[Closed Battle] Zelda vs Azriel

Mirai

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Official Battle (Grading Styled, Six Turns)
Mid Ranged
Location: Garden of Gods

After the eternal storm of Kamiyasumi disappeared the Monks of the Human Order no longer needed to maintain their barrier, allowing them to see the vast open sky above them unhindered for the first time in millennia. Their joy only increased when Enkidu arrived on Kamiyasumi and restored the vast swathes of land that had been ruined by the storm god's ceaseless wrath.

The former edge of the barrier, the region is now dubbed the Garden of the Gods, in thanks for the one who restored it's beauty. The region is a luscious field of vibrant green grass, and patches of woodland and lakes. Many kinds of foodstuffs burst forth from the ground, a result of Enkidu's concentrated, long term efforts. This bounty is shared by the peoples of Sanctuary and Dawnport both. It is a paradise hidden away within the deepest depths of the Cedar Forest. Here many Arali have taken up refuge in the days since the Cataclysm. They are all offered protection by Enkidu provided their intent is to live in peace and harmony with Humanity, an ideal and offer Iavid both approves and admires.

I'll be utilizing Zelda in signature, post your bio and I'll start things off.
 

Mirai

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As the sun gleamed over the terrain; an intoxicating air of excitement rushed through the lush landscape. Over the last two years, the princess had remained idle - unable to leave the Outer Lands due to her intense training with the Atavistic Flames. She wished to become a better combatant - not only for the sake of humanity, but also herself in order to have a peace of mind. The Aralo who dwelled within this sect of the lands avoided the location, having been given a warning of the sparring match occurring today. As the opponent came within visual site, the Princess smiled and with a bow she greeted him with her usual pleasantries. “Please, accept my thank you for such a short notice request. Not many wanted to spar with me, afraid of me ‘fragile’ appearance” she said in a slightly amused yet annoyed tone.

I won’t be hold back, so please do the same!” she nodded, waiting for his response before she began. As he (if he does) finishes his speech, she fostered her first plan in mind as she started by forming a set of four hands. Upon them being made, a burst of algae immediately began to form beneath her - spreading across the terrain at rapid pace. As it did this, the terrain would be terraformed into a jungle, with swamp of algae resting below them as spires of seaweed spiraled around it. Of course, her opponent wouldn’t be capable of standing in the swamp-like surface, as he began to sink within it - also hindering his ability to move swiftly. She controlled several vines of Algae to erupt from the swamp to wrap and coil around his lower half, preventing any possible movement.

Originally, in the production of this technique - the additional handseal would have been made to trigger ‘Carabao Fertilizer’, infusing the Algae directly with water in order to empower it and making it far more durable than normal. As it spreads, she would have walked on its surface - quickly raised her hand into the air, performing a downard motion to allowed a powerful gush of wind to descend and slam the opponent into the pools of algae further.

So this is what its like…” she watched her hands, amazed by the fruits of her training finally showing. She would have remained in her original position, for the time being as she watched and waited for his intended response to her threatening moves.


(Sōruiton ♦ Jeneshisu) – Algae Release ♦ Genesis
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40 + 10 = 50
Damage points: N/A + 20 (100 Defensively)
Description: This technique involves the creation of masses of algal sludge from either a water source, moisture rich earth, or through the release of rapidly proliferating algal blooms that will spread out from the user's body into layers of expanding algal sludge. The sludge will exhibit an incredible growth rate that will have it multiply in size several times per second - the end result will be perhaps the most powerful terrain-change afforded by Algae techniques. The battlefield will morph so that every square inch is covered by thick, expanded layers of algae sludge that will blanket unevenly across the terrain. At certain points the blanket of sludge will peak into giant twists and tangles of seaweed that will spire up from the layer of sludge high into the air. While numerous spores will be released from the sludge and spires to harmlessly float about the battlefield. Ultimately, this technique will bear resemblance to the birth of an algae forest, or perhaps world. While the user will be capable of traversing over the layers of sludge unencumbered, opponents will find their footing unstable and the viscosity of the sludge precarious, resulting in a 3 point reduction in their base speed. Furthermore, the sludge will cut contact with the ground below and passively metabolise both earth and water, therefore preventing the use of earth or water techniques from the ground below (excluding those above S-Rank), and, the algae, being especially predatory towards water will prevent the materialisation of water from the air by rapidly absorbing any precipitation to remain hydrated. Water or Earth released from elsewhere will, if in contact with Genesis Algae for a turn be passively metabolised and transformed to become a part of the Algae forest. The Algae forest can be easily destroyed by a suitable lightning or wind natured technique of adequate scale. The sludge and seaweed can be passively manipulated for supplementary and obstructive purposes, such as binding and defense.
-Can only be used twice, lasts until destroyed and upon destruction has a four turn cooldown between uses.
-Any spores on the battlefield will be triggered by the initiation of Genesis, and will rapidly proliferate and expand into Genesis sludge so as to facilitate a faster creation of an Algal world.
-No Algae techniques above A rank for the rest of the turn.
-Requires Three [3] Handseals
( Suiton: Hiryō ) Water Release: Carabao Fertilizer
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A ( +10 to infused Technique )
Damage: N/A ( +20 to Infused Technique )
Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ).
(Fūton: Fūjin Ibuki) Fūton: Fūjin’s Breath
Rank: A
Range: Short-Long
Type: Offensive/Supplementary
Chakra: 30
Damage: 60 + 10 via Mind AP= 70
Description: The ultimate form of Fuuton: Reppushou, this jutsu allows the user to create a powerful gust of wind and direct it as they wish. Since these winds are straight line winds, they are rather large in width, and have ample power, able to topple large buildings. Only one gust can be created per use of this jutsu.

