chakra. However, unlike its sibling techniques Hell and Heaven the Mandate of Earth, through the Domain of the Emperor, infuses these solid-based techniques beyond short-range of the user by utilizing the diffused Explosive chakra latent in the surface it was infused to. This essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be equivalent to an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. The Mandate of Earth can only be applied to techniques and matter within the Domain of the Emperor. Like the Domain this technique comes with an audible tell – the earth will rumble dramatically moments prior to detonation. Mandate of Earth cannot be used upon anything on the opponent’s person. When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Alternatively, the user can void the need for contact by causing a premature explosion in the object in question. This can also allow the user to keep the object inert until a time of their choosing but requires the user be aware of any interaction. Explosions produced by the Mandate of Earth can have their directionality manipulated allowing for the negation of recoil and damage. Mandate of Earth can be used twice and will remain active for the duration of the Domain of the Emperor.
(Doton: Kujo Joushou Iwa Chuuseki) - Earth Release: Destructive Rising Rock Pillars
Rank: A
Type: Offensive
Range: Mid-Long
Chakra cost: 30 + 20 = 50
Damage points: 60 + 20 = 80
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is a even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.

Warukyūre no keshin | Valkyrie's Incarnation

Type: Weapon
Rank: S
Range: Short - Long
Chakra: - 5 per turn
Damage: N/A
Description: Valkyrie's Incarnation, a Ray relic passed down through time. Transcending from battlefield to battlefield; ever roaring its zealous berserker war-cry. Its feral howl forever emanating throughout the bloodshed of time, the prideful weapon crushing the wills of swine. Forged from the severed tail of a battle genius; Valkyrie, used as a replacement for her prided extremity. Upon her death the weapon was reforged, her organs containing fading life fabled to be sealed within. Thus she became reincarnated, forever to live on the battlefield. A Ray turned immortal deity, forever to march with the Rays, to transcend through antiquity. The weapon itself, a unique hybrid between a staff and a whip. But it could not simply be called a weapon for it was alive, it's bloodthirsty malice sent shivers down many a warriors spine. But beneath it's thick exterior of demented carnage, lay a vivacious personality; wise, bubbly, and filled from crest to to bottom with courage. And so the weapon fell into the hands of a person of which she favored, and thus unto it her secrets she mastered. In the hands of the user the weapons sobriquet's came to light, the Black March, The Green April, thus the weapon was further esteemed and held in delight.

Abilities:
Valkyrie, often dubbed The Green April is a two meter long weapon. At its core lies a expertly worked structure of tough, thick and strong Ray Shagreen. Interwoven into the core are numerous lengthy wires which are likewise woven into countless stingray barbs which shield the interior, around which is layered a second layer of specialized Shagreen which forms the weapons exterior. Due to the way the weapon is forged, it allows for immense versatility in terms of flexibility and tautness. The inner layer of Shagreen being tempered to a point in which it rivals even the toughest of metals, the wires confirming the integrity of the leather while adding the immense strength of the specially chosen barbs, while the exterior forms a surface that remains to be incredibly difficult to cut, and is perfect for displacing the force of attacks across a larger area; the placoid scales of the hide contributing to the toughness of the exterior surface, and while to the user it seems like smooth Shagreen, to another gripping the weapon would create an effect similar to rubbing a sharkskin the wrong way.
Valkyrie constantly drains chakra from the user to remain functional, being self capable of manipulating its unique interior so as to alter flexibility and other similar aspects. Due to Valkyrie's thirst for chakra, it seeks the user, and when not held it often wraps around the users body rather than being sheathed. Alongside adjusting her flexibility, Valkyrie can make the barbs hidden within her exterior stand upright, the spikes protruding forth from her seemingly smooth outer layer without compromising the integrity of the weapon, the new exterior being perfect for flaying and shredding. Lastly, the user and Valkyrie posses an innate ability in which the user is capable of wielding Valkyrie from range through use of chakra. While this ability costs a one time activation fee of 30 chakra, it's maintained through use of the transmitted and leached chakra, therefore the user is capable of manipulating the weapon to float, move and attack within a mid range radius, the force and speed of the weapons attacks equating to that of the users current physical capabilities to a max effect similar to that of of A-Rank Taijutsu.

The real special ability of The Green April, is that by drawing blood unto the weapon and then swinging it, the user is capable of summoning a ray while releasing an elemental wave like stream of wind or water, in which the summoned Ray rides in/on. This is a capability similar to Temari's Summoning: Quick Beheading Dance, requiring no handseals and being offensive. Other elements can be used in the summoning, but only if that element corresponds with the affinity of the summoned Ray. Alternatively, the user can summon a small swarm of basic flying vulture sized Rays which ride the wave to the target, so as to flock and consume them.

The advanced summoning ability is the result of something called Authority. A wielder of Valkyrie's Incarnation has a stronger bond with their Summoning Contract, and as a result Rays are more comfortable in their presence and will seek the users acknowledgement when attempting to return home (Doesn't alter turn restrictions). Ultimately, this prevents many Summon-Dismissive techniques from undermining the Summon - Summoner bond; in which both parties display immense loyalty and devotion to each other. At any point in time, the user can transmit and release a pulse of chakra from Valkyrie that will affect any Rays within a Long range vicinity. A Ray, coming to forced recognition of the revered heirlooms presence, will fall back into alignment with the user while being dispelled of the majority of adverse mental stimuli; such as unease, or even Genjutsu (A reflexive, Genjutsu-releasing surge of chakra is released by an affected Ray in response to the pulse). This effect counts as a jutsu (A-Rank), and any Ray affected by this technique will experience positive effects for the remainder of that turn and the next, in which they will gain a boost in morale and bonus of +10 to their techniques.

Finally, through movement Valkyrie is capable of manifesting and releasing completely intangible and life-like bestial projections of chakra. These projections are in essence, a variation of the E-Rank clone technique (And are therefore harmless but can serve distraction based purposes), being chakra projected illusions passively created through the infusion of small amounts of chakra (5 per projected beast). Traditionally used to create false images of Rays - in aims to confuse an enemy between usages of fake and real summons, this capability extends to encompass the passive illusionary production of absolutely any beast that the user is familiar with or can vividly imagine. However the requirement of motion means that Valkyrie must be in constant motion for the projections to remain active - thus projections can be forcefully dismissed by an enemy by simply halting the momentum of Valkyrie; although Valkyrie's remote control makes undermining this requirement a difficult task.

Notes:
- Summoning Wave counts as a jutsu. The wave being equivalent to A rank in power, with extra chakra sacrificed for the summon. The flock of Rays are also equivalent to A rank.
- Wave summoning can only be done 3x, after that it's simply a faster summoning process.
- Valkyrie's Incarnation is near indestructible, and can only be cut perpendicularly through use of a Forbidden ranked piercing/slicing technique.
- Valkyrie's Incarnation is sentient, it can communicate to the user, but it cannot speak, thus it communicates through an unknown method, presumably a mental/spiritual/emotional link. It is not aware of its surroundings to a human degree, but instead simply reacts to the users will.
- The barbs do not contain any poison whatsoever.
- Activation of remote manipulation counts as a jutsu.
- Chakra pulse is intangible, fluorescent and slightly visible, is extremely quick and it and its response signal create an aesthetically pleasing, yet relatively inconspicuous effect.
- Projections can be created every other turn - they move, look and seem realistic, but may variate depending on the users wishes.
- Can only be wielded by a signer of the Ray Contract.

They stalked onto the battlefield. Four entities in one host, who was who? They were starting to forget. Hibernation and prolonged merging had distorted their sense of individuality. The quickest way to restore it, however, was now before them.
Blood and exhiliration would unwind them - the brutish from the gentle, the sagacious from from the aggressive and the ambitious from the cautious - all would eventually seperate into their own egos through Battle. Or perhaps, for it very well may entwine them tighter.

Fenriru No Gimuzuke | Fenrir's Lesser Oblige
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the users body and the user will gain the ability to use techniques that require 'Four Legged Beast' transformation as a perquisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the users senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply, and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead it simply functions as a Ninken or Inuzuka walking outside of the hosts body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat, but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the users bio, and is active at all times. (In the case of the users bio, the user will be incapable of using more than two techniques on their first post in a battle or event, and will suffer the respective chakra cost too)
- In the case of deactivation (On the users account or as a result of an enemy technique) this technique can be reactivated again at the cost of the move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka's. After using another transformation the user is capable of reverting back to this form without completely cancelling the previous transformation, instead they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
- For the purpose of this technique, normal Ninkens will each have a supply of 300 chakra that the user is capable of accessing.

