[Closed] - Random Boxing

Skorm

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LoKs RNR - Official - Mid-range - grassy fields night time. Stealing not allowed.

Post yer bio and i’ll start us off, Alucard in sig (i havent updated it with latest free ap gains so if we count them lemme know and I’ll temporarily allocate them).
 
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Skorm

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(Darkiscie)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm

( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.

I'll allocate my two bonus APs to +1agl & +1 spirit, thus having 9 in agl and 8 in spirit. This is for this fight btw, not final as i haven't made my decision just yet T__T


Alucard and Lilith were strolling through the woods, their silhouettes where sharply canvased by the moon. The tall trees were diminishing and revealed a plain field, whereas Alucard saw a chakra signature approaching. Unlike their previous encounter, this time they wouldn't get into a random encounter without some batman prep-time.

..Well well well, another piece of meat on legs approaching us.

Hmpf, maybe i actually get to do something this time..


Lilith sighed disappointingly, reminiscing their previous battle where it was all Alucard in action.

That remains to be seen my dear. For now, stick with the plan.

She scoffed and remained next to her father while drawing her sword while Alucard himself scanned the man with fancy clothing's chakra system.

..Alrighty then, here go :3

Alucard passively activated a single void artifact, granting him a single stack of void infusions while he gathered up his chakra and channeled it through the earth. His earth technique would pave through the ground infront of the two, creating an abundance of sticky mud to burst upwards from the ground beneath and around the target. In turn, this would harden and encase them, dealing blunt damage. Along with this earth technique, Alucard infused the properties of his old artifact, the Forgefiend's Fabricator. This artifact would give his earth technique a unique property, aside from a chakra and damage boost. It would cause the sticky mud to also become volatile and explosive, meaning the field aroudn the opponent had now basically become a massive minefield.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.

(Kenja Seisakusha) – Forgefiend’s Fabricator
Type: Artifact
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: The Hangurian Golden Age marked a period of technological supremacy over the rest of the world; the supremacy was enjoyed by many – from the military to the average craftsman. What remains of the Hangurian lore speaks of a depraved blacksmith that fashioned weapons for the Black Ones. These weapons fueled the Hangurian war machine and were hailed as the most effective weapons created in the history of the Freehold. One such weapon, the Forgefiend’s Fabricator, is a type of trinket/charm tool that the wielder can use to focus additional chakra into their Earth-based techniques. Unique to the Fabricator is that it can produce limited amounts of Hangurian Ore into one’s Earth-based techniques, imbuing them with a slight metallic red sheen and granting them potent explosive qualities. The volatile ore can be infused into one’s non-supplementary Earth-based techniques for a bonus rank in strength, or 20 damage for S-Rank and above techniques. The infusion can occur within the same timeframe of the applied technique, counting as a move and an active boost. The explosive qualities of the earth can be initiated either through contact, meaning when clashing with other techniques or obstructions, or simply through the will of the user opting to prematurely detonate them. The explosion is proportional to the size of the technique used, making them rather precarious to use in close range of the user. The Forgefiend’s Fabricator can be used once every other turn.

(Doton: Shinku Bohi) - Earth Release: The Scarlet Tombstone
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 +10
Damage: 60 +20
Description: The user will release their chakra into the ground, then by manipulating their chakra, they cause an abundance of adhesive sticky mud to burst up from the ground around and beneath the opponent(s). The mass of mud quickly forming into a tombstone-like shape while clinging to the target, then quickly hardens and encases the whole of the opponent in solid rock. The rock quickly continues to constrict around the opponent, growing tighter and tighter until it eventually crushes them with immense force. Multiple tombstones can be created to encase and destroy multiple enemies, or a single large tombstone can be created to destroy a group of enemies, or one large enemy. The Tombstone created can be no larger than Gamakichi and if multiple Tombstones are created, their total size combined cannot exceed that of Gamakichi.

Note: User is unable to use Water above S-rank in the same turn and the turn after.
Note: Only useable thrice.
Note: Courtesy of Scaze

As this was happening (same timeframe), Lilith would utilize her dark release and create a massive blast, leveling anything inside and above the ground infront of them. The interaction would indeed trigger the voliatile ore present in Alucard's earth technique, which created a massive bang.