2000 > 1920
HP: 200
Tracking: 66
Speed: 10
 
Last edited:

Sinthorus

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As the sun gleamed over the terrain; an intoxicating air of excitement rushed through the lush landscape. Over the last two years, the princess had remained idle - unable to leave the Outer Lands due to her intense training with the Atavistic Flames. She wished to become a better combatant - not only for the sake of humanity, but also herself in order to have a peace of mind. The Aralo who dwelled within this sect of the lands avoided the location, having been given a warning of the sparring match occurring today. As the opponent came within visual site, the Princess smiled and with a bow she greeted him with her usual pleasantries. “Please, accept my thank you for such a short notice request. Not many wanted to spar with me, afraid of me ‘fragile’ appearance” she said in a slightly amused yet annoyed tone.

I won’t be hold back, so please do the same!” she nodded, waiting for his response before she began. As he (if he does) finishes his speech, she fostered her first plan in mind as she started by forming a set of four hands. Upon them being made, a burst of algae immediately began to form beneath her - spreading across the terrain at rapid pace. As it did this, the terrain would be terraformed into a jungle, with swamp of algae resting below them as spires of seaweed spiraled around it. Of course, her opponent wouldn’t be capable of standing in the swamp-like surface, as he began to sink within it - also hindering his ability to move swiftly. She controlled several vines of Algae to erupt from the swamp to wrap and coil around his lower half, preventing any possible movement.

Originally, in the production of this technique - the additional handseal would have been made to trigger ‘Carabao Fertilizer’, infusing the Algae directly with water in order to empower it and making it far more durable than normal. As it spreads, she would have walked on its surface - quickly raised her hand into the air, performing a downard motion to allowed a powerful gush of wind to descend and slam the opponent into the pools of algae further.

So this is what its like…” she watched her hands, amazed by the fruits of her training finally showing. She would have remained in her original position, for the time being as she watched and waited for his intended response to her threatening moves.


(Sōruiton ♦ Jeneshisu) – Algae Release ♦ Genesis
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40 + 10 = 50
Damage points: N/A + 20 (100 Defensively)
Description: This technique involves the creation of masses of algal sludge from either a water source, moisture rich earth, or through the release of rapidly proliferating algal blooms that will spread out from the user's body into layers of expanding algal sludge. The sludge will exhibit an incredible growth rate that will have it multiply in size several times per second - the end result will be perhaps the most powerful terrain-change afforded by Algae techniques. The battlefield will morph so that every square inch is covered by thick, expanded layers of algae sludge that will blanket unevenly across the terrain. At certain points the blanket of sludge will peak into giant twists and tangles of seaweed that will spire up from the layer of sludge high into the air. While numerous spores will be released from the sludge and spires to harmlessly float about the battlefield. Ultimately, this technique will bear resemblance to the birth of an algae forest, or perhaps world. While the user will be capable of traversing over the layers of sludge unencumbered, opponents will find their footing unstable and the viscosity of the sludge precarious, resulting in a 3 point reduction in their base speed. Furthermore, the sludge will cut contact with the ground below and passively metabolise both earth and water, therefore preventing the use of earth or water techniques from the ground below (excluding those above S-Rank), and, the algae, being especially predatory towards water will prevent the materialisation of water from the air by rapidly absorbing any precipitation to remain hydrated. Water or Earth released from elsewhere will, if in contact with Genesis Algae for a turn be passively metabolised and transformed to become a part of the Algae forest. The Algae forest can be easily destroyed by a suitable lightning or wind natured technique of adequate scale. The sludge and seaweed can be passively manipulated for supplementary and obstructive purposes, such as binding and defense.
-Can only be used twice, lasts until destroyed and upon destruction has a four turn cooldown between uses.
-Any spores on the battlefield will be triggered by the initiation of Genesis, and will rapidly proliferate and expand into Genesis sludge so as to facilitate a faster creation of an Algal world.
-No Algae techniques above A rank for the rest of the turn.
-Requires Three [3] Handseals
( Suiton: Hiryō ) Water Release: Carabao Fertilizer
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A ( +10 to infused Technique )
Damage: N/A ( +20 to Infused Technique )
Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ).
(Fūton: Fūjin Ibuki) Fūton: Fūjin’s Breath
Rank: A
Range: Short-Long
Type: Offensive/Supplementary
Chakra: 30
Damage: 60 + 10 via Mind AP= 70
Description: The ultimate form of Fuuton: Reppushou, this jutsu allows the user to create a powerful gust of wind and direct it as they wish. Since these winds are straight line winds, they are rather large in width, and have ample power, able to topple large buildings. Only one gust can be created per use of this jutsu.

2000 > 1920
HP: 200
Azriel had been away from the game for quite some time now. His adventures coming to a halt, it was very rare that he was approached for a form of combat. Though, this situation presented itself for him to practice what he'd been training for. He may not be in the best shape of his career, but he was always ready to meet a steep learning curve. He stretched and cracked his knuckles and neck ready to enter combat with a foe he'd never come across. At his opponent's words, he gave a smile and a slight bow of his head to show he understood and was ready for what was to come. Now he passively activated his byakugan to perceive how his foe would begin their interaction.

Within moments, his foe would release a mass of a unique substance from their body, spreading outwards. Drawing in deep breathe, raising his hands to his mouth, Azriel would unleash a hurricane of steel blades from his mouth aimed forwards, the shred through the ground and strike his foe. This was no ordinary steel. First of all, it would be empowered by his Staff of Fëanor, increasing both the chakra and power of the technique (+10/+20), along with his natural affinity for steel, increasing the speed (+2) and damage (+15). Lastly he would add additional chakra into the steel to double fold it to increase it's overall damage to the pinnacle of his capabilities(+20).

This blast of blades would shred the substance before it reaches Azriel and continue on to his foe in a devastating torrent.

(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye - Passive
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Jonin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.


Rank: S
Type: Attack
Range: short - long
Chakra Cost: 40
Damage Points: 80 +20 +20 +10 =130
Description: After gathering chakra into his mouth, the user shapes it into a powerful tornado which he subsequently emits and sends towards his foes. Such tornado possesses immense force, being capable of generating powerful blast like a hurriane and inflicting heavy blunt damage, but also releases sharp shards of steel in the process, to shred the opponents' body. This blast is very large and consists of 1000 small blades of steel.(see below for how it looks). The tornado controls the 1000 small sharp blades of steel the slice whatever they hit like it was being cut by 1000 super sharp razor blades.