Nonetheless, their senses still keened on the surroundings, They would react in a flash upon detection of the slightest rumbling - and very slight at that, for their senses would be virtually unparalleled, giving them far more time to react than the average Shinobi.
Green would streak towards the ground as, in a flash, they would unsheathe Valkyrie from their waist and slash it towards the ground. It would not strike the ground however as they had already jumped, and it would not need to, for its very movement would invoke what was neccessary.
A cloud of smoke.
A flash of lightning.
A majestic stingray that would slice through the air, lifting They upwards at breakneck speeds.
A wave of lightning that would diffuse towards the ground, completely neutralising your explosive chakra.
All of this you would struggle to see, however, as the summoning of the Ray would conjure dark, lightning filled clouds over the entire battlefield.
Summoning Wave:
The real special ability of The Green April, is that by drawing blood unto the weapon and then swinging it, the user is capable of summoning a ray while releasing an elemental wave like stream of wind or water, in which the summoned Ray rides in/on. This is a capability similar to Temari's Summoning: Quick Beheading Dance, requiring no handseals and being offensive. Other elements can be used in the summoning, but only if that element corresponds with the affinity of the summoned Ray. Alternatively, the user can summon a small swarm of basic flying vulture sized Rays which ride the wave to the target, so as to flock and consume them.
Kuchiyose No Jutsu:Batoidea: Blitz Krieg)- Summoning: Batoidea: Blitz Krieg
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Blitz Krieg is one of the three boss summons of the Ray Contract. Blitz Krieg specialises in lightning, and has a pectoral fin span of 7 meters, while being 5 meters long from head to tail base. (Not including tail length.) Blitz Krieg, upon being summoned, passively brings with him dark purple clouds of lightning that settle over the battlefield, at a minimum height of two meters above head height. The clouds greatly reduce lighting, the battlefield only illuminated by the small non hindering static bolts that course throughout the airborne clouds. The true use of the clouds is that they attract the lightning techniques of the opponent, weakening them by one rank as they store some of the oppositions electrical charge within them. Krieg is then capable of taking hold of the stored electrical energy, effectively utilizing the clouds as an electrical source as he uses his chakra to empower the currents, allowing for the release of Lightning attacks from anywhere within the clouds. Fortunately for the enemy, the enhancement and manipulation of the electrical essence within the artificial clouds isn’t necessarily discreet, as a distinct crackling noise can be heard echoing in the nearby vicinity. Utilizing this method, Krieg can release B, A and S rank bolts, waves, blades, blasts and walls of lightning, either through use of the clouds. When Krieg disappears, he is capable of causing the lightning clouds to disperse in a electrostatic discharge which empowers any Lightning jutsu in play by +20, whether it be the users or the opponents. The clouds are both self fuelled and sustained by Krieg, and in turn Krieg also utilises them as a medium for his active electroception while in air, although on the flip side only beings within a 2 meter radius of the clouds can be sensed. Underwater however, Krieg's passive electro-location is unrivalled, spanning out for miles. The clouds can only be removed by a large scaled blowing wind technique of at least A rank, otherwise they would simply reform.

Note:
- Krieg is resistant to B rank and below lightning techniques, however when struck by an enemies lightning technique his electero-location begins to malfunction, rendered unreliable for two turns except at close distances of three meters or less.
- Krieg can only release lightning techniques through use of the clouds and only the generic applications described, not any specific known techniques..
- Krieg can swim at commendable speeds through both water and air.
- Krieg can only be summoned once per battle.
- Krieg stays on the field for four turns.
- Krieg is limited to creating three B ranked lighting attacks, two A rank lightning attacks, and two S rank lightning attacks, overall Krieg can only use five lightning attacks per battle, all of which naturally count as a jutsu.

As they're carried upwards, They would activate a technique that would enhance their nose and change the way that they view the world.
Even as they did this They began to realise that they needed a name. They remembered their previous names but struggled to discern to whom they belonged. But whoever the host was, their name would not suit, for now They were more. They needed their own name. They were one, but many. They were a single entity but had the desires of many. They were a single being wanted more than what one being could ever desire...they were...their name was...They are Greed.

Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: A High Breed Ninken will be capable of channelling their chakra to their nose, activating a technique that will draw upon their ability to 'smell chakra' and heighten it greatly. Much like synesthesia, while the chakra will be detected by the users sense of smell, it will instead be interpreted visually, with smelt chakra being interpreted as visible colours that will seep and ooze out of techniques and people. Of course as it is detected by smell, sensory of chakra then, will not be limited to the users visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance the user will be able to close their eyes yet will still see colours, smells from behind the user will be interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the chakra source - whether it be a person or technique, the more vivid and bright the colour will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Similarly more active chakra, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colours, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities will also have their own distinct colours, as will other disciplines of chakra transformation, even pure physical and spiritual energies will have their own hue. Due to the experiential mental connection between the two partners, an Inuzuka will also be able to tune into this sense as he sees fit, with both being able to enhance or dampen this ability as is necessary.

Note:
- Colour perception will appear like a filter that overlays onto the normal view of the world.
- Can only be used 3x
- Once activated it lasts until deactivated, draining 10 chakra per turn from the user.
- Can only be taught by Scaze
 

Drackos

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Warukyūre no keshin | Valkyrie's Incarnation

Type: Weapon
Rank: S
Range: Short - Long
Chakra: - 5 per turn
Damage: N/A
Description: Valkyrie's Incarnation, a Ray relic passed down through time. Transcending from battlefield to battlefield; ever roaring its zealous berserker war-cry. Its feral howl forever emanating throughout the bloodshed of time, the prideful weapon crushing the wills of swine. Forged from the severed tail of a battle genius; Valkyrie, used as a replacement for her prided extremity. Upon her death the weapon was reforged, her organs containing fading life fabled to be sealed within. Thus she became reincarnated, forever to live on the battlefield. A Ray turned immortal deity, forever to march with the Rays, to transcend through antiquity. The weapon itself, a unique hybrid between a staff and a whip. But it could not simply be called a weapon for it was alive, it's bloodthirsty malice sent shivers down many a warriors spine. But beneath it's thick exterior of demented carnage, lay a vivacious personality; wise, bubbly, and filled from crest to to bottom with courage. And so the weapon fell into the hands of a person of which she favored, and thus unto it her secrets she mastered. In the hands of the user the weapons sobriquet's came to light, the Black March, The Green April, thus the weapon was further esteemed and held in delight.

Abilities:
Valkyrie, often dubbed The Green April is a two meter long weapon. At its core lies a expertly worked structure of tough, thick and strong Ray Shagreen. Interwoven into the core are numerous lengthy wires which are likewise woven into countless stingray barbs which shield the interior, around which is layered a second layer of specialized Shagreen which forms the weapons exterior. Due to the way the weapon is forged, it allows for immense versatility in terms of flexibility and tautness. The inner layer of Shagreen being tempered to a point in which it rivals even the toughest of metals, the wires confirming the integrity of the leather while adding the immense strength of the specially chosen barbs, while the exterior forms a surface that remains to be incredibly difficult to cut, and is perfect for displacing the force of attacks across a larger area; the placoid scales of the hide contributing to the toughness of the exterior surface, and while to the user it seems like smooth Shagreen, to another gripping the weapon would create an effect similar to rubbing a sharkskin the wrong way.
Valkyrie constantly drains chakra from the user to remain functional, being self capable of manipulating its unique interior so as to alter flexibility and other similar aspects. Due to Valkyrie's thirst for chakra, it seeks the user, and when not held it often wraps around the users body rather than being sheathed. Alongside adjusting her flexibility, Valkyrie can make the barbs hidden within her exterior stand upright, the spikes protruding forth from her seemingly smooth outer layer without compromising the integrity of the weapon, the new exterior being perfect for flaying and shredding. Lastly, the user and Valkyrie posses an innate ability in which the user is capable of wielding Valkyrie from range through use of chakra. While this ability costs a one time activation fee of 30 chakra, it's maintained through use of the transmitted and leached chakra, therefore the user is capable of manipulating the weapon to float, move and attack within a mid range radius, the force and speed of the weapons attacks equating to that of the users current physical capabilities to a max effect similar to that of of A-Rank Taijutsu.

The real special ability of The Green April, is that by drawing blood unto the weapon and then swinging it, the user is capable of summoning a ray while releasing an elemental wave like stream of wind or water, in which the summoned Ray rides in/on. This is a capability similar to Temari's Summoning: Quick Beheading Dance, requiring no handseals and being offensive. Other elements can be used in the summoning, but only if that element corresponds with the affinity of the summoned Ray. Alternatively, the user can summon a small swarm of basic flying vulture sized Rays which ride the wave to the target, so as to flock and consume them.