(Taibu Meiton No Jutsu) - Greater Dark Release Technique
Rank: A
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra Cost: 30 + 10
Damage Points: 60 +20 +20
Description: This is a stronger version of the Dark Release technique. The user can shoot dark release energy blasts, shields or any kind of shape through the usage of the Dark Release but on a larger scale than the standard Dark Release technique.
Note: Can only be used three times per match
Note: Courtesy of Ryujin

Stats i guess
HP: 200 | 150
Chakra: 1,500 - 10 - 30 1,460 | 2,000 - 30 = 1,970
Tracking: 80 | 10
Speed: 17 | 4
Voidinfusions: 1 | 4
 

Zaphkiel

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Arjuna just had the strangest dream. Something about two voices that jeered at him and everything he did. He'd gone out to clear his head and admire the moonlight but then he saw two figures standing in the clearing ahead whispering to each other. His first thought was how uncanny it was that there were two of them just like in the dream, but his second thought was that he may still be in a dream. This was because the entire ground had begun to shift beneath him. A chasm soon opened up as a thick, strange mud spilled out of it toward him. Arjuna flows through two hand seals and creates a surge of golden Prana from his body that quickly forms into armor and wings. He lifts off from the corrupted ground in an instant, rising to a height that took him out of the mud's reach.

"Rude, don't you think?" His tone is playful, curious. Arjuna forms a second hand seal and soon the glow of his armor is eclipsed by erratic black light that danced between his fingers. A strange form of lightning grows out of his palm as he points at his attackers. "Not even a royal decree?" Arjuna fires at the tall male who seemed to be the leader of the duo. As the bolt reaches close, however, it suddenly splits into two: one for man himself and the other for his companion.

(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S (A)
Range: Short-Long
Chakra Cost: 10-40 (30 + 10) 40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every three turns and no Prana in the user’s next turn.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. This technique can last a maximum of three turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice times per battle and no Prana in the user’s next turn.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

( Raiton: Kuroi Kōtetsu Kaminari no Sō ) - Lightning Style: Black Steel Thunder Lance
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20 AP) 100
Description: The user, after performing the Snake handseal, emits black lightning in the shape of a spear from their hands or mouth which then pierces the enemy. The user shoots the technique from their mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the black lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.

Chakra: 2000 - 40 + 40 = 1920
 

Skorm

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As their combo was easily dodged by the stranger infront of them through the means of some foreign chakra that Alucard had never seen or sensed before, he thought he was in for a treat. Another chakra to steal perhaps, or just a lone rogue that was ripe for slaughter.

Oh don't you worry my little angelic prince - you won't live to long enough to pounder it.

Sensing, this time a familliar chakra signature - Alucard signalled to Lilith what to do. She raised her hand while activating her dark mark in conjunction with her sword - which would empower her dark arsenal akin to that of her father but even more so. As her hand started to glow pale, she absorbed the lightning strike before/just as it split into two, and since they were standing next to eachother it would also absorb the original bolt aimed for Alucard. Her technique would allow her to release the absorbed lightning as she was sealing it, into a fury of black flames covering the entire battlefield infront of them with a powerful blast.

In tandem to this (same TF), Alucard took aim at the opponent and without the need for any handseals, he cast them in a potent Genjutsu infused with his Dark release element in order for the Genjutsu to appear similar to that of Lilith's dark release technique in looks, touch and feel (intense burning). The Genjutsu itself was rather simple but effective, causing snakes to appear around the opponent, seizing his movements entirely (wings included, sorry) making him immobile. Of course, this was only in his mind but in reality he would succumb to the effects of the Genjutsu and fall from the sky whilst being torched by Liliths dark flames.