Note: Useable twice
Note: No lightning jutsu in the same turn.
Note: No S ranks in the same turn

[koton: Rūnfōji] - Steel Release: Rune Forge - Same TF
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10 to technique used on)
Damage: +20
Description: This is a simple technique which can be applied by adding a single handseal when forming a steel release technique or once it has already been made. It will happen within the same time frame of the creation of the technique is used to begin with. This applies a skill seen throughout history that many blacksmiths have used, in that to make a blade stronger, they will fold the steel to reforge, keeping the blade extremely sharp while increasing its density, such as in sushi knives. This applied in RP terms is that the steel in a technique releases more steel within itself but folds and compresses into itself. This means that the steel is harder without losing its shape/sharpness/form, and in doing so makes the technique +1 rank stronger (20 damage). For example, if the user used the S rank steel release technique to create a sword, they would infuse more chakra into it using this technique, applying more steel and controlling it with fire chakra to create the folded steel effect, making the sword stronger, giving the sword +20 damage.

Note: Only useable 4 times, can only be used on a technique once and can only be used once per turn.

Staff of Fëanor - Reference
Type: Weapon
Range: Short
Rank: S
Chakra: +10 to steel jutsu
Damage: N/a
Description: The staff was forged by a smith from long ago, Fëanor, one of the first known steel users. Being such a gifted user of steel he made an excellent smith as he could find the perfect ratio of iron to carbon to create the strongest tempered steel. This weapon was personal to him, and so he forged it infusing it with his own blood, using the iron within to create the steel to have his chakra within it. The staff draws on the user, causing them to use an addition 10 chakra for their steel jutsu, but due to this the user's steel techniques gain a +20 damage bonus/+1 defensive rank if a technique without a damage value.

The staff being made of steel allows the user to use it as a source for steel jutsu. The staff can be passively manipulated by a steel users to alter its shape to form unique weapons. They can change the end into a blade for the use of kenjutsu attacks or even reshape it into a fan or spear. This costs 5 chakra to reshape.

A unique ability of the staff is known as "Gothmog". With this it will seem as though blades of steel are peeling away from the staff itself, fuelled by the users chakra (40). With this the user creates a swarm of thousands of steel blades that they control through movements of their staff. These blades can be used for attack or defence being S rank in strength (80 damage). The user can create anything from swarms of slicing blades to even line the blades together to create shields or platforms as long as they remain in contact with the staff to do the motions. This lasts up to 3 turns max. Controlling the blades after the first turn counts as one of the user's three moves per turn. It costs 40 chakra to activate Gothmog and then drains 10 chakra per turn to maintain the control of the blades.
 

Mirai

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Zelda’s attempt into her wind storm was abruptly stopped when she sensed his intent to cause harm to her increased. She stopped, witnessing the violent bladed storm being released as it violently shredded through the approaching Algae, to which the maiden smiled. It was a unique element she’s never witnessed before, but judging by its appearance - she can see it being akin to metal. Without wasting any hesitation - she would have reached for the Noldor blade she crafted at her waist - quickly taking her stance and performing a slash. This would essentially trigger the kanji it brandished, mixed with an additional amount of chakra

This increase in chakra allowed the blade to absorb and seal the storm of blades easily into her sword- but without releasing it she continued immediately tapping into the Similaris and swung the blade once more. It wasn’t from the blade however, simply using the gesture to perform her technique. The ground beneath the opponent would become heated, almost like a literal swamp of energy and after a moment- it erupted into a giant pillar of Holy Light, burning the flesh of her opponent with no mercy. “Come, show me your true resolve! Houken!” she ordered her opponent to comply though she wondered if he would actually.

Once she was finished, she started to run into his direction - intent on closing the distance between them as a result. She kept her eyes widened and opened for an opportunity to strike or any incoming attacks as well.


(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40 + 10 = 50
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.
Consecration | Houken
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - long
Chakra: 30
Damage: 60 + 10 = 70
Description: This is a unique jutsu to the Elves in which they release their silmarilis into the ground on a target location with a radius of 5m-15m (short to mid). This light is charged into the ground creating what looks like cracks of light as the holy fire is charged into the ground. It would be like creating the swamp but with a pool of holy fire chakra. Standing on this will burn any and all unfriendly targets in the users eyes, with a single hand motion short range within the center of this technique a pillar of holy fire will errupt into the sky like a pillar of holy fire engulfing all and burning them with all the power of holy fire.

Note: Can only be used once every two turns for 4 usages overall.
Note: Lasts for the turn used
 

Sinthorus

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Zelda’s attempt into her wind storm was abruptly stopped when she sensed his intent to cause harm to her increased. She stopped, witnessing the violent bladed storm being released as it violently shredded through the approaching Algae, to which the maiden smiled. It was a unique element she’s never witnessed before, but judging by its appearance - she can see it being akin to metal. Without wasting any hesitation - she would have reached for the Noldor blade she crafted at her waist - quickly taking her stance and performing a slash. This would essentially trigger the kanji it brandished, mixed with an additional amount of chakra

This increase in chakra allowed the blade to absorb and seal the storm of blades easily into her sword- but without releasing it she continued immediately tapping into the Similaris and swung the blade once more. It wasn’t from the blade however, simply using the gesture to perform her technique. The ground beneath the opponent would become heated, almost like a literal swamp of energy and after a moment- it erupted into a giant pillar of Holy Light, burning the flesh of her opponent with no mercy. “Come, show me your true resolve! Houken!” she ordered her opponent to comply though she wondered if he would actually.

Once she was finished, she started to run into his direction - intent on closing the distance between them as a result. She kept her eyes widened and opened for an opportunity to strike or any incoming attacks as well.


(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40 + 10 = 50
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.
Consecration | Houken
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - long
Chakra: 30
Damage: 60 + 10 = 70
Description: This is a unique jutsu to the Elves in which they release their silmarilis into the ground on a target location with a radius of 5m-15m (short to mid). This light is charged into the ground creating what looks like cracks of light as the holy fire is charged into the ground. It would be like creating the swamp but with a pool of holy fire chakra. Standing on this will burn any and all unfriendly targets in the users eyes, with a single hand motion short range within the center of this technique a pillar of holy fire will errupt into the sky like a pillar of holy fire engulfing all and burning them with all the power of holy fire.

