[Closed] Friendly Spar

El Alucard

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A confused Seven found himself standing in an arena in the middle of nowhere. Literally nowhere the round arena was surrounded by darkness all around with only one source of light in the sky illuminating the ground. The edge of the arena seemed to end abruptly as an endless abyss lay below the arena. The stands were filled with dark figures that jeered and exclaimed with all sorts of emotions.

Across from Seven stood another man. Royal looking with armor and all the fancy stuff, he looked like the typical “knight in shining armor/ I am divinity” type. Whatever his deal was it seemed as though they were both transported here without their knowing and were expected to fight each other by the looks of it.

Clenching his legs as he stretches, Seven’s leg weights fall off and he speaks to his opponent with a false bravado in his voice. “HEY You! It would seem like we were brought here to put on show. I want to go back home so let’s just get this over with!
As this happens at the same time Seven slams both his clenched fists together, palms facing down, instantly releasing the shapeshifter poison in its gaseous state all around the battlefield. His opponent would see the light blue gas form all over the battlefield at which point it would be too late as he’d already have inhaled the deadly poison.

At this point his opponent would begin to experience severe fatigue as he struggles to stay awake. Seven slowly walks towards his opponent, regular katana in hand.

Sorry man. People like me and Royals like you never get along.” His voice was more sorrowful and serious this time.

Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manner to passively release the weight gives them freedom of mobility. These clamps give no added bonus or benefit other than releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users' biography
-Can only be taught by Serpent

Rank: B
Type: Supplementary
Range: Short - Long
Chakra: 20 ( -5 per turn to keep active, drains 20 chakra from the opponent per turn while exposed )
Damage: N/A ( 20 per turn )
Description: A technique based on the ( Kirigakure no Jutsu ) - Hiding in Mist Technique. The user will slam both clenched fists together, palms facing down, and release gaseous poison throughout the atmosphere. This gaseous poison will copy a poison in the user's possession and produce it in the atmosphere through the moisture all around the battlefield. This creates a plethora of poison mist that very quickly fills up the area. It not only blocks off the view of the opponent but also surrounds them in a dense poison mist which, if absorbed through the skin or breathed, is then used to drain the opponent's chakra and health. This chakra is not granted to the user, merely being drained from the opponent. If the user doesn't have a sample or source, they can produce a basic variation, with the base effects of chakra and health drain.

Creator: El Alucard
Type: Muscular, Molecular, Intestinal and Neurological
Ingredients and Background: Water Hemlock, Nightshade, Castor Bean, Human Immunodeficiency Virus and Various Restricting Enzymes

After El Alucard completed his medical training he continued to do his own research on molecular poisons and their manipulation. Using his new knowledge he was able to create a highly versatile and deadly poison that reacts to chakra, utilizing a number of plants and infusing some viral properties into it.

Description of Effects: The poison takes basic properties from toxins found within the various plants and combines it with viral properties to create a deadly and extremely versatile combination. The first of the properties is Cicutoxin which can be found within the Water Hemlock, it is a yellowish liquid that when ingested or somehow enters the body via cuts or openings causes, amnesia, painful convulsions, abdominal cramps, death follows shortly after. The next properties were taken from Atropine and Scopolamine, which are toxins found within the stems, leaves, berries, and roots of the Nightshade. Effects of the Nightshade are severe fatigue, intense hallucinations and paralysis in both voluntary and involuntary muscles of the body, including the heart. Another property was taken from Ricin which is contained in the pulp of the castor bean and causes vomiting.

All of these toxins were infused with the HI-virus in order to give the poison two main properties. The first property being the ability of a virus to change its structure, using this property El was able to manipulate the poison's state from solid to liquid and to gas at will. Since the virus is unable to grow and reproduce on its own the user can infuse their chakra into the poison and let it manifest as tiny chakra molecules that the virus can attach itself to and release itself into the chakra "molecule", once this has happened it changes it's genetic material and the begins to create more HIV proteins to infect more "molecules''. New HIV particles are then released from the first chakra molecules and the process goes on. The HIV particle has a different structure due to it changing its structure, this then affects the molecular composition of the poison thus allowing for the user to change the poison's state, this is the main reason the poison is called shape shifting. The secondary effects of the virus are activated with a single hand seal, secondary effects allow for access to the virus ability to integrate into the DNA by binding restriction enzymes to the virus. The activation of the virus causes it to drastically change thus immediately nullifying any ongoing side effects of the poison if only for a short time before the side effects of the activation start to kick in.(Say for example an opponent ingested the poison in liquid form and had started to experience amnesia, that side effect is nullified and the opponent is back to normal until the side effects of the virus integrating with their DNA start to kick in). Activation is done so that the restriction enzyme is able to cut DNA at or near specific recognition nucleotide sequences allowing either to alter an opponent’s DNA or simply cleave out whole strands of DNA, either of which would have varying effects on the opponent like making KG and HA unusable first, then just simply put destroying the opponent on a molecular level. Sometimes they can interrupt a gene, which would cause it to be defective, or it can make a gene that would be silent "turn on" which can cause problems for the opponent. The symptoms of damaged or altered DNA would mimic radiation sickness causing nausea, vomiting, spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.

