[Closed] Official Battle

Alyx

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Official Battle
Ten Meters Apart
Graded Battle - Lasting 6 Turns
Terrain:
The battlefield sprawled beneath an overcast sky, a canvas of desolation where nature and war had interwoven their chaotic tapestry. Craters pockmarked the earth, silent testimony to the violent symphony of artillery and chakra that had played out here. The scent of burnt ozone lingered, blending with the metallic tang of blood-soaked soil.

The wind whispered through the skeletal remains of shattered trees, their gnarled branches reaching like skeletal fingers towards the heavens. Tattered flags, remnants of once-proud banners, flapped listlessly in the breeze, their colors muted by the weight of despair that hung in the air.

The ground, once fertile, now bore the scars of conflict – a labyrinth of trenches and foxholes, a desperate attempt to find refuge within the unforgiving landscape. Amidst the ruins of ancient structures, broken statues stood as solemn witnesses to a time when this place knew peace.

The distant rumble of thunder echoed the disquiet of the battlefield, reverberating through the air like the growl of an angered deity. The sky itself seemed to mourn, with heavy clouds casting shadows upon the scene below. A lone crow circled overhead, its caw a mournful dirge for the fallen.

In the midst of this desolation, a few resilient wildflowers pushed through the cracks in the hardened ground, their delicate petals an ironic contrast to the harsh reality surrounding them. As the sun dipped below the horizon, casting long shadows across the battlefield, the air became charged with a palpable tension – a silent prelude to the violence that would once again erupt upon this cursed ground.

I'll be utilizing Alyx Ainesworth in signature. Post bio and I'll start!
 

Alyx

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Alyx surveyed the battlefield, a realm both unfamiliar and entrancing in its tragic history. Turning to Neuvillette, a weathered veteran, she sought insight within the scars etched into the earth. "What transpired here?" Alyx asked, her eyes trailing the shattered remnants of a once-thriving village. Neuvillette shrugged, his gaze fixed on the distant horizon. "War, my lady. Kingdoms clashing, power struggles—the usual chaos. But this land... it doesn't forget the blood spilled upon it." Alyx, her curiosity tinged with unease, confessed, "I'm a stranger here...yet..."

Neuvillette chuckled, his eyes scanning the broken statues and scarred terrain. "Curses, omens, call them what you will. Some say the soil itself is cursed. We who walk on it carry the weight of its history." As they strolled through the uneven terrain, Alyx couldn't shake the looming sense of foreboding. "Can we change the fate of this place?" she pondered. Neuvillette's eyes met hers, a nonchalant glint in their depths. "Maybe, my lady. Perhaps you're the stranger these lands have been waiting for. The one to break the cycle and bring a new dawn to this haunted battlefield." However, Alyx's attention shifted as she noticed an odd figure in the distance. A solitary figure whose presence disrupted the silence of the aftermath. Preparing herself for a potential confrontation, she tightened her grip on her weapon, ready to face the mysterious newcomer in this cursed battleground.

"Allow m..." Neuvillette tried to speak but Alyx shaked her head. "No, I wish to handle this. Continue to survey the area" she instructed him, allowing the man to teleport to another portion of the location. Without exchanging words- she would have firstly drawn upon the power of Prana- physically enchanting her physique. The chosen blessings are: Strength of Heracles - The Twelve Labours (I), Speed of Atalanta - Huntress of the Wild (I) and lastly Agility of Perseus - Blessing of Hermes (I). Once finished, she immediately dashed towards the opposing force, with her spear aimed to strike directly at his throat.

"Greetings, I am Iudex Aquarius- here to cast judgement on you for the war crimes committed by your hands!" she said, clearly ignorant to rather he truly had any part of this but it was apart of her own agenda to get answers right away from her opponents. She will grant him an honorable battle of course, one fit for a court jester. The spear was aimed to pierce within his throat, fully intending on ending things quickly if he proved to be of no value. The spear would have also been charged with elemental chakra of Water- allowing it to cause a powerful blast of water as well, pushing him back on impact as result as well.


(Zokyo: Eiyuu no Nendai) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S (A)
Range: Short
Chakra Cost: 15-40 (30)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). In the turn following an S-Rank usage, the user's Prana is restricted to A-Rank and below, and the user cannot reactivate Age of Heroes.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. Level 1 will increase their Taijutsu damage by +15, Level 2 will increase it by +20, Level 3 will boost it by +25 and Level 4 will boost it by +30. To quantify this beyond digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by for a duration equivalent to its use (excluding level one).