(Meiton: Kyūketsukō usabarashi) Dark Release: Inhaling Diversion
Type: Offensive
Rank: A rank
Range: Short-Long
Chakra: 30 + 10 = 40
Damage: (Technique dependant) (100) + 20 + 20 = 140
Description: This is an advanced method of using the technique Inhaling maw. Instead of storing the foreign chakra the user instead redirects it back at the opponent. The way this technique works is by increasing the flow of chakra to Inhaling maw causing it to absorb chakra twice as fast as the regular inhaling maw. While this happens the user links his top and bottom square chakra network creating an arc between the two from which chakra can travel. As the user absorbs chakra it is sent into this new link and has Dark chakra added to it, once the chakra is added the technique is fired back at the opponent. From using this method the original attack is strengthen and more potent. This method is fairly fast, as it release chakra at the same time it absorbs leaving little window for opponents to react.
*Note* Any technique redirected gains plus 1 rank to its original power(I.e A rank becomes S rank)
Restrictions:
Can only be used 3 times per battle
Jutsu Follows Dark release's absorption rules
Can only be Taught by Delta

(Inton: Gogyou Gen) – Yin Release: Five Elements Illusion
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+30 chakra cost to applied technique)
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent Genjutsu. When the user casts a Genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. This technique increases the technique it is applied to by one rank in strength; due to the massive infusion of chakra a Genjutsu empowered by the Five Elements Illusion can penetrate through any passive defense or subversive method against Genjutsu. By using nature chakra rather than raw chakra, the properties of the Genjutsu can change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. The user is free to alter the effects of a Genjutsu within reason as long as the primary effects remain the same. Like other Yin-Yang infusions, this technique only increases the chakra within the technique by an additional rank in strength, or 10, whichever is higher.
Note: Can only be used 6 times per battle.
Note: Cannot be used on techniques above S-Rank.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.

( Genjutsu: Oshitsubusu Hebi Kubire ) - Illusion Technique: Crushing Snake Constriction
Rank: B (A)
Type: Offensive, Supplementary
Range: Short-Mid
Chakra Cost: 20 (30)
Damage points: 40 (60)
Description: The user puts the opponent into a genjutsu which has snakes appear beneath the opponent to constrict them and with the users command, they crush the opponent. In reality, the opponent is immobilized and takes damage due to the stress on his mind.

Stats i guess
HP: 200 | 150
Chakra: 1,460 - 10 - 20 = 1,430 | 1,970 - 30 = 1,940
Tracking: 80 | 10
Speed: 17 | 4
Voidinfusions: 1 | 4
 

Zaphkiel

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Oh. Arjuna is taken aback. So they meant to kill him?

As the woman released his lightning as an equally dark fire into the night air, Arjuna would also note the snakes that had appeared out of nowhere, or rather, thin air to grab onto his Prana armor. He saw no sign of snakes in the area or on his opponents before and so their sudden appearance now was suspicious. Worse, they did not interact with his Prana armament at all, which was impossible for any living thing, himself included. With a smirk Arjuna infuses his entire system with a surge of Prana, calling on the Helm of the Avenger, while forming a hand seal. This action would serve to both free him of the illusionary snakes and summon a swirling orb of Seraphic Water around himself that allows him to withstand the dark flames as he flies down toward a less wrecked section of the terrain, using them to obscure his descent.

By the time he touches down the water shield would have been spent leaving him defenseless again, but this was apart of the plan as Arjuna would almost instantly increase his weight using Doton chakra and as he lands, channeling all that natural force into his dominant leg as he stomps the earth with godlike strength. "You speak as if you know of my legend. In which case, I'm surprised you're still following through." The terrain is instantly changed--uprooted and thrown into chaos from the strength of Arjuna's leg in the form of chasms, dislodged boulders and raised sections of earth. Both opponents would be thrown off balance and battered by the roiling earth as Arjuna would have encompassed the entire clearing around him (long range).

(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (+10) 50 (-10 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s chakra system and ability to control it through an infusion of Prana. Activating this ability is instant and occurs in the same time-frame as another technique. Each Augmentation can last up to four turns and can be used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a backlash related and proportional to the ability used and how long it was active. The cool down before re-using any of the augmentations is proportional to the duration it was previously activated for.