Note: Can only be used once every two turns for 4 usages overall.
Note: Lasts for the turn used
Releasing his mass of steel, it would seem his foe had some tricks up their sleeves as they swung their sword negating his attack. Using his FF dodge (8 in agil), Azriel would move towards his foe's right side (staying mid range from his foe and avoiding the consecration should you continue to make it, being able to perceive it with his byakugan) while in the same time frame, releasing a steel tornado towards his foe from his previous position, sending it forwards to shred them apart. He did this so his foe couldn't simply over power his technique to attack him:


Rank: A
Type: Attack/Defense
Range:Short-Mid
Chakra Cost: 30
Damage Points: 60+20+15= 95
Description: This is one of the more basic applications of steel release. The uses will release their chakra into the ground peforming one handseal create a large volume of steel blades 1inch in diameter. The do this as they use chakra control to apply the same application as wind release to make the blades spin rapidly forming a large tornado of rotating razor blades. The user can control the direction of these tornadoes with hand gestures or just release them in a chosen direction or area which they will then maintain themselves for one turn. They can make up to 4 tornadoes but the power will be divided by them (1=A, 2=B, 4=C). The width of these are up to 10m if one tornado is made, if two the size is divided by two so each will be 5 meters, and if divided into 4, they will be 2.5 meters each. This can also easily be made by breaking down current steel release jutsu the user has made or are void of chakra and break them down into the blades to for the tornado.
Note: Usable 4 times
Note: Changing their direction counts as a move per turn

Following the creation of the tornado, Azriel would thrust his palms palms forwards together, creating a vacuum shell aimed into his foe's right lung, knocking the breathe right out of them, causing internal damage. This would be empowered by his fighting style. He would not be harmed by his own tornado.

(Hakke Kūshō) Eight Trigrams Vacuum Palm
Type: Offensive
Rank: A/S
Range: Short-Mid/Short-Long
Chakra: 30-40
Damage: 60-80+20=100
Description: The user precisely pinpoints the enemy's vital points with the Byakugan and releases a high-speed palm thrust. A "vacuum shell" compressed using the Gentle Fist style is formed to attack the opponent's organs and soft tissue from a distance, blowing them off their feet with tremendous force before they even notice they were hit. In order to attain more power and range (S-rank) then a variation of this, Eight Trigrams Vacuum Palm Wall, necessitates that both hands are used. In this case, a more potent wave of compressed chakra is released with great force from both palms, simultaneously. And the result from this can be increased damage to not only the foe's targeted organs and soft tissue but also their hard tissue (e.g., bones). Of course, this variation has sufficient force to send a foe careening as far as five meters.
 

Mirai

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The opponent was rather quick; capable of quickly avoiding the erupting Holy Light as he blitzed into another direction. Zelda was impressed; but she continued to press on as she quickly heard the approaching steel tornado forming in the distance. She tapped into her kekkai genkai once again and with a gesture - allowing the Holy Light to surge throughout her physical being as she unleashed an omnidirectional burst of it into the surrounding terrain. Accompanied with an additional infusion; it would make direct contact with the opposing steel technique, but with it came a tether hidden within the Holy Light. Immediately, it weakened the opposing steel by a rank, lowering its offensive capability and latching itself onto Azriel- weakening his other future techniques.

As a result, the empowered Holy Light would have overwhelmed the opposing steel- as well as carrying a passive infusion of additional power from a tool located within her pouch. The Princess was proud of her combination of attacks- leaving her opponent to face the wrath of the Noldor’s supreme ability.

You remain ever so quiet, is something wrong?” she questioned him- also interrutping his attempt at another technique least he desired being burned to a crisp. While she would aid in healing of his wounds, she still wanted to grant the man an appropriate battle worthy of their status. She wanted to also blind her opponent, but in truth she didn't notice until now the shift in his eyes, the Byakugan.


Junsei Dageki | Holy Shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80 (80 + 20 via September + 10 via Mind = 110)
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique, they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a variety of shapes to more creative applications such as various weapons, swords, shields, Axes, draggers. What ever they can think of that is an inanimate shape, they can create from this basic application. This can be also be used to make waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams. Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is two forms, the offensive application (shock) and the supplementary application (cleanse).


Shock: (Offensive) This is the offensive version of the element, the user will concentrate a lot more chakra into the shapes waves or streams to causes damage and destruction. While still maintaining the the blinding properties. Any who view the Silmarilis that are not of the Noldor will be blinded in for 2 turns.

Cleanse: (Supplementary) The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "cleanse", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent, damaging based on rank used.

Note: C to B rank can be created freely after forming one hand seal seal, the size of the object ranging for the user's needs. A rank application requires 2 handseals and S rank requires 3 handseals.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enemy, unless the user is within short range of the opponent, in which case he can utilize this
.
(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
Note: Hungry Ghost can only be used on S-rank techniques and below.
( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of 10% of the wielder's normal chakra supply.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to 10% of their chakra supply from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

110 vs 75; Holy Shock continues at full power due to 35 damage difference.
 

Sinthorus

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The opponent was rather quick; capable of quickly avoiding the erupting Holy Light as he blitzed into another direction. Zelda was impressed; but she continued to press on as she quickly heard the approaching steel tornado forming in the distance. She tapped into her kekkai genkai once again and with a gesture - allowing the Holy Light to surge throughout her physical being as she unleashed an omnidirectional burst of it into the surrounding terrain. Accompanied with an additional infusion; it would make direct contact with the opposing steel technique, but with it came a tether hidden within the Holy Light. Immediately, it weakened the opposing steel by a rank, lowering its offensive capability and latching itself onto Azriel- weakening his other future techniques.

As a result, the empowered Holy Light would have overwhelmed the opposing steel- as well as carrying a passive infusion of additional power from a tool located within her pouch. The Princess was proud of her combination of attacks- leaving her opponent to face the wrath of the Noldor’s supreme ability.