The downside to the poison's ability to change its shape is that it can only have certain attributes from its different ingredients, this is because when the virus changes the structure of the poison some of the toxin's attributes are canceled out as they are only able to work in certain states. Ricin only works in solid form, Cicutoxin only works in liquid form and Atropine and Scopolamine only work as gasses.

Solid
•Non active Viral Cells
- In this state the poison is a white soluble powder visible from mid-range and takes the form of Ricin.
- Should the powder fall on open wounds or get into an opponent’s eyes, it will cause a severe burning sensation upon the area of contact immediately. The burning sensation lasts 3 turns.
- Exposure to the poison in this form via ingestion, after 4 turns, the opponent will begin vomiting, thus resulting in extreme dehydration.

•Active Viral Cells
- Once poison infiltrates an opponent’s bloodstream (via inhalation and mixing with the opponent’s blood), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
- 4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities or advanced elements.
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.

Liquids
•Non active Viral Cells
- In this state the poison is a yellow liquid and takes form of Cicutoxin.
- Effects can be stopped before doing too much damage by simply extracting the poison if ingested, by vomiting before second turn after ingestion of poison.
- 3 turns after Ingestion, an opponent will experience painful uncontrollable convulsions leaving them unable to perform any techniques at all.
-4 turns after Ingestion, the opponent will die.

•Active Viral Cells
- Once poison infiltrates an opponent's bloodstream (via mixing with the opponent's blood), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
- 4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities or advanced elements
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.

Gas
•Non active Viral Cells
- In this state the poison is a light blue gas only visible from mid-range and takes the form of Atropine and Scopolamine.
- 1 turn after inhalation the opponent begins to experience severe fatigue.
- 3 turns after inhalation, all the opponent's voluntary muscles would become paralyzed.
- 4 turns after inhalation involuntary muscles would become paralyzed as well thus causing him to die.


•Active Viral Cells
- Once poison infiltrates an opponent’s bloodstream (via inhalation), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.

Additional Effects
- Once the Virus is activated, the opponent's regular effects of the poison are rendered null and they return to their regular state prior to poisoning (this only lasts till the effects of the active virus cells kick in).
- Since the base of the poison is a virus, should the opponent become infected, this severely cripples their immune system thus making them far more vulnerable to other poisons, bacteria or diseases.
-Due to their weakened immune state their physical state is also disturbed and in turn their ability to use chakra efficiently is diminished
-All jutsu the opponent uses 2 turns after exposure to the poison, will fall one rank below its original.

Notes
- Can only be used by El Alucard or those he gives samples to.
- Only El Alucard is immune to the effects


Seven’s Base/Boosted Stats
Tracking
: 30 (Boosted via; Apex Tracker) | Speed: 24 (Boosted via; Leg Weights) | Normal Chakra: 1600 > 1580 | Health: 160
 

Zaphkiel

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A confused Seven found himself standing in an arena in the middle of nowhere. Literally nowhere the round arena was surrounded by darkness all around with only one source of light in the sky illuminating the ground. The edge of the arena seemed to end abruptly as an endless abyss lay below the arena. The stands were filled with dark figures that jeered and exclaimed with all sorts of emotions.

Across from Seven stood another man. Royal looking with armor and all the fancy stuff, he looked like the typical “knight in shining armor/ I am divinity” type. Whatever his deal was it seemed as though they were both transported here without their knowing and were expected to fight each other by the looks of it.

Clenching his legs as he stretches, Seven’s leg weights fall off and he speaks to his opponent with a false bravado in his voice. “HEY You! It would seem like we were brought here to put on show. I want to go back home so let’s just get this over with!
As this happens at the same time Seven slams both his clenched fists together, palms facing down, instantly releasing the shapeshifter poison in its gaseous state all around the battlefield. His opponent would see the light blue gas form all over the battlefield at which point it would be too late as he’d already have inhaled the deadly poison.

At this point his opponent would begin to experience severe fatigue as he struggles to stay awake. Seven slowly walks towards his opponent, regular katana in hand.

Sorry man. People like me and Royals like you never get along.” His voice was more sorrowful and serious this time.

Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manner to passively release the weight gives them freedom of mobility. These clamps give no added bonus or benefit other than releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users' biography
-Can only be taught by Serpent

Rank: B
Type: Supplementary
Range: Short - Long
Chakra: 20 ( -5 per turn to keep active, drains 20 chakra from the opponent per turn while exposed )
Damage: N/A ( 20 per turn )
Description: A technique based on the ( Kirigakure no Jutsu ) - Hiding in Mist Technique. The user will slam both clenched fists together, palms facing down, and release gaseous poison throughout the atmosphere. This gaseous poison will copy a poison in the user's possession and produce it in the atmosphere through the moisture all around the battlefield. This creates a plethora of poison mist that very quickly fills up the area. It not only blocks off the view of the opponent but also surrounds them in a dense poison mist which, if absorbed through the skin or breathed, is then used to drain the opponent's chakra and health. This chakra is not granted to the user, merely being drained from the opponent. If the user doesn't have a sample or source, they can produce a basic variation, with the base effects of chakra and health drain.

Creator: El Alucard
Type: Muscular, Molecular, Intestinal and Neurological
Ingredients and Background: Water Hemlock, Nightshade, Castor Bean, Human Immunodeficiency Virus and Various Restricting Enzymes

After El Alucard completed his medical training he continued to do his own research on molecular poisons and their manipulation. Using his new knowledge he was able to create a highly versatile and deadly poison that reacts to chakra, utilizing a number of plants and infusing some viral properties into it.