Crown of the Ruler - Munificence of Jeanne
In this Augmentation the user will augment their chakra system with Prana to increase the efficiency and scale of their techniques, allowing them to travel further and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of the techniques can be influenced with this ability; although, this cannot bypass creation limitations. This means that techniques cannot directly manifest themselves on an opponent, unless the base technique already allows for this like Swamp of the Underworld. While this ability is active, short-range techniques will reach mid-range and mid-range techniques will reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. The same goes for techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but its maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one (except short-range techniques). Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range.

Helm of the Avenger - Wrath of Dantes (Seraphic Water and Renewal Taekwondo)
In this Augmentation the user will augment their chakra system with Prana in order to increase the strength and potency of their techniques. This Augmentation can be selectively applied to certain elements and abilities, or simply universally applied, but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. In the case of Defensive/Supplementary techniques which possess no inherent damage, they too will gain a rank in effective strength (capable of defending against 20 more damage). This ability can also affect advanced elements/abilities without being applied to one or any of their individual components. When this enhancement ends, the user will be subject to backlash proportional to how long the Helm of the Avenger was used. For the same duration as the Helm of the Avenger was active, techniques of the fields that were boosted will now be decreased by one rank. In the case where all techniques were subject to the boost, the loss in rank after the technique's end will affect all of the user's jutsu.

Aegis of the Shielder - Devotion of Galahad
In this Augmentation the user will augment their chakra system with Prana in order to increase the power of their techniques. This will enable them to empower all of their techniques or only selected fields by an additional ten chakra. Sealing and absorption-type techniques will be effective against jutsu with ten more chakra than their usual limit. When Aegis of the Shielder ends, techniques of every field boosted by Aegis will utilize ten less chakra for the same number of turns the Augmentation was active.
(Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S (S)
Range: Short-Long
Chakra cost: 15-40 (40)(-10 per turn)
Damage: 30-80 (+20 AP, +20 Wrath of Dantes) 120
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
(Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60 (+20 Wrath of Dantes) 80
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers this force, channels it into one of their legs, then redirects this force into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user becomes able to alter the very shape of the terrain in a single swift, elegant manoeuvre. This seemingly simple technique has a variety of uses, for example, the user could raise a large section of the ground directly in front of themselves in order to defend themselves from all manner of attacks, both big and small. Another potential application is altering the ground over a wider area in general, although not on the same scale as the previous example, allowing the user to potentially throw their target off-balance due to the wider area of effect, or to otherwise affect the terrain in a manner that is beneficial to the user. The user can even perform more specific actions, such as raising more specific fragments of the earth in order to attack colossal or flying Summoning Animals, albeit within a reasonable range and/ or area of effect.

Note: Can be used a max of 3 times per match.
Note: User must wait at least 3 turns between each usage, and no Renewal Taekwondo Jutsu above B-Rank can be used in the same turn.

Chakra: 1920 - 50 + 40 + 30 = 1800
Wrath of Dantes 1/1
 

Skorm

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Alucard smiled, now he knew that even these types can be afflicted by his Genjutsu powers. All it took was a small push, and now look at the still falling hippie.

What's that, a royale with cheese?

As they broke out of Alucard's Genjutsu he sensed an empowerment clutching into another one he did not recognize but this time it, atleast visually, looked elemental. Clashing with the blast of his own reflection, the altercation of Lilith's Dark release technique, they seemed to cancel out - atleast in his viscinity. Noble, he chose to remain alive this long - only for it to get much worse. As he fell from sky upon withstanding their combination, Alucard combined two elements as well to create a massive bone forest with protruding spikes as far as the eye could see. Into this forest of mayhem, he infused the bones with liquid krypton in order to have them deal more damage as well as using his Ghoulespine style in order to turn the bones themselves into black energy, fusing them together with his Yin aspect and removing any strengths/weaknesses to his technique.