The advanced summoning ability is the result of something called Authority. A wielder of Valkyrie's Incarnation has a stronger bond with their Summoning Contract, and as a result Rays are more comfortable in their presence and will seek the users acknowledgement when attempting to return home (Doesn't alter turn restrictions). Ultimately, this prevents many Summon-Dismissive techniques from undermining the Summon - Summoner bond; in which both parties display immense loyalty and devotion to each other. At any point in time, the user can transmit and release a pulse of chakra from Valkyrie that will affect any Rays within a Long range vicinity. A Ray, coming to forced recognition of the revered heirlooms presence, will fall back into alignment with the user while being dispelled of the majority of adverse mental stimuli; such as unease, or even Genjutsu (A reflexive, Genjutsu-releasing surge of chakra is released by an affected Ray in response to the pulse). This effect counts as a jutsu (A-Rank), and any Ray affected by this technique will experience positive effects for the remainder of that turn and the next, in which they will gain a boost in morale and bonus of +10 to their techniques.

Finally, through movement Valkyrie is capable of manifesting and releasing completely intangible and life-like bestial projections of chakra. These projections are in essence, a variation of the E-Rank clone technique (And are therefore harmless but can serve distraction based purposes), being chakra projected illusions passively created through the infusion of small amounts of chakra (5 per projected beast). Traditionally used to create false images of Rays - in aims to confuse an enemy between usages of fake and real summons, this capability extends to encompass the passive illusionary production of absolutely any beast that the user is familiar with or can vividly imagine. However the requirement of motion means that Valkyrie must be in constant motion for the projections to remain active - thus projections can be forcefully dismissed by an enemy by simply halting the momentum of Valkyrie; although Valkyrie's remote control makes undermining this requirement a difficult task.

Notes:
- Summoning Wave counts as a jutsu. The wave being equivalent to A rank in power, with extra chakra sacrificed for the summon. The flock of Rays are also equivalent to A rank.
- Wave summoning can only be done 3x, after that it's simply a faster summoning process.
- Valkyrie's Incarnation is near indestructible, and can only be cut perpendicularly through use of a Forbidden ranked piercing/slicing technique.
- Valkyrie's Incarnation is sentient, it can communicate to the user, but it cannot speak, thus it communicates through an unknown method, presumably a mental/spiritual/emotional link. It is not aware of its surroundings to a human degree, but instead simply reacts to the users will.
- The barbs do not contain any poison whatsoever.
- Activation of remote manipulation counts as a jutsu.
- Chakra pulse is intangible, fluorescent and slightly visible, is extremely quick and it and its response signal create an aesthetically pleasing, yet relatively inconspicuous effect.
- Projections can be created every other turn - they move, look and seem realistic, but may variate depending on the users wishes.
- Can only be wielded by a signer of the Ray Contract.

They stalked onto the battlefield. Four entities in one host, who was who? They were starting to forget. Hibernation and prolonged merging had distorted their sense of individuality. The quickest way to restore it, however, was now before them.
Blood and exhiliration would unwind them - the brutish from the gentle, the sagacious from from the aggressive and the ambitious from the cautious - all would eventually seperate into their own egos through Battle. Or perhaps, for it very well may entwine them tighter.

Fenriru No Gimuzuke | Fenrir's Lesser Oblige
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the users body and the user will gain the ability to use techniques that require 'Four Legged Beast' transformation as a perquisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the users senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply, and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead it simply functions as a Ninken or Inuzuka walking outside of the hosts body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat, but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the users bio, and is active at all times. (In the case of the users bio, the user will be incapable of using more than two techniques on their first post in a battle or event, and will suffer the respective chakra cost too)
- In the case of deactivation (On the users account or as a result of an enemy technique) this technique can be reactivated again at the cost of the move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka's. After using another transformation the user is capable of reverting back to this form without completely cancelling the previous transformation, instead they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
- For the purpose of this technique, normal Ninkens will each have a supply of 300 chakra that the user is capable of accessing.

Nonetheless, their senses still keened on the surroundings, They would react in a flash upon detection of the slightest rumbling - and very slight at that, for their senses would be virtually unparalleled, giving them far more time to react than the average Shinobi.
Green would streak towards the ground as, in a flash, they would unsheathe Valkyrie from their waist and slash it towards the ground. It would not strike the ground however as they had already jumped, and it would not need to, for its very movement would invoke what was neccessary.
A cloud of smoke.
A flash of lightning.
A majestic stingray that would slice through the air, lifting They upwards at breakneck speeds.
A wave of lightning that would diffuse towards the ground, completely neutralising your explosive chakra.
All of this you would struggle to see, however, as the summoning of the Ray would conjure dark, lightning filled clouds over the entire battlefield.
Summoning Wave:
The real special ability of The Green April, is that by drawing blood unto the weapon and then swinging it, the user is capable of summoning a ray while releasing an elemental wave like stream of wind or water, in which the summoned Ray rides in/on. This is a capability similar to Temari's Summoning: Quick Beheading Dance, requiring no handseals and being offensive. Other elements can be used in the summoning, but only if that element corresponds with the affinity of the summoned Ray. Alternatively, the user can summon a small swarm of basic flying vulture sized Rays which ride the wave to the target, so as to flock and consume them.
Kuchiyose No Jutsu:Batoidea: Blitz Krieg)- Summoning: Batoidea: Blitz Krieg
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Blitz Krieg is one of the three boss summons of the Ray Contract. Blitz Krieg specialises in lightning, and has a pectoral fin span of 7 meters, while being 5 meters long from head to tail base. (Not including tail length.) Blitz Krieg, upon being summoned, passively brings with him dark purple clouds of lightning that settle over the battlefield, at a minimum height of two meters above head height. The clouds greatly reduce lighting, the battlefield only illuminated by the small non hindering static bolts that course throughout the airborne clouds. The true use of the clouds is that they attract the lightning techniques of the opponent, weakening them by one rank as they store some of the oppositions electrical charge within them. Krieg is then capable of taking hold of the stored electrical energy, effectively utilizing the clouds as an electrical source as he uses his chakra to empower the currents, allowing for the release of Lightning attacks from anywhere within the clouds. Fortunately for the enemy, the enhancement and manipulation of the electrical essence within the artificial clouds isn’t necessarily discreet, as a distinct crackling noise can be heard echoing in the nearby vicinity. Utilizing this method, Krieg can release B, A and S rank bolts, waves, blades, blasts and walls of lightning, either through use of the clouds. When Krieg disappears, he is capable of causing the lightning clouds to disperse in a electrostatic discharge which empowers any Lightning jutsu in play by +20, whether it be the users or the opponents. The clouds are both self fuelled and sustained by Krieg, and in turn Krieg also utilises them as a medium for his active electroception while in air, although on the flip side only beings within a 2 meter radius of the clouds can be sensed. Underwater however, Krieg's passive electro-location is unrivalled, spanning out for miles. The clouds can only be removed by a large scaled blowing wind technique of at least A rank, otherwise they would simply reform.

Note:
- Krieg is resistant to B rank and below lightning techniques, however when struck by an enemies lightning technique his electero-location begins to malfunction, rendered unreliable for two turns except at close distances of three meters or less.
- Krieg can only release lightning techniques through use of the clouds and only the generic applications described, not any specific known techniques..
- Krieg can swim at commendable speeds through both water and air.
- Krieg can only be summoned once per battle.
- Krieg stays on the field for four turns.
- Krieg is limited to creating three B ranked lighting attacks, two A rank lightning attacks, and two S rank lightning attacks, overall Krieg can only use five lightning attacks per battle, all of which naturally count as a jutsu.

As they're carried upwards, They would activate a technique that would enhance their nose and change the way that they view the world.
Even as they did this They began to realise that they needed a name. They remembered their previous names but struggled to discern to whom they belonged. But whoever the host was, their name would not suit, for now They were more. They needed their own name. They were one, but many. They were a single entity but had the desires of many. They were a single being wanted more than what one being could ever desire...they were...their name was...They are Greed.

Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: A High Breed Ninken will be capable of channelling their chakra to their nose, activating a technique that will draw upon their ability to 'smell chakra' and heighten it greatly. Much like synesthesia, while the chakra will be detected by the users sense of smell, it will instead be interpreted visually, with smelt chakra being interpreted as visible colours that will seep and ooze out of techniques and people. Of course as it is detected by smell, sensory of chakra then, will not be limited to the users visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance the user will be able to close their eyes yet will still see colours, smells from behind the user will be interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the chakra source - whether it be a person or technique, the more vivid and bright the colour will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Similarly more active chakra, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colours, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities will also have their own distinct colours, as will other disciplines of chakra transformation, even pure physical and spiritual energies will have their own hue. Due to the experiential mental connection between the two partners, an Inuzuka will also be able to tune into this sense as he sees fit, with both being able to enhance or dampen this ability as is necessary.