Description of Effects: The poison takes basic properties from toxins found within the various plants and combines it with viral properties to create a deadly and extremely versatile combination. The first of the properties is Cicutoxin which can be found within the Water Hemlock, it is a yellowish liquid that when ingested or somehow enters the body via cuts or openings causes, amnesia, painful convulsions, abdominal cramps, death follows shortly after. The next properties were taken from Atropine and Scopolamine, which are toxins found within the stems, leaves, berries, and roots of the Nightshade. Effects of the Nightshade are severe fatigue, intense hallucinations and paralysis in both voluntary and involuntary muscles of the body, including the heart. Another property was taken from Ricin which is contained in the pulp of the castor bean and causes vomiting.

All of these toxins were infused with the HI-virus in order to give the poison two main properties. The first property being the ability of a virus to change its structure, using this property El was able to manipulate the poison's state from solid to liquid and to gas at will. Since the virus is unable to grow and reproduce on its own the user can infuse their chakra into the poison and let it manifest as tiny chakra molecules that the virus can attach itself to and release itself into the chakra "molecule", once this has happened it changes it's genetic material and the begins to create more HIV proteins to infect more "molecules''. New HIV particles are then released from the first chakra molecules and the process goes on. The HIV particle has a different structure due to it changing its structure, this then affects the molecular composition of the poison thus allowing for the user to change the poison's state, this is the main reason the poison is called shape shifting. The secondary effects of the virus are activated with a single hand seal, secondary effects allow for access to the virus ability to integrate into the DNA by binding restriction enzymes to the virus. The activation of the virus causes it to drastically change thus immediately nullifying any ongoing side effects of the poison if only for a short time before the side effects of the activation start to kick in.(Say for example an opponent ingested the poison in liquid form and had started to experience amnesia, that side effect is nullified and the opponent is back to normal until the side effects of the virus integrating with their DNA start to kick in). Activation is done so that the restriction enzyme is able to cut DNA at or near specific recognition nucleotide sequences allowing either to alter an opponent’s DNA or simply cleave out whole strands of DNA, either of which would have varying effects on the opponent like making KG and HA unusable first, then just simply put destroying the opponent on a molecular level. Sometimes they can interrupt a gene, which would cause it to be defective, or it can make a gene that would be silent "turn on" which can cause problems for the opponent. The symptoms of damaged or altered DNA would mimic radiation sickness causing nausea, vomiting, spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.

The downside to the poison's ability to change its shape is that it can only have certain attributes from its different ingredients, this is because when the virus changes the structure of the poison some of the toxin's attributes are canceled out as they are only able to work in certain states. Ricin only works in solid form, Cicutoxin only works in liquid form and Atropine and Scopolamine only work as gasses.

Solid
•Non active Viral Cells
- In this state the poison is a white soluble powder visible from mid-range and takes the form of Ricin.
- Should the powder fall on open wounds or get into an opponent’s eyes, it will cause a severe burning sensation upon the area of contact immediately. The burning sensation lasts 3 turns.
- Exposure to the poison in this form via ingestion, after 4 turns, the opponent will begin vomiting, thus resulting in extreme dehydration.

•Active Viral Cells
- Once poison infiltrates an opponent’s bloodstream (via inhalation and mixing with the opponent’s blood), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
- 4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities or advanced elements.
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.

Liquids
•Non active Viral Cells
- In this state the poison is a yellow liquid and takes form of Cicutoxin.
- Effects can be stopped before doing too much damage by simply extracting the poison if ingested, by vomiting before second turn after ingestion of poison.
- 3 turns after Ingestion, an opponent will experience painful uncontrollable convulsions leaving them unable to perform any techniques at all.
-4 turns after Ingestion, the opponent will die.

•Active Viral Cells
- Once poison infiltrates an opponent's bloodstream (via mixing with the opponent's blood), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
- 4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities or advanced elements
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.

Gas
•Non active Viral Cells
- In this state the poison is a light blue gas only visible from mid-range and takes the form of Atropine and Scopolamine.
- 1 turn after inhalation the opponent begins to experience severe fatigue.
- 3 turns after inhalation, all the opponent's voluntary muscles would become paralyzed.
- 4 turns after inhalation involuntary muscles would become paralyzed as well thus causing him to die.


•Active Viral Cells
- Once poison infiltrates an opponent’s bloodstream (via inhalation), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.

Additional Effects
- Once the Virus is activated, the opponent's regular effects of the poison are rendered null and they return to their regular state prior to poisoning (this only lasts till the effects of the active virus cells kick in).
- Since the base of the poison is a virus, should the opponent become infected, this severely cripples their immune system thus making them far more vulnerable to other poisons, bacteria or diseases.
-Due to their weakened immune state their physical state is also disturbed and in turn their ability to use chakra efficiently is diminished
-All jutsu the opponent uses 2 turns after exposure to the poison, will fall one rank below its original.