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type: Supplementary
Rank: A-S (A)
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bastion is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a thermainsulator. The Bastion technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. This translates, in clashes, into a debuff or shielding or residual properties of elements clashing with techniques that are empowered through bastion. Elements that are hot and clash with techniques infused with Bastion becomes cold rather instantaneously and loses one rank in efficacy which in shorter terms is a debuff. Fire and lightning would be two elements exposed to this as an example, other elements do not experience this debuff so low-energy or elements that can exist without having to put constant energy or fuel into it are not suspectible to this debuff(water/wind/earth) etc. Naturally, elements of solid nature would benefit the most out of Bastion as the colder any matter gets, it will ultimately solidify. Techniques that derive from elements that make up the Liquid Krypton element(Wind/Water) are suspectible to this infusion and can be used with it. Moving on, the technique has two ranks of infusion, categorized into the amount of chakra the user spends on the infusion.

A-Rank
The A-rank version will apply a hefty amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique will become extremely dense and blank on the surface as the Bastion technique spreads through the entirety of the technique. A damage buff will be given of +20 to a technique boosted with the A-rank version. This rank will transform solids infused into crystalline formations that deflect sunlight like a mirror. Liquids will become slowly flowing with sparkling touches and gasses will become an icy slush-storm.

S-rank
The S-rank version will apply a significant amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique becomes much more dense with a crystalline and icy structure on the surface. A damage buff of +30 will be given and elements infused with this rank are also given the same properties as that of the A-rank version.
Note: A-rank version can be used x4 per battle and requires a 2 turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a 3 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

(Serasu) - Seras
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A +50 to infused technique
Damage: N/A +20 to infused technique
Description: Seras is a technique which lets Alucard be able to infuse his regular Shikotsumyaku techniques with his spectral skeleton. This converts his regular skeleton while using a Shikotsumyaku technique into the black spectral mass that is used for his Ghoulspine techiniques while the Shikotsumyaku technique doesn't get altered in its original use. Instead, their technique will gain a large chunk of extra chakra, damage as well as drop elemental strengths/weaknesses of their Shikotsumyaku technique making it neutral to everything. This also changes the aesthetics of their technique and instead of the regular bones, it is now consisting of the black energy. This conversion doesn't make a Shikotsumyaku technique deal any spiritual damage or indusage of genjutsu.

Note: Can only be used 4 times per battle
Note: Has a two-turn cooldown

( Sawarabi no Mai ) - Dance of the Young Ferns
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 45
Damage Points: 80 + 20 + 20 = 120
Description: Sawarabi no Mai is the fifth and last of the five Kaguya dance forms. The user causes a giant forest of tall sharp bone spikes to burst up from the ground covering the entire field. While active, the user can merge themselves into the bone trees at will to attack their target from whichever spike they want.

Stats i guess
HP: 200 | 150
Chakra: 1,430 - 10 - 45 = 1,375 | 1,940
Tracking: 80 | 10
Speed: 17 | 4
Voidinfusions: 1 | 4
 

Zaphkiel

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As Arjuna flew toward the ground in preparation for his leg stomp, he notices a multitude of black spikes jutting out of the soil as if to impale him as he descended. So, both are control mages. In that case... He forms three hand seals and then holds out his hands to release a magnificent stream of golden Prana from them that slams into the dark bones with physical force before spreading across the terrain like fire to consume the entire 'forest'. But instead of burning, the Prana instead converts the bones into ethereal energy and then transports them to the Throne. The field would have been cleansed almost as instantly as it had changed.

Arjuna follows up by immediately metabolizing the chakra from the transported technique and adding it to his reserves. At the same time, a body seal of his would activate due to the surge of foreign chakra and passively expel it in the form of a invisible barrier around his person as a means of defense. A black crown would form above his head to signify the technique's activation while also serving as the source for his next statement toward his rude opponents: "You jest in the wake of a terrible crime. The penalty for trying a King is death, you know." Throughout the barrier's formation and his statement Arjuna would have strung together three other hand seals to convert the terrain into permafrost, or Arctic Earth as it was better known. He would show these two ingrates what a real chakra forest looked like: Shiny trees and vines bursting from out of the soil on a grander scale than just 'sharp spikes'. The creations are massive and would encase Alucard and his companion as they rise out of the ground, trapping them in frigid glass cocoons--or rather caskets from Arjuna's POV.

(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S (S)
Range: Short-Long
Chakra Cost: 10-40 (+10) 50
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every three turns and no Prana in the user’s next turn.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. This technique can last a maximum of three turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice times per battle and no Prana in the user’s next turn.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every four turns and no Prana in the user’s next turn. The Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be teturned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique.