Note:
- Colour perception will appear like a filter that overlays onto the normal view of the world.
- Can only be used 3x
- Once activated it lasts until deactivated, draining 10 chakra per turn from the user.
- Can only be taught by Scaze
A wild grin spread across his countenance as he watched his opponent elegantly unleash a magnificent wave of lightning bringing forth a Ray so glorious that even the skies themselves buckled at its presence, darkening and shrouding the battlefield. He was ecstatic with his foe, a signer of his own contract; although one he only used on certain occasions. While his Domain had collapsed to the might of this Ray he would proceed to focus on his own body releasing immense amounts of Explosive chakra throughout. His form began to shimmer in the darkness ever so slightly as his body took on the very form of his bloodline, his signature technique. His countenance relaxed as the grin was wiped away, replaced by a stony gaze locked toward where he could sense Greed. However he was surprised by what he could sense: Greed's form was not simply one man. It left him with a feeling of welcomed unease.

(Bakuton: Kami Teikoku no Saifuku) – Explosion Release: Vestments of Divine Imperials
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn) + 20 = 60
Damage: 80 + 20 + 10 = 110
Description: The user focuses and channels copious amounts of Bakuton chakra throughout their entire body causing the user’s very form to manifest the properties of pure Bakuton chakra. The result is the user’s body, not simply their skin, will turn into raw explosive energy. The explosive energy manifests itself as a dark bloody crimson expanding throughout the user. This technique, in essence, causes the user to transform into a living bomb. Vestments of Divine Imperials provides inherent natural defenses through this transformation. However, despite what this technique suggests, this does not cause the user to become a suicide bomb. The basic defenses provided by Vestments of Divine Imperials is essentially a reactive armor taking on the properties of an explosion while also allowing the user, because of the very nature of their body, to become immune to their own explosions. The reactive defense provided by Vestments causes opposing techniques, within elemental weaknesses and strengths, to strike the user’s body and produce a reactive natural explosion. The explosions produced act as a natural defense enabling the user to neutralize invading forces. These explosions, due to their neutralizing nature, will reflect the size, speed, and power of the invading force. Because of the user’s incredible control enabled by Vestments of Divine Imperials they will be able to decide entirely at their volition whether objects which strike them will be met by an explosion or not. This only applies to objects which the user has awareness of. Objects and forces which strike the user unknowingly will be naturally met by an explosion of the above set proportions whether according to the user’s will or not. Because the user effectively transforms and converts his body into raw explosive energy he sheds certain traits of his biological body. No longer can the user suffer from pain, rendering them unable to use pain to release from illusionary techniques. Additionally, the user can no longer suffer from the biological effects of poisons, yet certain corrosive agents can still harm the user’s explosive form in some ways if not able to be overpowered by the explosion. However, the user is also vulnerable to Lightning Release techniques due to their unique interactions with Explosion Release. In essence Lightning Release is able to diffuse explosions effectively resulting in the paralysis of the user should he or she be struck. This technique enables the user to defend against S-Ranks and below of neutral elements (A-Ranks and below for weaknesses, F-Ranks and below for strengths). If the user is struck by an attack weaker than their transformation, their explosive form will not weaken or decrease in power at all. 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). Aside from this the user’s ability to weave hand seals, mold chakra, and otherwise all abilities prior to their conversion remain normal. However, while Vestments of Divine Imperials is active the user is only able to use Bakuton and the elements which compose it, their primary elemental affinity and any CEs based on these elements as well as non-elemental abilities. Vestments of Divine Imperials lasts for four turns and can be used twice per battle. On the turn this technique expires the user is unable to produce Lightning, Earth, or Explosive techniques above S-Rank in the same turn. Additionally, upon expiration the user’s body is returned back to its normal biological state. Due to the conversion the user’s base speed will be reduced by 2 levels one turn thereafter. Explosions which occur from the user’s body, voluntarily or not, happen passively but cost one of the user’s three moves per turn.
Within the same timeframe Avenger would infuse with two separate techniques. The first, with Zarich, he would infuse his Vestmests with additional explosive chakra causing a chain reaction within him thus extending its duration. Simultaneously he would infuse it with gaseous Fire causing its strength to further magnify by an additional effective rank as well as causing the explosions it would produce to become far more malevolent. The beacon of light now stood within the darkness cast by the magnificent Ray as a solemn monolith. He would cast aside the illusions which this world had induced themselves within and burn them away in a majestic inferno.

(Tsuinaku) – The Twin Evils
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

Tawrich, the Left Fang Grinder; Tawrich’s ability revolves around the principle of focusing the user’s emotions, more specifically their hatred. It is an inherently passive ability in its nature acting as a second dimension of manipulation to all of the user’s Explosion Release techniques by infusing them with the user’s overwhelming hatred. As such, the user’s Bakuton chakra teems with pure hatred directed toward the world and allows for far more violent and malefic explosions. Tawrich in essence produces explosions which are inherently brutally crimson and far more malevolent in their nature. Their potential to burn and produce concussive damage becomes far greater with this increase. Tawrich’s Hatred Enhancement comes with the ability to increase the power of all of the user’s Explosion Release techniques, up to and including A-Rank, by one rank. S-Rank and above techniques gain the added benefit of being increased by 10 damage.

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.
(Katon: Kokuō Rei) – Fire Release: Royal Decree
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of Fire chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The fire chakra infused into the explosion is gaseous in its form remaining inert until a violent explosion is triggered. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to Explosions which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused Explosion gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above Explosions the technique will effectively increase the effective strength by +20. This technique can be applied to Explosions which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to. It cannot be used in consecutive turns.
 

System001

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A wild grin spread across his countenance as he watched his opponent elegantly unleash a magnificent wave of lightning bringing forth a Ray so glorious that even the skies themselves buckled at its presence, darkening and shrouding the battlefield. He was ecstatic with his foe, a signer of his own contract; although one he only used on certain occasions. While his Domain had collapsed to the might of this Ray he would proceed to focus on his own body releasing immense amounts of Explosive chakra throughout. His form began to shimmer in the darkness ever so slightly as his body took on the very form of his bloodline, his signature technique. His countenance relaxed as the grin was wiped away, replaced by a stony gaze locked toward where he could sense Greed. However he was surprised by what he could sense: Greed's form was not simply one man. It left him with a feeling of welcomed unease.

(Bakuton: Kami Teikoku no Saifuku) – Explosion Release: Vestments of Divine Imperials
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn) + 20 = 60
Damage: 80 + 20 + 10 = 110
Description: The user focuses and channels copious amounts of Bakuton chakra throughout their entire body causing the user’s very form to manifest the properties of pure Bakuton chakra. The result is the user’s body, not simply their skin, will turn into raw explosive energy. The explosive energy manifests itself as a dark bloody crimson expanding throughout the user. This technique, in essence, causes the user to transform into a living bomb. Vestments of Divine Imperials provides inherent natural defenses through this transformation. However, despite what this technique suggests, this does not cause the user to become a suicide bomb. The basic defenses provided by Vestments of Divine Imperials is essentially a reactive armor taking on the properties of an explosion while also allowing the user, because of the very nature of their body, to become immune to their own explosions. The reactive defense provided by Vestments causes opposing techniques, within elemental weaknesses and strengths, to strike the user’s body and produce a reactive natural explosion. The explosions produced act as a natural defense enabling the user to neutralize invading forces. These explosions, due to their neutralizing nature, will reflect the size, speed, and power of the invading force. Because of the user’s incredible control enabled by Vestments of Divine Imperials they will be able to decide entirely at their volition whether objects which strike them will be met by an explosion or not. This only applies to objects which the user has awareness of. Objects and forces which strike the user unknowingly will be naturally met by an explosion of the above set proportions whether according to the user’s will or not. Because the user effectively transforms and converts his body into raw explosive energy he sheds certain traits of his biological body. No longer can the user suffer from pain, rendering them unable to use pain to release from illusionary techniques. Additionally, the user can no longer suffer from the biological effects of poisons, yet certain corrosive agents can still harm the user’s explosive form in some ways if not able to be overpowered by the explosion. However, the user is also vulnerable to Lightning Release techniques due to their unique interactions with Explosion Release. In essence Lightning Release is able to diffuse explosions effectively resulting in the paralysis of the user should he or she be struck. This technique enables the user to defend against S-Ranks and below of neutral elements (A-Ranks and below for weaknesses, F-Ranks and below for strengths). If the user is struck by an attack weaker than their transformation, their explosive form will not weaken or decrease in power at all. 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). Aside from this the user’s ability to weave hand seals, mold chakra, and otherwise all abilities prior to their conversion remain normal. However, while Vestments of Divine Imperials is active the user is only able to use Bakuton and the elements which compose it, their primary elemental affinity and any CEs based on these elements as well as non-elemental abilities. Vestments of Divine Imperials lasts for four turns and can be used twice per battle. On the turn this technique expires the user is unable to produce Lightning, Earth, or Explosive techniques above S-Rank in the same turn. Additionally, upon expiration the user’s body is returned back to its normal biological state. Due to the conversion the user’s base speed will be reduced by 2 levels one turn thereafter. Explosions which occur from the user’s body, voluntarily or not, happen passively but cost one of the user’s three moves per turn.
Within the same timeframe Avenger would infuse with two separate techniques. The first, with Zarich, he would infuse his Vestmests with additional explosive chakra causing a chain reaction within him thus extending its duration. Simultaneously he would infuse it with gaseous Fire causing its strength to further magnify by an additional effective rank as well as causing the explosions it would produce to become far more malevolent. The beacon of light now stood within the darkness cast by the magnificent Ray as a solemn monolith. He would cast aside the illusions which this world had induced themselves within and burn them away in a majestic inferno.