You remain ever so quiet, is something wrong?” she questioned him- also interrutping his attempt at another technique least he desired being burned to a crisp. While she would aid in healing of his wounds, she still wanted to grant the man an appropriate battle worthy of their status. She wanted to also blind her opponent, but in truth she didn't notice until now the shift in his eyes, the Byakugan.


Junsei Dageki | Holy Shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80 (80 + 20 via September + 10 via Mind = 110)
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique, they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a variety of shapes to more creative applications such as various weapons, swords, shields, Axes, draggers. What ever they can think of that is an inanimate shape, they can create from this basic application. This can be also be used to make waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams. Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is two forms, the offensive application (shock) and the supplementary application (cleanse).


Shock: (Offensive) This is the offensive version of the element, the user will concentrate a lot more chakra into the shapes waves or streams to causes damage and destruction. While still maintaining the the blinding properties. Any who view the Silmarilis that are not of the Noldor will be blinded in for 2 turns.

Cleanse: (Supplementary) The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "cleanse", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent, damaging based on rank used.

Note: C to B rank can be created freely after forming one hand seal seal, the size of the object ranging for the user's needs. A rank application requires 2 handseals and S rank requires 3 handseals.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enemy, unless the user is within short range of the opponent, in which case he can utilize this
.
(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
Note: Hungry Ghost can only be used on S-rank techniques and below.
( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of 10% of the wielder's normal chakra supply.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to 10% of their chakra supply from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

110 vs 75; Holy Shock continues at full power due to 35 damage difference.
A blinding light was emitted but due to his Byakugan, his vision was not lost, though something wasn't right. He felt something hindering his true power. What had his foe done? This was something he wasn't akin to. Unsure what the ability was, Azriel raised both his hands at the same time. From his right hand, an orb formed, completely absorbing the light while in the same time frame, this energy was converted and released. The chakra is absorbed and redistributed to the glove to release a mid range blast of pure force create by the generator within the glove. The chakra would empower the glove, causing the technology to make the shockwave, which in turn would contain no chakra. Within the same timeframe, with the hand that just absorbed the light, he would make a beckoning gesture (Apex handseal) to create a giant ball of steel to shoot up behind his foe, aiming to strike them in the back, pinning them between the shockwave and the ball.

The steel ball would be empowered and also weakened due to the hungry ghost. I believe the technology attack isn't as it's not using my chakra, it's using yours absorbed from your light, meaning it remains as 60 damage.

Absorb > Blast + Steel ball

( Abusōbu Ude ) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.
Note: Cyborg can have up to 2 Absorption Arms.

(Boreas )
Type: Tool
Rank: A
Range: Short - Mid
Chakra: 30 chakra per use
Damage: 60
Description: This technology is a special pair of gauntlets that were designed to work with Theoi Meteoroi. They can be connected to Theoi Meteoroi through the wires that are spread over the users body. They are made of a material that grows or shrinks should the users body change shape or side, like Akimichi style techniques for example. At the centre of the gloves, around the users palm is a small generator that's light blue in colour. These can be used as a medium to draw in lightning really for the abilities of Theoi Meteoroi, drawing the lightning in through the gloves and channelling it through the wires into the generator simply being used as a medium. These gloves have their own unique trait. Through either chakra being released into them or by using the energy stored within Theoi Meteoroi from a previous use, or chakra absorbed through the Absorption arm, the user can release a burst or stream of energy form their gloves, in the form of a pushing force. This pushing force is created by the centre of the generator rotating at rapid speeds pushing outwards and the user directing it, much like the leaf dragon god technique, instead of the user having to spin to create the momentum, the workings of the technology does it for them. This can can released in mid scale linear blasts that reach up to mid range, playing on equal terms with elements. The other method of this is the user can release it as a sustained focussed stream of pushing force that they can maintain, acting like a mini wind turbine within the gloves. These abilities can be released in one of two ways. Firstly through using chakra absorbed into Theoi Meteoroi, the user can then use that to fuel the power of the gloves to save their own chakra, but only being able to release blasts or streams up to to amount of chakra they had absorbed. This can be done within the same time frame as the lightning being absorbed as its instantly channelled through the technology to create the blast. The second use is through the users chakra to power the gloves, create the rotation within the centre piece and release the wave. If this technology is powered by chakra absorbed through the Absorption Arm or the Theoi Meteoroi technology, it can be used along side other jutsu as it wont require the users chakra.

Note: One linear blast can be released per turn, counts as one of the users three moves per turn. If the user uses his chakra to fuel this, it will have the equate to the rank used (30 chakra for A rank etc).
Note: The streams can only be made up to A rank, lasting up to two turns, being used once per turn.

(Kōton: Kujo no Tama) Steel Release: Demolition Ball
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80+20+15 = 115 - 20 = 95
Description: After 2 handseals (Bird+Monkey), the user is able shoot a steel chain from any point in the ground. Attached to the tip of the chain is a small ball of black steel, and moves at the speed of an arrow. After its shot, the small ball of steel increases in size to become a devastating 2 meter in diameter recking ball. The steel chain is kept connected to the ground but cannot be used to control the direction the ball is taking. The weight of the ball is roughly 20 times that of a normal ninja.
 

Mirai

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With warning, Zelda once more felt the opponent’s intent of harming her raise again which the Princess used as a reason to continue with her offensive intentions. As the opposing techniques are released - she was quick in her actions and utilized the very nature of her humanity. Quite literally burning it; she drew upon the Atavistic Flames- allowing her body to become empowered by them. What seemed like a direct hit; was far from it as she quickly dashed towards her right side circling around the opposing techniques but as she originally did this, she would have drawn a unique weapon from her pouch.

Taking three of them in hand, she quickly tossed them into the direction of the opponent as they gathered wind around them and flew directly at him. Of course, she fully intended on him blocking or being distracted enough as she released a single ember behind her. This erupted into a fiery inferno across the terrain, burning only the opponent as she controlled the flames not to singe mother nature’s trees and flora.