(Fūinjutsu: Pararia no Negusame)- Sealing Arts: Pariah's Solace (REF)
Type: Defensive
Rank: D - S (A)
Range: Self
Chakra: N/A (10 - 60) (30)
Damage: N/A
Description: This Sealing Art, with the kanji for "We Protect" is an always-present body seal directly connected to the user's chakra network and is activated the instant foreign chakra enters it. How it works is that once the user gains chakra from an outside source such as from a siphoning attack or techniques such as MIE the seal activates, and behaves like a gateway for the incoming chakra. As the chakra flows through the seal it passively expels the energy in the form of a transparent, skin-tight barrier around the user that does not interfere with any of the user's other active techniques. The barrier's strength is proportional to the amount of chakra absorbed where it gains a rank for every 10 points of chakra absorbed, starting at D-rank. So, if thirty chakra is absorbed the barrier's strength is moved up to A-Ranked. Twice per arc/event, at the cost of a move, the user may increase the barrier's strength to S-rank. This requires double the amount of chakra normally used for max evolution (i.e 60 chakra) and can only be done if the barrier is already at max strength for at least one turn. Being a barrier-type defensive technique, it is able to completely oppose techniques of lesser chakra and cancel out with those of equal chakra. This barrier can stay until destroyed by an enemy but once this happens the seal goes on a two turn cool down, during which time the user will be unable to perform Fūinjutsu above B-rank in the first turn, and none above A-rank the second. Unique to this seal is its ability to continuously regenerate per turn so long as the barrier has not been destroyed completely prior, sustained any form of damage for at least one turn, and the user is able to gain chakra from an outside source. After which any excess chakra goes straight to the user, unless they choose to store it within the seal to boost it to S-rank. Due to the fluent nature of the technique to turn incoming chakra into a defense the seal's activation doesn't take up space in the time frame, but still costs a move. As an aesthetic touch, a Black Crown will form above the user's head whenever the seal is active. Can only be activated three times overall.

(Hokkyoku āsurirīsu: Mekura Mori no Seigyo)- Arctic Earth: Conquest of A Blind Forest
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: With three hand seals (Dog, Ram, Dog) the user will focus his chakra into the terrain below him. The chakra will seep exactly fifteen meters below the ground, causing the earth at that depth to rapidly turn to permafrost. This is an incognito process and only acute chakra perception will be able to acknowledge the chakra due to how far beneath the earth it travels. Once the earth is converted to permafrost it grows upward before erupting from the ground all around the terrain in the shape of of trees and vines and similar shapes with surprisingly alike that of the canon Deep Forest Emmergence. As these structures rise they wrap around any and all (except the user and his allies) that is on the surface, be it weapons, people, or summons. As the structures grow they cocoon the objects they consume and trap them in a casing which almost instantly freezes. Due to the malleability of the element as stated in its description the permafrost will create a frigid, glass looking forest with people and objects trapped in the trunks and vines in a beautifully sadistic display. Within this forest the temperature will drop considerably low due to all the frozen earth laying around and being so close to each other. Because of this a low lying mist will form as per the natural characteristic of permafrost. If after one turn the opponent or any of his/her living allies do not escape their frozen prisons they will die of hypothermia. And for every turn they spend in the 'shiny forest' they lose one rank of speed as their bodies seize up; courtesy of the cold.
Note (s):
- Can only be done 2×
- Lasts for four turns
- No Arctic Earth techniques above A ranked next turn
-No Fuuton, Doton or Suiton S-Rank or above in the user's next turn

Chakra: 1800 - 40 + 40 + 40 = 1680
Armory of Akkadia 3/3
Pariah's Solace Chakra: 5/60
 
Last edited:

Skorm

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As Arjuna flew toward the ground in preparation for his leg stomp, he notices a multitude of black spikes jutting out of the soil as if to impale him as he descended. So, both are control mages. In that case... He forms three hand seals and then holds out his hands to release a magnificent stream of golden Prana from them that slams into the dark bones with physical force before spreading across the terrain like fire to consume the entire 'forest'. But instead of burning, the Prana instead converts the bones into ethereal energy and then transports them to the Throne. The field would have been cleansed almost as instantly as it had changed.