(Tsuinaku) – The Twin Evils
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

Tawrich, the Left Fang Grinder; Tawrich’s ability revolves around the principle of focusing the user’s emotions, more specifically their hatred. It is an inherently passive ability in its nature acting as a second dimension of manipulation to all of the user’s Explosion Release techniques by infusing them with the user’s overwhelming hatred. As such, the user’s Bakuton chakra teems with pure hatred directed toward the world and allows for far more violent and malefic explosions. Tawrich in essence produces explosions which are inherently brutally crimson and far more malevolent in their nature. Their potential to burn and produce concussive damage becomes far greater with this increase. Tawrich’s Hatred Enhancement comes with the ability to increase the power of all of the user’s Explosion Release techniques, up to and including A-Rank, by one rank. S-Rank and above techniques gain the added benefit of being increased by 10 damage.

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.
(Katon: Kokuō Rei) – Fire Release: Royal Decree
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of Fire chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The fire chakra infused into the explosion is gaseous in its form remaining inert until a violent explosion is triggered. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to Explosions which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused Explosion gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above Explosions the technique will effectively increase the effective strength by +20. This technique can be applied to Explosions which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to. It cannot be used in consecutive turns.
Greed could no longer smell human, only chakra. The stench of his opponents flesh had become faint, instead replaced by the smell of copious amounts of chakra - violent, chaotic, changing and explosive chakra. Greed could not produce this chakra, Greed could not wield this chakra, it was not his, and if he could not have it he had no choice but to disdain it. It did not exist. It could not exist.
With a snap of his fingers a sound wave would be released, one that would immeaditely clash against and counteract your energy state, neutralizing you from it completely.

(Ototon: Jentoruekō) - Sound Release: Gentle Echo
Type: Defensive/Supplementary
Rank: F
Range: Short - Long
Chakra Cost: 40
Damage: N/A
Description: A sound jutsu versed in it's defensive abilities, Gentle Echo allows the user protection from specific techniques. The user must first focus on the vibrational frequency of the opposing jutsu, having done that then releases Sound either through a clap, or via the mouth, creating a sound of equal frequency, mimicking the incoming form(s) of energy/chakra. By altering it's vibrational frequency and mimicking that of the opponents jutsu, the sound is able to displace the incoming form of energy, allowing the two to clash and nullify each other, leaving nothing behind but dispersed energy. This jutsu is able to defend against Wind/Fire/Lightning, and other elements of that nature, and anything which is Energy-based, as long as it is created using chakra (so can't use this against SM) of equal rank. But it would not be able to handle the physical attributes that come with Water/Earth based techniques.
~ Can only be taught by Erzo and is usable three times per battle, with a turn between each usage. Within the same turn, the user is not able to use other Sound techniques of S-rank and higher. It can only nullify up to A-rank wind due to the elemental disadvantage.


(Ototon: Heka no Kaiteki ) - Sound Release: Heka's Comfort
Type: Defence/Supplementary
Rank: B
Range: Short - Long (depends on jutsu its backing)
Chakra Cost: 20
Damage Points: N/A
Description: Heka's Comfort is a jutsu versed in its supplement use of supporting other defensive and supplementary jutsus. Not having any power or use by itself, it's a jutsu used alongside another sound jutsu, allowing its use to be instant, and within the same time frame. It works by the release of sound waves which mimic the properties/abilities of the previously used jutsu, allowing this jutsu to act as back up and further strength, which is clearly shown as it allows the previously used sound jutsu to work against jutsus 1 rank higher than their usual limit. However, as mentioned, this by no means can do any damage by itself, nor when used alongside Sound jutsus which are able to deal damage. It's uses are purely supplementary and for defence purposes and thus can only be used alongside jutsus which are of the same type.
~ Can only be taught by Erzo. Can only be used 4 times with a turn wait after each usage.

In the same instant, the clouds surrounding you would surge violent, as the chaos of thunder and lightning rains strikes down upon your position, imprisoning you - decimating you. (S ranked version of Krieg's ability)

As this occurs, Krieg would circle inwards, from the right, encroaching in on short range. Encroaching in on you.
 

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Agreed that the move doesn't harm me because Echo interacts with damage, not rank; 110 being higher than Forbidden.

Avenger frowned in confusion as Greed, now airborne, snapped his fingers and summoned forth lightning. The strike, while normally potent against his elemental bloodline, was rendered helpless against his simply far stronger elemental form. Now engulfed in the torrent of lightning, albeit a harmless one, Avenger clasped his hands forming the Tiger hand seal. Moments after the lightning would disperse a portal would rip open in the sky spanning the entire battlefield; from it numerous pellets of earthen matter infused with Explosive chakra would rain down upon the field showering Greed and his companions in deadly explosions. The pellets would be passively infused by the Twin Evils, enhancing their strength. Additionally, in the same timeframe as their creation, Avenger would infuse them with a potent dosage of Mystic Fire chakra. The pellets would shed their strengths and weaknesses while becoming further empowered. Their explosions, rather than the typical crimson coloration of a Bakuton technique, would take on a serene teal. An irony given the Knight of Havoc's rage-induced tendencies. The pellets would not harm the Knight, being both numerically superior in strength and simply immune to their nature. Avenger would attach a tag with the Kanji of Repository on his body.

(Bakuton: Ryūsei Aki) – Explosion Release: Starfall
Type: Offensive
Rank: A + 1 = S
Range: Mid – Long (Short – Long)
Chakra: 30
Damage: 60 + 20 + 20 = 100
Description: The user will perform a single Tiger hand seal opening a portal in the sky much like Earth Release: Sticky Earth Drop. From the portal thousands of rocks ranging from the size of a bullet to a fist will fall from the sky creating a torrential downpour. Each pellet is infused with the user’s Explosive chakra and will explode upon contact with matter or an opposing force. Because the user’s Explosive chakra is laced into the projectiles each produce a small localized explosion when detonated that individually does not produce significant harm. However, collectively the pellets pose immense threat; additionally each pellet will burst into shrapnel upon detonation making this technique very difficult to naturally avoid or dodge. The portal can be created anywhere within the battlefield up to a maximum of the entire field. In the case where the portal encompasses the entire battlefield the user must also be able to defend against the technique themselves. Starfall can be used three times per battle. The portal cannot be created within short-range of an opponent.
(Shiraton: Sōzō no Hashira) – Mystic Fire Release: Pillars of Creation
Type: Supplementary
Rank: B – S
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:

The First Pillar: This is the B-Rank application of Pillars of Creation and utilizes an infusion of ten chakra. As the simplest infusion this technique causes the effected energy-based technique to gain Mystic Fire’s quality of absolute neutrality. For example, when used on a Fire technique, the applied technique will effectively shed its strengths and weaknesses becoming neutral to all elemental natures. Additionally, this infusion causes the applied technique to gain Mystic Fire’s specialized interactions with sealing/absorptive-based techniques. When an S-Rank Lightning technique is infused with the First Pillar, for example, it will, in addition to gaining the neutrality of Mystic Fire, will also only be able to be sealed or absorbed by a technique of equivalent rank (meaning the rank of the seal or absorbing technique itself, not the rank of what it can seal, must be equivalent). Additionally, the First Pillar cannot be infused on channeling-based energy techniques (e.g. streams of fire).

The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.