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed will divide the user’s speed by three for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce physical damage the user takes by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them take 40 more damage and Level 4 will do so for 50 damage. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atalanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x2, Level 2 multiples it by 2.5, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one action, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used (excluding level one).
[Yari no Michi: Dai 2 no keishiki, kakuchō] - The Way of the Bisento: Second form, Extend
Type: Attack/Defense/Supplementary
Rank: B/A
Range: Short- Mid
Chakra: 20/30
Damage: 40/60 (40 + 15 + 20 =75)
Description: This technique is one of the most basic for this style, using basic knowledge to infuse the staff with a chosen element, surrounding it, and also being able to extend it's range. A simple way to imagine this would be how a shinobi extends the range of chidori into a chidori spear through shape control. For each element it will be different, the user can simply cover the staff in the element to increase it's potential (B rank) or extend the element to give a greater range to their attacks, each outlined below:

Katon: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank fire, which when used to strike, on contact will explode outwards in a short range burst of flames. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of flames reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Suiton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank water, which when used to strike, on contact will explode outwards in a short range wave of water, enough to douse small fires the size of the user. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed water reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Fuuton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank wind with cutting properties like wind blade, which when used to strike, on contact will explode outwards in a short range burst of slicing wind, like the wind blade technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed wind which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Lightning: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank lightning with destructive lightning properties like chidori remei, which when used to strike, on contact will explode outwards in a short range burst of destructive lightning that would more shock to burn a person than numb them like conventional lightning, like the chidori remei technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed lightning which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Doton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank solid, jagged rocks (not impaling the users hands), which when used to strike, on contact will explode outwards in a short range burst of sharp rocks to impale anything within range in the direction the staff is swung. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed solid compressed sharpened earth which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

It is important to note that all the elements that form are made in a way as to not harm the user, much like when you infuse an element into a kunai without hurting yourself or coat your body in an element.

Note: Only one element can be used at a time.
Note: B rank coating can only be used twice per element lasting up to two turns. After this that ability can't be used again for 1 turn. It can be ended at any point. The blast released on contact is B rank also, taking up a move per turn if the user wants to maintain the element around their bisento.
Note: A rank extension can be used once per turn, with two turns between uses. Each element can only use 3 times and only lasts for that one turn/attack.

Speed: 24 | Tracking: 54 | HP: 200 | Chakra: 2000> 1,950
 

El Alucard

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Traversing the desolation on his way to Xuanwu, Seven found himself amidst a battlefield painted in somber hues of conflict. Nature and war had intricately woven a chaotic tapestry, leaving craters and blood-soaked soil in their wake. Shattered trees whispered tales of despair, and tattered flags bore silent witness to the lingering heaviness in the air.

As Seven reflected on past killer league missions, memories of raided villages flooded back, each scar etched into his consciousness. In this introspective moment, Seven detected an approaching figure – a woman seemingly driven to madness by the grim scenes around her. She accused him of war crimes, an accusation hinting at her own involvement in the desolation. Perhaps overwhelmed by guilt, she attacked any who ventured into these parts.

Recognizing her internal turmoil, Seven acted swiftly. He conjured a protective barrier while simultaneously releasing his leg weights. The barrier manifested instantly, halting her spear and sending her flying backward with minimal damage (half the impact of the original technique). As she tumbled, the barrier disappeared (also using this time to repair itself), and Seven unleashed a lethal cloud of gas that swiftly blanketed the terrain.

Seven's gaze lingered on the woman. The mystery of her mental state hung in the air, as thick as the poison around the battlefield – was she the architect of this devastation, or a tormented soul haunted by the specter of war? Regardless, Seven decided to assist her in regaining her senses for good, he too had gone through this.

Calmly, he spoke to her with his hands in front, "Hi, Iudex. That’s a very cool name. I’m Seven, I’m going to help you, okay? Permanently."


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.

Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80 ( 40 per turn )
Description: Chakra is kneaded within the body and then changed into special chemical substances which are then ejected through the mouth in the form of a massive gaseous poison cloud that can blanket an entire battlefield. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a mist of deadly gaseous poison. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu. The poisoned individual will suffer a loss of 2 BODY AP for 3 turns if poisoned along with 40 damage per turn.

Note: Can only be used by those with Medical Training.


Speed: 24 | Tracking: 30 | HP: 160 | Chakra: 1600 > 1510
 

Alyx

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As the Iudex prepared to strike her target, the spear seemed destined to make contact. To her surprise, however, a barrier intercepted the strike. Impressed, she considered that he might be of use in this situation, but alas, such thoughts were fleeting. She activated her Prana, summoning a suit of armor around her being passively. This not only protected her but also set the stage for an immediate follow-up. Seizing the momentum from the impact (performed in the same TF as suit of armor being summoned due to the former being passive), she gestured to conjure a colossal water dragon. It was crafted in such a way that the opponent's vision of Alyx was obscured for the duration of the technique.

"We’ll see about that, Court Jester. Water Release: Dragon of the Abyss," she commanded, and the beast lurched into a striking position, attempting to crush the man beneath its massive paw. She employed two additional techniques: one infused with extra chakra to enhance its power and the other endowed with the properties of a Perfume Release Technique—specifically, gaining the acidic nature of 'Perfume Release: Boadicea's Queendom ღ Scented Tears.'

Alyx landed about five meters away from her target, keenly observing his response to the approaching liquid dragon. Simultaneously, she nipped the tip of her thumb, readying herself for a summoning technique if the need arose. The battlefield crackled with anticipation as the confrontation unfolded, each move a dance between adversaries in this dramatic theater of combat.

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions (Passive due to Clan Rank)
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.
(Suiton: Suishū Gorugon) - Water Release: Powerful Blasting Rain Trench
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+10 to sustain) + 10 = 50
Damage: 80 + 20 + 20 + 10 = 130
Description: After performing the Dragon → Tiger handseals, this technique will summon a large amount of water near the user that will then be used to strike at the opponent in several versatile ways. Shizuku has been known to transform it into a dragon with a gaping mouth to attack though the user can shape it in any way he needs for his intended purpose. The water used will be stationary till it is sent offensively toward the opponent and as long as the user fuels it and the technique isn't fully negated, the Tiger handseal can be sustained and the water manipulated and used. The technique can also be used from nearby water sources, including low rank water techniques, for the same effect. Due to the immense control needed, the technique is considered a highly advanced use of water release, requiring the user to possess a primary water specialty to use.

Note: Can only be used by Water Primary Specialists.
( 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 ).

Note: Requires a 1 turn cooldown. Can only be used 5 times. Can't boost techniques higher than S rank.
( Suiton/Meromeroton: Chi ღ Chi ) Water/Perfume Release: La Voisin's Sin ღ Eau de Orleans
Type: Supplementary/Offensive/Defensive
Rank: D-S Range: Short-Long
Chakra Cost: 10-40 ( +10 per turn ) (40)
Damage Points: 20-80
Description: Eau de Orleans is a vibrant and scented water, usually in pink shades. It takes advantage of Perfume's specific release to expand upon the physical properties of the element. The Eau de Orleans can be manipulated like Water Ninjutsu, creating jets and whirlpools or liquid constructs, which can be bigger and more powerful depending on the chakra used. The medium of Eau de Orleans acquires the physical effects described in any approved Perfume technique, like the high acidity or alkalinity of Boadicea's Scented Tears or the soporific properties of Teresa's Slumberous Gates.