Notes
- Can only be used by El Alucard or those he gives samples to.
- Only El Alucard is immune to the effects


Seven’s Base/Boosted Stats
Tracking
: 30 (Boosted via; Apex Tracker) | Speed: 24 (Boosted via; Leg Weights) | Normal Chakra: 1600 > 1580 | Health: 160
Having been transported to this strange arena with ghosts for spectators, Arjuna stared on curiously at the child some distance across from him. What a turn of events his day had become when the boy shouts for him to put on a show. He notes the leg weights falling from his feet and for a moment wonders how strong this 'child' really was. Then a blue mist springs from the air around them, no doubt his opponent's handiwork after knocking both fists together. The Berserker's first thought was that it was not regular mist, and that it might have been altered somehow. "Now what makes you say that? You have never met Royals like me before." In response he forms a hand seal, and begins pouring a thick mist of his own from his body made of Seraphic Water, which immediately obscures his opponent's vision of him. Being much denser than water, the Undying Fog does not meld with the opposing mist but instead pushes it away as it emanates from Arjuna's body which helps him not breathe it in. As the fog continues outward it would consume the child whilst pushing his blue mist until it was 'out of bounds', or wherever that black edges of the arena lead to.

"Assumptions get you nowhere," he says as he summons a bow from the Throne, hidden by the fog still emanating from his body. He takes aim, though he doesn't need to due to the Noble Phantasm's abilities, and fires at his opponent a swift, seeking arrow that slings through the mist without any sort of resistance to pierce him somewhere on his right leg (24 SPD, 5 DMG).

(Seraphumizuton: Tamieru no Shitsumei; Fumetsu Kiri)- Seraphic Water: Tamiel's Blindness; Undying Fog
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things such as standard rotary movement like walking or forming more than two hand seals at a time. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. By the third turn the aforementioned effects would have almost doubled along with the opponent having very blurry vision as the moisture is sucked from their eyes. If the opponent doesn't leave the mist or remove it by the end of the third turn they will perish unless immediate medical attention is had, at which point the technique would come to an end. If the opponent manages to leave the Fog the turn it is performed then they would escape before any of it harmful effects take hold. However, if the target fails to flee or dispel the Undying Fog after one turn, any of its effects (i.e the nausea, vomiting, etc) will linger for one turn after, even if they manage to leave. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.

Note(s):
- Can only be performed three (2) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- Lasts 3 turns.

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

Chakra: 1600 - (30 + 40) =
1530
 

El Alucard

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His opponent swiftly executed a hand seal, causing a thick mist to billow out, enveloping the area and obstructing Seven's vision. Unfazed by the fog, Seven relied on his acute senses to detect the man's spirit within. A sudden arrow sliced through the mist, yet Seven effortlessly anticipated its path, effortlessly evading it by a subtle adjustment of his body. All the while adeptly performing two hand seals, channeling chakra into the earth beneath his opponent. The ground combusted, transmuting the underlying air into fuel and erupting into ash, causing the immediate surroundings to suffer damage within a 5-meter radius. The force of the eruption sent the man soaring into the air, stalling the fog's expansion as he probably wouldn’t be able to emit more fog particles.

Reacting swiftly, Seven merged his hands into the Bird hand seal, unleashing a powerful surge of wind mixed with earthen material at high velocity. The torrent, should it be strong enough, would not only penetrate the fog but collide with the rising ash, triggering a deafening explosion that reverberated through the chaotic battleground.

Amidst the tumultuous clash, Seven's voice cut through the chaos, his tone steeped in darkness as he uttered, 'All royals are the same,' evoking haunting memories, underscoring the gravity of the conflict unfolding before him."


Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 (+10 if explosion occurs from another fire or wind technique)
Description: The user performs two hand seals as they infuse katon chakra on whichever part of the ground surrounding them they wish (similar to Swamp of the Underworld). This katon chakra will burn the targeted earth below the surface by consuming the tiniest bit of air underneath, using it as fuel. Because katon chakra has burnt the ground, it turns into ash which is then manipulated with the help of katon chakra blended onto it to rise upwards in a burst, causing anything on the affected ground surface up to 5 meters to received damage as they're being sent flying upward by the rising ash. Which part of the ground should be affected is up to the user. It could be all the ground around an opponent's location, in a circlular formation around themselves (the user), or any other manner. Anyone who gets sent flying by the burst of ashes receives 2nd-degree burning damage. As for opponents who were beneath ground surface whilst this jutsu was performed, they will receive similar damage but will also be unable to breathe as the air beneath ground has been consumed by the user's technique. If someone uses a fire or wind technique that gets in contact with the ash during its process of rising up, the ash would explode in a similar fashion as Fire Release: Ash Pile Burning, affecting whoever was inside the targeted area and giving them 3rd-degree burns.

Note: Usable thrice per battle
Note: One turn cooldown between usage

Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing the Bird hand seal the user creates a stream of high velocity wind combined with scouring dust. The completed technique is directed through overlapping hands.


Seven’s Base Stats / Boosted Stats
Tracking
: 30 (Boosted via; Apex Tracker) | Speed: 24 (Boosted via; Leg Weights) | Chakra: 1580 > 1520 | Health: 160
 

Zaphkiel

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His opponent swiftly executed a hand seal, causing a thick mist to billow out, enveloping the area and obstructing Seven's vision. Unfazed by the fog, Seven relied on his acute senses to detect the man's spirit within. A sudden arrow sliced through the mist, yet Seven effortlessly anticipated its path, effortlessly evading it by a subtle adjustment of his body. All the while adeptly performing two hand seals, channeling chakra into the earth beneath his opponent. The ground combusted, transmuting the underlying air into fuel and erupting into ash, causing the immediate surroundings to suffer damage within a 5-meter radius. The force of the eruption sent the man soaring into the air, stalling the fog's expansion as he probably wouldn’t be able to emit more fog particles.