The Third Pillar: This is the S-Rank application of Pillars of Creation and utilizes an infusion of forty chakra. Unlike the previous two pillars this Third Pillar only incorporates techniques which employ a partial or fullbody elemental transformation, much like the Hozuki, and must be energy-based in nature. This technique, through an enormous flooding of Mystic Fire chakra, converts any energy-based elemental transformation to become purely Mystic Fire based, while retaining its original abilities and qualities. For example, should a Bakuton based elemental transformation be converted to Mystic Fire it will retain its default explosive qualities while obtaining all qualities of Mystic Fire Release. Additionally, as long as the elemental transformation utilized allows for Fire and Lightning natures to be accessed, the user will still be able to mold chakra for techniques based on the original elemental transformation, even after conversion. The Third Pillar, like the Second, also enhances the applied transformation by an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Third Pillar can be used twice per battle, requiring a two turn cooldown in between uses.
(Shiraton/Fūinjutsu: Jikai Kairo) – Mystic Fire Release/Sealing Technique: Cygnus Loop
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique employs a tag seal with the word ‘Repository’ inscribed on it and placed somewhere on the user’s body or on a weapon; in the case of a weapon the weapon must remain in contact with the user at all times. The seal can either be placed on the user’s biography and stated or placed during travel or battle, counting as a move. Cygnus Loop is a technique which utilizes Fūinjutsu’s ability to seal infinite quantities of various objects within a vessel, in this case the Cygnus seal. This acts as an effect chakra storage unit and can store infinite quantities of chakra absorbed and drained from another target through two methods. The first method passively allows the seal to link itself to the user’s absorptive techniques, such as the Multiple Infinite Embraces. Typically the Embraces will drain chakra and immediately deposit it in the user’s body; with the Cygnus seal this chakra is instead deposited in the seal itself. The second method is through the seal’s unique relationship with Mystic Fire Release and Fūinjutsu allowing the user to utilize Ultraviolet Radiance, a technique based on the Cygnus seal. Regardless of the application used when chakra is drained from an opponent or their techniques the chakra will be deposited within the seal. In essence Cygnus Loop acts as a bank and middleman. When chakra is stored in the seal the chakra is ‘purified’ within the seal. This effectively converts stolen chakra back into raw chakra. For example, should the user absorb Fire chakra and store it within the seal it will be converted into stored chakra and made readily available for the user to use for a future technique. Alternatively stored chakra can be freely absorbed into the user’s body to replenish their reserves. The Cygnus seal itself is an A-Rank seal and is fortified as such due to its relationship and infusion of Mystic Fire.
 
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Agreed that the move doesn't harm me because Echo interacts with damage, not rank; 110 being higher than Forbidden.

Avenger frowned in confusion as Greed, now airborne, snapped his fingers and summoned forth lightning. The strike, while normally potent against his elemental bloodline, was rendered helpless against his simply far stronger elemental form. Now engulfed in the torrent of lightning, albeit a harmless one, Avenger clasped his hands forming the Tiger hand seal. Moments after the lightning would disperse a portal would rip open in the sky spanning the entire battlefield; from it numerous pellets of earthen matter infused with Explosive chakra would rain down upon the field showering Greed and his companions in deadly explosions. The pellets would be passively infused by the Twin Evils, enhancing their strength. Additionally, in the same timeframe as their creation, Avenger would infuse them with a potent dosage of Mystic Fire chakra. The pellets would shed their strengths and weaknesses while becoming further empowered. Their explosions, rather than the typical crimson coloration of a Bakuton technique, would take on a serene teal. An irony given the Knight of Havoc's rage-induced tendencies. The pellets would not harm the Knight, being both numerically superior in strength and simply immune to their nature. Avenger would attach a tag with the Kanji of Repository on his body.

(Bakuton: Ryūsei Aki) – Explosion Release: Starfall
Type: Offensive
Rank: A + 1 = S
Range: Mid – Long (Short – Long)
Chakra: 30
Damage: 60 + 20 + 20 = 100
Description: The user will perform a single Tiger hand seal opening a portal in the sky much like Earth Release: Sticky Earth Drop. From the portal thousands of rocks ranging from the size of a bullet to a fist will fall from the sky creating a torrential downpour. Each pellet is infused with the user’s Explosive chakra and will explode upon contact with matter or an opposing force. Because the user’s Explosive chakra is laced into the projectiles each produce a small localized explosion when detonated that individually does not produce significant harm. However, collectively the pellets pose immense threat; additionally each pellet will burst into shrapnel upon detonation making this technique very difficult to naturally avoid or dodge. The portal can be created anywhere within the battlefield up to a maximum of the entire field. In the case where the portal encompasses the entire battlefield the user must also be able to defend against the technique themselves. Starfall can be used three times per battle. The portal cannot be created within short-range of an opponent.
(Shiraton: Sōzō no Hashira) – Mystic Fire Release: Pillars of Creation
Type: Supplementary
Rank: B – S
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:

The First Pillar: This is the B-Rank application of Pillars of Creation and utilizes an infusion of ten chakra. As the simplest infusion this technique causes the effected energy-based technique to gain Mystic Fire’s quality of absolute neutrality. For example, when used on a Fire technique, the applied technique will effectively shed its strengths and weaknesses becoming neutral to all elemental natures. Additionally, this infusion causes the applied technique to gain Mystic Fire’s specialized interactions with sealing/absorptive-based techniques. When an S-Rank Lightning technique is infused with the First Pillar, for example, it will, in addition to gaining the neutrality of Mystic Fire, will also only be able to be sealed or absorbed by a technique of equivalent rank (meaning the rank of the seal or absorbing technique itself, not the rank of what it can seal, must be equivalent). Additionally, the First Pillar cannot be infused on channeling-based energy techniques (e.g. streams of fire).

The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.

The Third Pillar: This is the S-Rank application of Pillars of Creation and utilizes an infusion of forty chakra. Unlike the previous two pillars this Third Pillar only incorporates techniques which employ a partial or fullbody elemental transformation, much like the Hozuki, and must be energy-based in nature. This technique, through an enormous flooding of Mystic Fire chakra, converts any energy-based elemental transformation to become purely Mystic Fire based, while retaining its original abilities and qualities. For example, should a Bakuton based elemental transformation be converted to Mystic Fire it will retain its default explosive qualities while obtaining all qualities of Mystic Fire Release. Additionally, as long as the elemental transformation utilized allows for Fire and Lightning natures to be accessed, the user will still be able to mold chakra for techniques based on the original elemental transformation, even after conversion. The Third Pillar, like the Second, also enhances the applied transformation by an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Third Pillar can be used twice per battle, requiring a two turn cooldown in between uses.
(Shiraton/Fūinjutsu: Jikai Kairo) – Mystic Fire Release/Sealing Technique: Cygnus Loop
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique employs a tag seal with the word ‘Repository’ inscribed on it and placed somewhere on the user’s body or on a weapon; in the case of a weapon the weapon must remain in contact with the user at all times. The seal can either be placed on the user’s biography and stated or placed during travel or battle, counting as a move. Cygnus Loop is a technique which utilizes Fūinjutsu’s ability to seal infinite quantities of various objects within a vessel, in this case the Cygnus seal. This acts as an effect chakra storage unit and can store infinite quantities of chakra absorbed and drained from another target through two methods. The first method passively allows the seal to link itself to the user’s absorptive techniques, such as the Multiple Infinite Embraces. Typically the Embraces will drain chakra and immediately deposit it in the user’s body; with the Cygnus seal this chakra is instead deposited in the seal itself. The second method is through the seal’s unique relationship with Mystic Fire Release and Fūinjutsu allowing the user to utilize Ultraviolet Radiance, a technique based on the Cygnus seal. Regardless of the application used when chakra is drained from an opponent or their techniques the chakra will be deposited within the seal. In essence Cygnus Loop acts as a bank and middleman. When chakra is stored in the seal the chakra is ‘purified’ within the seal. This effectively converts stolen chakra back into raw chakra. For example, should the user absorb Fire chakra and store it within the seal it will be converted into stored chakra and made readily available for the user to use for a future technique. Alternatively stored chakra can be freely absorbed into the user’s body to replenish their reserves. The Cygnus seal itself is an A-Rank seal and is fortified as such due to its relationship and infusion of Mystic Fire.
Greed would be left perturbed as the attacks of both he and his summon prove to be completely ineffective against his opponent. He could see intense power radiating from his now chakra composed enemy, power that pulsated as if a star, a star coloured burnt orange. Perhaps then, this star could not be weakened by lesser techniques. Even as he thought this, the minds connected to him reasoned.

We could wait until his power tires, surely it cannot last, and if it can, we will be better informed on how to deal with it.