This technique can also be combined with an equal ranked Water Ninjutsu in order to induce the same physical based Perfume effects with other water techniques as a base, creating an elemental combination technique which has the outcome of being 1 rank stronger, +20 damage in case of S rank. This can be done in the same time-frame as another Water technique. Either variant of Eau de Orleans is ruled by the water aspect of the technique, and is bound to any Water-related specialities of the user, likewise, when clashing, the Perfume takes a supplementary role whereas Water carries a defensive and offensive roll, giving the technique or the combo it's elemental S&W, rather than Perfume's. The scent is capable of affecting a target up to short range around the medium.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 5 turns. A Rank and above can only last up to 3 turns and require 2 turn cooldown. A rank can only be used 3 times, S rank can only be used 2 times. This can't be used with Forbidden ranked Perfume or Water techniques. Note: Can't perform other Water or Perfume techniques higher than S rank throughout the duration of this technique. In case of S rank usage, can't perform them higher than A rank. Note: A single Perfume physical effect can be applied per Eau, without stacking.
(Meromeroton: Suzuran Ouhikoku ღ Kourui Makkura) Perfume Release: Boadicea's Queendom ღ Scented Tears (Reference)
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 5 handseals, the user is able to produce a much heavier perfume and raw version of perfume, akin an essential oil, which will contain a much higher intake of the Earth element than the other elements used to create Perfume. This will mess with the pH balance of the technique, giving the perfume's body either an strong acidic or a strong basic/alkaline property. It is translucent with a greenish and amber coloration. If acidic, it will have a greater momentum and more fluidity, being a more liquid oil, enabling the user to spit it out as a pressurized stream or as a spread out volume of perfume. If basic/alkaline, the perfume will be more viscous and slippery, with the consistency of liquid soap, being a more syrupy oil, and can be spat out as a spread out mucus or be exuded from the user's hands. The perfume will corrode and melt organic materials and elements, instead of merely being toxic to it, as described in the element's submission, but will retain it's weakness to Earth and advanced Earth Elements ( Metals, Crystals, Ores, excluding Organic Elements ). The oil perfume will exude a powerful and acidic/basic scent (to a lesser extent than the body), with natural influxes of lily of the valley and woodland scents, which carries powerful genjutsu, making the opponent feel as if his insides are melting, translating in excruciating pain. The manifestation of the illusion is the sight women in barbaric or northern gowns with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it. The women only appear in short range of the perfume, on contact, and appear in conjunction with the perfume's body, not replacing it or concealing it. It is more of an embellishment than an actual offensive genjutsu.

*Physical Effects: Liquid Acid (Ph=1, similar to gastric acid) or Viscous Base/Alkali (Ph=13, similar to lye), Corrosive*
*Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
*Can only be used once every 3 turns, for a maximum of 2 times per battle*
*Lasts three turns, after which the perfume becomes inert and scentless, with it's pH balanced. This can then replaced the medium for other perfume techniques*
*Follows the Elemental S&W*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

Speed: 24 | Tracking: 54 | HP: 200 | Chakra: 1,950 > 1,830


Surge of Augmentation: Age of Heroes: 2/4
 

El Alucard

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Alyx was sent backward unharmed, Seven catching a glimpse of armor manifesting around her as she simultaneously unleashed a water dragon, obstructing his view. The maneuver, however, also left her blind to his movements. Seizing the opportunity, Seven swiftly charged his body with chakra, discharging it through his feet for a lightning-fast boost towards the looming water dragon. He lowered his body with matrix-like agility, narrowly avoiding the overhead threat and appearing low in front of Alyx.

Rising from the ground, Seven delivered eight rapid hits. The first strikes disabled Alyx's armor, while the subsequent blows channeled electrical chakra through her body, temporarily paralyzing her. But Seven's fists had a dual purpose. As he rose to strike, he shut his eyes, triggering a xenon-infused technique that generated a sudden, blinding flash of intense light, akin to a flash bomb. The disoriented Alyx struggled to see as Seven's fists connected.

With Alyx temporarily paralyzed and disoriented, Seven seized the moment. A powerful knee to the stomach doubled her over, and he finished with a decisive, strong elbow to the back of her head, rendering her unconscious.


Type: Supplementary
Rank: B
Range: Short
Chakra: 20 ( +10 to infused Technique )
Damage: N/A ( +20 to infused Technique )
Description: Stage Fright is a versatile jutsu that passively bestows the user's Xenon element upon any weapon, projectile, or technique they employ, giving it a subdued, dim glow. While the infusion bolsters the power and speed of the infused technique or weapon, its main ability is the reactivity when the Xenon-infused element enters short range of the opponent. At that moment, the Xenon within the infused object or technique ignites, generating a sudden, blinding flash of intense light, like a flash bomb, disorienting the unsuspecting target. Wielding these constructs with the Xenon aura allow the user to delay or expedite the ignition, though the blinding effect can only apply when a target sees the ignition within short-range.

Note: Can only be used once every 3 turns. Four times per battle.
Note: The infusion follows Xenon's elemental S&W.
Note: It can be used on techniques up to S rank.