Arjuna follows up by immediately metabolizing the chakra from the transported technique and adding it to his reserves. At the same time, a body seal of his would activate due to the surge of foreign chakra and passively expel it in the form of a invisible barrier around his person as a means of defense. A black crown would form above his head to signify the technique's activation while also serving as the source for his next statement toward his rude opponents: "You jest in the wake of a terrible crime. The penalty for trying a King is death, you know." Throughout the barrier's formation and his statement Arjuna would have strung together three other hand seals to convert the terrain into permafrost, or Arctic Earth as it was better known. He would show these two ingrates what a real chakra forest looked like: Shiny trees and vines bursting from out of the soil on a grander scale than just 'sharp spikes'. The creations are massive and would encase Alucard and his companion as they rise out of the ground, trapping them in frigid glass cocoons--or rather caskets from Arjuna's POV.

(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S (S)
Range: Short-Long
Chakra Cost: 10-40 (+10) 50
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every three turns and no Prana in the user’s next turn.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. This technique can last a maximum of three turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice times per battle and no Prana in the user’s next turn.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every four turns and no Prana in the user’s next turn. The Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be teturned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique.

(Fūinjutsu: Pararia no Negusame)- Sealing Arts: Pariah's Solace (REF)
Type: Defensive
Rank: D - S (A)
Range: Self
Chakra: N/A (10 - 60) (30)
Damage: N/A
Description: This Sealing Art, with the kanji for "We Protect" is an always-present body seal directly connected to the user's chakra network and is activated the instant foreign chakra enters it. How it works is that once the user gains chakra from an outside source such as from a siphoning attack or techniques such as MIE the seal activates, and behaves like a gateway for the incoming chakra. As the chakra flows through the seal it passively expels the energy in the form of a transparent, skin-tight barrier around the user that does not interfere with any of the user's other active techniques. The barrier's strength is proportional to the amount of chakra absorbed where it gains a rank for every 10 points of chakra absorbed, starting at D-rank. So, if thirty chakra is absorbed the barrier's strength is moved up to A-Ranked. Twice per arc/event, at the cost of a move, the user may increase the barrier's strength to S-rank. This requires double the amount of chakra normally used for max evolution (i.e 60 chakra) and can only be done if the barrier is already at max strength for at least one turn. Being a barrier-type defensive technique, it is able to completely oppose techniques of lesser chakra and cancel out with those of equal chakra. This barrier can stay until destroyed by an enemy but once this happens the seal goes on a two turn cool down, during which time the user will be unable to perform Fūinjutsu above B-rank in the first turn, and none above A-rank the second. Unique to this seal is its ability to continuously regenerate per turn so long as the barrier has not been destroyed completely prior, sustained any form of damage for at least one turn, and the user is able to gain chakra from an outside source. After which any excess chakra goes straight to the user, unless they choose to store it within the seal to boost it to S-rank. Due to the fluent nature of the technique to turn incoming chakra into a defense the seal's activation doesn't take up space in the time frame, but still costs a move. As an aesthetic touch, a Black Crown will form above the user's head whenever the seal is active. Can only be activated three times overall.

(Hokkyoku āsurirīsu: Mekura Mori no Seigyo)- Arctic Earth: Conquest of A Blind Forest
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: With three hand seals (Dog, Ram, Dog) the user will focus his chakra into the terrain below him. The chakra will seep exactly fifteen meters below the ground, causing the earth at that depth to rapidly turn to permafrost. This is an incognito process and only acute chakra perception will be able to acknowledge the chakra due to how far beneath the earth it travels. Once the earth is converted to permafrost it grows upward before erupting from the ground all around the terrain in the shape of of trees and vines and similar shapes with surprisingly alike that of the canon Deep Forest Emmergence. As these structures rise they wrap around any and all (except the user and his allies) that is on the surface, be it weapons, people, or summons. As the structures grow they cocoon the objects they consume and trap them in a casing which almost instantly freezes. Due to the malleability of the element as stated in its description the permafrost will create a frigid, glass looking forest with people and objects trapped in the trunks and vines in a beautifully sadistic display. Within this forest the temperature will drop considerably low due to all the frozen earth laying around and being so close to each other. Because of this a low lying mist will form as per the natural characteristic of permafrost. If after one turn the opponent or any of his/her living allies do not escape their frozen prisons they will die of hypothermia. And for every turn they spend in the 'shiny forest' they lose one rank of speed as their bodies seize up; courtesy of the cold.
Note (s):
- Can only be done 2×
- Lasts for four turns
- No Arctic Earth techniques above A ranked next turn
-No Fuuton, Doton or Suiton S-Rank or above in the user's next turn