Or we could ascend to our own heights, match force with force. We know not of him, but nor does he know of us.

Their answer would come not from within, but from without. They could smell the same burnt orange chakra that the man was comprised of accumulating all above them. Reacting in haste, Greed would perform a single handseal, surge chakra into the air and, all above him expansive waves of fire would be materialised. The waves, formed of countless felines of fire all coalescing into one another, would expand to even greater proportions as it surges upwards to blot out the sky with fire.

(Katon: Basuteto no Tsume) | Fire Release: Bastest's Claw

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 Per turn)
Damage: 80 +20 = 100
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

In virtually the same time period, a second handseal would be performed, and out would spurt a large plume of superheated ash, straight into the flames materialised above Greed, that would serve to bolster the Inuzuka's offence. The clash of fire against fire would consume the sky and, wishing to avoid the clash, Blitzkrieg would halt his ascent and instead enter into a decline. His descent however would still maintain him at least five meters above the ground, and his new direction would be aimed at circling left into short range of you.

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

Even as this occurs, a second male, smaller, would step out from Greed's main body to join the first. Together they would combine into a new body, two forming one to leave two standing. The second would then fade into the first, leaving only the figure of man standing atop the ray. A figure who was determined to remove from the world that which was not his.

Keruberosu Mohō | The Cerebus Imitation

Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allows for two or more Ninken to fuse together to gain the size and strength increase signature to Inuzuka transformation techniques. Unlike most other transformations, the size increase is not static but is instead adaptable, allowing the fused Ninkens to freely shift between normal sizes up to giant summon sizes. Furthermore the fused entity is capable of producing additional limbs and appendages (No more than the sum of the unfused participants, i.e 2 Ninkens would have 8 legs total), and is also capable of increasing it's musculature for additional strength. Fused Ninken will gain a +20 damage boost to Inuzuka techniques, while also being capable of withstanding B rank and below physical attacks due to their enhanced musculature and fur, and holding the ability to shatter through B rank and below defences by increasing their size, or even just their density and weight. High Breeds who use this technique will have their healing factor increased greatly while in this state due to the shifting nature of this technique and the tremendous amounts of physical energy crammed into a single body, as a result they will be capable of regenerating from bruises, stab wounds and burns within the period of a turn, while more severe injuries such as shattered bones will require two turns to regenerate from. Along with this, they will gain the ability to perform minor changes to their bone and cartilaginous structure, such as alterations to accommodate for bipedal movement, elongate claws and fangs, and even the ability to alter the plates within their skulls to produce sprouting horns - however the changes will always be purely functional in nature, and unlike Kaguya's they will not hold the capacity to produce or manipulate bone to any exceptional degree.

Note:
- Last for four turns, five in the case of a High Breed.
- Merging requires to Ninken to be within a meter of each other, or direct physical contact.
- Can be used again to refresh the duration of this technique, or similar such combination transformations. Naturally this counts towards move and usage count.
- Can work alongside Double-Beast Head Transformation and other such Inuzuka techniques.
- In the case of only a single Ninken, the user can assist with this technique, producing a clone so as to reach similar effects. However the fusion will be less stable, and as such only last for half the time. (Rounded up (2 or 3 turns respectively))
- This technique will slowly begin to take its toll on a Ninken, should a Ninken enter into another transformation directly after this technique, or refresh it's duration, they will, after 5 turn enter a fatigued state that will leave them incapable of performing Inuzuka techniques above B rank or entering into an more transformative unions for three turns.
- Can only be taught by Scaze

___
Cerebus 1/5
 

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In the moment that Blitzkrieg halts his ascent Avenger acts; with the weaving of a single hand seal the Knight produces a barrier to encapsulate Greed. However, certain adjustments occur within that same timeframe. With his great skill in Fuuinjutsu Avenger slips a Sealing Tag within the barrier, given its nature as a restraining technique. The sealing tag's formulae begins spreading on Greed and the barrier which restricts him. Additionally the sealing formulae is passively adjusted to mimic the effects of the Contract Seal. In the moment the sealing script is adjusted the Ray would suddenly be immobilized and begin plummeting toward the earth in an uncontrolled freefall while Greed, on his back, would be bound by the Restraints of Phantasia slowly being sealed away. Following this Avenger produces black spikes of Mawscape beneath the location where Krieg would collapse, impaling the summon and ending Greed's life.

(Fūinjutsu: Kōsoku Fantajia) – Sealing Technique: Restraints of Phantasia
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: This technique employs the usage of barriers to create a technique designed to restrain targets. With a single hand seal the user causes a large geometric barrier to encapsulate the target in what appears to be a box. The walls restrain the target by pressing and squeezing down on the target; while they exert great pressure and effectively prevent the target from moving under normal circumstances they are harmless themselves. The barrier itself can fit to the size of its target, however it cannot reach sizes equivalent to boss summons. It can only be used to trap targets up to three times the size of an average human. The barrier is simple to escape, however, in that it only requires an A-Rank technique to shatter it from within. Unlike the Embraces, which specialize in sealing abilities and chakra, the Restraints of Phantasia is only able to restrain its target independent of the user. The Restraints can also be used on targets within mid-air, causing them to enter a sort of suspended animation within the barrier. Restraints of Phantasia can only be used three times per battle within two turns in between applications. No fuuin above A rank in the following turn.
( Fūin Fuda ) – Sealing Tag
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: A basic sealing technique where the user places one or more tags either directly on a target or on a technique which is restraining it. As its placed, a sealing formula spreads around the technique or the target, sealing it. This technique has been seen used with Sand ninjutsu, Earth, Water, Wood, Cloth Ninjutsu, etc but basically any technique in which you can apply the tags can be used. In the case of expert ninjas, the tags might even be incorporated into the restraining technique, with no need to actually manually place the tag or tags. Additionally, less experienced ninjas can find that throwing one or more kunais with the sealing tags attached at the technique which will trigger the same effect when the kunais stick on the technique. This prevents the target from moving, molding chakra or even being summoned.
Note: The seal takes a while to form, so most opponents can either counter the restraining technique (thus preventing the sealing formula of taking effect) or rip off the tags from themselves negating its effects entirely. If the target, however, fails to counter the restraining technique or is counter to it fails or if he doesn't remove the tags in his next move, then the seal will fully be placed and the target unable to release himself.
Note: This technique is specially designed to be used on summons and Edo Tensei Summons but will work on any opponent except Jinchurikiis.
( Fūinjutsu: Kengen Inin ) – Sealing Technique: Mandate of Authority (Passive)
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A ( +20 chakra cost to applied technique )
Damage: N/A
Description: The Mandate of Authority is a unique sealing technique in that it is not a standalone seal; it is actually a supplement applied to a seal, or an adjustment to sealing script, passively applied to other seals. This technique is loosely based on the Contract Seal and works to emulate the effects of the aforementioned technique through contact with its target. The Contract Seal disperses summons of the target by disrupting the summoning link between summoner and user; this in effect causes the summon to disperse back to its realm. The Mandate of Authority applies a twist of this seal, albeit weaker than the Contract Seal. Through an infusion of chakra the applied seal or sealing script will cause the summoners summoned creatures to collapse and become immobilized as the Mandate begins to influence and corrupt the link between summoner and summoned creature. The summoned creature will have its chakra drained and granted to the user at a rate of 70 chakra per turn; this chakra is then granted to the user. The summoned creatures will be unable to mold their own chakra while this seal is active. The Mandate of Authority’s corrupting influence can be stopped by destroying the sealing tag which it is applied to. All summons, regardless of nature, are influenced by the Mandate of Authority as long as the seal is in contact with its victim.

Note: This technique can be used twice per battle and can only be used once every two turns.
(Gōkeiton: Iteza Hirogari) – Mawscape Release: Sagittarius’s Expanse
Type: Offensive, Defensive, Supplementary
Rank: D – S (A)
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80 (60)
Description: This technique allows the user to produce Mawscape from either their body or a source of Earth. Sagittarius’s Expanse is capable of producing a plethora of objects, tools, and constructs essentially limited by the rank of the technique applied and the user’s own imagination. As constructs of Mawscape they possess the ability to absorb all light, effectively causing them to become a void of absolute darkness. As such the constructs will appear as two dimensional, even to Doujutsu wielders, making them incredibly deceptive and impossible to perceive their depth and dimensions. When utilized in a source of natural light the constructs of Mawscape will be hot to the touch due to their high level of emissivity; this creates a potent dual form of damage causing burns to those who come into contact with it. This effect is amplified when coming into contact with higher forms of light. A-Rank applications can be used with a single hand seal. S-Rank applications can be used four times per battle with two hand seals. S-Rank applications cannot be used in consecutive turns and the user is unable to use Mawscape above A-Rank in the following turn.
 