Reacting swiftly, Seven merged his hands into the Bird hand seal, unleashing a powerful surge of wind mixed with earthen material at high velocity. The torrent, should it be strong enough, would not only penetrate the fog but collide with the rising ash, triggering a deafening explosion that reverberated through the chaotic battleground.

Amidst the tumultuous clash, Seven's voice cut through the chaos, his tone steeped in darkness as he uttered, 'All royals are the same,' evoking haunting memories, underscoring the gravity of the conflict unfolding before him."


Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 (+10 if explosion occurs from another fire or wind technique)
Description: The user performs two hand seals as they infuse katon chakra on whichever part of the ground surrounding them they wish (similar to Swamp of the Underworld). This katon chakra will burn the targeted earth below the surface by consuming the tiniest bit of air underneath, using it as fuel. Because katon chakra has burnt the ground, it turns into ash which is then manipulated with the help of katon chakra blended onto it to rise upwards in a burst, causing anything on the affected ground surface up to 5 meters to received damage as they're being sent flying upward by the rising ash. Which part of the ground should be affected is up to the user. It could be all the ground around an opponent's location, in a circlular formation around themselves (the user), or any other manner. Anyone who gets sent flying by the burst of ashes receives 2nd-degree burning damage. As for opponents who were beneath ground surface whilst this jutsu was performed, they will receive similar damage but will also be unable to breathe as the air beneath ground has been consumed by the user's technique. If someone uses a fire or wind technique that gets in contact with the ash during its process of rising up, the ash would explode in a similar fashion as Fire Release: Ash Pile Burning, affecting whoever was inside the targeted area and giving them 3rd-degree burns.

Note: Usable thrice per battle
Note: One turn cooldown between usage

Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing the Bird hand seal the user creates a stream of high velocity wind combined with scouring dust. The completed technique is directed through overlapping hands.


Seven’s Base Stats / Boosted Stats
Tracking
: 30 (Boosted via; Apex Tracker) | Speed: 24 (Boosted via; Leg Weights) | Chakra: 1580 > 1520 | Health: 160
Through the Undying Fog Arjuna listens for his opponent's response, his enhanced hearing passively activating the moment he focused on it. He heard the slight shift the boy seemingly dodged, but more importantly he heard the nascent rumbling of the ground at his feet long before the owner of the technique himself could. Smiling, Arjuna's floods his form with luminous Prana which causes himself and the fog around him to glow bright gold for a split second before he disappears, entering the Throne for a similarly short space of time and re-appearing 10 meters in the air directly above the boy and the chaotic explosion he'd caused. Looking down he aims with his bow again and fires four arrows in rapid succession, each one aimed at his four major limbs. At the end of the barrage he fires a tube of Prana infused wind from the front of the bow, no arrow required, that would strike his opponent in the back of the head to finish the combo (25 DMG total). "Royals of the Throne walk a different path."

(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn) (Dispatch Spec)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the user vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S (A)
Range: Short-Long
Chakra Cost: 20-40 (30)
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space
The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time
This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

Chakra: 1530 - (30 + 10 + 10) = 1480
Century of Champions (Bow of the Archer)
Undying Fog 2/3
 
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The man and his dense fog abruptly shimmered and vanished in an instant, prompting Seven to halt his wind technique. It became apparent that the opponent possessed some form of space-time ninjutsu or access to another realm, as his entire presence dissolved before reappearing above Seven with a crackling resonance. Seven looked upward.

However, this proved to be a critical misstep, as the man teleported into a space still lingering with the shapeshifter poison remnants from Seven's prior application. Inhaling the lingering poison, the opponent would soon feel its debilitating effects take hold.

At this point the man would fire off a volley of arrows once again emerging from the mist, compelling Seven to sacrifice chakra, allowing the rukh - the magical energy around him - to respond to the incoming threat and form a protective Borg. The arrows struck the Borg ineffectively, providing Seven with the opportunity to unleash dense Xenon orbs in rapid succession, resembling twin gatling gun-like shots from his hands. At this point the poison would begin to affect the man as he instantly begins to feel severely fatigued. The opponent would struggle to avoid the hits from the dense Xenon orbs from Seven below, as well as fail to notice the formation of a swirling vortex 5m overhead.

Caught off guard, the opponent would find himself drawn into the vortex, realising too late the impending danger. As he was spun around within the vortex, his mist dissipated as it too got sucked in by the vortex, only to culminate in an explosive release, hurtling the man into the distance with resounding force.
Riiiiiight.”


Type: Defensive, Supplementary
Rank: A - S
Range: Short
Chakra: 30 / 40 (-10 to repair)
Damage: 60 / 80
Description: Borg is the only rukh technique that acts on its own, as it responds to the rukh around the user if they are in any danger. The user activates the protection by spending chakra (30 or 40), the rukh would then remain dormant only activating when the user is in danger. Once an attack is launched towards the user (Outside of the user's range of awareness), the rukh will respond in order to protect the user and form/erect a borg, or what others may perceive as a spherical barrier yellow in color. The borg however only reacts to non rukh techniques. The borg expands several feet outwards(up to 5 meters) in all directions protecting the user from oncoming threats, if enemies are caught in the range they'd be damaged and sent flying backwards. This allows for attacks of equal rank or below to be easily defeated. The borg can alternatively be activated by a user to defend an attack or as a means of transportation, allowing it to float and/or soar through the air by controlling it. Should the borg not be completely destroyed, it'd leech 10 chakra from the user to repair itself before remaining dormant once more.