Chakra: 1800 - 40 + 40 + 40 = 1680
Armory of Akkadia 3/3
Pariah's Solace Chakra: 5/60
With Alucard's infused technique being absorbed or seemingly transported into another dimension, he figured that their opponent was using something akin to Dark release but probably in a much more sophisticated way. Well, if chakra wasn't going to cut it, he had to turn to chakra-less techniques. Or techniques that contained so much of it that it would be pretty much impossible to be absorbed.

You humans and your titles.. They mean nothing to me.

He spoke as he activated his chakra shroud while their opponent seemed to form some sort of barrier around them. Flickering blue flames surrounded him as magatama marks started to form around his eyes with a single horn growing out on his forehead. As the shroud formed, Alucard sensed chakra being infused into the earth surrounding them. He signaled to Lilith, using his mental link to her, to adress this issue as he would himself use his free-form dodge to re-appear behind the opponent with enough distance as to not level Lilith with his upcoming technique, as he slammed his hands together to create a shockwave of kinetic energy. This energy would also allow him to destroy any arctic earth forming infront of, right under and around him. In proximity with his opponent, he would also lower their base speed by -2 points.

( Tenseigan Chakura Mōdo ) - Reincarnation Eye Chakra Mode
Type: Mode
Rank: S
Range: N/A
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. Upon activating this form the user gains a cyan-colored chakra shroud with six magatama markings on their collar, dark markings over their eyebrows and lower eyelids, and a single horn shaped like Kaguya's, extending from their forehead. The shroud constantly radiates flickering flames of chakra, and the user's clothing and hair continuously billow upwards. The user's strength is significantly increased, adding +40 damage to their Ninjutsu and Taijutsu techniques. Their speed is also enhanced, increasing it by four times their base.
Note: Can only be used twice per battle, each use lasting 6 turns. After using, the user must wait at least 4 additional turns before using again.
Note: Can only be used by Otsutsuki Tenseigan wielders while the Tenseigan is active.
Note: If the Tenseigan is deactivated or reverted back to its Byakugan state then the mode is forcibly ended.

(Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type: Offensive
Rank: A - S (A)
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (60) + 40 = 100
Description: Inspired by his Gathering Clouds sword technique’s ability to create shockwaves of air pressure, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to slam his hands together with tremendous strength to produce a radial shockwave of air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique is able to push whatever it comes into contact with into mid-range. Due to this technique not being reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to taijutsu will apply to the technique.

Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single turn cooldown between uses.

Meanwhile, Lilith - upon hearing her fathers input, would materialize a single spectral dragon infused with dark and yin energy. This dragon was able to interact, and defend her against the arctic-earth that morphed around her as it coiled into a sphere around her as she made an escape using her wings to become airborne. The dragon followed her by her side, acting as a sentinel. She would now be mid-range up in the sky from her original position. All in the same timeframe.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 50/70 (70) + 10 = 80
Damage: 100 | 120 (for multi-element) (120) + 20 + 20 = 160
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

Stats i guess
HP: 200 | 150
Chakra: 1,375 - 10 - 40 = 1,325 | 1,940 - 70 = 1,870
Tracking: 90 | 10
Speed: 68 | 4
Voidinfusions: 1 | 4
TCM: 1/6
 

Skorm

ιn ѕιlιco
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Imma walk out of this one. Ill timed, but it is what it is.
 
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