Now just outside of short range (six meters) she watched her opponent and uttered nothing more than a smile and dashed towards him, closing the distance. She would take out a unique dagger as well, preparing to strike with it if needed.

(Kaen Kakkusei Iden: Jinsei no Suiryoku) – Atavistic Flame: Thrust of Life
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Thrust of Life is an Atavistic technique used to enhance the user’s speed, considered the opposite of Ancient Insight. The technique is activated the cost of a move, visually appearing as flames bursting from the user’s body to increase their movement speed by x3. A Grandmaster's speed is increased by 4x. The technique lasts for a maximum of four turns and consumes 5 spiritual Health Points per turn it is active. The user regenerates 5 every other turn while active. It can be stacked with Ancient Insight and is usable three times per battle.
( Ouryuujin Yarijutsu: Nan'a Tanken ) Serengeti Spears: Ivory Mambele
Type: Supplementary/Offensive
Rank: D
Range: Short-Mid
Chakra Cost: N/A
Damage Points: 20
Descritpion: Ivory Mambele is a form of projectile throwing that allows one to throw honed projectiles such as spears, kunai and shuriken. The user will pick up the projectiles and, with a flick of their wrist, they will throw the projectile at a slightly spiral rotation, which will pick up wind drag and strengthen the sharpness and steadiness of the projectile with a sheen of wind that will give the projectile a slightly white ivory hue as it flies towards the target.
Note: This also allows the practitioner to passively throw carved kunai without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.
Note: Can throw up to 4 projectiles per usage.
Note: Can only be used once per turn.
(Kaen Kakkusei Iden: Eikō no Honō) – Atavistic Flame: Blaze of Glory
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 80 (110) + 5 via Spirit = 85
Description: Blaze of Glory is a powerful Atavistic Fire technique that employs devastation on a wide scale. From their hand or their mouth, the user generates a single golden ember and launches it to a targeted destination on the battlefield. Upon reaching its destination the ember erupts in a massive inferno, encompassing up to 40 meters to unleash fiery devastation in a widespread area. Upon creation the user is able to designate allies, following Atavistic Flame’s rules, and render them immune, along with the user, to the damage inflicted by Blaze of Glory. Those designated by the user instead are healed for a massive 80 spiritual Health Points, not including the user themselves. Activation of this technique requires the user expend 30 spiritual Health Points. They will heal themselves for 10 spiritual Health Points over three turns, 10 per turn. This technique can be used three times per battle, once every two turns. Grandmaster applications increase the damage of this technique by an additional 30, not counting as a boost.

HP: 200 > 165
Tracking: 66
Speed: 30
 

Sinthorus

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With warning, Zelda once more felt the opponent’s intent of harming her raise again which the Princess used as a reason to continue with her offensive intentions. As the opposing techniques are released - she was quick in her actions and utilized the very nature of her humanity. Quite literally burning it; she drew upon the Atavistic Flames- allowing her body to become empowered by them. What seemed like a direct hit; was far from it as she quickly dashed towards her right side circling around the opposing techniques but as she originally did this, she would have drawn a unique weapon from her pouch.

Taking three of them in hand, she quickly tossed them into the direction of the opponent as they gathered wind around them and flew directly at him. Of course, she fully intended on him blocking or being distracted enough as she released a single ember behind her. This erupted into a fiery inferno across the terrain, burning only the opponent as she controlled the flames not to singe mother nature’s trees and flora.

Now just outside of short range (six meters) she watched her opponent and uttered nothing more than a smile and dashed towards him, closing the distance. She would take out a unique dagger as well, preparing to strike with it if needed.

(Kaen Kakkusei Iden: Jinsei no Suiryoku) – Atavistic Flame: Thrust of Life
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Thrust of Life is an Atavistic technique used to enhance the user’s speed, considered the opposite of Ancient Insight. The technique is activated the cost of a move, visually appearing as flames bursting from the user’s body to increase their movement speed by x3. A Grandmaster's speed is increased by 4x. The technique lasts for a maximum of four turns and consumes 5 spiritual Health Points per turn it is active. The user regenerates 5 every other turn while active. It can be stacked with Ancient Insight and is usable three times per battle.
( Ouryuujin Yarijutsu: Nan'a Tanken ) Serengeti Spears: Ivory Mambele
Type: Supplementary/Offensive
Rank: D
Range: Short-Mid
Chakra Cost: N/A
Damage Points: 20
Descritpion: Ivory Mambele is a form of projectile throwing that allows one to throw honed projectiles such as spears, kunai and shuriken. The user will pick up the projectiles and, with a flick of their wrist, they will throw the projectile at a slightly spiral rotation, which will pick up wind drag and strengthen the sharpness and steadiness of the projectile with a sheen of wind that will give the projectile a slightly white ivory hue as it flies towards the target.
Note: This also allows the practitioner to passively throw carved kunai without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.
Note: Can throw up to 4 projectiles per usage.
Note: Can only be used once per turn.
(Kaen Kakkusei Iden: Eikō no Honō) – Atavistic Flame: Blaze of Glory
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 80 (110) + 5 via Spirit = 85
Description: Blaze of Glory is a powerful Atavistic Fire technique that employs devastation on a wide scale. From their hand or their mouth, the user generates a single golden ember and launches it to a targeted destination on the battlefield. Upon reaching its destination the ember erupts in a massive inferno, encompassing up to 40 meters to unleash fiery devastation in a widespread area. Upon creation the user is able to designate allies, following Atavistic Flame’s rules, and render them immune, along with the user, to the damage inflicted by Blaze of Glory. Those designated by the user instead are healed for a massive 80 spiritual Health Points, not including the user themselves. Activation of this technique requires the user expend 30 spiritual Health Points. They will heal themselves for 10 spiritual Health Points over three turns, 10 per turn. This technique can be used three times per battle, once every two turns. Grandmaster applications increase the damage of this technique by an additional 30, not counting as a boost.