Type: Offensive
Rank: S
Range: Short-Mid
Chakra cost: 40 (+10)
Damage points: 80 (+ 20) = 100
Description: A technique inspired by a form of southern style Chinese martial arts. The user charges their body with chakra and discharges it through their feet to give them a speed boost towards the enemy. Then the user charges their fists with lightning chakra, hitting the enemy eight times around the shoulders, chest, and stomach while discharging the electrical chakra to numb the points of contact. This causes temporary paralysis and makes the enemy's movements slow from the electrical currents retracting the muscles. This effect lasts for one turn.

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.


Speed: 24 | Tracking: 30 | HP: 160 | Chakra: 1550 > 1490
 

Alyx

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Despite the water dragon's attempt to stomp the opponent, he deftly evaded the attack and closed the gap, pressing Alyx. The Iudex welcomed the challenge, confident that his misjudgment of her skills would be his undoing. As Seven initiated a martial assault, Alyx responded in kind. Her hair extended, hardening to the quality of steel and transforming into a giant claw. The claw successfully seized his fist, crushing it with a blinding flash that temporarily robbed her of sight.

Blinded but undeterred, Alyx disabled Seven's limb and infected him with a Yang-based mutagen. The mutagen violently assaulted his nervous system, rendering him incapable of using Taijutsu up to a certain degree. The close-range nature of the attack, coupled with Alyx's overall faster striking speed, made it difficult for him to avoid.

Meanwhile, the water dragon repositioned itself, relentlessly pursuing the opponent to crush him within its maw. Alyx, seizing the opportunity, leaped backward, clearing four meters from her previous position. This brief respite allowed her a moment to contemplate her next move.

"An eye for an arm, how brave of you," Alyx quipped, her voice laced with a calculated confidence as the battlefield crackled with the intensity of their conflict. The drama unfolded, each move a strategic dance between predator and prey in this high-stakes theatre of combat. She filtered the air afterwards with a brief breeze of chakra, allowing her to sense and detect Seven's chakra signature.

(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Arbiter of Malice
Rank: B - S (S)
Type: Offensive, Defensive
Range: Short
Chakra: 40 - 60 (60)
Damage: 80 - 120 (120 + 20 = 140)
Description: Arbiter of Malice is a Grimm Mane technique designed to be the inherent basic technique of the style. This means, while now based on a direct beast- the user can shape and mold their hair into different forms. These can range from gauntlets resembling the fierce talons of a avian, stretched out in length like whip resembling a tail etc. This falls all into the user's own imagination now how they wish to conduct and control the hair. In contrast to this, the unique application applied to this technique requires direct contact - allowing Yang natured chakra to be forcefully infused into the target's body. The chakra immediately begins to attack the individual's nervous system- overloading it and messing with their brain's signaling. The sheer mutation also expands into two specific alterations based on rank, one of which the user's eye balls rapidly and uncontrollably looking in different directions. This renders abilities casted through eye contact/line of sight impossible as they wouldn't be capable of adapting to the rapid change in brain signal to regain control over their eyes. This only applies with the B Rank application, while the A and S Rank application implements a more harsher degrading of the nervous system, rending the opponent unable to use Taijutsu above B Rank when inflicted with this mutagen. B Rank application can be used four times per battle (with a cool down of two turns between each use), A Rank can be used thrice per battle (with a cooldown of two turns between each use, but leaves the user unable to use Grimm Mane Techniques above A Rank for said duration) and finally S Ranks twice per battle (with a cooldown of three turns between each use but unable to use Grimm Mane nor Yang Release Techniques above A Rank during this cooldown). The Yang mutation naturally fades away after two turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Yang or Yin Rlease or Natural Energy of 50.
(Fuuton: Chakra Kenpa no Kaze) - Wind Style: Chakra Sensing Breeze
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: A wind technique similar to the chakra sensing rain technique, the user infuses their chakra into the surround air create a light breeze across the battlefield. This breeze is capable of sensing the chakra of people or objects it comes in contact with. The breeze will die out after three turns once activated and can only be used twice per battle.
~Deactivates after three turns.
~Can only be used twice per battle.

Speed: 24 | Tracking: 54 | HP: 200

Surge of Augmentation: Age of Heroes: 3/4
 
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