Note: Spending the initial chakra cost doesn't count as a move however forming the borg(A or S rank) does.
Note: The A rank version can be activated 5 times per battle however it can be made to lay dormant for up to 4 turns.
Note: The S rank version can be activated 3 times per battle. It can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid
Note: When S rank version is used, no S rank and above djinn techniques can be performed in the same turn.

Type: Supplementary
Rank: S
Chakra: 40
Range: Short-Long
Damage: 80
Description: The user creates a Xenon vortex that begins to suck opponents and objects alike inwards towards them. The vortex then bursts outwards sending all the debris and opponents it sucked in flying. The user at any point from the vortex’s creation to its explosion shoots out of their hands, dense Xenon orbs, in the form of twin gatling gun-like shots. Upon impact they burst causing small xenon explosions. The user can choose to do a sweeping motion for a larger AoE or simply aim their shots at the intended target
Note: Can only be used 3 times
Note: Can only be taught by El Alucard


Seven’s Base Stats / Boosted Stats
Tracking: 30 (Boosted via; Apex Tracker) | Speed: 24 (Boosted via; Leg Weights) | Chakra: 1520 > 1450 | Health: 160
 
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Zaphkiel

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Having reappeared into their little arena with the Undying Fog still active and pouring from his body, the lingering mist would face the same fate it did earlier: being pushed away from Arjuna by the denser mist he kept sustained through chakra. If anything, his relocation served to spread his own technique even further throughout the arena, displacing even more of the blue mist. Through it all Arjuna would spot a peculiar yellow barrier surround the boy that easily destroyed his arrows. He thought against the final, Prana-infused Wind shot and instead prepares for the worst as he hears a strange technique form above him while his opponent began firing dense balls of 'air' at him. Mid-air, and pressed for options, Arjuna quickly exerts control over a portion of the Undying Fog around him with a burst of chakra and hand seal, causing it to condense rapidly into the element's true form: dense, flowing--and singing, due to an additional infusion of his Ototon chakra. A sphere of swirling Seraphic Water materializes around him as he falls which serves to further protect him from the foreign mist but also tank the many projectiles the boy had released while also protecting him from the technique he'd heard form behind him (I would imagine the vortex either taking a portion of the sphere, thinning it?). With both halves of the opposing technique dealt with, a clash which would be hidden by the Undying Fog still active around Arjuna, the sphere would continue falling at an abnormally fast rate due to its heavy nature, until it pierces through the screen, and lands on top of the boy who didn't care to move in his earlier response. The weight of the element crushes him into ground and even forms a small crater. "Believe it. Believe me."

But right before it crushes him Arjuna flashes the seal of confrontation to have the sphere suddenly erupt with five meter long spikes, turning the structure into a spiked wrecking ball for all intents and purposes, that would skewer his opponent right while also blocking off any short-ranged shenanigans he could think of.

(Seraphumizuton: Tamieru no Shitsumei; Fumetsu Kiri)- Seraphic Water: Tamiel's Blindness; Undying Fog (REF)
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things such as standard rotary movement like walking or forming more than two hand seals at a time. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. By the third turn the aforementioned effects would have almost doubled along with the opponent having very blurry vision as the moisture is sucked from their eyes. If the opponent doesn't leave the mist or remove it by the end of the third turn they will perish unless immediate medical attention is had, at which point the technique would come to an end. If the opponent manages to leave the Fog the turn it is performed then they would escape before any of it harmful effects take hold. However, if the target fails to flee or dispel the Undying Fog after one turn, any of its effects (i.e the nausea, vomiting, etc) will linger for one turn after, even if they manage to leave. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.

Note(s):
- Can only be performed three (2) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- Lasts 3 turns.

(Oto-Seraphumizuton: Eikō no Koe no Sandarufon) - Sound/Seraphic Water Release: Sandolphon's Voice of Glory
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: (+20 to technique)
Damage: N/A
Description: Using Seraphic Water's unique relationship with Sound, Voice of Glory is meant to supplement the element through a passive infusion. When performing a Seraphic Water technique the user may infuse a trace amount of their Sound chakra by paying extra chakra (+20) and have acoustic vibrations propagate throughout the affected jutsu. These are high energy, Destructive Sound Waves that are absorbed by the Seraphic Water and converted into heat energy. This allows the technique being performed up to A-ranked to gain a rank boost and +20 for S-ranked techniques. Vouce of Glory is incompatible with Forbidden ranked Seraphic Water techniques. The first perk that the affected jutsu gains with this infusion is an almost total lack of sound, similar to (Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure. This is because the sound waves are being absorbed and converted as quickly as they're produced, which leads to the second minor perk which is heat. Voice of Glory allows the affected Seraphic Water technique to be many times over the boiling point of regular water, thanks to its heat capacity of over a thousand degrees, able to burn and dessiccate opponents at the same time. The user will be unable to perform any other Sound techniques above A-ranked during the turn Voice of Glory is actiavted. Can be performed four times with a turn cool down in between uses.

(Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S (A)
Range: Short-Long
Chakra cost: 15-40 (-10 per turn) (30 + 10 Voice of Glory) = 40
Damage: 30-80 (60 + 10 AP, + 20 Voice of Glory) = 90
Description: The most basic technique of the special element. By focusing Seraphic Water chakra throughout the body and/or surrounding earth/water bodies, the user is able to create constructs of flowing Seraphic Water. These can range from simple waves, domes, walls, and pillars while the element can even be made dense enough to form traditional weaponry like kunai and swords, as well as other complex shapes. They can be formed from water sources as well as the ground within mid ranged of the user. The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Water Bullet Technique'. As per the properties of Seraphic Water, whenever the element comes in contact with any of if its strong to elements, namely organic matter like people or insects, the brine can suck away the moisture present within these things, leaving behind empty husks. With the seal of confrontation the user can manipulate/maintain control of said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 3× per match and requires the Ram hand seal to perform.
- No A-Rank or above Seraphic Water techniques on the next turn (if the S-Rank version is used)
- A rank usage requires the ram handseal

Chakra: 1480 - (40 + 10 + 40) = 1390
Century of Champions (Bow of the Archer)
Undying Fog 3/3
 
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The man swiftly transforms his mist into a descending water orb, but its encounter with xenon weakens its damage to a mere 20 points (this is just the orb itself, not the potential spikes). Meanwhile, as it plummets, some of it is drawn into a vortex, drastically thinning it. The earlier Xenon vortex explodes, generating a shockwave that propels the man into imminent danger.

Seizing the opportunity, Seven reacts decisively. He conjures a reddish, swirling electric vortex, annihilating the remaining water orb and incapacitating the man with a paralysing shock. This would obviously prevent him from performing his next move. The electric vortex transforms into a dragon head, carrying the man back to mid-range and dispelling his lingering fog ahead

With the man immobilised on the ground, Seven seizes the moment. Three thin but colossal pillars emerge from the ground, impaling the man's legs through his femur bones and driving the last one through the centre of his abdomen, targeting his spinal cord to induce paralysis. Seven, a master of medical ninjutsu, strategically positions each spike for optimal impact.

"I don't know you, so trust isn't exactly my strong suit here. But everything I'm about to do? It's a direct result of your kind's actions," Seven asserts, injecting a chilling gravity into his words.


Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augment other elements through several means;

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strengthens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc.

Earth
The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles augments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.

Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot

Type: Offensive
Rank: A (+1 rank) = S
Range: Short-Long
Chakra: 30 > 40
Damage: 60 > 80
Description: The user forms a whirling vortex of electricity around themselves. The vortex will take on the form of a dragon’s head and will grow to then shoot forward and cover the area in front of them. Even if the attack doesn't directly connect with his foe, the lightning can jump from the vortex to hit a nearby target.

Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is an even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.


Seven’s Base Stats / Boosted Stats
Tracking
: 30 (Boosted via; Apex Tracker) | Speed: 24 (Boosted via; Leg Weights) | Chakra: 1450 > 1370 | Health: 160
 
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Zaphkiel

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The man swiftly transforms his mist into a descending water orb, but its encounter with xenon weakens its damage to a mere 20 points (this is just the orb itself, not the potential spikes). Meanwhile, as it plummets, some of it is drawn into a vortex, drastically thinning it. The earlier Xenon vortex explodes, generating a shockwave that propels the man into imminent danger.

Seizing the opportunity, Seven reacts decisively. He conjures a reddish, swirling electric vortex, annihilating the remaining water orb and incapacitating the man with a paralysing shock. This would obviously prevent him from performing his next move. The electric vortex transforms into a dragon head, carrying the man back to mid-range and dispelling his lingering fog ahead

With the man immobilised on the ground, Seven seizes the moment. Three thin but colossal pillars emerge from the ground, impaling the man's legs through his femur bones and driving the last one through the centre of his abdomen, targeting his spinal cord to induce paralysis. Seven, a master of medical ninjutsu, strategically positions each spike for optimal impact.

"I don't know you, so trust isn't exactly my strong suit here. But everything I'm about to do? It's a direct result of your kind's actions," Seven asserts, injecting a chilling gravity into his words.


Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augment other elements through several means;

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strengthens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc.

Earth
The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles augments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.

Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot

Type: Offensive
Rank: A (+1 rank) = S
Range: Short-Long
Chakra: 30 > 40
Damage: 60 > 80
Description: The user forms a whirling vortex of electricity around themselves. The vortex will take on the form of a dragon’s head and will grow to then shoot forward and cover the area in front of them. Even if the attack doesn't directly connect with his foe, the lightning can jump from the vortex to hit a nearby target.

Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is an even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.