HP: 200 > 165
Tracking: 66
Speed: 30
It would seem as though his foe had even more tricks up their sleeves, this one now being a speed increase, avoiding his attacks. It got Azriel thinking though. His foe had weakened him, now they were avoiding him, was their a power gap between them? There was only one way to find out. With a single hand seal, he would cause a wall of gunpowder to form, rising around him causing it to detonate as it formed. This would normally be suicidal, though he used his unique ability to control the way the blast went out. He made it so the explosions and resulting shockwaves shoot out around him, away from him, all the way to long range, so as to not harm him. Due to the blast being focussed and controlled in this way, its damage would be increased in the process. Should his foe continue with the weapons and their own blast, they would both be easily overpowered leaving them consumed by the devastation. Azriel would remain at the epicentre completely unharmed. With his byakugan, he continues to watch, waiting to see his foe's response.

Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15/40
Damage: 30/80+20+15= 115 - 20 = 95
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout their body, into the surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode (costing 5 chakra). The user can make multiple objects but the power is divided between them, for example if the user makes two swords with the A rank use, each sword will be B rank in power.

When these constructs explode, with the explosive power of gunpowder, the release shockwaves around proportional to the size of the technique that was detonated. These shockwaves contain no chakra and are just a result of the detonation, carrying the same rank as the jutsu used. Techniques B rank and below release a shockwave 5m around the gunpowder. A ranks release an shockwave up to 10m around the blast. S ranks and above release a blast 15m around the explosion.Should the user create an A rank construct, when it's detonated but the user or another means, the blast will release a shockwave 10m around, which is a double edge blade, as the user will be struck if within range.

Note:
- S-rank versions can be used 3 times per match. With 2 turns between uses. No gunpowder above A rank in the following turn. A-rank can be used 4 times per battle.
- C-rank can be done with hand gestures. B-ranks require a single hand seal. A-ranks require 2 hand seals. S-ranks require 3 handseals.

( Kayakuton: Kamigami no ikari ) | Gunpowder: Wrath of the God's
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A ( 20 Damage/+1 Rank to Explosion )
Description: This is a jutsu that is used alongside a Gunpowder technique. This can be used in the same timeframe as a Gunpowder technique being forced to explode or when an outside source causes it to explode. What this technique does is it allows the user to use precise chakra control to control the detonation of the Gunpowder, using their chakra to create their own form of a "gun-like barrel," to channel the explosion and the shockwave itself. Due to using this to focus the explosion, it will increase the damage of the detonation by 1 rank or 20 damage. This technique is used purely to control the blast, allowing the user to focus it in any direction he wishes, be it an 180° angle from where the blast occurred, upwards, etc. This technique can be used to force the denotation through a spark and control the blast and the resulting shockwave in this manor. This technique is usable four times per battle.
 

Mirai

Supreme
Joined
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Zelda wished to continue into her combination- but trouble erupted quite literally and figuratively. What initially looked like some kind of unique sand being conjured around her opponent, quickly rose as a wall and prompted an explosion right afterwards. The princess watched in awe for a moment- but she followed up into conjuring a dragon composed of Yin energy and Holy Light/Lightning intertwined with one another - the giant ten meter dragon shimmering into existence. It would surround her initially and weathered the explosion for her, blocking it from causing any harm to its creator before immediately unrealving and aiming to strike. The dragon launched its long snake like body across the terrain and due to its sheer size managed to cover the distance effectively.

On the head of the dragon was Zelda herself, quickly closing in on her respective target. He was still under the effect of her Hungry Ghost parasite, leaving him still weakened enough to launch this assault. It’s gaping maw crunched down on his very being, though even if he managed to avoid it, she would mentally command it to give chase regardless of this.

She would then jump off and blitzing towards the opponent - she would have inhaled and exhaled after making the dragon hand seal in order unleash a powerful storm of winds directed at the opponent from close range. "Our spar is coming to an end soon, perhaps its time to take this more serious!" she smiled.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) (120 + 10 via Mind = 130)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

(Futon: Sukai doragon no hōkō) Wind Release: Roar of the Sky Dragon
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 + 10 via Mind = 70
Description: The user will perform a single hand seal while gathering chakra into their mouth, while also inhaling surrounding air as they mold it. The user will then exhale, simulating a roar as they releasing a swirling vortex of sharp winds, having a similar range in power to that of Wind Release: Pressure Damage - while having a vortex like effect where it picks up debris, water or other loose objects nearby to converge into the vortex. It is ideal for places such as deserts or near water sources to combine into the vortex. Can only be used thrice per battle, and only once every other turn.
 
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Sinthorus

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Zelda wished to continue into her combination- but trouble erupted quite literally and figuratively. What initially looked like some kind of unique sand being conjured around her opponent, quickly rose as a wall and prompted an explosion right afterwards. The princess watched in awe for a moment- but she followed up into conjuring a dragon composed of Yin energy and Holy Light/Lightning intertwined with one another - the giant ten meter dragon shimmering into existence. It would surround her initially and weathered the explosion for her, blocking it from causing any harm to its creator before immediately unrealving and aiming to strike. The dragon launched its long snake like body across the terrain and due to its sheer size managed to cover the distance effectively.

On the head of the dragon was Zelda herself, quickly closing in on her respective target. He was still under the effect of her Hungry Ghost parasite, leaving him still weakened enough to launch this assault. It’s gaping maw crunched down on his very being, though even if he managed to avoid it, she would mentally command it to give chase regardless of this.

She would then jump off and blitzing towards the opponent - she would have inhaled and exhaled after making the dragon hand seal in order unleash a powerful storm of winds directed at the opponent from close range. "Our spar is coming to an end soon, perhaps its time to take this more serious!" she smiled.