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In the moment that Blitzkrieg halts his ascent Avenger acts; with the weaving of a single hand seal the Knight produces a barrier to encapsulate Greed. However, certain adjustments occur within that same timeframe. With his great skill in Fuuinjutsu Avenger slips a Sealing Tag within the barrier, given its nature as a restraining technique. The sealing tag's formulae begins spreading on Greed and the barrier which restricts him. Additionally the sealing formulae is passively adjusted to mimic the effects of the Contract Seal. In the moment the sealing script is adjusted the Ray would suddenly be immobilized and begin plummeting toward the earth in an uncontrolled freefall while Greed, on his back, would be bound by the Restraints of Phantasia slowly being sealed away. Following this Avenger produces black spikes of Mawscape beneath the location where Krieg would collapse, impaling the summon and ending Greed's life.

(Fūinjutsu: Kōsoku Fantajia) – Sealing Technique: Restraints of Phantasia
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: This technique employs the usage of barriers to create a technique designed to restrain targets. With a single hand seal the user causes a large geometric barrier to encapsulate the target in what appears to be a box. The walls restrain the target by pressing and squeezing down on the target; while they exert great pressure and effectively prevent the target from moving under normal circumstances they are harmless themselves. The barrier itself can fit to the size of its target, however it cannot reach sizes equivalent to boss summons. It can only be used to trap targets up to three times the size of an average human. The barrier is simple to escape, however, in that it only requires an A-Rank technique to shatter it from within. Unlike the Embraces, which specialize in sealing abilities and chakra, the Restraints of Phantasia is only able to restrain its target independent of the user. The Restraints can also be used on targets within mid-air, causing them to enter a sort of suspended animation within the barrier. Restraints of Phantasia can only be used three times per battle within two turns in between applications. No fuuin above A rank in the following turn.
( Fūin Fuda ) – Sealing Tag
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: A basic sealing technique where the user places one or more tags either directly on a target or on a technique which is restraining it. As its placed, a sealing formula spreads around the technique or the target, sealing it. This technique has been seen used with Sand ninjutsu, Earth, Water, Wood, Cloth Ninjutsu, etc but basically any technique in which you can apply the tags can be used. In the case of expert ninjas, the tags might even be incorporated into the restraining technique, with no need to actually manually place the tag or tags. Additionally, less experienced ninjas can find that throwing one or more kunais with the sealing tags attached at the technique which will trigger the same effect when the kunais stick on the technique. This prevents the target from moving, molding chakra or even being summoned.
Note: The seal takes a while to form, so most opponents can either counter the restraining technique (thus preventing the sealing formula of taking effect) or rip off the tags from themselves negating its effects entirely. If the target, however, fails to counter the restraining technique or is counter to it fails or if he doesn't remove the tags in his next move, then the seal will fully be placed and the target unable to release himself.
Note: This technique is specially designed to be used on summons and Edo Tensei Summons but will work on any opponent except Jinchurikiis.
( Fūinjutsu: Kengen Inin ) – Sealing Technique: Mandate of Authority (Passive)
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A ( +20 chakra cost to applied technique )
Damage: N/A
Description: The Mandate of Authority is a unique sealing technique in that it is not a standalone seal; it is actually a supplement applied to a seal, or an adjustment to sealing script, passively applied to other seals. This technique is loosely based on the Contract Seal and works to emulate the effects of the aforementioned technique through contact with its target. The Contract Seal disperses summons of the target by disrupting the summoning link between summoner and user; this in effect causes the summon to disperse back to its realm. The Mandate of Authority applies a twist of this seal, albeit weaker than the Contract Seal. Through an infusion of chakra the applied seal or sealing script will cause the summoners summoned creatures to collapse and become immobilized as the Mandate begins to influence and corrupt the link between summoner and summoned creature. The summoned creature will have its chakra drained and granted to the user at a rate of 70 chakra per turn; this chakra is then granted to the user. The summoned creatures will be unable to mold their own chakra while this seal is active. The Mandate of Authority’s corrupting influence can be stopped by destroying the sealing tag which it is applied to. All summons, regardless of nature, are influenced by the Mandate of Authority as long as the seal is in contact with its victim.

Note: This technique can be used twice per battle and can only be used once every two turns.
(Gōkeiton: Iteza Hirogari) – Mawscape Release: Sagittarius’s Expanse
Type: Offensive, Defensive, Supplementary
Rank: D – S (A)
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80 (60)
Description: This technique allows the user to produce Mawscape from either their body or a source of Earth. Sagittarius’s Expanse is capable of producing a plethora of objects, tools, and constructs essentially limited by the rank of the technique applied and the user’s own imagination. As constructs of Mawscape they possess the ability to absorb all light, effectively causing them to become a void of absolute darkness. As such the constructs will appear as two dimensional, even to Doujutsu wielders, making them incredibly deceptive and impossible to perceive their depth and dimensions. When utilized in a source of natural light the constructs of Mawscape will be hot to the touch due to their high level of emissivity; this creates a potent dual form of damage causing burns to those who come into contact with it. This effect is amplified when coming into contact with higher forms of light. A-Rank applications can be used with a single hand seal. S-Rank applications can be used four times per battle with two hand seals. S-Rank applications cannot be used in consecutive turns and the user is unable to use Mawscape above A-Rank in the following turn.
As soon as the geometric box forms around Greed he would respond by activating his own fuuinjutsu technique. Black flames laced with golden scripts would burst out from all over his body. These flames, ethereal in nature, would lack corporeality and instead directly compete against the intangible nature of chakra as it burns your barrier, and all nearby foreign chakra from existence. However Blitzkrieg, just as is the case with Greed's Ninken, would be recognised as a relative to Greed's own chakra, and thus exempt from the purging of the flames.
Any remnants from the flame burst would continue on towards you, with the ominous fire threatening to impose on the glory of your explosive strength, which until now had remained unassailable.

Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen | Fire Release/Sealing Technique: Lifeblood of the Black Salamander
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilise forbidden ranks.

Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze

Immediately following the blast of flames, Cerebus would emerge from the host body once again. The hellish hound, leaping out from Greed's body, would slash forwards with both forepaws to send ten streaks of chakra slicing through the air straight towards you. As the chakra tears through the air it would expand, each streak growing to over twice the size of a man as they slash towards you. After unleashing his attack the beast would nimbly land upon the now freed Ray before promptly receding into its masters body again.

enriru No Hikō | Fenrir's Claws
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 40 (-10 per turn)
Damage Points: 80 +20 + 20 = 120
Description: A heavily ninjutsu orientated Inuzuka technique in which the user releases an abundance of silverish chakra that coats their fingers, forming talon like claws of highly condensed chakra. The claws being exceptionally sharp, can be utilised to slash and dice the opponent, holding enough physical prowess to easily slice through a Katana, or even a war hammer for that matter. The true prowess of these chakra claws however is that, through a thrust or slash, they can be released forwards as projectiles, following a pattern similar to that of their release method. For example a straight thrust would result in five straight lined streaks being released, or five arching crescent streaks if released through a swing. With the user capable of releasing four sets of such attacks, dividing the power among them, or alternatively releasing it all in one go for a more powerful singular attack. The released chakra waves can be made to naturally expand so as to prove more of an offensive threat, capable of growing to sizes just slightly greater than twice the size of the user's normal body over a short period of time. However when these claws strike something solid, instead of puncturing, slicing, and blasting through them as they would intangible elements, they instead forcefully erupt, separating into dozens of tiny whirling claw shaped chakra structures that rampage forth outwards at any direction forwards of a 210 degree angle of the chakra streaks original direction, thus preventing them from backlashing onto the user. This of course only applies to solid techniques, should the technique clash with a water, fire, or wind technique it would not erupt, with the claws capable of overpowering A ranked elemental techniques to play equal against S ranked elemental techniques. Thankfully, the sharpness of the claws are minimised when they're not being used offensively, allowing the user to still utilise their hands to perform handseals, wield weapons and so on.

Note:
- Can only be used 3x
- No Inuzuka techniques above S rank for the rest of the turn.
- Can only be sustained for a maximum of three turns.
- Can alternatively be performed by a Ninken to coat their paws.
- Eruption can instead be suppressed, or forced to occur at will regardless of scenario but cannot affect living/sentient beings in this manner.
- Can only be taught by Scaze

Blitzkrieg, having closed in from the left into short range, would halt his advance as Greed jumps from the Ray's two meters forwards towards you.
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Cerebus 2/5
Blitzkrieg 4/4
 
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