Seven’s Base Stats / Boosted Stats
Tracking
: 30 (Boosted via; Apex Tracker) | Speed: 24 (Boosted via; Leg Weights) | Chakra: 1450 > 1370 | Health: 160
As Arjuna descended with his bow in hand, Seraphic Water around him, he heard the telltale chirping of Lightning release, his element's own weakness. He glances down through his transparent orb and sees lightning in the shape of a dragon coil around the boy and then reach up to devour him and his element. Due to Lightning affecting Seraphic Water with a sort of delayed effect, the lightning dragon is reduced to the strength of an A-ranked technique as it spends most of its energy electrolyzing the brine sphere while trying to push it back (though with the Undying Fog still being active at the time of its attack it might have been weakened by that before interacting with the sphere. I'll leave that up to whoever checks). During this time, Arjuna passively activates a seal on the back of his neck with the kanji for 'regain', releasing a barrier from the seal that absorbs the lightning dragon in its entirety before collapsing back into the kanji on his neck as he forms a single hand seal with his free hand and then spits out a massive torrent of Seraphic Water from his mouth that is covered in unfocused lightning. Just like he'd intended before, the element slams down on the boy and his immediate surroundings before continuing across the arena in all directions to encapsulate it in a giant bubble of Seraphic Water.

Needless to say this would prevent any other plans the boy had prior to releasing the lightning dragon. "I am not responsible for any other King but myself. I won't be answering for another's crimes."

(Fuuinjutsu/Lightning: Kensaku) - Sealing/Lightning Arts: Regain (REF)
Type: Defense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/a
Description: The user will have a seal placed on their body labeled "regain" in kanji form (索). Essentially, whenever foreign lightning jutsus are being used, from the seal, a large scale barrier will immediately erect short range around the user at a fast pace. But, it does not provide any damage whatsoever, this is why its passive and instant in activation, although it can be perform in the same timeframe as another jutsu it still count as a move per turn from the user. It's basis of usage is the barrier will immediately act as a lightning rod for the opponent's own lightning jutsu and immediately draw the jutsu inward, attaching itself to the barrier, and after this is done, the full dome shape barrier becomes drawn back into the users seal. This will not give the user any chakra, but rather it will allow the user to use the now unfocused electricity to enhance the users next jutsu attack (lightning composition equivalent to that of nagashi, same with rank and damage as well). Lightning jutsus become enhanced automatically by 10+, with elemental jutsus that coincide with unfocused electricity (fire, earth, water, etc) will have raging electricity running across its body and will increase by 1 rank due to a veil of electricity covering it. This jutsu being increase doesnt have to be soley from the basic 5. It can be used with KG/CE alike aslong as it is within logic and stems from the user's body or at least short range of them for the electricity to aid the jutsu. What also allows this technique to be used in a defensive manner is, lightning is known for its insane speed, due to the speed of the barrier, it will immediately act to "catch" fast moving lightning jutsus (this includes combinations of the sorts) and be used for the user. Armors or lightning jutsus that enhance the opponent's speed will literally be ripped from their body and be used for the users purpose as stated.

Notes:
Can only be taught by venom
Only be used three times
Requires a 1 turn cool down between uses

(Seraphumizuton: Rahabu no Kodokuna Abisu; Sō Sensui)- Seraphic Water: Rahab's Lonely Abyss; Total Submergence
Type: Defensive/Offensive/Supplementary
Rank: S (F)
Range: Short-Long
Chakra cost: 40 (-10 per turn) (50)
Damage: 80 (90)
Description: With two hand seals (Dog>Snake), the user will exhale a vast amount of Seraphic Water from his gullet appearing very much like the canon Water Bullet Technique. In fact, the two are virtually indistinguishable from each other due to Seraphic Water having the same texture and color as regular water. However, where the two techniques differ is that Rahab's Lonely Abyss, upon being spewed from the user, immediately spreads up to long ranged in all directions in the form of a great flood. As it spreads however, the outermost edges of the technique will begin to fold upward, creating a dome as it travels. This way, by the time the flood has reached long ranged, short and mid ranged distances would have been covered already. In the aftermath, the technique encapsulates the field in a bubble of Seraphic Water similar to Great Exploding Water Colliding Wave. However, where this technique retains its originality is that unlike regular water where the opponent has the privilege to move through, the user is able to either prevent or promote movement by any person/object while inside. Using the concentration shifting abilities the element is known for, the user can increase/decrease the concentration of Seraphic Water around any object or person inside the bubble. This can make swimming and moving completely impossible. Along with this the bubble carries the other effects of the element whereas if ingested it can cause nausea and vomiting as well as slowly sapping the moisture from living organisms. Although these effects aren't specifically outlined, if the opponent stays inside the bubble for the full three turns it is allowed to keep active, they will be killed as almost 80% of the moisture in their bodies would have been sucked from them. Increasing or decreasing concentration of Seraphic Water inside the orb will cost the user an extra move to perform but doesn't cost any additional chakra.

Note(s):
- Lasts three (3) turns with each use.
- Can only be used two (2) times, with a three (3) turn cool down between uses.
- Cannot perform any other Seraphic Water techniques above A ranked in the same turn this is performed.
- User will only be able to perform two moves per turn while this technique is active due to the chakra control needed.
- Once the technique has ended, the user is unable to perform SW techniques in the following turn.

Chakra: 1390 - (50 + 30) = 1310

Century of Champions (Bow of the Archer)
 

Corazon

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Sorry for the delay in checking this. I'm not gonna go into too much detail since this is just a spar for kumi. Speaking of, those fights are supposed to be 5 moves each afaik, but I'll leave that up to the Mod who checks this, lol. Anyway, regarding the actual fight, there were some good moves but also some iffy moves, and some misunderstanding of customs and jutsu interaction, mostly on El's part. Having said that, I think Zaphkiel controlled the fight and his moves felt more fluid. He wasn't in any real danger at any point in the battle.

Winner: Zaphkiel.
 
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