(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) (120 + 10 via Mind = 130)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

(Futon: Sukai doragon no hōkō) Wind Release: Roar of the Sky Dragon
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 + 10 via Mind = 70
Description: The user will perform a single hand seal while gathering chakra into their mouth, while also inhaling surrounding air as they mold it. The user will then exhale, simulating a roar as they releasing a swirling vortex of sharp winds, having a similar range in power to that of Wind Release: Pressure Damage - while having a vortex like effect where it picks up debris, water or other loose objects nearby to converge into the vortex. It is ideal for places such as deserts or near water sources to combine into the vortex. Can only be used thrice per battle, and only once every other turn.
It would seem his foe still had a few tricks up their sleeves, creating a dragon of bright energy and lightning, a truly formidable combination. Azriel remained weakened due to the prior effects of his foe's technique. Was it time? Should he use that? His foe approached, it was now or never. As the dragon approached, Azriel braced himself releasing a surge of chakra through his entire body, taking his body to the pinnacle of physical state. As he surges the Yang chakra through his body he leaps up towards is foe in the same time frame using this immense speed to his advantage [Base speed 16x6=96]. He moves far beyond the speed of which his foe can track as he drives his knee into his opponent's stomach before they realise what has happened, followed by an elbow to their head, knocking them unconscious, thus ending the spar. The surge of yang chakra would also relieve the hungry ghost from Azriel, leaving him at full power should his foe remain able to fight. Upon driving his elbow into the back of her head, he kicks off her body, moving towards the ground, to avoid touching the dragon she had made.

(Yoton Modo) – Yang State
Type: Mode
Rank: S
Range: N/A
Chakra: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo’s Six Paths Sage Mode, those who have completed and specialized in Yang Release can enter this mode to elevate their prowess, but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black chakra shroud that the user can alter cosmetically. Their hair and sclera become white, and their hands glow a white energy with fingerless gloves and black magatama along their back. The user gains two main attributes in this state: Tian and Onibi. Tian refers to physical power beyond the scope of earthly mortals. While in Yang State the user’s ability to track and react to movement and actions becomes limitless. The user’s speed increases by 6x their base speed. Likewise, their physical durability reaches its apex, capable of reducing damage from all physical clashes by 80 damage. Note that this physical reduction goes beyond simply physical elements; it applies to anything within the ‘physical’ realm – meaning any physical interaction, be it from Fire Release, Earth, or Lightning are reduced while in Yang State. The opposite, the Spiritual, is not mitigated. Though important to note the user is still suspectable to techniques that apply physically debilitating debuffs, such as paralysis, fatigue, etc. The other trait the user gains, Onibi, activates when the user enters Yang State. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.
Note: Use of Yang State requires the user to have completed Yang Release training and stated on their biography that this is their chosen state. Once one has completed Yin-Yang Release training they are able to use these states interchangeably, respecting restrictions.
Note: This technique only last 6 turns and can be used only once per battle.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.
Note: Yin-Yang Release Creations cannot use Yang State.

(Onibi) – Onibi - Passive
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Said to be ghosts of light in ancient lore, these are the spirits of the dead that can be roughly translated as Will-o’-Wisps. Within the field of Yang Release it is the pinnacle manifestation of the field’s core concept: governing vitality and life, the ultimate display of a Yang Master as the giver of life. Onibi is activated simultaneously as Yang Mode, initiated passively once the Mode has been entered. Much like how Kuninotokotachi augments all of the user’s Illusionary techniques, Onibi augments all of the user’s specialized physical techniques; for the duration of Yang State all of the aforementioned techniques are enhanced by passively infusing them with Change into Hell. Each creation is endowed with 300 chakra points, 100 health, sharing their creator’s base speed, and their own form of sentience. Like with Change into Hell, creations through this technique are able to use techniques from the source they are produced from. As life is ever changing and mutating in each permutation, Onibi also grants two random mutations to each creation. These are to be rolled on each time a sentient creation is formed with Onibi. When Yang State expires the user’s techniques that are augmented with Onibi’s sentience and mutations also expire. The random mutations are as follows:
  1. Empowered Vitality: The user’s sentient entity’s vitality is empowered further, increasing its health pool by 80 additional points.
  2. Clear Casting: The user’s sentient entity has its ability to perform techniques augmented, allowing it to perform its techniques without the need for hand seals.
  3. Empowered Speed: The user’s sentient entity has its ability to move enhanced, increasing its speed by 8 base levels.
  4. Thickened Hide: Improved durability reduces all physical damage taken by 40.
  5. Empowered Reserves: The user’s reserves are empowered, increasing its base chakra reserves to 500.
  6. Black Blood: Infuses a deadly vitality-based mutagen within the sentient creation. When the Creation dies or expires its blood will burst in a mid-range radius from its position, afflicting any within with Black Blood. Black Blood inflicts 10 damage per turn indefinitely on any, other than the user, until the end of the battle. Can only be cured by Yin-Yang Release or Senjutsu.
  7. Debilitating Aura: The user’s sentient creation radiates physical energy, destabilizing any living target within a five-meter zone around it. Reduces movement speed by 8 base levels, inflicts 10 damage per turn, and drains 10% of the targets chakra per turn. Can be resisted with a Yin Release technique of equal rank or Senjutsu that persists through this mutation’s duration.
  8. Acidic Spikes: The user’s sentient creation is empowered with the Acidic Spines mutation, causing it to periodically unleash a volley of vitality-based spikes at all enemy targets on the battlefield. Each spike inflicts 80 damage and contains 40 chakra. Its damage is inflicted at a rate of 40 per turn to living targets, but clashing with other techniques counts as 80 damage. Only a single spike can be released at a single target, with each additional target counting as an additional spike. This does not count toward one of the user’s three moves, and it has a 25% chance of occurring every other turn after the creation is formed.
  9. Overwhelming Vitality: The user’s sentient creation is empowered with Overwhelming Vitality, causing it to explode upon death in a mid-range radius explosion of violent energy. Anything caught within it suffers 120 damage.
  10. Prismatic Mutation: A mutation that takes on the combined effects of two random mutations, allowing for three total mutations on a creation. When this occurs, the user is to roll for the first mutation as normal, and then roll for one additional mutation and select one of the first four mutations. This allows for a total of three.

(Rīfu Oshitsubusu Bōfū) Leaf Crushing Storm
Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60
Description: The user strikes the enemy with a powerful knee to the stomach, causing them to double over and he finishes with a strong elbow from the alternating arm to the back of the head. If successful, it will render the target unconscious for 2 turns.
 
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